Fallout 3

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FlatMop

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FlatMop

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About this mod

A water-based alternative travel system for the Capital Wasteland.

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######### Wasteland Boat Travel ###########

A mod that I have been working on for myself for a while now and meaning to publish. This mod adds a new immersive fast travel system (based on Arthmoor's Wasteland Travel Carvans) for the Potomac river area consisting of 7 new NPCs, each of whom operates passenger ferry services with their own boat. They will offer to take you to a choice of the other available destinations on the water. Travel takes 1 hour in-game time. The fare is payable in bottlecaps and the amount increases according to the size of their boat and distance to destination.

I created this mod as an alternative fast travel system primarily for "hardcore" Fallout 3 players who like to make things more difficult by avoiding or disabling the vanilla fast travel option. Fallout 3 Wanderers' Edition already includes two alternative travel systems: pack Brahmin caravans and the motorcycle. I find the motorcycle somewhat implausible as there are no intact roads to ride it on. The brahmin caravans makes more sense for the wider wasteland, however, walking through the DC ruins seems exceptionally hazardous due to the Super Mutant infestation and numerous other threats, even when travelling in a group with armed guards . To my mind, the fastest, safest and most convenient way to navigate the DC ruins is by either a small, fast motor launch that can avoid hostile fire, or a heavily armed and armored cargo barge.

Disclaimer: To avoid any disappointment, the actual boats in this mod are not actually drivable or controllable by the player, they are mainly just for decoration and to add immersion and flavour. IIRC there was a mod for Oblivion that I used to have that let you drive a rowing boat or pirate ship. If anyone would like to attempt to create a similar thing for Fallout 3 using my Wasteland Boat Travel mod as the basis, then by all means please go ahead! Just make sure to give credit.

Screenshots taken with my Fallout 3 Darker Nights mod enabled.

NPCS and locations:

  • Farragut Station - Samuel (near Megaton, next to the bridge in between the Super Duper Mart and the actual metro station entrance).
  • Willhelm's Wharf - Will
  • Dukov's Place - Aleksey
  • The Citadel - Captain Hanover
  • Jefferson Memorial - Captain Balboa (on the far side of the bridge that leads to the memorial, to avoid interfering with the main quest)
  • Rivet City - Jandee
  • Riverboat Landing - Wyatt
######### Requirements ###########

  • BrokenSteel.esm
  • OperationAnchorage.esm
  • Point Lookout is not required explicitly but one of the travel destinations is at the Riverboat Landing. If you don't have Point Lookout installed the boat there will be floating and the guy will end up in the water.

######### Installation ###########

Download and extract the archive to your Fallout 3 Data folder using a mod manager

######### Incompatibilities ###########

None.

I did not edit any NavMeshes at all as I thought editing Wasteland exterior NavMeshes could result in conflicts with other mods. Also my GECK would crash every time I tried to open NavMesh editing. As a result NPCs may act a little bit strange around the boats sometimes. If this mod turns out to be popular then I will investigate the possibility of creating these NavMeshes and releasing them as an optional .esp.

This mod has been cleaned with FO3Edit 4.0.3

######### Credits ###########

Fast travel script from Arthmoor's Wasteland Travel Carvans mod (now part of Fallout 3 Wanderer's Edition)
Various Meshes Resources by Yossarian22
Zenith Radio, Generator, Intercom and Gauge Meshes my Lordinquisitor
Barrels, pallets and crates by Nobiax and Pixelhate
PixACCESS Resources (Radar, Sonar and Map Machine) by Pixelhate
ElminsterAU for FO3Edit
Bethesda Softworks for Fallout 3 and the GECK

### Recommended Mods ####

My Fallout 3 Darker Nights mod:
https://www.nexusmods.com/fallout3/mods/25461

Alternatively, Fellout:
https://www.nexusmods.com/fallout3/mods/2672