Mod:Washington's Malevolence/Read Me

A QUICK THANKS --

First off, I want to just leave a little note here thanking all the people that gave me the strength to complete a project that took almost five years to complete.

I also really want to thank Bethesda Game Studios for creating Fallout 3, a game that got me through a really rough time by giving me a temporary escape from my personal life.

As this project has been in development for so long, there may contain locations, names, and events that conflict with established canon from Fallout 4 and Fallout 76. This mod is NON-CANON, and will likely contain elements that conflict with the lore of the Fallout universe as it stands today.

The project was initially completely voiceless; however, after some consideration, I decided I would attempt to get as many of the roles voiced as possible. Some roles are as of release un-voiced; only a few roles were left that way because I couldn't find anyone to do the voices for them.

Plus, I have been working on this for a few years as a spare-time project; I will do my best to offer support but I cannot guarantee I'll be able to answer every single last question. If I ignore a post, I promise it's nothing personal! I probably just skimmed over it and will probably see it again at a later date.

You will not be able to travel back to Maddox Island upon the completion of the main quest... yet. Maybe in a future update.

That being said, this is my first mod, and probably last for a while; making this took up a sizable chunk of free time, and quite frankly, I've grown sick of looking at the GECK!

Washington's Malevolence is a DLC-sized quest mod that enables the player to travel to Maddox Island in the Chesapeake Bay, in search of the old Rocky Cape Bank, a pre-War bank said to house untold riches. Along the way, the player will get to explore the island, visit several new locations, and meet different people from different backgrounds that will shape and mold the events that take place during the player's visit.

VOICE ACTOR CREDITS ---

Acura T.L. - Samuel Dacomb (v1.0-v2.10) Bryce Rush - Karl "Kassius" Dellinger Caitlin Buckley - Sara Richards Christopher Hedley - Aiden Lorenzo, Ralph Moritz Cynthia Sabangan - Bethany Moore, Elizabeth Goldman Dakota Myers - Holden Bailey, Ian Horner Dallis King - Clarissa 'Chains' Baines, Rachel O'Connolly, Lindsay Terrell Denon Kleo - Carl Stefan, Kevin Miles, Martin Terrell Isaac Bernstein - Simon "Shilling" Deegan, Rallen Jones Jack Evage - Lane Newman, Noah Newman, Steve Newman Jordan Walters - Joseph Newgarden, Larry Evans, Randy Miles, male prisoners of Sterrek Island Kalin Palmer - Cheri Martin Marshall Garrett - Diggory Virgo Michaelangelo Slater - Ambusher #1 Missie Mae - Natalie Moritz Nathan Talley (talkingNsuch) - Larry Evans, Ronnie Hart, Will Dixon, Edward Rios Richard Bowen - Louis Beck, Brent von Hartman, Albert Young, Travis 'Tank' Sivart Ryan McGillvrey - Danny Culver, Brian Ramsey Scotty Lorenz - Felipe Falconetti Thomas Burt - Samuel Dacomb (v3.0>) Vaughn Johseph - Darrell Williams Wandering Voice Actor - Craig Cook, Randy Berry, Noah Hardy Zed Linger - Marion Baker, Phoebe "Pence" Foley

VERSION HISTORY ---

v3.0

TTW-Specific

- BURN IT DOWN AND REBUILD: This version of Washington's Malevolence for TTW has been completely rebuilt, taking advantage of newer features that the New Vegas engine has to offer. This rebuild means that this version is not compatible with previous versions. You will have to revert to a previous save prior to starting An Apropos Proposal and restart your playthrough. And honestly, that's probably for the best. The old one kinda sucked anyway. - The companion wheel finally works properly for all the companions. Well, they work as well as they're allowed to.

