[WIP]Savage Wasteland 2.0

Post » Fri Nov 05, 2010 7:05 am

No need to apologize, though I'm curious as to whether you tried it with an existing or new character.


This was with a brand new character. I had just gotten out of the Vault and had made my way to Springvale Elementary, quite easily blasting away the first couple of Raiders that came at me. You should take a look at The Nice One's Economy Enhanced mod. He's trying to do the same sort of thing you are, but rather than limit the kinds of weapons an enemy can use he simply makes them disappear from the loot you find afterwards. Kind of like what you're doing with the hand placed loot. This would limit the amount of guns and ammo you find without making your enemies too easy to kill if you have that type of gear and they don't. I'm not sure if this would be possible to do with FOSE yet, but it would probably be worth taking a look at what he's done there.

BTW, will your new version of unfound loot also include things like the crafted weapon components and general clutter? I wouldn't mind having more items added rather than just guns, ammo and chems. I'm not using the food one right now since I was a bit leery after reading your mention of some potential bugs with the items.
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Erin S
 
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Post » Fri Nov 05, 2010 3:02 pm

Yes eventually Unfound loot will also cove the schematic weapons parts and the random junk laying around. The only bug reported so far is finding items with the prefix UL in thier name. If you see these it means you failed the luck check to spawn the item but the UL item used as a refrence point wasnot deleted. Don't pick up any UL items and you won't have any problems. This bug exists to some extent in all the Unfound Loot modules, but it will be fixed in the next release; along with the addition of explosives and melee weapons.
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Jesus Lopez
 
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Post » Fri Nov 05, 2010 10:11 am

Yes eventually Unfound loot will also cove the schematic weapons parts and the random junk laying around. The only bug reported so far is finding items with the prefix UL in thier name. If you see these it means you failed the luck check to spawn the item but the UL item used as a refrence point wasnot deleted. Don't pick up any UL items and you won't have any problems. This bug exists to some extent in all the Unfound Loot modules, but it will be fixed in the next release; along with the addition of explosives and melee weapons.

Sounds good Steve,
I'll be glad to see a major reduction in the numbers of grenades! Currently those things are stupidly common.
Would be nice if they could be replaced with more plausible, easier to produce pyro, like molotovs, or pipe bombs.
I don't know whether I would be very keen to see a reduction of melee weapons though, outside of the high tech ones like powerfists and super sledges.
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Siobhan Wallis-McRobert
 
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Post » Fri Nov 05, 2010 12:51 pm

The only bug reported so far is finding items with the prefix UL in thier name. If you see these it means you failed the luck check to spawn the item but the UL item used as a refrence point wasnot deleted. Don't pick up any UL items and you won't have any problems.


Well that's enough for me not to use it. It drives me crazy whenever I come across a bug in the game. Besides, I prefer a 10% chance per Luck and don't want to go into the console everytime to set it. BTW, I've been thinking of the Gunwielding Maniacs thing. Wouldn't it be possible to attach a script so that any opponent that has a gun has it removed when they get killed, and replaced by a piece of scrap metal instead? Removing all thier ammo would be pretty easy to justify, they simply used up their last bullet before you killed them. I was looking at the Wiki and you could possibly do something along those lines with the GetDead function.
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Chantel Hopkin
 
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Post » Fri Nov 05, 2010 1:41 am

Hey Steve, I love what your doing with Unfound loot so far. The only thing that bugs me is that it doesn't work in the DLCs :P. I feel like I'm cheating when I get back from an excursion into one of those zones. I've also heard you mention giving the same treatment to the schematic parts (which is awesome) but was wondering if you planned on including things other valuable things like pre-war money, cigarettes, or alcohol. That would be the way I see the wasteland after 200 years. The way vanilla is, you'd think the bombs dropped yesterday.

