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WIGWAM

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WIGWAM

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About this mod

Adds a small military controlled camp to the wasteland that contains a player house. Two Rival factions , a short quest, a simple follower system, a new worldspace and new interiors.

Permissions and credits
Changelogs
*A simple LOD has been uploaded, this will increase the render distance of the new worldspace. Currently it only includes the landscape so buildings will still slowly fade in. To install just drag and drop files into Data/ folder.

1. Description
Adds two rival factions, the Marines and the Renegades.The Marines control a camp just North of the Rob-Co Industries building, The camp contains a room that can be used by the player as their own, this is hidden within an underground bunker. The camp also contains an Armoury containing weapons and ammo that re-spawns along with a camp full of fully functional NPCs.
Also added are a few interiors and an extra worldspace, these new areas are introduced throught a quest that has you join the Marine faction and help take down the rival Renegade faction.
To start the quest you need to pick up the command radio found on a dead marine behind the Megaton sign in Springvale.
The quest is combat orientated and is designed to be used with the followers from this mod or any other companions. The quest takes ~1hr, maybe more (or less) depending on combat skill.

-=New areas include=-
A Supermutant controlled Nuclear waste facility located on the western side of the map.
A Hospital in Old Olney converted to a munitions factory controlled by the Renegades.
A small outpost on the opposite side of the river to the abandoned car fort controlled by the Marines.
A new small scale worldspace which has extra interiors.

Two Marine patrols are added from Megaton to the Super-Dupe mart and around the power station near the Military Camp.


The mod contains the ability to have most of the NPCs in the mod as followers. These are only very basic followers (you can't talk to them or give them equipment) they are mostly there for the fire power and who doesn't look cool with 20 Marines following them (yes you can have that many).
Getting them to follow is pretty simple; equip the command radio and talk to the marine you want to follow you ( there's no specific speech option I have no idea how to do that), they may seem reluctant at first but THEY WILL FOLLOW. To get them to stop you simply unequip the radio and talk to them again. A small text box should appear telling when an NPC has started/stopped following you.

-=Possible Followers=-
-Any Trainee.
-Anyone guarding the 'walls' .
-The Marine Veteran within the Military Camp.
-The Marine doing target practice within the Military Camp.
-Anyone standing around not really doing anything in the bunker and the new worldspace.
-All the People in the outpost.

2.Installation
If NOT upgrading go to step C
A. Create a clean save without the mod activated away from any areas effected/altered by this mod.
B. Remove any previous files (textures/meshes/.esp) added by this mod.
C. Open Zip file and place corresponding data files (<Harddrive>/progam files/Bethesda Softworks/Fallout 3/data).
D. Launch FOMM and make sure the box is ticked next to the file. If not using FOMM click data files on the start up menu.
(optional steps)
E.Open disk tray
F. Insert bank details

3. Bugs
Currently the map does not show up for the new worldspace (it isn't very good though so you're not missing much).
The doors to and from the new worldspace are hard to find a place to activate them.
There's likely a lot more somewhere but I haven't found them yet.
Incompatibility - none so far.

4.FAQ
Q. What can I use to store my things in in the bunker?
A. All containers in the room with the double bed in it can be used for storage, all other containers respawn.

Q. The armoury is locked how do I get in?
A. The armoury is locked when the armoury guard is not in the armoury and has a seperate key, you need to wait until daytime for it to be unlocked?

Q. Can I get a Key to the armoury?
A. Only if you kill the armoury guard.

Q. Who respawns?
A. Most NPCs respawn apart from ones that are involved within the quest.

Q. Where do I get a key to the camp?
A. After completing the first part of the quest you get given a key, after that the keys are carried by all Marines.

Q. I don't have a Command Radio?
A. A second radio can be found on the desk in the armoury.

Q. I lost both radios.
A. You're an idiot. How do you lose them both!?

Q. What happens when I say YES to the Commander at the end?
A. The Marines are set to allys and will be less likely to attack you if you accidentally shoot them.

Q. What happens when I say NO to the Commander?
A. The Marines are set to enemies and will attack on sight. Your items will still be in the bunker you will just have to shoot your way in to get them.

Q. I freed the prisoner from the supermutants, why did he attack me?
A. Maybe you were asking too many questions.