General Fixes

- You can no longer start Washington's Malevolence at any time in your playthrough. You must have completed the main story of Fallout 3 first. You can find the note to start it pinned next to the entrance to the Citadel in the Bailey. Due to this change and changes made to The Brig, this version of Washington's Malevolence is NOT backwards compatible with the previous versions. You MUST remove any old version completely and re-save your game without this mod in the load order before installing this one. That said, I do not recommend doing that because that can and usually does create garbage data in save files. - NEW VOICE ACTOR! Samuel Dacomb has received a whole new voice courtesy of Thomas Burt. While I loved the work of Acura TL GTLM, this was a much-requested change. As there have been dialogue changes made to Sam, the old voice is not completely compatible with the new dialogue. The credits have been updated accordingly. - NEW INTRO! The introduction to Washington's Malevolence has been re-written (again, but better this time) to make An Apropos Proposal flow better and clear up certain overlooked plot elements. - NEW LOCATION! The East Shore Speedway is a small dirt oval track located just north of Trapper's Farmstead. - Every imposter raider on Maddox Island has been replaced with the real Pirates where possible, and now they have unique gear. Some stragglers may remain. Report them if you see them. - That stupid quest item "Find-My-Follower" now properly clears from the inventory. - Credits in intro video have been updated. - A real nutter has been discovered inside the row houses near Rogers Toy Factory. There may even be something of use in the house. - Redone LOD terrain and fixed loads of navmesh bugs. - Removed erroneous edits to the Capital Wasteland worldspace that have persisted since the original release. - Removed old, problematic edits to the Capital Wasteland worldspace that were left over from pre-alpha builds. - Maddox Island vault sliding doors no longer have '101' ghosting over the numbers. - Added in references to family connection between Newman brothers in An Apropos Proposal and A Breath of Fresh Air. - Most of the voice data of Jimmy, Eyes, and Sterling has been re-recorded with better equipment. - The voice data of Trapper Henry has been re-recorded with better equipment. - Almost 400 safety deposit boxes in the Rocky Cape Bank have been completely emptied. Loot in the remaining cabinets has been severely reduced. - Several imagespace modifiers have been updated. - Weapons: The ZX-98 Cannon now actually has more of a chance to do something when fired. (Still not perfect but better than it was) - The Alien Disintegrator in Jimmy's Shack has been changed into the VX-98 Experimental Rifle. - Synchronized Swimming: A certain NPC now always uses their weapon on cue. (worded to avoid spoilers) - Changed the progression of The Great Bank, Part I to expand on certain plot elements and smooth out the flow of the quest. - Changed the progression of The Brig to expand on certain plot elements and give the player more to do. - The Brig: Possibly fixed crashing when talking to Shilling. Voice directory for Shilling was erroneously packaged with both WAV and OGG files. - Old Runners: Removed time jump in script that was causing game crashes on some modded configurations. - Old Runners: Map marker for Vault 89 now presents after accessing a certain terminal in the Rolfe Building. - The terminal in the Vault Tec Offices now presents the map markers for the corresponding vaults (if the player has not discovered them already) by accessing the Project Goals pages on the relevant sub-menus. - Lighting effects and acoustics have been adjusted in the Rolfe Building. Several mis-aligned kit objects have been re-aligned to eliminate weird gaps. - Street litter decals in the first floor of the Rolfe Building have been re-done and placed with more care to avoid Z-fighting between decal objects. - The extra Pirates that spawn around Maddox Island post-The Brig now disable as they should upon reaching Homebound. Previously, the extra Pirates were just friendly. - Added ambient noises and acoustics to the Merideport Water Processing Plant. (Because how the hell did I miss that one after 15+ updates, right?) - Changed some of Diggory Virgo's subtitles to better reflect the voice data. - Southern Survivalist: Trapper Henry now fires off his initial dialogue properly 100% of the time. - Southern Survivalist: Trapper Henry properly removes the relevant quest item from your inventory now. - Synchronized Swimming: Set a certain NPC's health to a ridiculously high number to avoid knocking out. - Synchronized Swimming: Moved part of quest script to stage script because it shouldn't have been in the quest script in the first place. - Memento Mori: You can no longer loot certain things off certain bodies. - The End: Certain cutscenes have been re-worked to prevent the player from breaking the sequence. - The End: A certain player no longer pretends to be sitting during a certain scene with a robot in the vault. - The End: Fixed objectives not clearing if the player gets the bad ending. - Followers: You can now make Eyes hold his position during Booze, Grub, and Tunnels.

