http://www.fallout3nexus.com/downloads/file.php?id=7455 *********************************************************************************************************************************** Bunker 72 Version 3 Created by : Lostmisery *********************************************************************************************************************************** ~~First of all I want to say thanks to Pigeon08, He has been here providing feedback, pointers, advice, and what has to be hours of testing in the last week alone. So Thanks for everything since Version 1, and i'm sure I can count on you for the upcomming projects also, Kudos for sure man~~ IF THERE IS ANY MAJOR PROBLEMS WHERE YOU CANT GET THIS FILE TO WORK PLEASE E-MAIL ME AT : BARRYNURSE@ROGERS.BLACKBERRY.NET Contact info : I reply to all comments and PM's usually within 24 hrs, but you can also reach be at the above address for other Problems you may have with this mod. Table of Contents: 1. Installation 2. General information 3. Walkthrough 4. Features 5. Current Know Bugs / Answers ish 6. Upcoming changes 7. Version History and Changes 8. Credits 9. Wrap up *************************** 1 - Installation ( Quick ) *************************** 1) Unzip and Move file to your Fallour3 data folder ("C:\Program Files\Bethesda Softworks\Fallout 3\Data" is the default directory) 2) Select Mod from datafiles tab, hit ok, and Play. Installation ( Extended ) 1) Unzip File 2) Move "Bunker72 v3.esm", "Bunker72 v3.bsa", and "B72v3 Clutterfree.esp" into your fallout 3 Data folder ("C:\Program Files\Bethesda Softworks\Fallout 3\Data" is the default directory) 3) Double Click Fallout 3 Icon ( One used to start your game) 4) Click the link Data files 5) Check "Bunker72 v3.esm" and hit "OK" (NOTE: Atfer you hit "OK" if you go back into DataFiles, you will notice that "Bunker72 v3.esm" is no longer selected. This will happen if you go back into data files. As long as the file is check before you hit Ok in the DataFiles tab. the Mod will be loaded 6) Click Play 7) Enjoy FOR THOSE USING FOMM (FALLOUT MOD MANAGER) 1) Unzip and Move file to your Fallour3 data folder ("C:\Program Files\Bethesda Softworks\Fallout 3\Data" is the default directory) 2) Start FOMM 3) Select "Bunker72 v3.esm" 4) Click Launch 5) Enjoy **Clutterfree may increase performance** ***NOTE: (Make sure if you are using the Clutter free patch, it is loaded AFTER Bunker72 v3.esm)*** ******************* 2 - General Info ******************* **NOTE** The Entrance to Bunker 72 has been moved in Megaton AND Tenpenny. **NOTE-Megaton door has moved, Just off the kitchen, and can been seen as soon as player enters home **NOTE-Tenpenny Door has moved to the lobby, I wanted to have 1 cell reload time betwenn fast travels. this door is located to the right as soon as you enter the tenpenny tower **Anything B72 is either safe so special in some way, either used to collect sorted goods, or if you put a item into it it will move with the container into the expanded area** --****WARNING**** The elevators are very tricky, and I have not seen anything in game that works the way these do, If you double click a elevator there is a chance to either a) mess up the timing b) fall through and become stuck I will be fixing it so a) does not happen but b) is a little harder so please hang in there with me while I fix that for 3.1 --Alot of this bunker is set up on a sort of timing system I have lowered the overall times of all the features in version 3 that were in place in version 2, but double clicking buttons can interfear with the timing (See upcoming changes) --Players will have to Remove ALL their stuff located in Bunker72 Version 2 if they are upgrading to Version 3 ******************* 3 - Walkthrough ******************* Starting Area The starting area of bunker 72 has been changed to give it more of a run down bathroom look rather then a third bed room or whatever the room was before in version 1 and 2. The secret entrance has also been change from a hidden wall to a secret working elevator (See Known Problems for more information on Elevators in Bunker72). Hit the Radio like in Version 1 and 2 and the elevator will activate taking you to the now more underground bunker. ****WARNING**** The elevators are very tricky, and I have not seen anything in game that works the way these do, If you double click a elevator there is a chance to either a) mess up the timing b) fall through and become stuck I will be fixing it so a) does not happen but b) is a little harder so please hang in there with me while I fix that for 3.1 ­Office ( This area is Expandable ) The B72 Garbage can will now sort all your junk into the garbage as well as move alot of your misc items to other locations around the bunker, (Mainly the B72 Filing Cabinet and B72 Desk)(See features). Also the B72 Garbage can comes with a Incinerate button, which will destroy all your items in the B72 Garbage can and convert those items into caps and then store those caps in your B72 Desk. *NOTE* - For every 1 Object that gets destroyed, you will get 1 cap. After a item is destroyed, you will not be able to get it back. The B72 Computer (See upcoming changes), can also turn the automatic lightning on or off on the upper level only at this time. When you expand the Office area you add another work space which can raise a curtian to block off the bed area. Comes with diffrent Computer options also. Lab ( This area is Expandable ) The B72 First Aid will now sort all your medical goods. The lab also Auto