Now before you go saying "would you like the kitchen sink with that?", I figured I'd let you know that I like to help as much as I can. I'm not a scripter but I know my way around FO3edit enough to do a lot of the tedious work such as hand-placing the UL items. I definitely wouldn't mind doing the dirty work for the DLCs, I don't believe I can start a new game until the $6 cheat buttons are fixed.
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Nick Pryce
 
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Post » Fri Nov 05, 2010 1:38 pm

Once the next version is done I’m considering taking on some help for the DLCs, mostly because each one will take a while to do and it would go much faster if a few people were working on it than me doing it all myself. I also need to give some thought as to how to make the additions, I may need to do a esm/esp split so that each of the DLC plugins can function. My first thought was to make a Savage Wasteland GOTY Edition that would have all the DLC included, but I realize that there are still quite a few players who don’t have all the DLC, and I have yet to figure out a good way to make a menu that lets you pick which DLC you are using. The scripting at this point is actually the easy part, the script for Unfound Stimpaks is virtually identical to the one for Unfound Frag Grenades, change a few lines and your done. It gets a little more complicated for weapons because they have health, but the base scripts are all written, they just need item changed for each item type. It’s the find and replace of each item that takes forever.

My eventual plan would be to have every handplaced item in the game added to Unfound Loot, but that is a huge undertaking and not something I'm going to be able to throw together over the weekend. The first step would be breaking the items into groups; sould lawn mower blades, teddy bears and pre-war money be controlled by the same set of globals? Where would pre-war books and stealth boys go? These are the questions I'm still mulling over before I start puting that part of Unfound Loot together.
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Saul C
 
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Post » Fri Nov 05, 2010 10:43 am

Once the next version is done I’m considering taking on some help for the DLCs, mostly because each one will take a while to do and it would go much faster if a few people were working on it than me doing it all myself. I also need to give some thought as to how to make the additions, I may need to do a esm/esp split so that each of the DLC plugins can function. My first thought was to make a Savage Wasteland GOTY Edition that would have all the DLC included, but I realize that there are still quite a few players who don’t have all the DLC, and I have yet to figure out a good way to make a menu that lets you pick which DLC you are using. The scripting at this point is actually the easy part, the script for Unfound Stimpaks is virtually identical to the one for Unfound Frag Grenades, change a few lines and your done. It gets a little more complicated for weapons because they have health, but the base scripts are all written, they just need item changed for each item type. It’s the find and replace of each item that takes forever.


Can't wait to see the next version. Just let me know when you are ready to start work on the DLCs. I'll definitely be glad to help out.

My eventual plan would be to have every handplaced item in the game added to Unfound Loot, but that is a huge undertaking and not something I'm going to be able to throw together over the weekend. The first step would be breaking the items into groups; sould lawn mower blades, teddy bears and pre-war money be controlled by the same set of globals? Where would pre-war books and stealth boys go? These are the questions I'm still mulling over before I start puting that part of Unfound Loot together.


Maybe sort them into "valuables" and "junk" categories? You could throw things like stealth boys, pre-war books, conductors and fission batteries in the "valuables" category , while teddy bears, burnt money, and lawn mower blades are in the "junk" category. You might get more focused than that but I don't believe it's needed. Just my $0.02.
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Rude_Bitch_420
 
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Post » Fri Nov 05, 2010 1:14 pm

...while teddy bears, burnt money, and lawn mower blades are in the "junk" category.


Teddy Bears aren't junk if you have The Pitt expansion, they're worth a fair bit of money. And lawnmower blades are one of the components for the Shishkabob.
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Rhiannon Jones
 
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Post » Fri Nov 05, 2010 4:30 pm

Teddy Bears aren't junk if you have The Pitt expansion, they're worth a fair bit of money. And lawnmower blades are one of the components for the Shishkabob.


I just meant it from the average wastelander's perspective. A fission battery can be used as a source of power while a beat up teddy bear or rusty lawnmower blade might be seen as useless junk (unless you have a child or are desperate for a weapon). Though I do see your point. It might be a better idea to categorize them into "Schematic Parts", "Turn-in Quest items", and "Other Miscellaneous Crap". I'm not sure though, just thinking out loud here.
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Camden Unglesbee
 
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Post » Fri Nov 05, 2010 7:31 am

Welcome to my dilemma!

