Fallout 3

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Woodrat

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woodrat

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About this mod

Adds a small fortified base for the player to use.

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=== Woodrat's Wasteland Fort 0.7 (Beta)===

For Fallout 3

June 28, 2009
===

== If you like the mod please tell others!== If you hate the mod please explain why! == If you have suggestions (if they are reasonable) please tell! ==

:Effects:

Affects four cells South West of the Overlook Drive-In.

:Description:


Places an wasteland fort near the Overlook Drive-In and Tenpenny Tower for the player to use as a base.

: Features of the 0.7 version:

* A Ranch House to be used as a player home.
* An Armory
* A Barn that has been converted into a Barracks and Mess Hall.
* A tent that includes a working infirmary.
* Several containers (which should not respawn) and several shelves all around for storage.
* Beds grant the 'well-rested' condition.
* Workbench in the Barn and Armory
* Sandbag bunkers to guard the fort
* Companion friendly! Has nav-meshes.
* Fast Travel.
* Jukebox and radio to provide music.
* An Nuka-Cola machine that dispenses Icy Nuka-Cola
* Two invulnerable turrets to guard the entrance
* Lamp posts around the base that can be turned on and off
* A landing pad for those using CRI or Enclave Commander

== Changes from the 0.6 version ==

* Small nav-mesh tweaks
* Access to the Silo walkway
* Perimeter Lamp posts provide light
* A landing pad

== Notes ==
My second project after many false starts. I have not been able to do extensive play testing but all the visible bugs that I could erase I have done so. This is my first mod that has me editing a little chunk of the worlds pace. Thus there can be several bugs that I was not able to pick up on right off the bat. Please contact me if you find any other bugs.

This mod is nowhere near complete; see the bottom of the readme for details.

There are no NPC's in the mod at the moment.

==Known Bugs or Issues ==

* The bloody companion follow issue... sometimes they follow you right in... sometimes they don't and you have to wait an hour.


* Nav-meshes within the base and outside could still be problematic.

* Making the barn an interior cell was problematic with one that had so many holes in it. If there are any holes that make it real noticeable there is nothing outside let me know.

* Conflicts with the Settler Mod (though I do not know how or the exact details)

* Was made with the 1.4 patch, thus will not work with the 1.5 patch (unknown how it works with the 1.6).

* Vertibird may not actually land dead center of the pad, the landing pad could be too small have not tested it.

:Installation:

Install the .esp that you wish and place the meshes in Fallout3/Data folder, check the box in the data files and you should be good to go.

:Uninstalling:

Remove the .esp and the folder named woodrat in the meshes folder


:Permission & Contact:

Feel free to use any ideas/elements of my mod in yours as you see fit. Just please, give credit where credit is due (and send me a message). For all other inquiries, comments, and suggestions for future additions please direct your mail to ([email protected]). Or you can PM me on the forums; I should notice that and reply ASAP.

=Credits=

Thanks toward Besetheda for the game and the G.E.C.K.

Alexx378 & Anlashok for helping me with the script for the spotlights.


:Future Potential Updates:

-If demand is high enough for this mod. I plan on making the potential updates. Along with any player suggestions that I can implement with my modest skills.


* Spot lights that the player can turn on and off (depending if I ever make heads or tails of scripting).

* Guards that patrol the base (Will most likely be the last thing that I will do).

* Possible expansions? (I can expand to the east some and maybe have room for another building).

* Conversion of the Ranch House

* More sandbag bunkers and/or fortifications

* ???

* Cake!