Fallout 3

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CABullmann

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retakrew7

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About this mod

Fort Independence is defended with a fence? I\'ve changed that and added a lot of junk walls, sandbags, outcasts, sentry bots, and a ramp up to the bridge. There is a optionally version without the ramp and additional esps with talon/raider/enclave attacks which respawn every 4 days. compatible with \"FORT INDEPENDENCE IMPROVED\"

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IMPORTANT READ THE FULL DESCRIPTION !!!!


Fort Independence was defended in an insane way (a fence!?), I've changed that and added a lot of junk walls, sandbags, outcasts, sentry bots, and a ramp up to the bridge.
There is a optionally version without the ramp and an additional esp with talon attacks which respawn every 4 days.
additional esp with raider attacks which respawn every 4 days. (you shouldn't fast travel to the fairfax ruins with that file...)
additional esp with enclave attacks which respawn every 4 days

the attack files should be loaded after MMM, due to too high spawns, that worked fine for me

mainfiles compatible with bikkebakke's "FORT INDEPENDENCE IMPROVED" mod added, downloadable at:

http://www.fallout3nexus.com/downloads/file.php?id=9033

UPDATED NAVMESH FOR NPC'S PATHFINDING AVAILABLE HERE:
http://www.fallout3nexus.com/downloads/file.php?id=10696

IMPORTANT:
If you add one/all attacker file(s) you will be able to loot them, which results in a cheating like way of getting missile launchers, power armor, ammunition...

Moved to the guild/faction section

v1.0/Final Version:
files splitted into one mainfile and two optional files (the old ones were rather stupid...), various AI updates (bots shouldn't be aggressive to the player anymore, this came with 0.9 I'm sorry...)

v0.9:
misterious chrashes should be fixed (damaged files???), I've remade the changes with an older version
patrol point now untouched (seemed to crash the patrol script?), but sandbags and junk walls are just the same like v085

attack files are still v08 because they don't need updating (if you wondered)

v0.85:
some of the sandbags lowered for better combat tactics
marker set to the ground
patrol markers nearer FI due to enclave attack file
two junk walls adjusted to be completly on the ground

v0.8:
german issue fixed, the turret is now named turret...
defender morgan: there shouldn't be a lost reference now, if it is still there: it doesn't do anything so don't mind,
but if you can help it to delete it post a comment

now there is a version without the ramp
fully in English
Raider, talon, enclave attacks through additional esps now available (one of the main files needed)

Installation:
nothing special, just copy the files you want in your Fallout3\data folder and activate it through the launcher or with FOMM.
Optionally you can copy and activate the talon/raider/enclave file (or all).

If you have lags etc. try this out:
http://www.fallout3nexus.com/downloads/file.php?id=6510

this is my first mod, but I've made it with GECK, so there shouldn't be bugs or crashes except with mods which change Fort Independence, too.

please rate, comment, load up your screenshots

if you endorse thank you :)

I've made this with the new GECK, so there shouldn't be bugs, but please report everything you don't want, or new suggestions