v3.0.3

- Fix for the sewer grate during Jumping the Gun not destroying itself properly. - Re-integrated the ZX-98 Cannon into the mod using the revised standalone version. - Fix for "The Brig" not clearing a quest item should the player choose to leave Maddox Island.

v3.0.4

- All leaks now stop properly when fixing the leaking pipes in Merideport during The Cogs That Bind. This should also retroactively disable the leaking pipe if the quest has already been completed. - Removed key from Brent von Hartman's inventory. This somehow persisted through every update, including pre-release builds, until now. Never caught it once. Whoops. - Vault 89's security force is no longer getting their vault suits from Vault 101, they now use their own supply. With the cool glowy numbers and all. - Spiffed up the lighting in Vault 89's stairwells; took a cue from Vault 21's hallway lighting style. - Darrell Williams now properly gives you caps for completing Lost Branch. The fix was applied in a way that if you have already completed the quest, you will receive the caps. - You can no longer access the shack near Rivet City until you have retrieved the note at the Citadel Bailey. - The office in Pirates' landing is no longer accessible until the player talks to Jimmy in The Great Bank, Part I. - Flackland's dead raiders are now Pirates as they should be. - Sterrek Island Jail's imposter raiders are now proper Pirates. Please continue to report any others you see. - The lighthouse no longer has a working activator. - The mesh in the Clearbank townhouse now appears properly.

v3.0.5

- Fixed the long-standing bug in An Apropos Proposal where Eyes did not run to the player properly after scattering the Enclave soldiers.

v3.0.6

- Fixed warning message at second hideout appearing before it should. - Removed erroneous map marker southwest of Megaton. - Fixed being able to activate gear door button in Rocky Cape Bank admin level before it should be possible.

v3.0.7

- Merideport: The Seaside Tavern door no longer displays the trespassing color. - Merideport: Mayor Bailey's terminal no longer extends beyond the edges of the screen and crashes the universe. - Merideport: The ghosts playing with floating bottle caps in the abandoned bunker have stopped and now the caps are resting peacefully on the floor next to the grate. - Flackland: The "Fishing Shack" next to the run-down restaurant is now called "Target Range". - Weapons: Rowe's Last Stand has been buffed to make it less useless against stronger enemies.

v3.0.8

- Fixed He Went to Georgia not starting properly.

v3.0.9

- Buffed Chains' minigun and Jimmy's assault rifle and made them ignore damage threshold. This will make the Battle of the Bank become on par with the Fallout 3 version in terms of difficulty.

v3.1

- General: Added in the intro video that I somehow forgot to include in the main download like an idiot. - Merideport: Mayor Bailey's terminal has been completely disabled. The terminal entries were never written. - Merideport: The Seaside Tavern's door has finally had the red text fixed. - Booze, Grub, and Tunnels: The objective marker for "Make your way through the tunnels." now functions properly. - The Brig: The Auto Axe given to the player now ignores DT, making the basement area substantially easier. - Old Runners: Scribe Newman is now able to do more than stand at a shelf. - Old Runners: Player can no longer attempt to talk to the 3 old people mid-conversation. - Temporary Setbacks: The objective markers now properly point to the correct doors. - Vault 98: The skill books near the ZX-98 Cannon have been changed. - The Great Bank, Part II: The meeting at Jimmy's shack has been reworked. - General: All followers have had their armor stats reworked. - Weapons: The Modified Chinese Assault Rifle now sights properly. - Memento Mori: The appropriate NPCs now have the proper dialogue. - Lowlands: Instead of the Lowlands being filled with Albino Radscorpions, the Lowlands are now full of Mirelurks as it should be. Enjoy!

