About this mod
This mod adds Brotherhood of Steel patrols throughout the DC Ruins area. The Outcast has them, now so do the Brotherhood of Steel.
- Permissions and credits
Version: 0.6
Category: Miscellaneous
Author(s): dragontwosix
Description
===========
This mod adds Brotherhood of Steel patrols throughout the DC Ruins area. Just as the Outcast patrol the Wastes.
This is still WIP/Beta. I would rather release small incremental updates than wait till it is finished for everyone to try it. Feedback greatly appreciated.
Details
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Currently 6 patrols have been added to the DC area with the following destinations:
-Citadel - A-Ring, B-Ring, Bailey, Lab or Main Gate
-Mason District
-Galaxy News Radio
-The Mall / Washington Monument
-Pennsylvania Ave / White House
-L'Efant Plaza
-Seward Square / Ranger Compound
Each patrol size is fully customizable, supporting up to:
-1 Named Paladin leader
-6 Unnamed BoS Members
-1 Robot
All members are set to respawn. The patrol leader can be set essential.
The Patrols will randomly cycle between destinations, one patrol per destination, once per day. Upon arriving at their destination they will remain there overnight. Around 6am they will move to the next.
For the most part these Patrols cover every DC Ruin worldspace except for Takoma Park.
Options
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When you first load the mod a Configuration Menu will appear with the following options:
Show/Hide Map Markers
Change Patrol Leaders Essential
Configure Patrol Size
If the patrols are in internal cells (metro tunnels) the Map Markers may not show up. Also these map markers can be very hard to find due to Map Marker saturation in the DC area.
Install
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Copy BoSPatrols.esp to your Fallout 3/Data folder and enable the mod.
Uninstall
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Delete BoSPatrols.esp from your Fallout 3/Data folder.
Incompatibility
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A) This mod adds 42 new NPCs & 16 New Creatures to the DC Ruins area, No pre-existing NPCs or Creatures are modified. Most of the BoS NPCs are using base templates and inventory is using base leveled items, thus if your using any BoS Mods (ie Diversification) they should work. I attempt to remain compatible as possible with other mods. Please report if your using a BoS mod and there are some discrepancies.
B) I have spent extensive time following each patrol through the DC area to ensure they don't do anything extremely stupid. Since I ran into a few problems I have made some changes:
- Navmeshes between Arlington/Wasteland Metro and the Arlington Memorial Bridge have been changed. This allows seamless passage between the two without going all the way around the DC Ruins on the western Patomic bank. This has a side effect of causing the Caravan Merchants to travel down the western Patromic instead of going all the way around the DC ruins (by Fairfax Ruins).
-A few doors around Falls Church have been marked 'Minimal Use' to prevent NPC usage. Primarily to stop them from going through Grayditch, Fairfax Ruins, and wagging war against the Outcast at Fort Independence.
Thus, any mod that modifies either Doors around Falls Church or the cells between Arlington/Wasteland Metro and Arlington Memorial Bridge maybe incompatible, but I do not know of any.
C) I have added Idle markers and objects for the NPCs to interact with while guarding their destination. If any of the following areas are modified by another mod an incompatibility may arise; The front of the Washington Monument, The BoS outpost at Pennsylvania Ave, GNR Battleground, an Abandoned Home at Mason District, and a Diner at L'Efant Plaza.
Known Issues or Bugs
====================
Pathing/Navmeshes: With so many pathing possibilities the NPCs still get stuck in places, run into walls for hours, run into each other, and so on. I did not set any specific path between locations, the NPCs calculate the path on their own! This mod literally brings to light all the Navmesh errors in DC. I wish I could fix every Navmesh error in the DC area, but it's not possible (An idea for another mod?). Giving them a push, using the moveto console command, or leaving and re-entering the cell may free them.
Traveling through doors: If you are traveling with a patrol and they pass through a door, you should wait a few seconds for them to move away from the door on the other side before entering the door yourself, especially if your claustrophobic.
Please report any problems you have so I can look into them (especially if you find a Patrol in a weird location, I've had a few cases in my testing where a patrol was at Megaton).
History
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0.6
- Added patrol point at Reilly's Ranger Compound in Seward Square
- Added a chance for a Medic to be in each patrol (using dialogue already in FO3), replaces one of the already existing NPCs in the patrol.
