Fallout 3

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anarion9

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anarion9

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About this mod

Face the Bloody Reavers, an organized raider gang that is expanding into the Capitol Wasteland. (6/7 quests complete)

Permissions and credits
Mirrors
The Refuge
==========

"To Seek a Cure" Quest 6 is in game now. You may start it by speaking with Jocelyn in the refuge.

"The Way Things Worked" Quest 5 is in game now. You may start it at any time by speaking to Sarn in the refuge.

All quests start in Canterbury Commons in a newly reopened shop.


Currently in progress - Final Quest is in progress!

Incompatibility Warning: currently Canterbury Commons Embiggened is incompatible with this mod.

Status: First six quests completed. 6/7 total.

Prerequisites: Lvl 8+ characters

Description: A dangerous clan of raiders known as the Bloody Reavers is expanding west into the DC wasteland. They are highly organized and have armor that is resistant to energy weapons. The Reavers are a threat to all of the free peoples of the area and must be stopped. Fleeing before the raider onslaught comes the people of Chesapeake Beach who are seeking refuge. A mysterious wanderer from Chesapeake Beach has come to Canterbury Commons and set up a shop there. Seek him out and he will guide you to those that need your help.

Goal of this project: to provide interesting quest lines that enhance the existing lore of the Capitol Wasteland and will present a challenge to midgame and endgame characters.

Credits: Thanks to Talon111 for ongoing playtesting.
Thanks to travtheman for playtesting and website development. (www.pckarma.com)


Summary of the 7 quests of "The Refuge"

The saga begins in Canterbury Commons where the residents are talking about the reopening of the Curio Shoppe. A strange man who once ran the local shop has returned and is again in business. Speak with this man, Carl Carlson, to find out more about where he is from.

Quest #1: "The Refuge": Find the water pump

Carl is an enigma, he does not trust you, and he is hiding something. In order to gain his trust, help him out. He sends you first to recover an electric water pump. If you dont have any idea where to look, talk to Walter in Megaton. He will point you to the facility that holds the pump. There its sits in the depths rusting on the shelf.
You will have your first run in with the antagonists of these quests, the Bloody Reavers. They are a gang of cutthroats with more organization that a typical raider gang and armor and weapons that make them tougher than anyone else in the wastes.

Quest #2: "The Refuge": Find the military cache

After returning the pump to Carl, he will task you to find a cache newly discovered by the Outcasts. Carl's associate, Sarn intercepted a transmission that hinted at its location. If this is not clear, you can choose to help Carl find an old navigational text which will help you to locate the site of the cache. Carl will then mark your map and you are off. When you locate the cache, you will find that it contains Enclave MREs (meals ready to eat). Return these to Carl and he will let you into his confidence. (and tell you the secret location of the refuge.

** Quests 3-6 can be completed in any order. Simply explore the refuge and speak with the various quest givers. For now, they will all be enabled from the beginning so you dont have to do #1 and #2 before trying the later ones.

Quest # 3: "The Road": Speaking with Lisa in the refuge, you find out that her husband, Eli, and their son, Eric never made it to Canterbury Commons. She asks you to find them. This will take you north to the Republic of Dave to pick up their trail and then far to the west in an attempt to retrace what happened to this woman's family.

Quest #4: "Goo": Darren the Cook has analyzed the composition of the MREs you acquired and now he wants you to find him some ingredients so he can try to make more. This quest will see Canterbury Commons reopen their old coffee shop "A Cuppa Joe".

Quest #5: "The Way Things Worked": Sarn, the local fixit man, thanks you for the water pump that he installed and asks that you assist him in another task. He wants you to recover a copy of volumes 1-3 of "The Way Things Work". He feels that it will be invaluable in rebuilding civilization and will remind you that this is our purpose in life. Unfortunately, the only known copy of this work is in the impossible to penetrate ayrie "The Hunter's Roost" in the Arlington ruins.