v3.2

- Most objective markers have been made more compatible with Just Visual Objectives. - Certain NPCs now stay in place for proper cutscenes instead of wandering off. - The barrel outside the dock meeting site has been moved to prevent Protector Newman walking over the barrel. - Pete McShooty now stays in place until Sam and Eyes are done talking in Booze, Grub, and Tunnels. - Reworked the script that returns Sam and co. to following the player during A Breath of Fresh Air. They should now rejoin the player immediately 100% of the time. - Reworked the scripting past the player's conversation with Jimmy during A Breath of Fresh Air. Newman and co. should remain in place now, although there may still be some residual issues. - Pence's note for the terminal passcode is now accessible. It was impossible to obtain it without activating TCL and clipping through the rubble pile it was sitting on due to the collision box. - The sunlight on the third floor of the Rolfe Building now matches the window lighting at all times. - The Brig - The objective marker for escaping the jail no longer points to the upstairs doors when in the first floor of the jail. - Old Runners - The objective marker on the second floor of the Rolfe Building now points to the proper door. - Old Runners - The objective marker that points the player to Vault 89 after accessing the terminal now directs the player properly. - Old Runners - Objectives inside Vault 89 have been reworked. - Homebound - Natalie's post-bank raid dialogue now works properly. - Renee Traverso now has voice data courtesy of xVASynth. It's hard to make something 100% convincing using a synthesizer but I gave it my best. - Commander Rusty in the Rocky Cape Bank vault now has new voice data courtesy of xVASynth. - Rebalanced Demon's Dance. - Rebalanced Francine. - Rebalanced Modified Chinese Assault Rifle. - Rebalanced Rowe's Last Stand. - Rebalanced Tank's Switchblade. - Rebalanced The Conspiracy. - Rebalanced VX-98 Experimental Rifle. - Added strength/skill requirement to ZX-98 Cannon.

v3.2.1

- (No record of the change made in this patch exists.)

v3.2.2

- Minor re-work of the boat ride sequence to (hopefully) ensure Sam appears every time. The original activator script had Sam being enabled on the same execution cycle as him being moved to the boat which could cause issues in some configurations. Sam is now enabled prior to the intro video to avoid this.

v3.2.3

- This version is compatible with Tale of Two Wastelands 3.3. - Removed YUPTTW.esm from required master list. - Repackaged BSAs. - You can now start Washington's Malevolence upon your first trip to the Citadel. - Fixed Outcast soldier not firing his line properly when meeting Protector Newman for the first time. - Made small change to the script controlling the post-boat crash scene to shut the console up.

v3.2.4

- Sam Dacomb's base outfit has received a texture update courtesy of Warhound545.

v3.2.5

- Changed Lizzie's default follow distance from 145 to 185. - Changed Jimmy's default follow distance from 145 to 185. - Changed name of Bobby Childs Memorial Field.

v3.3

- Incremented revision number to match FO3 version. - Cleaned and fixed ESM errors. - Recompiled BSAs to include Sam's new outfit. - Greatly reduced the stats of the TR-89 Power Armor/Helmet. - Greatly reduced the value of the TR-89 Power Armor/Helmet. - Increased the weight of the TR-89 Power Armor/Helmet. - Removed +2 CHR buff from the TR-89 Power Helmet. - Increased AGL debuff to -4 from -3. - Vault 89: Made small edit to Rachel's ingredients list.

v3.3.1

- Fixed recursive loop in Tank's dialogue. - Removed the ability to engage in combat in the Sterrek Island jail prior to the jail escape sequence. - Changed name of Merideport guard barracks to reflect its purpose rather than just being called "Fishing Shack".

