Fallout 3

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deleted559516

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deleted559516

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  1. deleted559516
    deleted559516
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    Hi all. I just wanted to make it clear again (See the version notes 1.0) that I have no intention of updating this mod, but I give my full permission to anyone interested in cleaning it up/improving it/adapting it, to go for it! I have not played FO3 in ages and I have not even gotten around to FO4 yet. [Gasp!]

    Glad to see that people are still getting some entertainment out of this 'concept' mod. If someone with more knowledge than me at the time I created this can make it work flawlessly, terrific.

    Happy gaming!
  2. SteamNexus
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    Another version here:

    Megaton Tweaks - Snipers Edition (With Podium)  31 July 20202
    This mod is an edit of Saxster Megaton - Tweaks Snipers Edition, which was already a modification of dragon0421m Megaton Tweaks mod. 
    dragon0421m mod had two versions, podium and no podium, Saxster mod version uses only the no podium and has no option for a "with podium" version.
    AtomicTEM's version aims to fix that by making a version pf Saxster mod with a podium.
    In comments states fixed problem with snipers falling outside the walls
    https://www.nexusmods.com/fallout3/mods/23511?tab=description
  3. streetyson
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    Nice mod, but opposite to a previous answerer, I found it's NOT compatible with More 2 Megaton. That comment was 2013 and More 2 Megaton has been updated as recently as 2019, so maybe it's that (or because the commenter merges various patches or edits them, which is beyond my skillset). An immediate problem exists with the fact More 2 Megaton puts a fake home (a room you can't enter, it's just for external show) under the player home and so the kitchen hatch in the Tweaks mod takes you into a conflicting cell-space. With these two mods I was also getting stutter and odd npc pathfinding (or freezing, like they're switched off) which disappeared without More 2 Megaton.

    I've also had the clinic roof npc-gathering issue with this Tweaks mod, but it seems to go away on its own.

    Anyway I'm keeping this mod as it seems very happy alongside the Jake's shop and Gadsen Armory shop mods. The only minor issue I see is the shortcut steps from the player home to the main gate are clunky - my player and npcs often get a bit stuck going up them (but not down).
    Anyway, thanks. Endorsed.
  4. Ness92
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    this mod is exacly what megaton needed for sure finaly NPC,S that are using those sniper towers, i cant belive that bethesda did not have any NPC in them in the vanillia megaton lol. great job man i appricate your work xd
  5. Dundalis
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    Anyone still read this thread? I have an issue where everytime I exit and re-enter Megaton, all the npcs end up clustered in weird areas. Like Jenny Stahl and a bunch of the random settlers all spawn on top of the clinic. They pretty much stay there unless I save , exit the game completely and reload. During this I also find that my companion also has a lot of trouble with pathfinding following me and will sometimes stand still and not follow at all, not even responding to commands. Sometimes some of the random settlers spawn way high up on the highest building, and walk off it to their death.

    Anyone else have this issue?
    1. CamouflageUK
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      Bit of an oldie, but it's a good mod. Sadly Dundalis is right about the group on top of the clinic including Jenny. Also seems to have some effect on all the characters and npc, a lot of standing around doing nothing in places you don't normally see them. 2 of the snipers ended up outside Megaton on the ground fighting raiders.Moriarty, Nathan and Manya stood outside Moira's just staring at each other. Lucy has disappeared, not in any of the accessible buildings including her own house so I haven't been able to talk to her to start the quest.
      I'll give it a couple of days to see if it improves..
    2. aramdol
      aramdol
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      Had that happen to me the firs time I activated it. Jenny Stahl was standing on top of the clinic for a while. Things have gone back to normal since then, though.

      Ever since Stockholm got killed by some Black Talon mercs, I was thinking how I could fix the problem. So I used this mod and put one of my mod companions on there. Problem solved
  6. AKABOUM
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    All the new snipers are on 3 day re-spawn, so if they do somehow die to hostiles, player or NPC, they will not be gone forever. "

    *facepalm*
  7. Billy1969
    Billy1969
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    Is this compatible with More2Megaton?


    Yes, I use both


    I use both for years now, and this mod has been merged with more than thirty others, I have over 300 mods merged down to 174 to save load space, I had this one activated before more2megaton, I keep the more2megaton one not merged because else it fails, the esp with the merged ones comes after more2megaton in my load order.
  8. anotherone40
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    pixie20, since the snipers have their own (new) faction if Dogmeat is very aggressive (I think by default all followers are) he might have attacked the sniper. Are the snipers very aggressive? If they are and are neutral to Dogmeat's factions they may attack them. I know I adjusted their settings to be more friendly (allies, IIRC) with the other Megaton factions when I tried it out. I thought it weird that the snipers would be allies of the Trader faction but only friendly with Megaton factions.
  9. anotherone40
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    Which do you use second? I added it before my existing M2M load and it crashed when I tried to enter Megaton. Of course, I didn't wait 4 days or anything and had just been in Megaton less than an hour gametime before. Any help/details on what you do?
  10. Billy1969
    Billy1969
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    Is this compatible with More2Megaton?


    Yes, I use both
  11. anotherone40
    anotherone40
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    Is this compatible with More2Megaton?