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Author: Ez0n3

Modification: MyMansion

Version: 0.1 (Beta)

Development Time: 6 Months

Files:
MyMansion.bsa
MyMansion.esp

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Description:
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This is a beta test of a large player house / home with tons of elbow room, containers and clean water. This is my first mod for Fallout 3 and the first time I've modded for the Gamebryo engine. First time working with Blender and NifSkope as well.
I have modded some stuff for id Software games (Radiant) and FarCry - so I have a decent understanding of the mechanics behind editors. But - this being my first, there's bound to be some issues. I recommend backing up your save game.

I really didn't think this out as well as I should have, although I like where it is. It kinda went like this:
Man it's crowded in my Megaton house. Oh there's a level editor!? I'll make a house instead of this vault tutorial. I'll just plop this huge building the wasteland and - oh there's this navmesh and LOD stuff. Well, I'll make a new worldspace and put a big house with just one big room. Why not add another room, and another, and another, etc. Oh man, now I have to navmesh all this!? Crap, north is actually south in the worldspace so I can't put it near Oasis - SE of Dunwich it is. Fix this, fix that. Realize 6 months just passed on a project I thought would take a few days.

To summarize it into a single sentence: This is what you would get if you combined Dukov's place with Oasis on Tenpenny's budget.

I've been working on this so much that I haven't had time to actually play the game. I'm hoping to wrap this up so that I can go back to the wasteland. I need my psycho fix.
I haven't put down the GECK since I found it, my apologies for not participating more in the forums and help with beta testing other mods.

A couple of my friends have FO3, but their machines are a lit bit lower than mine. So I'm interested in seeing how thins runs on other PC's. Also, any suggestions or issues you may have with it. I would like to knock this out so I can get back to playing :).


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Features:
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* New small worldspace with lots of plant-life.
* 56 female NPC's that eat, sleep, patrol, swim, shoot etc.
* You can access the NPC's inventory to add/remove items at any time.
* Ammo press like the one from The Pitt (doesn't require The Pitt DLC).
* Single NPC (Tracy in armory) fixes equipment for free (although you have to have enough caps [ie: they will be returned]) at the players repair skill level.
* Ability to set My Mansion NPC's and/or vanilla followers/caravans to essential and respawn them if they are dead in terminal.
* PA radio system that plays GNR/Enclave radio (and optional user specified radio though plugin) throughout the mansion.
* NPC dialogue changes based on how you treat them. If you kill/are mean to them, they will be mean to you (can be reset by complimenting them a random amount of times).
* Indoor NPC's can dance to music playing on the PA system (if they are set to dance to music [terminal in the basement] and a station is selected on the PA system).
* Ability to change indoor images spaces via a terminal on the exterior of the mansion/shack
* Selectable stations on the radios in My Mansion (doesn't affect vanilla radios)
* Robot butlers that have the ability to change the players sex, race, hair, etc as well as vanilla actions (tell jokes, clean bottled water, etc).
* In-ground pool and jacuzzi.
* Player only containers (ownership, no ai acquire and a script ensures it).
* All beds will give you the well rested perk like Megaton/Tenpenny.
* A few dogs, brahmin and fish.
* More...

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Notes:
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Naming Scheme: zzEz0n3MyMansion...

Vanilla followers will not wait at MyMansion indefinitely like Megaton or Tenpenny (addressed in an optional separate plugin).

I added a door, a door frame, a rock to hide the seem and finalized the navmesh in the Wasteland exterior cell "Wilderness -24, -20" (SE of Dunwich). Those are the only changes to the vanilla part of the game.
I did not change/generate the LOD for that cell (nor am I going to), so the door may "pop-in" to view once you enter the same cell. The distance is pretty far, the door is small and other detail objects pop-in at the same time - it's hardly noticeable.

The ".esp" is a pseudo master file. It is technically a plugin, but the master flag was set using FO3Edit to correct some known Fallout 3 navmesh and NPC skintone bugs.
Because it's seen by the GECK as a master file, it can not be edited directly.
You can either use FO3Edit to change it back into an ESP to make changes but it will not be compatible with future versions (not recommended), or you can make a plugin for the MyMansion.esp with your changes that will be compatible with future versions (recommended).
To make a plugin for this mod, start the GECK and select Fallout3.esm and MyMansion.esp as masters. Save your plugin as something like MyMansion_MyName_MyChanges.esp and select it with your plugin manager when your ready to play.
( You may need to edit "...\My Documents\My Games\Fallout3\GECKCustom.ini" and change bAllowMultipleMasterLoads=0 to bAllowMultipleMasterLoads=1 )

The Vertibird doesn't do anything at this time, it's for future use. It will function as a crude door to any future mods I make so that I don't have to poke any more holes in the wasteland.

Some aspects could be considered a cheat and/or gameplay slanting. But they are all opt-in, nothing will force you to cheat. For instance, there is an NPC that will repair your stuff for free. If you don't agree with that, don't have her repair your stuff - pretty simple.

There are no themes at this time and I'm not sure if I'm going to add any.

I would like to reserve the file naming scheme MyMansion ## (IE My Mansion 0.1, My Mansion 1.0, My Mansion 2.0), please don't upload a file with that scheme is all I ask. Make it a little unique if you re-release anything.
Other than that, you can use any part of this mod as you see fit* non-commercially. If you're making money of my stuff, I should be making money too :)

* (except for assets from other mods, you must have their permission [see credits])


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Install:
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Extract/copy the MyMansion files to the "..\Fallout 3\Data\" folder.

Use FalloutLauncher.exe or Fallout Mod Manager (FOMM) to select the plugin.


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Uninstall:
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Move to a vanilla location (IE: Megaton), save your game and exit FO3. Be sure to bring any followers and/or items you want to keep.

Remove the MyMansion files from the "..\Fallout 3\Data\" folder.

Use FalloutLauncher.exe or Fallout Mod Manager (FOMM) to de-select the plugin.


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Bugs / Issues:
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I'm still having an issue when I first encounter the female guard. Some times she runs around and into walls after unlocking the gate. Talking to her snaps her out of it.

If you have a follower wait in deep water, some times they glitch when you want them to follow again. They'll usually disappear and be waiting at the cave entrance to My Mansion in the exterior Wasteland cell.

If you find any bugs / have any problems - I would appreciate and PM (see Thanks - preferred) or an email (ezone1976@gmail.com). I use this house for myself also - and I don't want any problems either.


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Credits:
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Bethesda for Fallout 3

Malo for the animated fish from his aquarium.

Upma for the dance animations.


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Thanks to everyone at:
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Bethesda Softworks Forums
The Nexus Forums
Fallout 3 Underground Forums