Fallout 3

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AutisticAussie

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AutisticAussie

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23 comments

  1. streetyson
    streetyson
    • member
    • 102 kudos
    Sorry but I'm totally not a fan. I agree the place needs a bit of an upgrade but like all too many mods this one goes way over the top whilst also losing the whole point. The place now looks more like the utlimate fraternity treehouse than a working defensive/policing structure.

    Just one example - look at the top - the guardpost can no longer even see the bridge while they're lounging on the sofa - a sofa! Remember, the guards up there aren't just supposed to check people in as they approach the drawbridge but also to keep an eye on them crossing, to be covered by (and provide cover to) their fellow guards across the drawbridge, and keep an eye out for any possible/occasional trouble emerging from the other side. And btw, what about fast travel? - it was already getting a bit crowded there even without any followers.

    Down below a single naval cot is all you should find for an injury or maybe a standby guard. And what is a pool table and a bath doing there?? Remember, Rivet City is where these guards can all go when off duty. All you really want there is a loo, lockers, a sink, a table, 2 chairs (ie. somewhere to take a quick break and make a drink), along with maybe a holding cell. What you most definitely don't want is a clubhouse.
    1. Battlemane
      Battlemane
      • BANNED
      • 26 kudos
      Jesus Christ, nobody is forcing you to download this. Nobody cares that you don't like it. 
    2. AutisticAussie
      AutisticAussie
      • member
      • 74 kudos
      No problems mate. I'll add you to the list of people banned from uploading my mods. :)
    3. AutisticAussie
      AutisticAussie
      • member
      • 74 kudos
      Thanks for that reply. Nicely stated.
  2. KresoX
    KresoX
    • member
    • 23 kudos
    Thank you for the update, v3 looks fine - though, you seem to have removed the Broken Steel's "Complimentary guards" sign (the one you come across when you're approaching the gate house from the direction of Jefferson Memorial).
    1. AutisticAussie
      AutisticAussie
      • member
      • 74 kudos
      Sorry for the late update. Yeah, I recall that sign and deliberately removing it, but I can't recall why. I think I didn't like the way it fitted in (or didn't fit in) with my planned story line.

      Thanks again for all of your feedback.
    2. AutisticAussie
      AutisticAussie
      • member
      • 74 kudos
      Now I remember why, that sign was there pre-Broken Steel so I removed it. Once you do Broken Steel it reappears.
  3. User_61472606
    User_61472606
    • account closed
    • 1 kudos
    Good to see you're still updating this. I was intrigued to see what you'd changed, as the gatehouse itself was pretty much fine how you'd made it already. I immediately noticed the patrols - they're actually patrolling and seem to be more beefily armed, as would befit their new role once Broken Steel starts. And the BoS you've placed in and around the supermutant camp actually won a battle for once instead of getting slaughtered.

    Good work, well done.
    1. AutisticAussie
      AutisticAussie
      • member
      • 74 kudos
      Thanks. Yeah, I didn't know how to do patrols when I made the first version of the map. And yeah, those BoS were placed on the balcony of a building till I saw the feedback and moved them.
  4. Dscott401
    Dscott401
    • supporter
    • 15 kudos
    Great mod. I have played through the game twice with it and experienced zero problems. Thank you for making it.
    1. AutisticAussie
      AutisticAussie
      • member
      • 74 kudos
      Thanks for the kind words. Much appreciated. There's a minor issue with some floating furniture in one of the Deathclaw cages, but oh well, it does not kill anyone.
  5. gameswithgriffin
    gameswithgriffin
    • member
    • 1 kudos
    Hallo, quick question. Does this work pre-purifier activation or is it only for after?
    1. Dscott401
      Dscott401
      • supporter
      • 15 kudos
      From my experience, it does not matter.
    2. AutisticAussie
      AutisticAussie
      • member
      • 74 kudos
      Both.
  6. AutisticAussie
    AutisticAussie
    • member
    • 74 kudos
    Hi everyone. Thanks for the great feedback. Sorry for not noticing it earlier. I've updated a new version fixing the issues today.
  7. Vasya95sisilover
    Vasya95sisilover
    • member
    • 0 kudos
    I thank the author for this mod. Now it is very pleasant to visit Rivet City, as it didn’t look very pleasant in the original.
    But I want to point out some problems, such as: the flying table behind the girl is an officer (I do not remember her name), if you throw out a few items from the inventory before leaving (for example, a 10 mm pistol or a hunting rifle), then after you return, they disappear. In addition, as described earlier by others, there are problems with NPC.

    Ps This text was written in Google translator. (because I don't speak English very well)
    1. AutisticAussie
      AutisticAussie
      • member
      • 74 kudos
      Hello. Your English translation was pretty good. Habla Espanol? Parlevous Francais? Sprechen ze Deauch?

      Ahh, yeah, I guess items are not persistant if left in the open.

      Wow, thanks for the flying table feedback. I never noticed that before. I fixed that too.
  8. User_64114731
    User_64114731
    • account closed
    • 0 kudos
    Great work. I'd actually already started to improve the Rivet City gatehouse myself with some extra guards, turrets and sandbags (and a roof) when I found yours, which pretty much included everything I wanted and more, so thanks for saving me hours of work.

    You appear to have added a three-man BoS patrol at the supermutant spawn point between Rivet City and the Jefferson Memorial. In principle I don't have an issue with this, except the BoS trio keep getting stuck in the rocks and rubble between the overlord's platform and the first big building on the corner, only to be wiped out by the superfreaks, which include an overlord with Broken Steel. I tried moving them to the road, but they just walked back to the rocks ready to get killed again. I really don't know what do about this other than to let them die and see if they respawn eventually, or remove them altogether.

    Earlier comments advised that the four new RC guards needed to be moved from where they are spawned, which was easy to do. However, they don't appear to be patrolling or idling, and they all look identical. I was able to fix the patrolling/idling issue indirectly, and I suppose that since they're wearing riot helmets it doesn't really matter that they all look and sound identical, they're just generic guards. It does bother me though.

    Other than these NPC issues, it's a really good mod that fits in well.
    1. AutisticAussie
      AutisticAussie
      • member
      • 74 kudos
      Once again, missed this feedback till now. Yeah, there was a 4 person BOS patrol added. I was hoping they would stay back up in the building, but they obviously didn't. I moved them into the Supermutant area and placed them at ground level and so far they don't get stuck. Yeah, they are a game generated NPC which I could modify, but have elected not to. What can I say, in the future there's not much difference in voices or accents? :)
  9. KresoX
    KresoX
    • member
    • 23 kudos
    Excellent stuff, the entrance looks so much better while still fitting nicely into the surroundings. I see some minor issues:
    1 The 4 new guards, instead of being stationed in the renovated structure (I guess that's the idea), are just standing still next to the vanilla guard at the very entrance to Rivet City marketplace. Anyway, easily fixed by using console to move them around.
    2 Officer Lepelletier (of Broken Steel), that lady at the desk, is partially covered (=overlapping) by the new cupboard and desk to the right of her and behind her. Anyway, easily removed via console so not a big deal.

    Thx for another great enhancement of the game world.
    1. AutisticAussie
      AutisticAussie
      • member
      • 74 kudos
      Thanks. No idea how I missed this till now. I've just fixed the cupboard issue for Lepelletier and added some idle markers to try keep the new guards occupied.
  10. hiimdan
    hiimdan
    • member
    • 0 kudos
    ive always thought the gatehouse to rc stuck out like a sore thumb. great mod, just need to fix the npcs