Description
Last updated at 3:15, 15 Sep 2010 Uploaded at 21:24, 13 Sep 2010
* Work in Progress *
14/09/2010 - Added a little more clutter. Looks great with Fellout ;) If you're going to add stuff your self, either through the GECK or Feng Shui, don't download the first update. I need to figure out how to script the lights to turn on and off at a certain time.
Feng Shui: http://www.fallout3nexus.com/downloads/file.php?id=11532
WHAT:
A small permanent camp created, by unknown previous tenants, out of the raw materials found nearby. Located NEE of Paradise Falls. Currently only contains a usable bed, a persistent filing cabinet for basic storage as well as a couple of chairs and smoking idle markers for your companions on r&r.
WHY?
I prefer my hovels/shacks etc open to the elements with the ability to take in the sights. I feel it adds immersion; discovering evidence of previous long abandoned communities.
As much as I enjoy some of the awesome housing mods out there, I'm not overly keen on instanced interiors, shutting out the world outside.
OTHER INFO:
This is currently an early WIP. Currently there are only two custom meshes in the mod, an industrial concrete pipe and some sort of wooden pallet, eh, thing. As I work on this further I hope to include a few more.
There are some aspects that definitely need more work - for instance, I have platforms balanced on top of these pipes to add more level walking and idle space. Currently, these look barely balanced - I will address this with some rudimentary 'engineering' :)
I have set a fast-travel map marker, just so its easy to find and evaluate. This will most likely be removed for the final version, or at least remove the fast-travel capability.
As of now, the area has been navmeshed to allow npc's to negotiate the area as well as allowing them to walk around the upper levels (npc's seem to be able to get up to the top most level, but have a tough time getting down ;) - will try to fix in future versions.
Exterior cells where navmesh has been adapted are -4,18 and -3,18. If you're running any other mod that changes these cell's will conflict. How and to what degree the conflict will manifest itself, I have no idea :)
FEEDBACK:
I am releasing this in an early WIP stage so I can hopefully receive constructive criticism from the community. By doing so, I hope that this mod develops into something will provide interest and add character to your adventures and the Wasteland in general.
INSTALLATION:
Extract the contents of the rar to your Fallout directory.
Run archive invalidation, either through FOMM or the standalone version (not sure if this only really applies if vanilla assets have been changed, rather than if new assets are introduced - hell, it can't hurt).
I currently run FO3Edit to create a merged patch, as well as update masters. It's a little bit of a PITA but FO3 has become more stable as a result. If you face any issues running this mod I suggest you try FO3Edit:
http://www.fallout3nexus.com/downloads/file.php?id=637
14/09/2010 - Added a little more clutter. Looks great with Fellout ;) If you're going to add stuff your self, either through the GECK or Feng Shui, don't download the first update. I need to figure out how to script the lights to turn on and off at a certain time.
Feng Shui: http://www.fallout3nexus.com/downloads/file.php?id=11532
WHAT:
A small permanent camp created, by unknown previous tenants, out of the raw materials found nearby. Located NEE of Paradise Falls. Currently only contains a usable bed, a persistent filing cabinet for basic storage as well as a couple of chairs and smoking idle markers for your companions on r&r.
WHY?
I prefer my hovels/shacks etc open to the elements with the ability to take in the sights. I feel it adds immersion; discovering evidence of previous long abandoned communities.
As much as I enjoy some of the awesome housing mods out there, I'm not overly keen on instanced interiors, shutting out the world outside.
OTHER INFO:
This is currently an early WIP. Currently there are only two custom meshes in the mod, an industrial concrete pipe and some sort of wooden pallet, eh, thing. As I work on this further I hope to include a few more.
There are some aspects that definitely need more work - for instance, I have platforms balanced on top of these pipes to add more level walking and idle space. Currently, these look barely balanced - I will address this with some rudimentary 'engineering' :)
I have set a fast-travel map marker, just so its easy to find and evaluate. This will most likely be removed for the final version, or at least remove the fast-travel capability.
As of now, the area has been navmeshed to allow npc's to negotiate the area as well as allowing them to walk around the upper levels (npc's seem to be able to get up to the top most level, but have a tough time getting down ;) - will try to fix in future versions.
Exterior cells where navmesh has been adapted are -4,18 and -3,18. If you're running any other mod that changes these cell's will conflict. How and to what degree the conflict will manifest itself, I have no idea :)
FEEDBACK:
I am releasing this in an early WIP stage so I can hopefully receive constructive criticism from the community. By doing so, I hope that this mod develops into something will provide interest and add character to your adventures and the Wasteland in general.
INSTALLATION:
Extract the contents of the rar to your Fallout directory.
Run archive invalidation, either through FOMM or the standalone version (not sure if this only really applies if vanilla assets have been changed, rather than if new assets are introduced - hell, it can't hurt).
I currently run FO3Edit to create a merged patch, as well as update masters. It's a little bit of a PITA but FO3 has become more stable as a result. If you face any issues running this mod I suggest you try FO3Edit:
http://www.fallout3nexus.com/downloads/file.php?id=637