- At the citadel, the patrols can be in A-Ring, B-Ring, Bailey, or Lab now
- If a patrol reaches its next destination and it's still before 3pm, the patrol may move onto the next one right away, instead of staying there for the next 12+ hours.
- Anderson's patrol only had 7 members, added the 8th.
- The patrols will stop functioning during Take it Back Stage 30. They get in the way.
- Complete rewrite of the "where are you going?" dialog section, significantly more efficient now.
- Tweaked Navmesh in L'Efant.
- Quest script now remembers last 2 patrol points. Prevents one patrol from going GNR->Monument->GNR for example.
- Fixed exploit with caps earning quest.
0.5
- Super Sledge added to leveled list for unnamed BoS members to use.
- Added outpost at a diner near L'Efant Plaza & introduced a 6th patrol that spawns there
-> This is in a very dangerous location infested with super mutants & enclave. Be prepared for a fight.
- Created own leveled list for turrets instead of using base & made sure they were all persistent. Should fix some compatibility issues. *fingers crossed*
- Tweaks to AI Package conditions in attempt to correct a bug where NPCs run ahead of the patrol group. This mostly occurs when the player stumbles upon a patrol in the Wasteland Worldspace and sees 4-5 Members just running only to stop, turn around, and run back to the leader 5 seconds later. It's not fully corrected but seems to occur a lot less now.
* Note if updating from previous version: Dialog maybe incorrect for Lead Paladins. It will revert to normal after 1-2 in-game days. This occurs because I've added a 6th Patrol.
0.4
- Unnamed Paladin Sniper had no voice, fixed.
- Falls Church Patrol point has been moved to Mason District
- A small BoS outpost has been made in Mason District
- Patrol size options added to configuration message
- Added dialog to Leader NPCs including where they are heading (not-voiced)
- Added a protect patrol for caps freeform quest, evil characters can kill Leader for caps (not-voiced)
0.3
- Patrol size upped to 8. If any new NPCs are added, they will replace pre-existing.
- Larger selection of weapons for Patrols. Sniper Rifle, Assault Rifle, Chinese Assault Rifle, Flamer, 10mmSMG, Magnum (secondary for sniper) all possible now.
- Leveling issues with robots fixed, Mr. Gutsys and Sentry Bots only now.
- Possibility for Initiates to be in patrol. They are templates from the Initiates with weapons in the Citadel Bailey.
- Idle markers and objects (such as Beds & Chairs) added to some of the destinations.
- While in a Worldspace of one of the destinations: 5% chance every 5 seconds a supermutant will spawn nearby. (If you have Increased spawns, expect more than one)
- Bug where every patrol starts at Citadel fixed
- Turret(s) added at some destinations
- Teleporter script revamp: Was not working the way I intended it to.
- Minor Tweaks to all scripts (yet again)
0.2
- Added configuration menu to set Leaders essential or not
- Added option to show/hide Map markers
- If the patrol leader dies, patrol is able to continue on their own
- When PC is close to named Paladin, he/she moves a bit faster
- Named Paladins remove helmets at destinations.
- A boost to named Paladins confidence
- Minor Tweaks to all scripts
0.1
- Initial release.
Future Development
==================
I'm open to suggestions/comments.
- Are the patrols the right size? Too big/small? Too powerful/weak? Too many/few? How do they stand up with MMM?
- What (if any) further Destinations would you like added?
I'm currently considering to add:
Arlington Library
Arlington Cemetery (canceled, Mason patrol will cover)
Dupont Circle
Georgetown
Vernon Square
- I'd also like to add Quest(s) such as caps for escorting patrols. Dialog containing info on where they are heading and basic commands (stop, move faster).
I want to say thank you to all of you who left comments. Many have greatly influenced what I've changed since version 0.1
Recommendations
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Respawn Timer Set the default respawn timer to something less that 3 days
An Encounterzone respawn mod of some kind. MMM inclues one, Interior Cells Respawn if you need one
Credits
========
Bethesda - Fallout3 & GECK
ElminsterAU - FO3Edit
GECK Wiki - http://geck.bethsoft.com/
Licensing/Legal
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You can do whatever you want with this mod for personal use but please contact me before you distribute any part of this mod.