Heals the player every time they enter. This area is also expandable but is attached to the Kitchen for its expansion to happen. Comes with My First Infirmary and My first Laboratory Kitchen ( This area is Expandable ) The Kitchen comes with a few extras. The B72 Fridge will not sort all your food and drink. The NukaPure will collect all your nuka cola and dirty water and make it either ice cold (nukacola) or Purified ( water). The Nukapure can also create 2 new drinks for fallout 3. If you have the right materials Nukapure will create NukaCola Quantum Light-which as the same stats as NukaCola Quantum but wont effect the quest if you want to stock up on it. If you decide you want to make something without having the right materials for it, NukaPure will create NukaDew-Quantumish- Which is nothing like NukaCola Quantum. There is also a fountain to fill up empty bottles. When the kitchen is expanded, all items in your NukaPure, B72 Fridge, and B72 Stove (see upcoming changes) will be relocated to the new location in the expaded area. This area also comes with a Regular NukaCola Machine and a TV wall unit that will rotate or shift depending on where in the Kitchen the player is standing. Storage room and Washroom (This area is Expandable) The Storage room and washroom are pretty much the same as in version 1 and 2, or as close as I could get them, Currently the winerack is not working ( bump bottles and then you can no longer get them) (See upcoming changes) When the storage room is expanded it comes with a freezer fully stocked and when the washroom is expanded it will come with a bathtub to keep clean in ( matted so you dont fall ) ;) thats key. Lounge ( This area is Expandable) Again pretty much the same as version 1 and 2, relocated its location and moved the shooting range behind the lounge. the shooting range comes with a glass protection as to not Hit anyone else who may be in the bunker Once expanded the shooting range will become slightly bigger and the lounge will gain access to a pool table, jukebox, minibar ( See upcomming changes). A a movie style thearter to watch movies on, Hopefully at somepoint there will be some sort of movie. Safe room / Panic Room Same location as Version 2 but now has a whole room to store your goods. Still has a hidden entrance, and again further hidden safes ( Hidden stuff in hidden stuff WHOA) Hit Lincolns head to shift pictures and access safed goods. The panic room has been relocated to this new Safe room. Bed (This area is Expandable) Again same more or less as in version 1 and 2, when expanded will gain a double bed rather then a single. Also the Lower lever has been totally reworked and moved next to the bed ( Closer to how I had wanted it in version 1 and 2) This lower level will now give players access to a further underground and again hidden fallout bunker ( incase there is another bomb) The door to this Fallout room will AUTO open and close as you head towards it or leave it all together, ****WARNING**** The elevators are very tricky, and I have not seen anything in game that works the way these do, If you double click a elevator there is a chance to either a) mess up the timing b) fall through and become stuck I will be fixing it so a) does not happen but b) is a little harder so please hang in there with me while I fix that for 3.1 Armory (This area is Expandable) The Armory sorter will now sort all your weapons and place them on the shelfs in the armory, also will sort your ammo if asked, Same design more or less as in pervious versions, Access to the range has been moved to the Armory and access to the mainframe has also been moved to the armory. Once expanded players will have access to the B72 Creation unit, the Creation table will allow you to create new weapons and armor for fallout 3 with schamatics found around the bunker. the Creation hatch is where you will get your new goods. Over all the space has been shunk for a better bit and broken into 3 areas, 1 for building n such, 2 for display and 3 more storage. Players can now also access Character Reconfigure which will let you go back and change the look of your character. Mainframe (This area is Expandable) The Mainframe room is bigger then it was in previous versions and no longer has access to the garage directly, To reach the lower level use the Elevator in the Middle of the room. ****WARNING**** The elevators are very tricky, and I have not seen anything in game that works the way these do, If you double click a elevator there is a chance to either a) mess up the timing b) fall through and become stuck I will be fixing it so a) does not happen but b) is a little harder so please hang in there with me while I fix that for 3.1 Once expanded the Mainframe will add a server ish style area to the mainframe room as well as the core that is running the bunker itself. Clinic ( This area is ONLY available when Expanded) Adds a bigger medical style area for players. The Clinic, like the lab will auto heal players when they enter. Also comes with My First Infirmary and My first Laboratory, and a quarantine room ( See upcoming changes ) Systems Room (Access on Lower Level) The systems room is just a small room which has your expandable terminal allowing you to expand or minimize your bunker. The Lower level comes with a few extras, and access to the garage and the complex have been moved to this location. as well as further work into the complex as you can now use the complex door. The Range The range itself has 3 distances to