Date: 11/30/2009
Category: Buildings
Requirements:CRI Squad Latest Version
http://www.fallout3nexus.com/downloads/file.php?id=5717
Author(s): DivineHeresy
Description
===========
Recently i found the mod CRI Squad this mod lead to hours of game play and a stunning combat, i wish i would have captured on video, in honor of that i made my new squad a headquarters enjoy.
This mod has a large building a bunker a armory,full follower friendly, guards a vendor a personal house with infirmary workbench lab weapons and much more.
Personal highlight is the bunker on the roof a personal house a personal office a medic a vendor and the XM586 Assault Rifle which when you enter sneak and equips it you can change between assault rifle silenced and grenade launcher.
Note
========
Each version of CRI Squad released i will release a new updated CRI Squad.ESM as it is required for this mod to run.
Included in this mod when you download is the CRI Squad.ESM file which was not made by me so i can and will not claim it as my i own work i just turned it into a esm to work with my HQ without it the guard will have no armor or weapons and the vendor will not sell any.
Location
========
Fairfax Ruins there is a map marker cant miss it
Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Fallout3\Data\
4. uncheck CRI-Squad-new.esp and put a check next to CRI-Squad-new.esm.
5. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp file(s).
if you use patch 1.5 and above please download FO3Edit 2.4.9 EXPERIMENTAL Or Above and change the FO3Edit.exe's Name to FO3MasterUpdate run your mod manager then run FO3MasterUpdate.exe if done correctly you will see a warning at the top of the .esp in FOMM saying the file is a .esp but the header is a .esm this is correct,then play
Uninstall
=========
1. Start Fallout 3, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.
data/CRI-HQ.esp
data/CRI-HQ.BSA
Incompatibility
===============
none known of yet however anything that occupies the space of fairfaxruin07 will conflict.
History
=======
1.0 - Initial release.
1.1b - Reconditioned Interior Added Personal Office add Vendor Area added Medic Added Interior Firing Range, Added Sat-com Tower Fixed Gate Terminal ( it now opens closes locks and unlocks the gate) fixed CRI Mainframe Terminals ( more added data more details and added a cool security camera menu it don't actually work but it may in the future have short repeating video, last but not least i re textured the original CRI Pip boy and added stuff to it also re textured the urban Camo for CRI.
v1.1b patch1 - updated with new items for player room including a custom robot house keeper and tons of goodies as well as some extra storage.
added exterior security turrets and sentry bots guarding gate, removed CRI Guards as they were wandering off into the wasteland.
V1.0 - new bunker, new entrance to the bunker, all buildings navmeshed, new defense in the added land, target range added, Sniper Range Target And Housing added, Ended Beta. no more additions will be made just updates.
v1.1 - added vendor,water vending machine,updated all guards packages, added new navmesh fully follower friendly,added a usable toilet to the personal home off the office, added trainee's, added new weapons and armor, added new bunker/sleep area for trainee's, added many new weapons to armory and vendor,added flash-bangs with custom model to vendor/armory.
Contact
========
FO3 Nexus: DivineHeresy
Credits
=======
Thanks to Bethesda for creating Fallout 3.
Thanks to Fallout3Nexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to tumbajamba & Alexscorpion For CRI Squad this mod would not have happend without your great work.
http://www.fallout3nexus.com/downloads/file.php?id=5717
Thanks to Coneman - for his mod called "Bathroom"
http://www.fallout3nexus.com/downloads/file.php?id=1883
Thanks to metallicalec - for the m4a1 EQTech and Aimpoint Rifles.
http://www.fallout3nexus.com/downloads/file.php?id=6264
Thanks to Veliv - for the Valhalla Rifle's
http://www.fallout3nexus.com/downloads/file.php?id=439
Thanks to Philibuster WangChung & Clint1337wood - for the steyr Aug mesh textures and importing them to fallout 3.
http://www.fallout3nexus.com/downloads/file.php?id=7396
Thanks to HeroinZero - for the Universal Assault Rifle Mod one of my favorit and most used weapons in the wastland.
http://www.fallout3nexus.com/downloads/file.php?id=6566
thanks to LinkesAuge - for the Fabarm SDASS Tactical Shotgun from the Fook Project
http://www.fallout3nexus.com/downloads/file.php?id=4448
thanks to Einherjrar & 20thCenturyWeapons
http://www.fallout3nexus.com/downloads/file.php?id=5059
- for
M-4 Colt SOPMOD
Meshes:
M4A1: Soul_Slayer
M203: Twinkie Masta
Eotech And Magnifier: Twinkie Masta
M900a: Silvio Dante
Acog: Twinkie Masta
RIS: Soul_Slayer
M4 frame/silencer smoothing: L0RDN00B
Aimpoint: Twinkie Masta
AN PEQ: The Spork
Textures:
M4A1: Kimono
M203: Twinkie Masta with edits by El maestro de graffiti
Eotech and Magnifier: Wang Chung
M900a: Wang Chung
RIS: Thanez (edits by sarqune)
Acog: Twinkie Masta
Aimpoint: Twinkie Masta
AN PEQ: El Maestro de Graffiti
Original CSS Compile: Sarqune, (with compile help from Henron)
MGL140:
Model & UVs: Ultimate Bastard
MinorEdits: Einherjrar
FO3 Compile: Einherjrar
Licensing/Legal
===============
You must contact me and obtain my permission before re-packaging any part of this mod.
also you must request the permission of any mods used as part of this mod as per there readme file.