New Features HOME
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FEATURES |
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QUANTUM BAR & GRILL |
WAR ROOM |
ARMORY |
SCIENCE & MEDICAL |
CO QUARTERS |
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ENGINEERING |
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2-21-10 - NEW VERSION 2.0 - Updates include a marked quest titled "Daggerhead Base" CHANGE LOG FOR V 2.0 --> Version 2.0 makes a few significant changes including adding a "marked" quest for the base. The gameplay is exactly as the first version, but it just adds a marked quest to help you as you go along. I added a modest amount of XP for each stage of the quest. --> All new entrance and exit doors. I was never really thrilled with the way I set up the teleport doors with the first version. I just felt touching a rock and a push button switch were not very realistic and a little lame. So, this version changes the teleport doors to a hatch outside up above, and a ladder to a hatch in the bar. I think that it's just a little more realistic. (At least as realistic as these things can be, lol.) --> Complete overhaul of lighting. (See pics of new lighting below.)One of the only things I didn't absolutely love from the original version was the green tint to everything inside the base. So, this version changes the lighting to something a little more neutral in color. The contrast is really nice and the colors really come to life with these changes. I also softened up a couple of the "kicker" lights that I felt were too bright and caused certain areas to "wash out" due to the brightness. These changes are in the bar and armory, and they really soften up the brightness quite a bit. NOTE: For users of V1.0 who wish to update to V2.0, you should only have to download the new file and overwrite it over the first one in your Data folder. I would always make a backup of the original just in case. Also, I would probably just exit the base and fast travel somewhere else like Springvale or whatnot, and then fast travel back to the entrance just to re-load the cell. When you enter the base via the new hatch, it will probably trigger the completion script for the new quest. Also, if you never picked up the Daggerhead Master key from the oroginal version you will HAVE to do so to use the new hatch. (You can still use the Portal though)
WHY DID I MAKE THESE CHANGES? This base was one of the first player home mods I found for Fallout 3. I fell in love with it immediately and have used "Daggerhead" in some form or fashion in numerous playthrough's ever since. My guess would be that anyone who even just went inside and looked around (even if they didn't even actually "use" the base) would agree that cdagger did an INCREDIBLE job on this mod. His creativity and taste are exceptional in my opinion. But with that being said, and as much as I love and use the place, there were a few features that I always longed for while using it. This project was an attempt to add some things I wanted to be able to experience while using Daggerhead.
HOME
| NEW
FEATURES |
NPC'S |
QUANTUM BAR & GRILL |
WAR ROOM |
ARMORY |
SCIENCE & MEDICAL |
CO QUARTERS |
BARRACKS |
ENGINEERING |
SPOILERS |
DOWNLOAD V2
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