it, Short, med and long. each section is set up on a diffrent lightswitch to control the lightning, Also has 5 Storm settings for just to make it that much harder, Fire Storm, Snow Storm, Mist Storm, Lightning Storm and yes the Dust storm is still there but slightly buggy, On top of that the Range also has a scoring system to it. you will get 1 cap for every target you hit, if you are standing in the Short range and hit a target in the med range you will get a extra cap, ( total of 2), if you are standing in the short range and hit a Long range target you will get 2 extra caps (Total of 3), Now Just to make it a little harder so aiming is required rather then a very long get rich quick. there are Civilian targets. ALL the white targets in this range are civilians and if you hit a civilian you will loose 3 caps from your loot box, if you run out of caps in your loot box your player will start to loose caps. Red targets do nothing just make it like they are people or whatever. (see upcomming changes) ****WARNING**** The elevators are very tricky, and I have not seen anything in game that works the way these do, If you double click a elevator there is a chance to either a) mess up the timing b) fall through and become stuck I will be fixing it so a) does not happen but b) is a little harder so please hang in there with me while I fix that for 3.1 The lower level of the range can store even more weapons if your looking for added storage, Also a second Character reconfigure located here. ******************* 4- Features ******************* -Expandable- Players can decide how big or little they want their bunker to be. -Schamatics for New weapons, ammo, and armor -New Weapons - Currently 4 more to come -New Armor -2 New Drinks -Character Reconfigure - Change the look of your character -Kitchen / Medical / Ammo / Misc / Garbage Sorting systems in place (Armor sorter coming in 3.1) -Weapons sorter will place weapons on shelves for you -NukaPure- Ice Cold Nuka and Purified warter -Shooting range which WILL test skill depending on how you set it up -Auto Healing lab/clinic -Automatic lightning -Working Elevators (LIttle buggy atm, but I think its a fallout 3 first?!?) Those are pretty much the Key features at this point, But there are a TON of other mini extra details that i'm sure you will still be comming across weeks from now. ****************************************** 5 - Current Know Bugs / Answers ish ****************************************** 1) I had received a email telling me that the file was bad and not working, but it also went on to say that it could have been with the upload with nexus and what not, so.. Is this still a issue for me to look into or not? 2) the Random duststom in the lounge was put there for quicker testing when it was fading from dust to ashe, I totally forgot to remove it. 3) Yes both entrances to the bunker have been moved ---Megaton Entarance is right next to the kitchen ( hard to miss) ---Tenpenny Entrance has been moved to the lobby ( I never, altho wanted to, went bad, because of the cell loading times from fast travel to getting into my suite. so I move it to match the 1 cell reload time from fast travel that megaton has to offer. 4) Fire storm wont turn off - Yes I had this corrected before I released it but with a quick run though of testing I had to correct something and did not correct that in the fire storm 5) Mainframe elevator will push you back down if too close to button. - see upcoming notes 6) Will there be a armory sorter --Yes, Between version 3.01 and 3.1, i'm still very new to scripting so I started to see a problem with becoming naked after using the sorter ( same as the sorter will remove your equiped weap) so I decided to hold off on it untill I could come up with another way to do it, but I just dont like how I'm reading I should set it up, I didn't like what I was reading for the weapons sorter so I made something better I think, so hopefully with some time I can do the same here, 7) Vengeance sorting to the wrong container if sorting at all I believe that is all the problems I have seen in the comments. and to answer all of the above. I would have loved to push the release back until this upcoming friday, so I plan on having patch 3.01 up in the morning or Tuesday morning at the LATEST (no chance of delay) which will go through and correct most if not all of the above problems. There will also be a proper readme up which will go though everything bit by bit. and a semi failsafe patch. Both I wanted to be included with the release but have not had the time to yet, They should be up in the morning OTHER PROBLEMS NOT LISTED ABOVE 1) CTD message when you log onto mainframe. --I'm not to sure what you mean 2) Game wont start -- Let me know if this is still a problem and i'll get back to you asap. 3) Using the sniper rifle causes some weird angle --1st or 3rd person view or both? was it a In game weapon or 1 created for bunker 72 or created by another mod I will look into this and try and have it fixed for patch 3.02 or 3.03 OTHER QUESTIONS N SUCH 1) mannequins or an armor display room? --i'm open to the idea, have seen it around but not dived into the idea yet, the whole range (aside from the range part) was pretty much slapped together to make release ontime. So there is room to play around with still 2) 72 Numbered textures --I'm not sure how I would do the number 72, I tried to learn some blender and nifskope but just can grasp it fast enough to my liking (Altho I am intersted in finding 1 