Nice to see this excellent mod updated. Had this in my load order for a long time, in my opinion the best executed of all the Ranger compound mods. I've tried them all but this was the only that didn't have horrible texture and navmesh issues or prevent my game from launching altogether, and it expanded the interior of the RRHQ in a credible and realistic manner.
If I were to have any issue with this mod, it's simply that I feel a little more could have been done with the exterior. The turrets are fine and well-placed for defence, but some extra guards would have been welcome. Unfortunately in the other Ranger compound mods this feature seemed to have issues with DC Interiors, which I guess my be why the author left it out. Not a major prolem, I just created my own guards, put them in the Ranger faction and gave them patrol paths that didn't conflict with DCI.
i didnt play for a very long time, but i know now why Rilley walks around Injured, that is dependent on how she was awaken in underworld, if doc does it she is ok, if you do it, she is crippled. tho it can be fixed by using a stimpak on her
By far the best remake of the of the cramped,dirty and useless vanilla compound that I never wanted to revisit. Since the Rangers are a small but prominent faction in Fallout 3 they should have quarters on par with the Brotherhood and Talon Company. It seems to me with them scouring the ruins they could build a nice defenceable compound like this with room for future recruits. The addition of the container of cherry bombs was a nice addition to the armory which shows the attention to detail you have put into your mod. Now it is worth it to me to make the long trudge to the compound (I rarely fast travel). Your mod makes me want to make a Ranger character just to get the full use out of the compound. I wish I had found this a long time ago. Thank you very much for this addition to Fallout 3.
Thank you for all the work you have put in this. I never liked Riley's base of operations in the vanilla game, but this makes it perfect for them (in my opinion).
@sandman5: Just wanted to let you know that after applying the 'Undelete and Disable Reference' option in FO3Edit, a total of 246 records appeared to have been marked as deleted, which is not a good idea for compatibility (if other mods use those references and your mod is loades after them, the game will CTD for sure). You may want to take a look at that.
k, thought i did that, for now it will have to stay as is, i had a hdd crash & lost everything, including 3 mods i was working on. be awhile before i get back up to speed.
@ Steve676, no i dont, it shouldnt have anything to do with my mod. do you have any other ranger mods running? i did not do anything to the rangers themselves except for the one i added, the only NPC listed in this mod is Tia, the rest are not even in it, so they should not be affected in any way. if you know how to use "fo3 edit" pull up all your mods and see which ones are affecting Reilly and the others. hope that helps cheers pal
:edit: some of what you are describing sounds like a nav-mesh problem, and i would bet you have another mod that affects the ranger cell, making all NPCs confused as what to do, as there would be 2 conflicting nav-meshs. try mine last in your load order, it should over-ride anything else there.
shadowfx78, dude they are all generic fo3 weapons, not even any from the DLCs. you got something else going on. maybe a weapon skin mod the you didnt install right. the red exclamation points generally means a problem with textures or meshes, thats why i suggest you look at any re-skin mods you might have. also someone inquired about using my mod in their ranger mod, i said no. i saw it, it was almost the same, but not enough for me to call them on. if you are running that as well, and they changed the skins for some reason you will have problems. just start un-checking other mods till you find the perpetrator. cheers pal
93 comments
If I were to have any issue with this mod, it's simply that I feel a little more could have been done with the exterior. The turrets are fine and well-placed for defence, but some extra guards would have been welcome. Unfortunately in the other Ranger compound mods this feature seemed to have issues with DC Interiors, which I guess my be why the author left it out. Not a major prolem, I just created my own guards, put them in the Ranger faction and gave them patrol paths that didn't conflict with DCI.
do anything inside, there are all stuck -.- I have V5.1
EDIT: In V5.0 is everything fine *confused* but,
Rilley walk around Injured, and i can´t heal her,
everywhere an Idea how to fix that?
no i dont, it shouldnt have anything to do with my mod. do you have any other ranger mods running? i did not do anything to the rangers themselves except for the one i added, the only NPC listed in this mod is Tia, the rest are not even in it, so they should not be affected in any way. if you know how to use "fo3 edit" pull up all your mods and see which ones are affecting Reilly and the others.
hope that helps
cheers pal
:edit: some of what you are describing sounds like a nav-mesh problem, and i would bet you have another mod that affects the ranger cell, making all NPCs confused as what to do, as there would be 2 conflicting nav-meshs. try mine last in your load order, it should over-ride anything else there.
cheers pal