Fallout 3
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Rooker75

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About this mod

Adds a number of combat encounters between rival groups of NPCs, a squad of Brotherhood soldiers who will patrol the DC ruins, and a band of Regulators who will attack raider camps.

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Updated to v1.11 May 17, '14

Wasteland Violence adds some scripted combat encounters between NPCs in the wasteland and the DC ruins. Sometimes I just want to stand back and watch the NPCs have a go at each other and that's what this mod does. If you want to get involved in the fight, you can do so without having to worry about them attacking you for accidentally hitting someone with friendly fire.

There is a squad of Brotherhood of Steel soldiers who patrol different areas that the player can tag along with. On different days, they will patrol different parts of the DC ruins. You can even have them do a long patrol of the entire wasteland, from SuperDuperMart to the Republic of Dave to Fort Constantine to Big Town and back to SuperDuperMart. This is a trip that takes several hours, but you get a nice gadget once it's over.

A large group from the Brotherhood of Steel invade the Chryslus building to drive out the supermutants who have taken over the place. *NOTE* One mutant in the second level of this building has a key that you will need to have before you can move on, so be sure to find that.

Regulators will launch attacks on raider, slaver and Talon Company locations. The player can also lead them on an assault on Paradise Falls to wipe out the slavers and free the slaves. (NOTE: This encounter is not automatically triggered, to avoid interfering with quests there)

Brotherhood Outcasts launch an assault on Roosevelt Academy to drive out the supermutants. If you help them clear out the mutants, the Outcasts will set up a permanent encampment, which you can use as an outdoor player base. A scavenger that you can barter with will hang out in the camp. The scavenger has a very good repair skill.

In a few locations, random wastelanders will be attacked by raiders. And there is one very special attack on a small settlement just north of the National Guard Depot.

This mod can be started on an existing game, but is really intended for use with a new character. It modifies the experience you have during the quest to visit Galaxy News Radio for the first time.

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Paladin Haffley
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The first time you enter the metro at either Farragut Station or Friendship Station (assuming you haven't already visited Galaxy News Radio), you will encounter Paladin Haffley and his squad of Brotherhood of Steel soldiers. They are on their way to reinforce the Brotherhood garrison at Galaxy News Radio, which is under attack by supermutants. They will escort you through the metro tunnels, then assist the Lyons Pride in driving the supermutants away from the GNR building.

After the fighting is over, Haffley invites you to tag along with his squad on their patrols at any time. This starts a quest that you can activate to see where the squad is at the moment. This quest resets every day at midnight, with the details of what area Haffley will patrol that day.

If you have started or completed the GNR quest already, just walk into the metro at either Farragut Station, Friendship Station or Approach the Chevy Chase exit inside the metro, coming from the direction of the Vernon Square/Dupont entrances. They should appear next to you, the quest will start and you'll get a note showing the patrol schedule.

How well the squad will do in fights will depend on your level, difficulty settings and whether or not you're using something like Mart's Mutant Mod. On normal difficulty and no mods that increase or toughen enemy spawns, they should slaughter anything they come across. With MMM or similar mods active, they may have a very rough time of it, but will still be pretty tough. The biggest threats to them will tend to be exploding cars and their own missiles. If you do use MMM, I'd recommend installing the Impervious Power Armor mod ( http://fallout3.nexusmods.com/mods/13325/ ) to make the squad members tougher.

Haffley's troopers are pretty tough, tougher than normal Brotherhood Soldiers. They have better armor than most NPCs and will take stimpaks during combat if their health gets too low. If they hit each other by accident, they automatically heal (I wanted to give them a perk so they wouldn't take damage from friendly hits, but apparently you can't give perks to NPCs). However, they can still kill each other by accident, either with missiles, grenades or by setting off car explosions. They can also be killed by enemies, of course.

Haffley himself is extremely hard, so it will be a rare occurence for him to go down. He is also flagged as essential, so he can't die (if he could, it would completely mess up his entire squad).

If the entire squad should be killed, Haffley will end his current patrol and head back to the Citadel to recruit more soldiers. There is also a table outside the Citadel (near Paladin Bael) where you can trigger this yourself. Activate the radio and it will set Haffley to return to the Citadel to reinforce his squad. Sleep for a day or two and he'll be ready to leave again.

*NOTE* If you have not progressed into the main quest far enough to unlock the Citadel and you follow him back there, he will just walk around in circles outside because there is no way to get inside. Use the radio on the table to work around that. Or just leave the area and wait a couple of days and it will sort itself out automatically.