other with such skills for work on the complex, or even someone with scripting knowledge) 3) Power armor texture --I dont like the power armor at all, big, bulky, eh, I plan on getting a nice leather armor with power armor stats for the bunker now, but as for power armor I would never use it so again let me know what texture or colors you had in mind and I can go look. as long as it fits in with the theme I dont see a problem 4) Nuka Cola Quan Light has same stats as regular -- yes it is correct, I didn't want to use the regular one as it would allow for a quick way to complete that 1 quest if you had wanted to, But with the same stats its like your drinking the regular. But to sum up alot of future plans and such until I complete the read me tonight. I am looking into selecting what armor gets sorted by a display, and will look into same with weapons, Adding a Protectoron I am looking into, have not learned much with npcs n such but you do have 1 there thats being "worked on" so when I learn more I expect he will be moving around more wink.gif But I dont think I will be doing anything with My first Laboratory. I play with the mod Better Living Through Chems, found here http://www.fallout3nexus.com/downloads/file.php?id=1745 If your looking for something that adds to the Chems and such ingame, I totally recomend this mod. Was happy with from the start, can think of maybe 2 chems I would have like to see added, but was shocked at the ones I didnn't think they would have. Also will change your screen depending oh the drug, so popin morphine in the middle of a fire fight can be...intresting smile.gif and if you like it I expect Bunker72 to have a patch to work with it, *************************** 6 - Upcoming Changes *************************** I have broken down the next couple patches for a countdown, ( or up) style till 3.1 where any and all know bugs from now till then will be removed. These patches will be updated overtop of eachother and players will not have to move their storage in applying a patch, First patch 3.01 will be out within 24 hrs from Version 3's release and address many of the issues players are experiencing with Version 3, Problems that I am not able to work out within the first 24 hrs will be move to Patch 3.02. which I expect to be ready Friday 28th of August. For more information on upcoming patches please visit http://www.fallout3nexus.com/downloads/file.php?id=7455 ****************************************** 7 - Version History and Changes ****************************************** V3 --Current Release V2update -- Hidden access ( If its too much space, simply flip a switch and its like the expanded armory is not even there. -- Much Larger armory. ( about 6x the size of Bunker72 now.) -- Many Containers, and tables. -- Smaller living space for another 3 people ( To keep the feel real ish, WAY too much space for 1 person :) -- Smaller office area for 3 -- Smaller eating space for 3 -- A second shooting range with Custom switches to somewhat adjust to your style of play. -- Range can be opened up for Short, Med and Long range practice. -- Each Section has its own lighting (day or night practice) -- DustStorm -- Secret room -- 2 more working nukacolas -- 2 more working repair tables -----Weapons pack 1 (optional file) Stocked cases with new BB guns for practice in the range -----Armory Fix (Update) remove the Armory switch to expand the Armory and leave the door in place, making it a fixed piece. V2 -- Storage room -- Washroom -- Mainframe / Panic room V1b --Added tenpenny access V1a -- Armory -- Kitchen -- Clinic -- Living room ish -- Shooting Range -- Sleeping area -- Hidden Safes -- Hidden Main area -- Working Lights ( Sectioned off into 3 parts) ************ 7 - Credits ************* - Pigeon08 - For everything you have done with this bunker since its release back in version 1, Had it not been for you i'm sure this Player home mod would be nothing like it is now or what it will be at 3.1 and again for all the back and fourth help with problems at Version 3's release while I was at work ( hard enough trying to type and read the comments area with the blackberry zoomed in, and with all the comments I felt less worries when I would see your name pop up a slot or 2 next after the problem, If theres anyone who can answer a question about this bunker better then me for current or even furture plan its you, so again Thanks. - Xzax - For the new Assault rifle style B72 Weapons in the bunker, a direct link to his mod can be found here .http://www.fallout3nexus.com/downloads/file.php?id=6261 - Antistar - for allowing me to use his Water Purifier in this bunker, which I later rewrote into the Nukapure. ( I know I didn't actually use the script, but for some reason reading his with all the other information I was collecting about sripting, it just seemed to click and from there everything started to fall into place with what I was reading and how to apply it. -Bethsoft Geck's main Page http://geck.bethsoft.com/index.php/Main_Page - For all my scripting needs, and where that failed -Elder Scrolls Construction wiki http://cs.elderscrolls.com/constwiki/index.php/Main_Page - For the rest of my scripting needs ************** 8 - Wrap up ************** I did not create ANY of the new weapons in Bunker72, My current skills fail in that area. so I can try to help with those weapon related problems but I would check the authors site first incase it has been corrected and listed there. Also This mod was Created with the Geck and FOMM,