INSTALLATION

WITH MOD ORGANIZER 2: >>>>>>>>Use Mod Organizer 2 and set it up to use

WITHOUT USING MOD MANAGER: >>>>>>>>Copy the files out of the 7z file and place them into your Data folder. The mod's files are packed into a >>>>>>>>BSA for ease of installation!

REQUIRED FIXES --

As always, use some form of archive invalidation.

If you haven't done so already for another mod: >>>>>>>>add/change this line in the FALLOUT.ini file, in the [General] category: bLoadFaceGenHeadEGTFiles=1 >>>>>>>>Not doing so will glitch out the main characters' faces as they use custom races. >>>>>>>>If there is an actual fix for this that doesn't require that line, please let me know.

MODS USED -

"ZzJay's Hairpacks for Fallout 3" by Arkngt >>>>>>>> >>>>>>>>Credits from the readme of this mod: >>>>>>>> >>>>>>>>Thanks to ZzJay for the conversions. >>>>>>>>Thanks to Cazy, Anto and PeggyZone for the original hair models. >>>>>>>>Thanks to Apachii for the hair transparency for the Cazy hairs. >>>>>>>>Thanks to ziitch for the Oblivion conversions of Cazy hairs. >>>>>>>>Thanks to jim_uk for fixes of the FH Hairs. >>>>>>>>Thanks to LaughingVampire and Lucha for the Demoness Race for Oblivion. >>>>>>>>Thanks to Bethesda for creating Fallout 3. >>>>>>>>Thanks to LHammonds for the Readme Generator this file was based on. >>>>>>>> >>>>>>>>Used by the story NPC Elizabeth Goldman.

COMPATIBILITY ISSUES

- Any mods that make major edits to the exterior areas of Paradise Falls and Rivet City may cause issues with the intro quest of Washington's Malevolence. Notify me of any mods that may cause issues with the intro quest and I will try to push out a compatibility patch when I get the free time to do so.

KNOWN ISSUES

- Massive performance hits during the fighting in Jumping the Gun while using certain mod configurations. Without creating several different compatibility patches, there isn't much I can do here. - The Auto Axe given to the player in Round and Round disappears when used. Reloading fixes this glitch. This is a known issue with the vanilla version of Fallout 3: The Pitt and is not an issue with this mod. Do not report this as an issue. See this page for the bug report: https://fallout.fandom.com/wiki/Auto_axe_(The_Pitt)

CONTACT INFO

Email: teamsilentpizza@gmail.com Twitter: @TheJanitorDave (https://twitter.com/TheJanitorDave)

COPYRIGHT INFO/USAGE RIGHTS ---

Fallout 3 is Copyright © 2008 Bethesda Softworks LLC, a ZeniMax Media company.

Washington's Malevolence is free to be modified with permission from the original creator, with the exception of the voice files.

Outro music is a piano arrangement by Lucas King, digital composition by S.D.

Images used in the Schytt's Market posters: --- Original Collection: Gifford Photographic Collection (P 218) Item Number: P 218 SG 6 Series 1 OSU Special Collections & Archives ---

Images used for the semiconductor diagrams: --- Intel 4001 ROM, 4002 RAM, 4003 I/O Expander, 4004 CPU property of Intel Corporation. Credits for diagrams can be found here: http://www.4004.com/index.html www.4004.com/mcs4-masks-schematics-sim.html

Re-colored for use in-game. ---

Images used for the intro video:

"Soft shell crab houses on Tangier Island, Chesapeake Bay, Virginia" Author: David Broad Used under the Creative Commons Attribution 3.0 Unported License Modified for use in Washington's Malevolence

---

"Hamburger Heaven" font used in the Schytt's Market logo is property of Nick's Fonts.

"Disquiet" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Modified for use in "Washington's Malevolence"

"Penumbra" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

"Bent and Broken" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

"Malicious" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

"Clean Soul" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

"Despair and Triumph" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/

"Corncob" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Modified for use in "Washington's Malevolence"