Fallout 3
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dragontwosix

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dragontwosix

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16 comments

  1. Nick123q23
    Nick123q23
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    Is there a port or anything like this for TTW?
    1. streetyson
      streetyson
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      Bit late but here goes my suggested workaround: I don't know if it would create an issue anywhere else, but you could use console commands. Go back to a save when they were still there. While in console mode, click on them to get their ref IDs, then after they're gone use the console "prid" command and "moveto player" command while in front of the gates and see if they'll stay there. They should unless TTW specifically places Bael somewhere else after relieving him of his gate duty. Worth a try anyway. If he got killed in the assault on the Purifier you might have to use the "resurrect" console command on him after bringing him back. Another possibility is to use console command: player.placeatme [base ID] which might work for a BoS sentry bot (not tried it on an npc) - wiki for base IDs. You can then click on it and use console: setrestrained 1 to keep it in place if it wants to wander off.
  2. hard8
    hard8
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    LOOT gives me this message when I use this mod "•Note: Obsolete. Now integrated into Fallout Remastered.esp, upgrade to latest version" I can't find Fallout Remastered any where
  3. 101VRanger
    101VRanger
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    Yep. Definitely a must-have from now on in my FOMM list ... <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/thumbsup.gif" />

    I was always bothered by the 'abandoned' Citadel Gate ... you even restored the Sentry bot and the other knights around, excellent.

    now about the raiders and enclave spawns near the bridge, these are new spawns or they existed in the vanilla game? I've met them (the raiders for now) just once and I believe they're spawning closer to the Citadel now ...

    thanks, endorsements already given <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif" />
  4. Jeoshua
    Jeoshua
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    Endorsed, included in Remastered, and credit most definitely given

    <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/thumbsup.gif" />
  5. FARESH
    FARESH
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    more target practice when the citedal is destroyed
  6. Bael
    Bael
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    It's nice to know someone on the forums cares about me in Fallout. I'm still a little irked they got rid of me.
  7. miphosto
    miphosto
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    it was always annoying having enclave near the entrance of the citadel hopefully baels return will take care of that <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif" />
  8. Grim_Raper
    Grim_Raper
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    Poor Bael. He musta screwed the pooch royally to draw permanent guard detail for all eternity lol.

    Seriously, though I'd always wondered what happened to those guys. I'll have to check this one out!
  9. dragontwosix
    dragontwosix
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    During the quest Take it Back, the quest script disables thoese 5 NPCs. The idea behind this is to 're-enable' them.

    In vanilla Fallout 3, it's not a big deal, but with Broken Steel the front gate is left ungarded.

    There is still a group of raiders and enclave that respawn near the bridge.

    Does that answer your question?
  10. Hector Shiroi
    Hector Shiroi
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    Hi, I have a question, I have installed a mod that increase the number of NPC in every location (so there are more raider also in Super Duper Mart for example), so this will make the knights respawns without control? because bael, the sentry bot and the other knight at the entrance are still there, but inside the citadel there are only "gunny" and the 2 cadets that fight.
    Owever good Idea, it's orrible go inside the citadel and see that it's desert <img class="emoticon" src="https://forums.nexusmods.com/public/style_emoticons/dark/blink.gif" />