File information

Last updated

Original upload

Created by

Artisten

Uploaded by

Artisten

Virus scan

Safe to use

About this mod

This mod will add a new sword to the game. But you have to show that you\'re worthy to have it. Before going into the wooden house, take alot of mininukes and stimpacks with you. When you have entered, there\'s no turning back!

Permissions and credits
Description
===========
This mod will add a new sword to the game. But you have to show that you are worthy to have it. Before going into the wooden house, take alot of mininukes and stimpacks with you. When you have entered, there's no turning back!

Location
========
The house can be found south for Fort Constantine next to the road, see image at Fallout3Nexus for a graphical view.


Installation
============
IMPORTANT NOTE FOR Fake Patch USERS:
The Auto-enabling of .bsas was not included for v1.0.0.15 and older, you will have to enable them ourselves.
As explained in the Fake Patch thread, enabling a *.bsa is done by editing the Fallout.ini files sArchiveList entry.
Quarn's Little Boy utility can find bsa's and manage them for you.


1. Extract the files (SwordOfArt.bsa and .esp) to (install folder)\Fallout 3\Data\

2a. Download and install Fallout Mod Manager, start it and place a checkmark beside the .esp file (recommended) OR
2b. Start Fallout Launcher, click 'Data Files', place a checkmark beside the .esp file.

3. If you haven't already, use FOMM's "Toggle Invalidation" button or ArchiveInvalidation Invalidated. This should not be needed for this particular mod, but you have to do that later anyway to be able to load custom files.

Uninstall
=========
1. Start Fallout Mod Manager, uncheck the .esp file. (Optional)
2. Delete these files:

Fallout 3\Data\SwordOfArt.bsa
Fallout 3\Data\SwordOfArt.esp


Known Issues or Bugs
====================
No known bugs for this mod, bu if you experience bugs that you suspect is associated wih this mod, send a bug-report.

Incompatibility
===============
I have done my best to preserve compatibility with other mods. This mod will only conflict with mods that override the navmesh in the Wasteland cell '00001357', coordinates (X: -18 Y: +24) in the wordgroup Wasteland, since that is where the wooden house is located, next to the road.

History
=======
1.1, 2009/3/18
Removed the big mini nuke bonus on the 'boss', instead added a unique fatman and some ammo in the cave that will be removed when the quest is won.
Added text to the blade texture
Some scratches were added to the texture

1.0, 2009/3/15 - Initial release. Some major changes from the beta are:
Better Navmesh
Some minor tweaks to the boss
Did some changes to the Sword

0.9, 2009/3/12 - Beta version, not uploaded to web.

Contact
=======
You can find me on the official Bethsoft forums and Fallout3Nexus as 'Artisten'

Credits
=======
Thanks to Bethesda for creating Fallout 3 and giving out GECK.
Thanks to Fallout3Nexus.com for a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to the authors and people who have contributed to the open source softwares Blender, Nifskope, Niftools and GIMP

Tools Used
==========
7-Zip - http://www.7-zip.org/
Blender - http://www.blender.org/
You can also download Blender at Fallout3Nexus: http://www.fallout3nexus.com/downloads/file.php?id=30
GIMP - http://www.gimp.org/
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Fallout Mod Manager (FOMM)'s BSA creator - http://sourceforge.net/projects/fomm/
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 3 weeks, feel free to do whatever you like with this mod.