Quest #6: "To Seek a Cure": Jocelyn will ask the player to uncover the mysterious illness that is afflicting the inhabitants of the refuge. Your search for the cure will lead you to the depths of the long forgotten L'Enfant Metro Station.

Once all these are complete: the final quest is to destroy the Bloody Reavers base of operations in the DC wastes.

Quest #7: Assault on the Bloody Reavers: Carl will task you with the unpleasant mission of locating and assaulting the reaver base. The goal is to take out the three leaders of the stronghold: El Jefe, the Assassin, and Abaddon, the Bloody Reaver commander. Success will buy the people of the refuge a chance at a new life in the relative safety of Canterbury Commons.


Update Log:
2/13/09: Version 0.55: Conclusion of quest 2 fixed. Next quest cannot be accepted yet.

3/1/09: Version 0.65: Newest version fixes quest #2 and adds quest #3. You must console unlock the door and speak with Lisa for quest #3.

3/10/09
Version not yet ready for download.(soon)
Refuge area greatly expanded with NPCs.
Quest #3 debugged further.
Quest #4 will be enabled as well as a new location in Canterbury Commons: A Cuppa Joe, the coffee shop.
Refuge opened until mod completed so quests 3-7 won't have to wait until 1 and 2 are done (as will be the case with the final form)

3/12/09
Version 0.7
Quest 4 released.
Many new characters in the refuge.
Bug fix in quest 2 alternate where quest was not being offered.

3/15/09
Version 0.71
Expanded quest 4 offering options to correct bug where some people could not initiate quest.
Quest 3 altered per player suggestion to make the ending more clear.

3/17/09
Version 0.72
Fixed issue with Darren offering Goo quest (#4)
Added content for quest 5 (not enabled yet)

3/22/09
Version 0.73
Quest 5 enabled

4/3/09
Version 0.75
-Quest 6 enabled
-End of Quest 5 bug corrected where quest could not be completed.
-Quest 1: Montgomery pumping station enhanced greatly and encounter adjusted.
-All reapers are now reavers. Little typo there.
-Special items become available for sale with Carl after each quest is completed.
-Multiple non-quest NPCs added to the refuge.
-Navmesh and rubble around Hunter's Roost fixed to avoid mobs falling through world.

4/7/09
Version 0.76
Multiple fixes for quest 6 including but not limited to:
- Mob AI behaving abnormally at times.
- Navmesh issues.
- Dialogue improvements including sidequest with Dr. Barrows where you can turn in lab data for a reward and another sidequest with Carl where he allows you to buy some nice armor once you finish the quest.
- Clarification for location of manhole at L' Enfant South.

Several fixes are ongoing including lvled ghoul mobs since some are feeling like at anything less than 20 they are too hard. Expect another patch soon.

Version 0.77
Multiple fixes for quest 6:
- leveled ghouls
- complete rearranging of encounters
- retooled navmesh to promote better combats
- completed side quest for turn in with Dr. Barrows
- note added to quest 5 "The Way Things Worked" to make finding the books in the safety deposit boxes easier.

Version 0.78
Hopefully final fix on strange AI behavior in metro.

Version 0.79 (not yet released)
- Quest 7 enabled
- Quest 1 sidequest: placed book in a more obvious spot
- Alternative sidequest if Megaton is destroyed.
- Quest 2 sidequest to Captain North's boat reworked to be easier to hear about.
- Quest 3 "The Road" revamped.
- Quest 4 "The Way Things Worked" altered so that the Hunter's Roost can be acquired as a player house and it can be spruced up for a nominal fee as well.
- Quest 5 "Goo" A Cuppa Joe gets cleaned up after quest is completed and looks more like a coffee shop than a hive.
- Quest 6 "To Seek a Cure" spurious Descartes dialogue fixed.
- Items conditionalized so they dont all come out 100%.
- Cool raider armor immediately purchasable from Carl when you first meet him.


Instructions:
I recommend using some form of archive invalidation based on problems that I have heard of without it.

There are included texture files to be placed in the data folder. These use the "texture sets" mechanic from the GECK and at this point do not include any changes in mesh.