In what may be a first for me, my technical abilities are being held back by my creative ones. (It’s usually the other way around) As an example of what I’m looking at let me throw this little piece of the new Unfound Stimpack script out here.

Set RandomItem to GetRandomPercent * (28/99); Pick a number between 0-28
If RandomItem <= 5
Set LootItem to Stimpack
If RandomItem <= 8
Set LootItem to Bloodpack
If RandomItem <= 11
Set LootItem to RadAway
If RandomItem <= 14
Set LootItem to RadX
If RandomItem <= 16
Set LootItem to Buffout
If RandomItem <= 18
Set LootItem to Jet
If RandomItem <= 20
Set LootItem to MedX
If RandomItem <= 22
Set LootItem to Mentats
If RandomItem <= 24
Set LootItem to Psycho
If RandomItem <= 25
Set LootItem to Berry Mentats
If RandomItem <= 26
Set LootItem to Graqe Mentats
If RandomItem <= 27
Set LootItem to Orange Mentats
If RandomItem <= 28
Set LootItem to UltraJet

This weighs the odds to to give you a stimpack more than any single item, and you have good odds of getting a single item that does not cause addiction but the rarest items are those not found laying around in game. From a technical stand piont this script is very solid, from a creative one I've adjusted the numbers a dozen times with varying spreads and no matter what, I find an issue with the conceputal aspect. For the misc items there is a much larger variety of items to deliberatre about.

I've been thinking about how to do the DLC and it occurred to me that the hand placed items don't need to wait for the final scripts to be in place. They could all be given dummy scripts that could be replaced fairly easily afterwords. There are a few specifics to deal with, like new vs old items, but In theory this could be done piecemeal.
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Francesca
 
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Post » Fri Nov 05, 2010 2:51 pm

So I believe I've run into a problem with Unfound Loot. Occasionally I've had my game just shut down and drop to desktop. I wasn't sure what was causing it until I realized that it was quite often happening when I went to pick up an item. The last time it happened I was about to grab some RadAway. My guess is that though I can still see the item, your mod has determined that it's not supposed to be there. Which confuses the hell out of the game and causes it to crash.
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Sweets Sweets
 
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Post » Fri Nov 05, 2010 8:55 am

Yeah that sound like the Unfound Loot bug. Did you happen to notice if the game identified it as UL RadAway before you picked it up? And if it did if you could let me know where it is in the game world? This is caused by having items initially enabled/disabled ore tied to other object that is, the unfound script dosen't seem to want to run untill the object has been permanently placed/removed. I didn't discover this until I was all done with most of the objects in the game, so I'm hunting down all the objects where this is happening so that hopefully with the next version evryones CTDs can be blamed on someone else.
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anna ley
 
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Post » Fri Nov 05, 2010 6:19 pm

Did you happen to notice if the game identified it as UL RadAway before you picked it up?


I wasn't really paying attention so I'm not positive, but I don't think it did.

And if it did if you could let me know where it is in the game world?


Well two that I'm fairly sure of was that Raider stronghold in that bridge just down from Willem's Wharf, very close to the Citadel. The other was in the Raider encampment just next to Dukov's Place. There's a been a few other instances as well, but those are the only two where I figured out what might be causing the crash. Also, I'm not entirely certain but I don't think I even had to pick up the item in order for the game to crash. Sometimes I would have the game crash for no apparent reason just by looking in a certain direction. So I'm kind of wondering if maybe that could have been the cause.
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Louise
 
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Post » Fri Nov 05, 2010 1:21 pm

Both of those camps get removed during the climactic battle/rampage at the end of the original Fallout 3 story line. The good news is that I've cleaned them both up and have not found any more trouble spots. In my testing I could grab the UL items with grab key and move them all around, but as soon as I tried to take it into my inventory CTD.
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Stacyia
 
