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COMBAT ZONE OVERHAUL
by BangBangYouAreDead

Introduction

You heard rumours abound throughout the Commonwealth about a place even raiders seemed afraid to go...the bright, delightful dangers of the Combat Zone. So you went searching for this haven for vagabonds and rogues, and you found - what? Oh, another 2 minute shoot-out with some bad guys. N-not even a little bit of roleplaying? S-some dialogue choices, maybe? P-p-please Bethesda? Sigh...

But wait! What if someone made a mod that changed all that? Well, butter your biscuits and strap your asshole into that gaming chair with the in-built speakers you spent all your allowance on, because Combat Zone Overhaul is here to blow your face off.

Features

Initial Combat Zone:

'Raiders' renamed to 'Patrons' and 'Security', and more of both added
The security outside and inside, and the patrons, are now friendly to the player and won't shoot on sight
Cait will continue to fight in the cage until you shoot one of the patrons (removed Tommy's speech to accommodate this)
Added a holotape on Tommy's desk which gives you a motive to shoot everyone in the building (for you lawful good types)
Security given patrol routes
Functioning bartender who will sell you drinks (currently un-voiced)
Added a few lights to the ceiling so you can actually kind of see what you're doing

After killing everyone:

Bartender respawns and will again serve drinks
Some patrons will respawn and have new dialogue (currently un-voiced)
Patches, a merchant cut from the original game, comes back to sell you odds and ends (currently un-voiced)
Added a 'Ticketer' character just outside the entrance to the Combat Zone who will clear your bounty if you steal / attack anyone in the Combat Zone (speak to him to pay your bounty; currently un-voiced)

Future Plans

Add voice files and lip sync (necessary lines are below if you would like to help with this, I would appreciate any support)
Add more unique characters to the post-quest Combat Zone
Add the ability to fight in the Combat Zone yourself or bet on fights (this might take a long time to sort out)
Add a way of getting Cait as a follower without shooting everyone in the building (again, quite tough, so not sure if this will ever happen)

Installation

Install with NMM or manually extract the files into your Data folder.

Compatability

Should be compatible with anything that doesn't change the Combat Zone quest and post quest (editor names: 'CZ' and 'CZ_PostQuest'), or the actors in the Combat Zone.

Known Issues

Shooting at Tommy, Cait, or Cait's combatant will cause Cait and Tommy to run into the cage, but the patrons / security will remain friendly to the player (my advice - don't shoot Tommy, Cait, or Cait's combatant)
Cait will sometimes glitch outside the cage and be unable to get back in (happens once in a hundred times, and I'm not really sure how to stop it happening, so don't expect a fix for this any time soon - just reload the autosave from entering the building)
I have tried to get a new objective to pop up when you play Cait's holotape journal, but for the life of me I can't figure out why it isn't happening. If you have any advice shoot me a message
Sometimes one of the security guards in the foyer doesn't shoot at the player during the initial battle (again, a minor, sporadic issue, and I have no idea why it happens, so I don't think I'll be able to fix this one)
The dead bodies don't clear (I don't know how to fix this without resetting the cell, which I obviously can't do, so if you have any tips please shoot me a message)

My Other Mods

This works in a similar way and fully complements my Gunner's Overhaul mod!

Credits

Bethesda