Fallout 3

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Created by

Malaclypse

Uploaded by

ElderMalaclypse

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About this mod

A remodel of the Galaxy News Radio Building. Improved GNR Brotherhood Knights, their facilities and defenses. New areas and NPCs include a clinic with a doctor, a shop with a merchant, and a cafe with a bartender.

Permissions and credits
Name: GNR Building Redux
Author: Malaclypse
Category: Buildings



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Description:
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This Mod is a remodel of the GNR building interior BOS Outpost. I attempted to keep the overall feel and atmosphere of the building.  Never liked that the main BoS Outpost in the downtown DC area was so dirty and limited in scope so I made some improvements. A few other mods have added limited services or cleaned up the GNR building, this mod has most of their features combined into one plus additional content.

Includes a full service clinic with a doctor, who offers healing and medical supplies as good or better than other doctors, after all he works on more wounded soldiers than most any other doctor in the wasteland. Theres a Cafe/Recroom that has a bartender with services (not those services!) and a few different forms of entertainment for the soldiers. Upstairs there is a merchant offering sale and trade of weapons and armors who also has the ability to repair your items, for a price of course. An outpost such as this needed extra armaments for the BoS knights so I added a fairly well stocked armory. The mess hall, bathrooms, storage and barracks have been improved and there is also a war room where the BoS can plan attacks and brief its knights.  All areas are completely navmeshed and companion friendly.

There are 5 new NPC's (7 including the 2 wounded knights) who all have AI and are fully voiced as well as improvements to the AI of the existing 3 GNR Knights. No changes were made to any of the Lyons Pride members as I felt that would be outside the scope of this mod. Warning: the NPC's offering services are part of the GNR faction, if you attack or steal from them you will be attacked by the knights, who have been upgraded.


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File Information:
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There are 2 files included in the archive, use only 1!!  The GNRBuilding_Redux.esm and GNRBuilding_Redux.esp are the same exact file.

For most players I recommend the .esm file to prevent NPC pathing and rooted issues from the Bethesda engine navmesh bug that they still have not fixed.
I only include the .esp for those with enough knowledge to manipulate it properly to work with their mod list.

Now available for TTW: GNR Building Redux


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Whats New:
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1)  Three Dogs studio cleanup is not included.  In this release (v1.0 and up) I have not included the additional .esp that cleaned up Three Dogs studio.  If enough people tell me they want it I can update it as well, its just a lot of work for such a small space.  Again, this release only includes changes to the BOS area of the GNR building, Three Dogs studio has no changes from the base game.

2)  No more white or flashing textures.  First let me thank Voodoo McGee for his workaround in my absence.  While it was not the root of the problem, it worked good enough for folks experiencing that issue for them to use the mod, so throw him a kudos if you used his fix.  I did find the core problem and corrected the issue as best I could without being able to test it as I have never experience the problem and still cannot reproduce it.  I guess its the way certain machines or video cards render FX. That being said there still may be some overlap areas, so if anyone finds anything amiss, please let me know the location where it's happening in the comments and I'll make some adjustments.

3)  No deleted Navmeshes. Used the origional Navmesh BID.  Fairly simple process, see Gamerpoets video for instructions.

4)  I added back in some debris and clutter so its not quite so clean anymore, the AI was touched up, removed some bloat, reused initially disabled items, and changed ownership of items a bit among other things.  I could tell this was the first mod I released when looking at it before updating everything.  It feels like I changed or adjusted just about everything in the mod though most won't notice any major changes as most were internal like naming conventions or object placement consistancy.


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Updating or Installing mid-playthrough
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If you are installing a new mod, updating an existing mod or replacing a mod that previously altered the cell which your new mod changes, you must make a clean save or you may get corrupted saves, transition doors that lead to a void, items floating or in the wrong place, broken scripts, and even completely missing items, walls and/or floors.  This goes for any mod you install or update with a game in progress.

To make a clean save:

1)  Move away from the area being modified, far away. Not in the cell, not in the adjacent cell, fast travel to anywhere else.  An interior cell has been found to work best.  You do not want to be close because navmeshes can occupy an entire cell and you don't even want to be on an adjacent navmesh that is connected to the one being modified!

2a)  Uninstall the mod you are updating or replacing.
2b)  If the mod is a new install and there were no previous changes to the cell, go to #3.
2c)  If you have already installed the new mod or mod update and are having problems, you must use a save from before you installed or updated the mod or this probably will not work.

3)  When both 1 & 2 are true, save, reload the game, and save again(this is your clean save).  Only then should you update or install the new mod.

4)  This is not a surefire solution, Bethesda games are notorious for using relics from previous saves.  It has been shown to work for most mod installs or updates mid-playthrough and prevent most/all of the headaches caused from a previous save.

5)  This article has additional information about this procedure.  It is written for TES games but works with Fallout games as well.


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Requirements:
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Fallout 3


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Install:
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1. Download the GNR Building archive to a secure location.

2. There are 2 files included in the archive, the GNRBuilding_Redux.esm and the GNRBuilding_Redux.esp.  Only use 1 file!!  They are the same file.

3. Copy the file to your "[DRIVE]:[INSTALL PATH]\Fallout 3\Data\" folder.

4. Enjoy the improved GNR Building as part of your game play!


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Compatibility:
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This mod only modifies the interior of the GNR Building, specifically interior cell GNR01.  So any other mod that modifies the interior of the GNR Building will conflict.  There are no changes to the exterior so no conflicts outside the GNR Building.


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Bugs/Issues:
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The GDMF navmesh issue!!  Use the .esm, masterupdate or use your preferred merge method to fix this known Bethesda engine problem that has existed since they introduced navmeshes in FO3 and have yet to fix!  Other than that, I have played and tested this mod extensively.  Of course each load order is unique so please let me know if you find any issues and I will do my best to help you with them.  No quests or NPC's involved with objectives outside the GNR building were changed and work as intended.


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Credits:
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Thank you to Bethesda for creating Fallout 3.

Thank you to the other GNR mod creators for inspiration and ideas. Especially DontPanic, author of the GNR Shop, who offered to allow the inclusion of his mod. Unfortunately I was already too far along in the creation process to do so.

Thank you to Shiholude for knowledge.

Thank you to all the other modders that continue to make this game playable, over and over again.

Thank you to everyone that continues to support and download mods.



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Tools Used:
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FO3Edit
GECK
FOMM
NifScope
GIMP
FO3Archive


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License/Legal:
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1) This mod is provided as is. By downloading you agree that the author holds no responsibility for anything unfortunate that results from its use.

2) Please do not repost or distribute this mod without my permission.

3) Assets of the mod are free to use as the community chooses, unless it is for profit.  I just ask you give proper credit.


Hail Eris!