About this mod
This mod creates a unique "Generic Safe" container that will never reset, even if vanilla ones are modded to. The purpose of the mod is to add new containers specifically meant to act as literal safe storage for the player to use to before they have a proper home. The new safe is placed in a few locations related to most of Fallout 3's DLCs.
- Requirements
- Permissions and credits
- Changelogs
- Donations
This mod creates a new container based on the "Generic Safe". Most containers in Fallout 3 are set to never reset, and this effectively marks these containers as "safe storage", meaning they're safe for the player to store their loot in without fear of the game deleting everything inside after a certain amount of in-game time has passed.
However, if you're like me, you might still get a sense of dread that a vanilla container might at some point betray you and banish all of your stored belongings to the Shadow Realm, even when you know it likely never will.
This is where this mod comes in.
This mod takes its unique container, literally called "Safe Storage", and places it in a few locations pertaining to Fallout 3's DLC environments so that you'll always have a safe place to keep your stuff even if other mods change containers to reset.
1.1 Update: The plugins now come with a script to provide a universal key to all the Safe Storage containers (as long as you don't already have one in your inventory) and will automatically lock the containers a few seconds after you finish using them. Hopefully, this will mitigate NPCs from trying to take things from the containers.
Original version of the script provided by [someone from Ashen's now defunct modding server whose name I can't remember because I'm a bad person. Seriously, if you're reading this and you gave me the plugin with the original version of the script back in April 2021, please let me know so that I can give proper credit.]
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The mod comes in a few different options:
- Basic -
This option adds only a single instance of the new safe just outside of Vault 101. This one is meant to act as an easily reachable and consistent safe storage container before the player is able to acquire their own proper Player Home.
- The Pitt -
This option adds one safe to the "Pitt Tunnel" just before heading into The Pitt proper, and another inside of Midea's Quarters right in The Pitt Downtown.
The Midea one is meant to act as safe storage throughout the DLC, and the Tunnel one is meant to be both a place to temporarily store anything you don't want to take into The Pitt with you, and a place to store all of your Pitt Loot after finishing the DLC to facilitate multiple Fast-Travel trips without having to travel all the way back to The Pitt each time.
- Operation Anchorage -
This option adds one safe just outside of the elevator leading into the Outcast Outpost, and another just inside the Outcast Outpost in the first room on the right.
This one's a bit redundant, but I felt it was appropriate to give users the choice on whether they prefer to keep their stuff inside to be close by for all the loot at the end of the DLC and transfer everything outside for Fast-Travel trips, or to just keep everything outside to begin with to avoid the extra elevator trip.
- Point Lookout -
This option adds a safe on the right side of the Riverboat Landing Dock, and another just inside and to the right of the entrance to "Pilgrim's Landing", just underneath a sign reading "GIFTS".
The one at the amusement park entrance is meant to be your safe storage for your time in Point Lookout, while the one on the dock back in the Capital Wasteland is meant to facilitate Fast-Travel trips once your time in Point Lookout is finished.
This plugin also moves a collection of street litter right by the "GIFTS" sign in order to avoid clipping into the safe storage container.
- Mothership Zeta -
This option adds a safe within the rubble just North-East of the crashed UFO, and another at the very end of the "Steamworks" Area within the Mothership.
The one back on Earth is meant to facilitate Fast-Travel trips without needing to repeatedly reboard the ship.
The one inside the Mothership is in a slightly awkward place, but I chose that spot because it's directly on the path you need to take to progress, so you shouldn't miss it, and while I would have liked to place it in the "Engineering Core" where most of your buddies hang out, that cell wasn't set to not reset, so I didn't feel it was safe to keep the storage container there.
- All DLC -
This option is meant for users that either have all of the DLC, or play the "Game of the Year" version of Fallout 3.
It contains all of the containers from all of the other options in one, tidy plugin file.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
A few more notes and caveats about this mod:
- Broken Steel wasn't affected at all in this project because the majority of it allows for the player to either return to their Home, or to the Basic Vault 101 container should they be homeless.
The only part that could have benefited from safe storage would have been the assault on the Mobile Base Crawler, but there wasn't a place I felt was adequate enough to place a container there, as the player never returns to any previously visited locations, instead always moving forward to the next objective.
- Except for the "All DLC" option, each of the plugins is meant to be used alongside each other so that different users can use whatever combination of plugins to accommodate whichever DLCs they have. This includes the "Basic" option, but keep in mind that you don't have to use the "Basic" option at all. If you only want the Safe Storage containers near a specific DLC and don't want one near Vault 101, the mod will function just fine without the "Basic" ESP.
As a result of the "All DLC" option adding the same type of container to the exact same place as the other plugins, using it with any of the other plugins will result in double containers where there should only be one, so only use the "All DLC" option by itself.
- For a mod this small, using multiple plugins is very wasteful. If you want to use the containers from multiple options without utilizing more than a single plugin, I'd recommend merging the solo plugins together using something like FO3Edit.
Alternatively, you can just use the "All DLC" option and use FO3Edit to remove all records pertaining to any DLC packs you don't have on order to clear specific DLC Master dependencies.
- Under most circumstances, NPCs will not take things from the containers, but there are some exceptions:
-- 1. If a weapon is stored alongside some ammo for it, and a nearby NPC is in combat, they may take the weapon and ammo out of the container.
-- 2. If a nearby NPC is in combat using a weapon with a certain ammo (i.e: 10mm Pistol), and a stronger weapon that uses the same ammo is stored in the container (i.e: Lever-Action Rifle), the NPC may take and begin using the stronger weapon instead.
These points are why I marked each of the containers as "Player Owned" (although this still doesn't stop anyone from stealing your stuff), and why I tried to place many of the containers in secluded locations in order to minimize potential theft.
- The 1.1 Update script provides a Key for the containers specific to the plugin, meaning that if you're using multiple ESPs (which you honestly shouldn't be doing), you'll end up receiving more than one key depending on which container is interacted with.
The "All DLC" option provides a single Key for all the containers as intended.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
While this isn't the first mod I've ever made, it's the first one I've ever uploaded anywhere, so there's a least a chance that something may go awry when someone else uses it.
If you experience any issues with the mod, please contact me either through a comment or PM. I'd be happy to fix the issue (assuming I'll even be able to).