A table is added outside the SuperDuperMart where you can activate a radio to summon Haffley's squad. This will send them on a very long patrol of the entire wasteland. It takes several real-time hours to complete this "Grand Tour". After it's done, Haffley will give you a module for your Pipboy that automatically injects you with stimpaks, if your health goes below 50%. It's based on the same technology used in the Prototype Medic Power Armor, except that it actually works correctly and it doesn't make a ton of noise during combat.

*Note*
If and when Haffley's Squad encounters Brotherhood Outcasts, they are going to fight. I'd advise staying out of it, as attacking the Outcasts yourself will make all Outcasts everywhere permanently hostile. The exception to this are the Outcasts at Roosevelt Academy. They will just ignore these particular Outcasts.

To prevent interference with the main quest, Haffley's squad will be sent to chill out in the Citadel during the battle to retake the Purifier.

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The Regulators
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A band of Regulators, led by a Regulator Marshal, will attack various raider camps, Talon bases and will even attack Paradise Falls. These locations are:
Alexandria Arms Hotel
Talon Company base (behind the Arlington Library)
Jury St Metro Station
Kaelyn's Bed & Breakfast
Bethesda Ruins
Paradise Falls
Dupont Circle (if coming from the Chevy Chase metro entrance)

I wanted to also have them attack the school in Springvale and the bridge near to Vault 101, but I ran into too many pathing and AI stupidity issues to make it work.

Most of these attacks are triggered automatically as you enter the area. The attack on Paradise Falls is completely optional, however. Since a number of quests are available from the slavers and since players can even *be* a slaver themselves, this encounter must be triggered manually. There will be a switch stuck to a wall just a little ways down the road from where Grouse sits. Activate the switch to start the attack.

Triggering this attack fails every quest available inside (except for freeing the Little Lamplight children) and turns all slavers everywhere hostile to the player. That includes the slavers at the Lincoln Memorial and the slavers at the northern train tunnel. Due to various stupidities and oddities from the AI, I had to make it so the Regulators follow the player during this encounter. Normally they just do their own thing, regardless of what the player is doing.

Once the fireworks are over, you have killed Eulogy Jones and freed the slaves, you will receive a bit of karma and a perk. Bleak and Bronson will join Hannibal Hamlin at the Temple of the Union (or at the Lincoln Memorial, if you've done their quest already). Miss Jeanette will go to Underworld. Breadbox refuses to leave, so he'll just hang out in the slave pen.

If you intend to save Rory McLaren, you'll have to start the Rescue From Paradise quest first and free him from "The Box" before triggering the Regulator attack. Assuming he survives, he should show up at Moriarty's Saloon in Megaton.

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Roosevelt Academy
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When you approach Roosevelt Academy from the North (from the direction of WKML radio station), the Outcasts will launch a major attack on the supermutants there. All of the Outcasts here can be killed, with the exception of the Protector leading the attack. None of them will turn hostile if you hit them by accident.

This is a nasty fight at any level, but if you're above level 18 or so, it will be extremely tough. Most of the supermutants will be boss-level, meaning you might very well end up with a huge group of Supermutant Overlords who are very unhappy with you. If you use something like Marts Mutant Mod, it will be insane. You may well end up having to fight the entire horde of mutants with just the one Outcast Protector helping.

Once the outside is cleared of mutants, you go inside where the battle is still raging. Follow the quest arrows. Seriously. They lead to keys, not doors, and you won't be able to complete the quest without them.

*Note* The bodies disappear pretty quickly, so loot them before moving on to new areas. This is especially true of the bodies outside.

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Battle for Grayditch
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At some point or another, an annoying little boy will probably come running up to you screaming that giant "things" are attacking Grayditch. When you enter Grayditch (from the direction of the SuperDuperMart), the residents there will be fighting with giant, fire-breathing ants. Should any of the residents survive the experience, they will just wander around town at random.

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Bugs and Known Issues
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This is the infamous Fallout 3 Gamebryo game engine. It is glitchy, poorly coded and full of absurd bugs that defy logic. I think I ran into at least half of them while making this mod. NPCs will do stupid things and their AI will often just randomly stop working correctly. To travel from Point A to Point B, the AI will often try to go by way of Point Z, which is on the opposite side of the map and miles out of the way, even though Point B might be just down the road from Point A. The patrols into Vernon Square and Takoma Park were their own very special pains in the arse to create.

I've done what I can to fix and work around these issues, but there's only so much blood you can squeeze from a stone.

