Fallout 3
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Created by

Mr D

Uploaded by

MrDumpling

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About this mod

Adds a little more to the various Enclave Encampments around the wasteland. Requires Broken Steel.

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Update

When I extracted the tower meshes on my pc I didn't put them in the right folder, never noticed. I edited it back so it reads from the vanilla BSA again and updated the download file. Sorry about that. If you used the NoPylon version, that one's unchanged.

Description:

This mod simply buffs up the Enclave Encampments that pop up as you proceed through Fo3's main quest. It adds more NPC's to the camps themselves, and also adds an additional patrol between each camp.

A little more detail:

Each camp was given 1-4 more NPC's, depending on size and how many were already there. The couple that had none at all were not changed. The added NPC's were of the same LeveledList as the ones there, generally LvLEnclaveCheckpoint, LvLEnclaveOfficer, or LvLEnclaveCompanion. This keeps compatibility with NPC editing mods like MMM, Imperfection, CoL Enclave, or others.

As for the patrols, in vanilla there appeared to be 2. They would circuit each checkpoint back and forth, respawning as usual. I added an additional patrol at EACH and EVERY checkpoint, of 2 to 4 soldiers, tying each of them into the existing checkpoint markers. On paper, that would mean a constant flow of patrols between each camp, but with different travel times between and Fallout's imbalanced AI and spawning it's really up in the air where the patrols are at times. At any rate, they're around, and both the patrols and extra guards are set the same as the other camp NPC's, set to respawn and are disabled until the camps themselves are enabled.

Lastly, a modification related to this mostly because this is where they are the most. I changed the Enclave Transmitters (the little pylon stands, some with sat dishes, others without) into containers and filled them with 0-6 MF cells to 'power' them. Almost every one of them is related to the campsites, so I did it with this mod because it seemed to fit the scope. I added 1 to some of the bases that didn't have one where it made sense (they're camps so ought to have a transmitter beacon). Other than those, I don't recall changing any layouts of the camps themselves. No extra item containers or weapons. No walls or bunkers, I didn't want to mess with the navmesh for a relatively simple mod.

I'll upload a version without the pylon change I guess. May as well do one with Energy Cells instead of MF cells too, I suppose some would prefer that. The pylons are destructible, so I don't find it to be too much of a reward. Oh, and this will not affect pylons added by other mods, this was done with a new item and then Find and Replace on the vanilla items.

Installation and Usage:

Unzip and toss the Esp of choice (Original, Energy Cell Towers, or No Tower Change) into the Fallout/Data folder, then check off in the mod manager. The new stuff will appear when the rest of the Enclave do, and should respawn just as they do.

Compatibility:

Should be mostly compatible with everything. Uses vanilla level lists and templates, so they'll look and have the same equipment as the rest of the Enclave. The only weirdness would be mods that change the camps themselves, and even then I only added NPC's, I didn't really change the camps, so it should be good.

Requirements:

Broken Steel (I noticed a couple camps there and just did them too. I don't plan on doing a version without.)

Recommend:

In order to access the camps quickly, Early Enclave, from me. Other than that, just whatever armor/weapon mods you like best for the Enclave.

Permissions:

Nothing too complex about this mod. If this becomes a starting point for someone really overhauling the camps, I'd appreciate a referral, but feel free to mess with it.