Fallout 3

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DapperSpy

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DapperSpy

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About this mod

A mod that upgrades the defenses of Little Lamplight, which were mediocre at best. Adds news turret and fortifications to the main gate, the Murder Pass gate, and the secondary entrance to Vault 87 where the locked terminal is.

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This mod extensively fortifies and reinforces the defenses of Little Lamplight.

I was always kind of.. displeased, with how Little Lamplight was "fortified." Makeshift cardboard and plywood as a gate, and to act as a barrier for cover? Not a very good defense, especially to supermutants. In real life, most ammunition, especially from rifles, will easily go right through these wooden defenses and harm the person taking cover behind it, you might as well have no cover at all. That is why I thought it would be a good idea to make this mod.



This mod adds the following:

- x2 Turrets to the main gate.
- x3 Turrets to the Murder Pass gate.
- x9 Turrets to the locked terminal path.
- A wall of sandbags on the Murder Pass gate.
- Sandbags in front of each turret to give some sort of shielding from gunfire.



Supermutants are very dangerous, and if I were a Lamplighter, I'd want these defense upgrades to know I'd be safe. (I definitely wouldn't beforehand, relying on a poorly-made gate and a simple locked door that could be blown open.)

I don't consider this lore-breaking, as the Lamplighters could trade items to create these turrets, or even steal the parts. Sandbags? It's a wasteland, there is sand & cloth everywhere, perfect for making a barrier to protect the guards by the entrances.

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EXTRA:

I have cleaned this mod with FO3Edit already.
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BUGS:

I've found none so far. If you discover any bugs, please let me be aware of them. Some of the turrets may have trouble firing at certain angles, however I've adjusted them as best I could.
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INSTALLATION:

Drop the Data folder into your Fallout 3 directory.
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UNINSTALL:

Delete the LamplightDefenses.esp
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COMPATIBILITY:

Shouldn't impact anything as far as I know. If you use a lighting mod, make sure this mod loads first, and the lighting second as a safety precaution. I had to modify Sticky's factions to include him into Little Lamplight (he has no faction assigned to him in the vanilla game, oddly, developer oversight) so that the turret's wouldn't shoot him. I added him to Big Town's faction as well.
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