When following Haffley's squad on their patrols, you will notice that they simply vanish after entering a metro tunnel. I could have worked around this automatically, but I found it caused even bigger problems. Instead, you will notice radios sitting on tables just inside the entrance to every metro tunnel on Haffley's patrol routes. Activate the radio to move them back where they belong.

You will be given a "<Haffley Multitool>" device when the mod is first triggered (either when you first encounter Haffley or when you enter GNR). You will find it in the Apparel section. Click on it (or hotkey it) if any of Haffley's squad is missing (but alive, not dead), frozen, stuck or doing some other silly thing they shouldn't be doing. It will move the entire squad to your location. If a member of the squad fails to appear, it means they are dead.

NPCs will often load wearing their weapon as if it were clothing instead of a weapon and will stand there in a boxing stance. This has to be most daft bug I've ever seen. The multitool will fix that as well. Just keep using it until everyone in the squad is holding their weapons properly.

Sometimes one of the squad will simply stop moving. Either they are frozen in combat with an enemy that no longer exists or they are just simply broken and refuse to run their AI package. The multitool fixes this as well. *Update* This is fixed for Haffley's squad in v1.1

Part of Haffley's "Grand Tour" of the wasteland takes the squad to Fort Constantine. They will very likely enter combat with the robots there and refuse to move on. You will probably need to kill all the robots yourself before the squad will continue. Or you could go back down the road a ways and use the multitool to move them away from the building.

Whenever you trigger a Regulator attack, you will also be given a similar tool to fix them in case they appear holding their weapons incorrectly. The tool will be removed once the attack is over and you have left the area. If it remains anyway, you can just drop it or put it in a trash can.

You're not given the tool during the attacks on the Talon Outpost or the Bed and Breakfast, since these are both outside locations. If the Regulators appear in those locations with their weapons bugged, open the console, click on the bugged NPCs and type "AddItem f 0" and press enter. That will make them reevaluate their inventory and they should equip their weapons correctly.

During the battle outside Roosevelt Academy, you might notice the Outcast Protector running away from the school, then suddenly vanishing and reappearing near the school. Due to some crazy bug, she kept running so far from the battle that she would leave combat and then just hang out where she was and, since the other Outcasts follow her, it tended to break the entire fight. I fixed that by teleporting her back to the school any time she gets too far away from it. It's immersion breaking, but there was nothing else I could think to do. Just try to ignore it when it happens.

If black NPCs appear with white bodies, open your Fallout.ini file in a text editor and look for this entry: bLoadFaceGenHeadEGTFiles=0. If it doesn't exist, create it underneath the [General] section. Change the 0 to 1 and save the file. On most systems, that file is at DocumentsMy GamesFallout3Fallout.ini

The file has already been cleaned of dirty edits, but FO3Edit still shows a few "identical to master" records. I honestly think that's a bug with FO3Edit itself, as I've cleaned those records repeatedly, yet they still show up. They aren't a problem in any case.

There may be other problems I've caused myself and didn't notice. If you notice anything that seems bugged or wrong, let me know. I've never created a mod this complicated before, so I wouldn't be surprised if I did something wrong somewhere.


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Compatibility
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I'm not aware of any mod that would conflict with this one. I've played it alongside Marts Mutant Mod, NPCs Travel, BoS Patrols, MTC Travelling NPCs, Road Wardens and several other mods and they seem to play nice with each other.

Anything modifying Bleak, Bronson or Miss Jeanette will conflict. Anything making dramatic changes to the Chryslus Building, Alexandria Arms Hotel, Roosevelt Academy or the Bethesda Ruins will probably conflict.

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Updates
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V1.11
Auto Stim Injector fix Take 2: Now actually fixed instead of only halfway fixed

V1.1
Haffley squadmembers will take stimpaks to fix crippled limbs

Tweaked Haffley's package list
Frozen AI Syndrome fix: If the AI of one of Haffley's squad freezes, it should correct itself a few seconds later.

Auto Stim Injector fix: Apparently scripts don't run on objects that were equipped through another script.

No Marker Quest added: So you can get unwanted quest markers off your map. If you don't want the No Markers quest, open the console and type stopquest zzzNoMarkerQuest

Initiate renamed to Initiate Redshirt: For their amazing ability to die on almost every patrol. You're welcome, Trek and/or Scalzi fans.


V1.01
Fixed the message shown when receiving the Auto Stimpak Injector
Fixed the repair skill of the merchant at Roosevelt Academy
Grouse is now killed immediately upon triggering the Paradise Falls attack. Somehow he was surviving a direct hit from a mininuke and not even becoming hostile afterward.