Fallout 3

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Created by

Malaclypse

Uploaded by

ElderMalaclypse

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About this mod

An interior and exterior remodel of Reilly's Rangers Compound with new rangers, vendors and quests!

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Permissions and credits
Name: Reilly’s Rangers Compound Redux
Author: Malaclypse
Category: Buildings



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Description:
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This mod is a complete remodel of the interior and exterior of Reilly's Rangers Compound in Seward Square.

The exterior has improved defenses, additional Rangers patrolling the area, changes to the layout with access to the top level of the building, and a merchant has set up shop to trade with you and the Rangers as they map and scavenge the DC Ruins.

The interior has been expanded and available facilities improved.  Additional Rangers were added to the interior as well and a Protectron has been refurbished by Donovan and patrols the corridors.

There are now new quests available after rescuing the Rangers!


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File Information:
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There are 2 versions of the file:

One archive is my base mod.  It contains a RangerCompoundRedux.esm file and 2 folders(meshes & textures), you need all these in your Data folder.

The other archive is my mod with compatibility for use with the D.C. Interiors Project, a must have mod for many players and one Chucksteel has been keeping updated. Same here, use the RangerCompoundRedux.esm and both folders.

The only difference between the two archives is that in the DCI archive, the exterior navmesh of the Ranger Compound joins with the DCInteriors navmesh to allow mutants, followers and patrols to pass freely between the cells.

I'm no longer offering the .esp file to eliminate any confusion, most should use the .esm. If you want to use this as an .esp then you probably know how to change the .esm back and it's a quick switch, so have at it.

Now available for TTW: Reillys Rangers Compound Redux


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Whats New:
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1) No Deleted Navmeshes.  None of the files have any deleted navmeshes.  All the original navmesh BIDs are being used by my navmeshes or safely reduced to a single triangle that is unconnected to the main.

2) Duplicate Cell again.  I've reverted everything back to the original cell because the benefits of a new cell were minimal and while in the process of adding some quests I discovered it made things more tedious than they need to be.  This should also allow players to add this mod further along in their play-thru because there will not be the spawning issues I had to work around when using a new cell.

3) No alternate texture for the Rangers Battle Armor.  In my first release I included new textures for the Rangers armor because back then the Rangers helmet was not the same texture as their armor.  The helmet has now been re-textured to match the original Ranger battle armor by the UUFO3Patch. There are mods that specifically alter the Ranger Battle Armor so I felt re-texture is outside the scope of this mod.

4) You become a member of the Reilly's Ranger Faction. During the Ranger rescue quest you will be added to the Ranger faction.  Even though they welcome you as a member, if you attack any of the Rangers your faction status will be revoked and they'll still try to take you out.

5) The armory now has a key instead of having a pickable lock(Reilly's desk).  All the weapons and armors therein are owned by the Ranger faction but because you will become a faction member, they are available with no karma loss(after Reilly offers them to you for the rescue).  Any personal belongings of the Rangers are mostly locked up in their rooms.  Pretty much everything else is available to be used as needed.

6) AI and behavior upgrades.  I made improvements to the NPC's behavior so they are moving around doing different things all over the interior, patrolling or sleeping.  Ranger Cookie once again sells food and drinks in the interior compound and Murdock still sells outside.  Lots of minor changes to the facilities to make it feel more lived in. The exterior patrols AI and combat was also touched up and tested against attacks, the Muties got it coming.

7) Lighting and FX reduction.  I've made some changes to the lighting and FX that should reduce the strain on lower end PC's.  I have not received complaints about frame rates or slowdowns but every little bit helps, right?

8) Quests.  Recruit new Rangers, improve defenses, help fix Buckethead!


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Quest Information
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1) To start the new quests you must first complete the Reilly’s Rangers quest by rescuing the Ranger mercenary team from the Statesman Hotel roof and then speaking to Reilly in the Ranger Compound.  You must also accept the job of mapping the ruins with the Geo-mapper from Reilly. Only then will the new quests become available.

2) There are 3 quest givers; Reilly, Butcher and Donovan.  If either Donovan or Butcher were killed during the rescue, you will miss out on some quests.  This will probably change in the future, but for now that’s the deal.

3) There are 5 quests.  One for each quest giver and 2 you'll pick up along the way.

4) Quests are currently not voiced.  I plan on voicing them in the future but I'm still adding quests and changing dialog, so for now no voices.  If you or someone you know is interested in voice acting one of the parts, pm me.  Available voices: Reilly, Donovan, Cookie, Samuel, Gavin(ghoul), Deana.

Spoiler:  
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1) You may need to dismiss your current companion to pick up Deana or Gavin. The normal rules should apply; only one follower, plus Dogmeat.

2) When you escort the ranger recruits to Reilly, they loose their follower status and no longer trade inventories.  Any items they have in their inventory will no longer be retrievable.  Remove any items you want to keep from their inventory before you talk to Reilly.

3) Recruits obtain Ranger battle armor and helmet when the quest completes. The personal weapon the recruit starts with and the one they obtain during their quest, are not accessible.

4) If you have questions about the National Guard Depot, Radiation King or the Robot Repair Center, refer to The Vault.  I have placed only a few quest items in these areas, the rest is vanilla content.


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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

D.C.Interiors if and only if you use the D.C.Interiors compatibility archive.


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Install:
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1) Download the desired archive to a secure location. 

2) Each archive contains a Meshes folder, a Textures folder, and a RangerCompoundRedux.esm.  Extract the file and both folders from the archive to your "[DRIVE]:[INSTALL PATH]\Fallout 3\Data\" folder.

3) Open your Fallout 3 Launcher (or mod manager), place a checkmark beside the.esp file and play.


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Compatibility:
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Obviously this is not compatible with any other mods that make changes to the Ranger compound, interior or exterior. No quests relating to the Rangers were altered or changed and work as intended. None of the original Rangers were altered, just their final spawn point.


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Bugs/Issues:
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I have played and tested this mod extensively and had zero problems. 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.


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Credits:
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Washer and Dryer .nif’s are by Reagent Eagle. Re-textured by Malaclypse.

Pool Balls meshes and textures by ADCK - Pool Balls V2.

Bethesda for creating Fallout 3 despite your negligence towards the ever present navmesh bug.

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!