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Post » Fri Nov 05, 2010 6:00 am

So my theory about my inexplicable crashes was wrong. I just had my game dump me to desktop for no apparent reason even though I've removed your mods. I have to say that it's a pretty buggy game all around, even Oblivion gave me less problems. Good thing I had just saved my game, I had found one of my Medic Kits on a dead Wastelander in Springvale Elementary. Nice start to a new game.
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Alkira rose Nankivell
 
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Post » Fri Nov 05, 2010 4:33 pm

So my theory about my inexplicable crashes was wrong. I just had my game dump me to desktop for no apparent reason even though I've removed your mods. I have to say that it's a pretty buggy game all around, even Oblivion gave me less problems. Good thing I had just saved my game, I had found one of my Medic Kits on a dead Wastelander in Springvale Elementary. Nice start to a new game.


I have been told being kicked out of a game like that has to do with graphics, it happens to me all the time
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Cody Banks
 
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Post » Fri Nov 05, 2010 7:05 am

Welcome to my dilemma!

In what may be a first for me, my technical abilities are being held back by my creative ones. (It’s usually the other way around) As an example of what I’m looking at let me throw this little piece of the new Unfound Stimpack script out here.

This weighs the odds to to give you a stimpack more than any single item, and you have good odds of getting a single item that does not cause addiction but the rarest items are those not found laying around in game. From a technical stand piont this script is very solid, from a creative one I've adjusted the numbers a dozen times with varying spreads and no matter what, I find an issue with the conceputal aspect. For the misc items there is a much larger variety of items to deliberatre about.


Truth is, I don't think this kind of script will work for a lot of miscellaneous items and even some weapons and ammo. There many items that are hand-placed to make sense. Examples being motorcycle handbrakes and gas tanks next to a motorcycle or flamer fuel next to a flamer. While it would make for some interesting scavenging, it would be odd to find a 10mm ammo box next to the Assault rifle or a teddy bear next to the motorcycle in the garage. Of course, it would be somewhat fun now that I think about it. I'll have to think of some interesting combinations now :P.

I've been thinking about how to do the DLC and it occurred to me that the hand placed items don't need to wait for the final scripts to be in place. They could all be given dummy scripts that could be replaced fairly easily afterwords. There are a few specifics to deal with, like new vs old items, but In theory this could be done piecemeal.


Send me a pm when you are ready to place the items. I'd be glad to start work on them this week. I'm working on a personal mod at the moment as a way to become more familiar with scripting. I'm hoping to be done with it tonight so I could get started helping you afterward if you are ready for me to.
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Laura Mclean
 
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Post » Fri Nov 05, 2010 2:28 pm

I have been told being kicked out of a game like that has to do with graphics, it happens to me all the time


Yes, I kind of noticed that it had something to do with graphics so I was thinking maybe I was looking at one of the items that wasn't supposed to be there. But that wasn't the case apparently. Those two instances of items were almost certainly the mod though, and maybe a few others, since as soon as I tried to pick them up I crashed.
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Jaylene Brower
 
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Post » Fri Nov 05, 2010 5:22 pm

Truth is, I don't think this kind of script will work for a lot of miscellaneous items and even some weapons and ammo. There many items that are hand-placed to make sense. Examples being motorcycle handbrakes and gas tanks next to a motorcycle or flamer fuel next to a flamer. While it would make for some interesting scavenging, it would be odd to find a 10mm ammo box next to the Assault rifle or a teddy bear next to the motorcycle in the garage. Of course, it would be somewhat fun now that I think about it. I'll have to think of some interesting combinations now :P.


