Fallout 3
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Created by

skyorange

Uploaded by

win2009

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About this mod

This mod adds 55 new NPCs & 8 new Creatures to Capital Wasteland & DC Ruins area.

Requirements
Permissions and credits
Translations
  • German
Changelogs
FO3 NPCs Travel

Requirements

*I rely on machine translation because I am not good at english.

What does this mod do?
======================
This mod adds 55 new NPCs & 8 new Creatures.

New NPCs: Adventurer, Hunter, Scavenger, Mercenary, Brotherhood of Steel.

New Creatures: Hunter's Dog, Scavenger's Dog, Scavenger's Yao Guai, Brahmin.

Travel extensively in capital wasteland & DC ruins area or encounter in various places.

Travel destinations are determined randomly by script.

Adventurer & Hunter & Scavenger. Their destination is 68 places in the capital wasteland.

3 Mercenary Squads (Mercenary Leader, Mercenary Doctor, Mercenary). Their destination is 28 places in the capital wasteland.

2 Brotherhood of Steel patrols (Paladin, Medic, Knight). Their destination is 8 places in the DC ruins area.

Another Adventurer & Scavenger. Their destination is 11 places in the DC ruins area.

Adventurers are tradable. Of course, Scavengers and Hunters also tradable.

Brotherhood of Steel Medic is a doctor, and dealing with medical supplies. Mercenary Doctor is also the same.

Small base of the Hunter & Scavenger. No navmesh edit.
- Meresti Trainyard
- Southeast of Big Town
- Reclining Groves Resort Homes
- Northwest of Tenpenny Tower

Guard NPCs. Most appear depending on the certain quests.
- Fort Independence: Guard and Robot
- GNR building plaza: Guard and Robot (Following in His Footsteps)
- Washington Monument: 2 Robots (Galaxy News Radio)
- Big Town: 2 Guards (Big Trouble in Big Town)

Repair Skill of most NPC will be a random value. Highest skill value are around 50.

All dialogs have audio with lip-sync.

All NPCs will have and equipped a variety of items.

Prevent strange weapon animation. (Image)

All NPCs & Creatures will respawn.

The following features can be configurable by StartQuest FO3NTConfig at console.
- Number of Adventurers
- Number of Hunters
- Number of Scavengers
- Number of Mercenary Squads
- Number of Brotherhood of Steel Patrols
- Enable/Disable of each Guard NPCs
- Relations of Player and NPCs(Ally/Neutral)
- Relations of Animals and NPCs (Friend/Neutral)
- Service with Adventurers

Compatible and Recommended Mods
===============================
UPDATED Unofficial Fallout 3 Patch
FWE - FO3 Wanderers Edition
Arwen_Realism_Tweaks
Simple Realism
Marts Mutant Mod
DCInteriors Project
A World Of Pain for Fallout 3 AWOP4FO3
85 Outfits ReColor
IMCN - Imps More Complex Needs

Known Issues, Incompatibilities
===============================
Sometimes, Brotherhood of Steel patrols going through the capital wasteland (such as Fairfax Ruins). I do not like these. So I replaced a few doors to that have been marked "Minimal Use" flag. Meaning of "Minimal Use" keeps NPCs from using the door as a shortcut.
Details of the door: http://geck.bethsoft.com/index.php?title=Door

After the respawn time, I visited the GNR. There is no SuperMutantFaction (0001D1EB) to Super Mutant of GNR Battleground (MQ01GNNBattleSuperMutant, 00018FAE). They were to avoid combat with other characters (such as BoS patrols or Adventurers).
For this reason, I added SuperMutantFaction to Super Mutant of GNR Battleground.

Credits
=======
Thanks to Bethesda Softworks.

Thanks to DaBrain for DaBrains Tactical Radio Headset - Modders Resource.
http://fallout3.nexusmods.com/mods/16783

Thanks to Syntrak for Leather Aviator Cap.
http://fallout3.nexusmods.com/mods/7613

Thanks to d_ivanov for Leather backpack.
http://fallout3.nexusmods.com/mods/15639

Thanks to d_ivanov for Merc Adventurer Armor.
http://fallout3.nexusmods.com/mods/13155

Thanks to Werne for Wasteland Looter armor.
http://fallout3.nexusmods.com/mods/18598