Fallout New Vegas

About this mod

A redesign of the Galaxy News Radio Building interior. Improved GNR Brotherhood Knights, facilities and defenses. Includes a clinic with doctor, a shop with merchant, a cafe with bartender, and new GNR Knights. Converted from FO3 for FNV TTW 3.2.2.

Requirements
Permissions and credits
Name: GNR Building Redux
Author: Malaclypse
Category: Buildings



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Description:
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This mod upgrades the GNR building Brotherhood Outpost.  I attempted to keep the overall feel and atmosphere of the building.  Never liked that the main BoS Outpost in the downtown DC area was so dirty and limited in scope so I made some improvements.  A few other mods have added limited services or cleaned up the GNR building, this mod has most of their features combined into one plus additional content.

Includes a full service clinic with a doctor, who offers healing and medical supplies. A Cafe/Recroom that has a bartender with services (not those services!) and a few different forms of entertainment for the soldiers. Upstairs there is a merchant offering trade who also has the ability to repair your items, for a price of course.  An outpost such as this needed extra armaments for the GNR Knights so I added a well stocked armory that is locked and guarded most of the time.  The mess hall, bathrooms, storage and barracks have been improved and there is also a war room where the BoS can plan attacks and defense of the building.  All areas are completely navmeshed and companion friendly.

There are 5 new NPC's (7 including the 2 wounded knights) who all have AI and are fully voiced as well as improvements to the AI of the existing 3 GNR Knights.  No changes were made to any of the Lyons Pride members as I felt that would be outside the scope of this mod.  Warning: the NPC's offering services are part of the GNR faction, if you attack or steal from them you will be attacked by the Knights, who have been upgraded.

Pics are a bit dated.  Looks basically the same, though I added some debris back in so its not so clean along with other minor updates.

For those who used this mod in FO3, you may remember an additional .esp that cleaned up Three Dogs studio as well.  This release (1.0 and up) only includes changes to the BOS area of the GNR building, Three Dogs studio has no changes from the base game.  Also fixed the white/flashing texture issue a few people experienced in FO3 before I updated.


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File Information:
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My original FO3 mod: GNR Building Redux

GNRBuilding_Redux.esm and textures folder. Place both in your Data folder.

To enable NPC face textures, change bLoadFaceGenHeadEGTFiles=1(Default = 0) under [General] in your fallout.ini.


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Updating or Installing mid-playthrough
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 If you are installing a new mod, updating an existing mod or replacing a mod that previously altered the cell which your new mod changes, you must make a clean save or you may get corrupted saves, transition doors that lead to a void, items floating or in the wrong place, broken scripts, and even completely missing items, walls and/or floors.  This goes for any mod you install or update with a game in progress.

To make a clean save:

1)  Move away from the area being modified, far away. Not in the cell, not in the adjacent cell, fast travel to anywhere else.  An interior cell has been found to work best.  You do not want to be close because navmeshes can occupy an entire cell and you don't even want to be on an adjacent navmesh that is connected to the one being modified!

2a)  Uninstall the mod you are updating or replacing.
2b)  If the mod is a new install and there were no previous changes to the cell, go to #3.
2c)  If you have already installed the new mod or mod update and are having problems, you must use a save from before you installed or updated the mod or this probably will not work.

3)   When both 1 & 2 are true, save, reload the game, and save again(this is your clean save).  Only then should you update or install the new mod.

4)  This is not a surefire solution, Bethesda games are notorious for using relics from previous saves.  It has been shown to work for most mod installs or updates mid-playthrough and prevent most/all of the headaches caused from a previous save.

5)  This article has additional information about this procedure.  It is written for TES games but works with Fallout games as well.


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Requirements:
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FO3 + all DLC
FNV + all DLC
TTW


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Install:
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1.  Download the GNR Building archive to a secure location.

2a.  Place the archive in the proper folder for your favorite mod manger.

2b.  Manual - Copy the GNRBuilding_Redux.esm and textures folder to your "[DRIVE]:[INSTALL PATH]\Data\" folder.


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Compatibility:
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This mod only modifies the interior of the GNR Building, specifically interior cell GNR01.  So any other mod that modifies the interior of the GNR Building will conflict.  There are no changes to the exterior so no conflicts outside the GNR Building.


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Credits:
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Thank you to Bethesda for creating Fallout 3.

Thank you to the other GNR mod creators for inspiration and ideas.  Especially DontPanic, author of the GNR Shop, who offered to allow the inclusion of his mod.  Unfortunately I was already too far along in the creation process to do so.

Thank you to Shiholude for knowledge.

Thank you to all the other modders that continue to make this game playable, over and over again.

Thank you to everyone that continues to support and download mods.



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Tools Used:
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FO3Edit
GECK
FOMM
NifScope
GIMP
FO3Archive


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License/Legal:
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1) This mod is provided as is. By downloading you agree that the author holds no responsibility for anything unfortunate that results from its use.

2) Please do not repost or distribute this mod without my permission.

3) Assets of the mod are free to use as the community chooses, unless it is for profit.  I just ask you give proper credit.


Hail Eris!