Yes this verry issue has been bouncing around my head for a while. Obviously the NPCs who are known for having a nuka cola collection would lose that if thier paraphernalia was replaced entirely at random. I figure that if vanilla Fallout had a hand placed weapon and ammo in the same place then odds are with Savage Wasteland the player would find one or the other but not both, so I wasn't worried to much about making all those items match. I had also considered using the misc junk items laying around and scripting karma checks to them. Good players may see the junk turn into Meds or Ammo, and Evil players might get Explosives or maybe Weapons. Thats just a vauge idea at this point and not anything I've been activley working on.
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BEl J
 
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Post » Fri Nov 05, 2010 7:32 pm

I had also considered using the misc junk items laying around and scripting karma checks to them. Good players may see the junk turn into Meds or Ammo, and Evil players might get Explosives or maybe Weapons.


I wouldn't like that approach. Chances are I'd end up with more meds than I knew what to do with and hardly any Mines, since I always play a Good character.

BTW, I just noticed something about some weapons and ammo in the West Seneca Station, where you do the Sugar Bombing Run quest. There's a sawed-off shotgun and some ammo for it lying on a table. If it shows up using your mod then it's not tagged as owned, but in the default game it belongs to either Barret or Murphy and requires a theft in order to get it.
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Melung Chan
 
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Post » Fri Nov 05, 2010 4:10 pm

Yes this verry issue has been bouncing around my head for a while. Obviously the NPCs who are known for having a nuka cola collection would lose that if thier paraphernalia was replaced entirely at random. I figure that if vanilla Fallout had a hand placed weapon and ammo in the same place then odds are with Savage Wasteland the player would find one or the other but not both, so I wasn't worried to much about making all those items match. I had also considered using the misc junk items laying around and scripting karma checks to them. Good players may see the junk turn into Meds or Ammo, and Evil players might get Explosives or maybe Weapons. Thats just a vauge idea at this point and not anything I've been activley working on.


I'm not sure how to approach that. Meds into different meds, random junk into other random junk, but with a high chance of being the original item or not there I can see working well. Throwing karma into the mix would take more thought. It might be possible to throw karma in but let it play a very small part. Walking into the Megaton armory and then deciding to hang a "Medical Supply Closet" sign on the door would be wierd. However, getting in there and finding a few meds mixed in would make things interesting.

Here's an idea I just though of. Make it so that there are drawbacks and advantages based on your Karma. Good characters might have a higher chance to find medical supplies but weapons and ammo might be slightly more rare or perhaps make them "downgraded" weapons (like a pistol in place of an assault rifle). Teddy bears and toys might be more common with good karma, also "chems" like jet or psycho might be rarer. Evil karma might have a higher chance at ammo and explosives but healing meds would be rarer. You could add a higher chance for enhancing drugs in their place. Neutral players could fall somewhere in between.

Here are some examples

Assault Rifle...

Good: Lower chance of appearing. If it does it has a decent chance of being an assault rifle, but also a pretty good chance of being a 10mm pistol, .32 pistol, or hunting rifle
Neutral: Normal chance of appearing. Probably going to be the assault rifle, but it might be a hunting rifle or a combat shotgun.
Evil: Higher chance of appearing. If it does it has a good chance of being an assault rifle, but also a pretty good chance of being a combat shotgun, laser rifle, or even a sniper rifle.

Rad X...
Good: Higher chance of appearing. If it does it has a good chance to be Rad X, but also a pretty good chance of being Rad Away, Med-X, or a Stimpack
Neutral: Normal chance of appearing. Probably going to be Rad X, but might be Rad Away, Med-X, Jet, or Buffout
Evil: Lower chance of appearing. If it does it has a decent chance of being the Rad-X, but also a pretty good chance of being Jet, Buffout, or Pyscho

What are your thoughts on that?

EDIT: I do like the idea of random junk having a chance of being meds or ammo, but then it seems like you would be at an advantage for not being neutral. Although it would be more interesting if the neutral player had a greater chance of the junk being there. He might have fewer meds or ammo than a good or evil character, but he would have more crap to sell.
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jesse villaneda
 
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Post » Fri Nov 05, 2010 10:55 am

The whole Karma idea doesn't make any sense. There's nothing Good or Evil about any object, it's how they're used by the player that determines their role. If the game allowed it, I could use a Teddy Bear to suffocate someone as they slept. I use landmines to save the residents of Big Town when the Super Mutants come calling, which makes them a Good object in that situation.

