Fallout 3

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TheSpiritofNewReno

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TheSpiritOfNewReno

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Cut Content, Potomac Steamworks

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This is my restoration of the cut Potomac Steamworks. The entrance is right outside Anacostia Crossing.

This is more of a supercell than a single area. The following are added:

-Potomac Steamworks
-Anacostia Crossing Security (Right inside Anacostia Crossing, from the Rivet City side)
-Mutant Mart
-Mutant Mart, Living Quarter

A lot of cut content was used, including metro protectrons, with the appropriate Metro logo on the chest. Potomac Steamworks was intentionally designed to be very dark, with minimal lighting. I feel it kind of amps a survival horror feeling similiar to Dunwich Building. But not near as awesome, of course.

Potential Conflicts: I've moved the trash can just outside Anacostia Crossing. Any mod affecting it may conflict, but not in any serious manner. I also edited the collision markers next to the super mutant camp just outside Project Purity to make room for the mutant mart, so any mod affecting those may as well. I have also moved some rubble inside Anacostia Crossing.

If you use this mod alongside my Vault 87 Redesigned mod, you may learn the past of a close friend of yours....
There is a not so obvious Oblivion reference here. Cheers to the first to let me know!

Requirements: None

There is no quest here. This mod is as-is, and is only a dungeon. That said, have fun. I put a decent amount of time into this, and I believe it is up to Bethesda standards. There is no explanation for the ferals, or reasoning for the construction of the steamworks. I didn't have the time to finish the mod, so there will be no to very little updates. Thanks.

Bugs: The Mutant Mart door is bugged. From the outside, you have to point at the door frame to enter. I couldn't fix this without making the door very unrealistically presented. Thanks to modgames for his fix, check the comments section. 

"No dialogue, no quests, no bullcrap!"