Fallout 3

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About this mod

A complete overhaul of the town Canterbury Commons featuring several new places, a player home, three new guard posts, 15 new NPCs and much more. (100% lore friendly!) BETA RELEASED!

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CANTERBURY ESTATES
Version: 0.8 (beta)

Required masters: Fallout3.esm

*** UPDATE // 12-08-2010 ***

It's done... the first version of Canterbury Estates is released! Please not that this version is still beta and not all features are included yet. Feel free to post any kinds feedback in the comments section or on the CE-thread at Bethesdas forums: http://forums.bethsoft.com/index.php?/topic/1115846-relz-canterbury-estates/


*** UPDATE // 09-08-2010 ***

Over the last few month I was not able to work on this mod. At the moment every planned house is completely build, cluttered and Navmeshed. Some minor things like the custom items and a small quest has to be added, but that can wait. What desperately needs to be made are the NPCs. I really like creating environments, cluttering rooms and all this stuff, but when it comes to NPCs, I loose my patience.

To find a talented modder that can help me, I have decided to release a public beta this weekend! So if you know how to add daily routines and a believeable behaviour to the NPCs and like what I�ve created so far, drop me a line. I've spent several hours in creating the mod this far and I don't want them to be wasted time.

The files should be online on sunday evening.


///// OVERVIEW /////

Canterbury Estates is a complete lore friendly overhaul of the town Canterbury Commons. By adding several new interiors, 15 new NPCs and many other features, the town feels much more alive compared to the vanilla version. Every player hears about the town relatively early in the game. All the traders talk about it as the trading hub of the wastes and I think I'm not the only one who was disappointed with what you find when you finally reach it.

If you want Canterbury to be the town it should be, this mod is for you!


///// FEATURES /////

- A lore friendly overhaul of Canterbury Commons. Now it feels like a real town!
- Many new locations (including a clinic, a bar/hotel, a common house and much more)
- 3 new guard posts complete with an interactive Alarm system.
- New player home comparable to those in Megatonor Tenpenny Tower.
- 15 new NPCs
- 3 new specialized vendors
- 2 unmarked Quests ('The wounded Regulator' and 'Back to business')
- Some new items (including 'King's Crown Whiskey' and 'Rad-Buster')


///// NEW PLACES /////

1. "Brown's clinic"
Moira's parents have set up a small clinic in Canterbury Commons. Come here if you are wounded or need medical supplies.

2. "Fortified workshop" (Player home)
The towns former mechanic Scott Wollinski closed his workshop to move on to bigger goals. Talk to Uncle Roe to find out more about what happened to him. Maybe you can find the required keycard to gain access to this new player home. It comes with all the comforts of the houses in Megaton or Tenpenny Towers, namely: a jukebox, 'My first infirmary', a 'My first laboratory' set, a Nuka cola vending machine, a player bed with well rested bonus, a workbench, a Vault Tec Bobblehead collectors stand and plenty of storage room. For any further questions, ask 'Radford', the robot butler!

3. "Townhall"
Uncle Roe has cleaned up the first floor of the old firehouse. A common room has found its place in the left garage, while Jeff Towers takes care of Canterburys water treatment plant inside the right garage. Two big water reservoirs on top of the building feed the tanks and the fresh water valve inside the plant. By adding various chemicals to the water, Towers has found a way to purify the water for the town. Come here if you wan't to stock up your fresh water supplies.

4. "Porter's Diner"
Joe Porter has rearranged his diner. He arranged several new tables and benches in the diner and moved his matress and other personal belongings to a small caravan right behind the diner. This way he has more place for his customers and a quiet place to rest.

5. "Canterbury Warehouse"
This is the place where the trading caravans buy and sell their goods. Jacob Mills runs his business in the old garage. Buy, sell or repair items in his store or use the public workbench right at the entrance. The garage is also the main base of operations for the Canterbury Commons guards. This is the place where they sleep, eat and prepare for their daily shifts.

6. "King's Hotel and Bar"
Darwin King and his wife Andrea moved into this old Radiation King store. They renovated the old building and created a nice bar and hotel for all residents of Canterbury Commons, travelling wastelanders, scavengers or other customers that need a rest from the dangers of the wastes. You can rent a hotel room for 20 caps a night or take a drink at the bar. Only here you will find the best whiskey of DC, the unique 'King's Crown Whiskey'.

7. "Guard Posts"
Dominic D'Ellsadro stocked up the towns defenses by recruiting several former mercenaries. Jefferson, Singer and Mel as well as two more mercenaries have aggreed to help. They fortified some collapsed buildings and established three new, strategically placed guard posts throughout the town. They also installed an alarm system at Jeffersons guard post to alert all townsfolk in case of an emergency.

8. "Common House"
Due to the increased security of the town, four Wastelanders have decided to settle down in Canterbury Commons.

9. "Ray's Den"
Ray is an addict. But as long as he doesn't cause any trouble, nobody really cares. He stays inside his basement for most of the time and only leaves every day or two to get a few drinks at King's bar. There is the rumor that he sells mentats and other drugs to some of the guards to keep their senses sharp during their night shifts.



///// KNOWN BUGS AND CONFLICTS /////

This mod changes all exterior and interior cells of Canterbury Commons, as well as a small part of the Mechanists forge, so every mod that alters the same cells, may cause conflicts. I made this mod for my personal use and decided to share it with the community. I simply don't have enough time to add seperate versions or fixes for every mod that causes problems, but I will do my best to solve problems that may occur with big overhaul mods, etc.