Back to the Future
⚪ Last updated 2010Preview

🔍 Analysis
- 👍 2.6% endorsement rate — high engagement, a strong quality signal
- 🏆 #184 of 215 Buildings mods in this game by downloads
📋 About This Mod
V2 includes its own fully marked quest, and a nice lighting overhaul to the base. Try it out if you are looking for a follower friendly high tech command center with every bell and whistle you can imagine!
PLEASE SEE BTTF WEBSITE FOR A FULL LISTING OF DETAILS AND TONS OF PICTURES!!! 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 here.)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) CREDITS First and foremost, this UPDATE is as much of a tribute to \"cdagger\" (the creator of the Built for the Future mod for Fallout 3) than anything. Without cdaggers hard work and exceptional skill to not only create \"Daggerhead\" itself, but his vision and creativity with the story line and quest to find the base, none of the modest contributions I have made to this mod would have been possible. Thank you cdagger for all of the many, many hours of enjoyment I have gotten out of using your mod, and for the opportunity to use your work as a starting point for my education in the modding process! It is to you and your work that this site is dedicated! And thank you once again for your permission to release my updated version of your mod. Also, I would be remiss if I did not thank raveage for starting all of t
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- Mike Hancho
- Version
- V1.0
- Downloads
- 1,885
- Endorsements
- 49
- Category
- Buildings
- Created
- 1/17/2010
- Updated
- 2/21/2010
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