PS: I may have found another buggy object. Behind Springvale Elementary is a fenced in area that has a Hunting Rifle. I just tried to pick it up and the game crashed on me. I'm afraid I just can't use those mods if there's any doubt about them crashing my game, it's buggy enough to begin with.
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JD FROM HELL
 
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Post » Fri Nov 05, 2010 3:46 pm

The issues with using Karma are multifaceted and very deep. It could go in any direction and I'm not sure what would be best. However if/when I do include karma in the calculations it would be optional. I've also considered throwing a whole slew of other variables into the mix, like the players level, but I'm less inclined on those types of stats.


BTW, I just noticed something about some weapons and ammo in the West Seneca Station, where you do the Sugar Bombing Run quest. There's a sawed-off shotgun and some ammo for it lying on a table. If it shows up using your mod then it's not tagged as owned, but in the default game it belongs to either Barret or Murphy and requires a theft in order to get it.


Actually that is quasi-intentional. I had debated back and forth about how to handle owned items. My original thought was to just let them be and if you were really desperate for certain items then you could/would resort to thievery, especially at the more extreme levels of Unfound Loot. The other side of the argument was that if you really want to steal everything in the store there is not a whole lot to stop you so some level of luck would limit how much you had access to steal. I’ve been playing around with trying to get the unfound items to spawn as owned items, if I can get that working the next step is to try to make the stocked items in stores respawnable, maybe tie them to a timer and after a period of time have the stock item replace itself with a new item. This would be an excellent place to include Karma, store shelves would be better stocked for good players (merchant inventory not affected) and more scant for evil characters. If you're evil people might tend to hide thier nicer stuff when you're around (like my wifes family did the first time I met them :) ) Likewise a good character with sticky fingers might find the stores stock less and less. But if I can't get all that figured out I'll just set the owned items back to vanilla as I kinda liked that to begin with.
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Scared humanity
 
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Post » Fri Nov 05, 2010 5:44 pm

Actually that is quasi-intentional. I had debated back and forth about how to handle owned items. My original thought was to just let them be and if you were really desperate for certain items then you could/would resort to thievery, especially at the more extreme levels of Unfound Loot. The other side of the argument was that if you really want to steal everything in the store there is not a whole lot to stop you so some level of luck would limit how much you had access to steal. I’ve been playing around with trying to get the unfound items to spawn as owned items, if I can get that working the next step is to try to make the stocked items in stores respawnable, maybe tie them to a timer and after a period of time have the stock item replace itself with a new item. This would be an excellent place to include Karma, store shelves would be better stocked for good players (merchant inventory not affected) and more scant for evil characters. If you're evil people might tend to hide thier nicer stuff when you're around (like my wifes family did the first time I met them :) ) Likewise a good character with sticky fingers might find the stores stock less and less. But if I can't get all that figured out I'll just set the owned items back to vanilla as I kinda liked that to begin with.


I like the idea of owned items being vanillla. Depending on the level of unfound loot you use it might be harder to keep good karma, seeing as you might have to steal to survive. Just outta curiosity, what causes some items to show up as there UL version instead of spawning (or not spawning) like they're supposed to?
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jessica Villacis
 
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Post » Fri Nov 05, 2010 12:06 pm

Just outta curiosity, what causes some items to show up as there UL version instead of spawning (or not spawning) like they're supposed to?


As far as I can tell its this.

This is caused by having items initially enabled/disabled ore tied to other object that is, the unfound script dosen't seem to want to run untill the object has been permanently placed/removed. I didn't discover this until I was all done with most of the objects in the game, so I'm hunting down all the objects where this is happening so that hopefully with the next version evryones CTDs can be blamed on someone else.

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Matt Gammond
 
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