Fallout 3

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sandman5

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sandman5

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About this mod

Ranger HQ redone
made Reilly's Rangers headquarters, look more like a headquarters, insted of a hole in the wall.

Permissions and credits
Changes in V6
did the Undelete and Disable References
its clean now. as far as i know.
its finished as far as im concerned.
only uploading the one with the alcove this time,
use it or dont. 
cheers pals  
                                                                                                                                                                                        




i've been told BOSS's load order has Owned! loading after ranger HQ, which puts some of the vanilla stuff back, to correct this, load rangerHQ after Owned!. or you can use fo3edit to delete the ranger cell from Owned!.

I have been asked about some things, so I shall answer them here for all to read.
Q. Ownership - why is everything in the armory free for anyone to take without penalty?
A. Reilly says "grab anything you need" therefore no ownership, no penalty.

Q. why are the weapons at 100% health?
A. Donavan is the ranger's engineer, therefore I feel he would fix any captured weapons before putting them in the armory.

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Changes in ver.5
Same deal as before, 5-1 is for those that run the wandering ranger mod
Removed bathtub water, it was not really needed for anything, and seemed to give some folks problems.
Made a new form for the jukebox, so that shouldn't be a problem anymore.
Fixed all the wall clipping issues, I hope, have not found anymore.
Aligned some out of place lights.
fixed the double open & close sounds on some of the fridges
same as master stuff cant be fixed, relates to things ive changed, but fo3edit dont see it that way, such as the beds.


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RangerT HQ v4 it now works with Readius pipboy mod and i seem to have cleared up the problems with project beauty.
thanks Edg3k for letting me know.


RangerT HQ v4.1. adds the alcove so it is now compatible with The Wandering Ranger mod. just load this one after The Wandering Ranger.
if you dont want the empty alcove use v.4

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v3.1 changes: added a terminal by the dumpster on the way in, to shut down the turrets if need be.
turrets health & fire power reduced.
a few minor tweeks inside nobody is likley notice.



User comments:
by:JasonDangerously,
awesome job on revamping the somewhat lacking Ranger Compound. It's easily four or even five times as large as the original but isn't so big that it feels contrived. There's also plenty of space for companions. possibly leaving room for additional Rangers. this place looks like a well funded merc base (Reilly and Donovan both mention big pay in the mapping business). Plus, it makes a great player home. This is definitely a great mod and I'll be rebasing my characters here as soon as possible. Kudos Sandman, on a great addition to the game. Happily endorsed. =)

from boredstupid420's endorsement,
this makes saving those fool rangers actually worth it. very good mod Thanks.

by:jackass0842, all i can say is OUT FRACKIN STANDING! that is what it needed, damn good job!

i've had an idea to add lights to the court yard & walk way to the HQ. tell me if you like the idea of not. dose anybody have any other ideas for improvements? that dont involve scripting.

i looked at the vanilla ver. of the HQ, while inside a differnt mod & went OMG is that really what i started with.
so i just had to post before & after pics from the G.E.C.K.

lol, i didnt think to fill in author & descripton in the esp till now, so i fixed it & reuped it, no reason to change v#.

v.3 as requested, sorta.
remodeled player room to make a modest player home.
the containers in the player room will not respawn, and are owned by the player. new textures added for the fridge thanks to Feek & his Antique_Quantum_Fridge-3549 mod, quoted from his readme "You can do whatever you want with this mod, but it would be nice to give me credit if you use it." so here is your credit Feek165.
as before i edited the mod so it will not put it anywhere else in the wasteland but in the Ranger HQ. the only thing i can think of that would make this better, if i knew scripting, would be to make it so you could only get in the room after saving the rangers & reilly gives you the key to the door as a thankyou. but i dont, so it is what it is. see pics

to much has changed to keep the old files up now, so im deleating them.

thanks for everyones input, thus making it a better mod.

v. 2.5
as requested, reworked the armory to look more like an armory, see pics.

v.2
inside:
made ajustments to some idle markers as they were to far away from the object for my liking. added working Infirmary & Lab set, was going to do that in addition to the gene projector in v.1 but forgot.

outside:
added turrents as "Marconiex" kinda suggested for those that run mods like Zombie Apocalypse & MMM. did not feel it necessary to put any inside as these stoped a behemoth. they are in the ranger faction NOT the player faction, i havent tested it, but im guessing that if you pissed off the rangers, the turrents will fire on you the PC. just a suggestion, dont let that happen.

v.1
im playing with and learning the geck.
i always thought the ranger HQ was an after thought, hastly put together and not well done. so i thought i would try to improve it & make it look more like a headquarters, insted of a hole in the wall. also i found that there was 3 nuka machines outside above the HQ that could not be reached,
so i added a extenion to the stairs so only a small hop is needed to reach them. there is a couple small surprises. used working toilets & pool balls, edited for this mod, will not place them in the wastland, if you want that, then please download the original authors mod, both great mods.

cheers pal

sandman5