[Relz] Arefu Expanded v1.0 by Azar

Post » Tue Apr 12, 2011 11:28 pm

Arefu Expanded v1.7b
A town expansion mod for Fallout 3
By Azar

Link:
http://fallout3nexus.com/downloads/file.php?id=8976

Screens (Warning! Some spoilers):
http://fallout3nexus.com/downloads/images/8976-1-1254132424.jpg
http://fallout3nexus.com/downloads/images/8976-1-1254132399.jpg
http://fallout3nexus.com/downloads/images/8976-1-1254132281.jpg
http://fallout3nexus.com/downloads/images/8976-1-1252001578.jpg
http://fallout3nexus.com/downloads/images/8976-1-1251919308.jpg
http://fallout3nexus.com/downloads/images/8976-1-1252001554.jpg
http://fallout3nexus.com/downloads/images/8976-1-1252001458.jpg
http://fallout3nexus.com/downloads/images/8976-1-1252001500.jpg
http://fallout3nexus.com/downloads/images/8976-1-1252001522.jpg
http://fallout3nexus.com/downloads/images/8976-1-1251919239.jpg
http://fallout3nexus.com/downloads/images/8976-1-1251919007.jpg
http://fallout3nexus.com/downloads/images/8976-1-1251918986.jpg
http://fallout3nexus.com/downloads/images/8976-2-1251918710.jpg


Description


Arefu Expanded takes Arefu and transforms it into a thriving wasteland town, complete with new characters, quests, locations, and a player home. The quests recreate the gameplay of old adventure games, where the focus is on exploration and puzzle solving rather than violence.

Features:

- An expanded and reimagined Arefu.
- 16 brand new characters, each with their own daily routines.
- Over 600 lines of new dialogue.
- 4 new quests with connected objectives.
- Good, bad and neutral karma ways of completing quest objectives.
- A luxurious new player home, earned through quest completion.
- A new radio channel featuring classic songs.
- New unique weapons.
- Lore-friendly.

An Arefu like you've never seen before awaits you. Good luck!

Release History

* 1.7b
- Updated ArefuExpandedByAzar-Radio.esp to v1.7a's changes.

* 1.7a
- Packed the hair and textures from YoshikinaKota's Hair Pack mod into this mod. HairPack.esm and it's associated mesh and texture files are no longer needed for this mod to work properly.

* 1.6
- Fixed a bug that was causing NPC dialogue to disappear upon quest completion.

* 1.5
- More ESM file cleanup (deleted some redundant worldspace, cell, weapon, and dialogue records).
- Added more troubleshooting text to the mod description page.

* 1.4
- Deleted redundant RACE records from the esm file.
- Due to a bug that many users have been having, the useable brahmin cows have been replaced with a milk bottle, found in the Brahmin pen.
- Added a trigger to prevent townspeople from running out of Arefu.
- Fixed a wall gap in the player home.

* 1.3
- Fixed a bug that was causing the Ewers and Schenzy doors to be locked, even though the player had already unlocked them.
- Some aesthetic fixes to the town and player home.

* 1.2
- Split the data and esm files into separate archives, for ease in future updates. Added an alternate esm for those experiencing problems with the milk bottle messagebox.

* 1.1
- Fixed a small light bug in the player home.
- The unpacked contents of ArefuExpandedByAzar.bsa have also been included in the tz and zip archives.

* 1.0
- Initial release.

Performance / Issues

- It is recommended that you load "ArefuExpandedByAzar.esm" ABOVE your FOOK and Mart's Mutant Mods ESM files. "ArefuExpandedByAzar-radio.esp" can go anywhere below.
- If you are getting any crashes, try out different load orders in your mod manager.
- There are lots of added exteriors which may affect performance on slower machines. I have tried to optimize this, but there may still be performance hitches. To maximize performance, turn off unneeded programs and defragment your hard disk before running this mod.
- I recommend you enter this new Arefu with a character that is in good standing with the old Arefu. If not, characters like Evan King may start attacking you, which may mess up the disposition new characters have towards you.
- If an NPC or follower ever gets frozen (i.e. not following you anymore, stuck in combat, not carrying out their AI routines), you can 1) wait an hour, 2) talk to them and then exit, or 3) go into the console, click on the NPC, and then enter "moveto player" to teleport them to you. This will usually unfreeze them.
- The vanilla characters have been tweaked slightly. Evan King, the Ewers, and Karen Schenzy have been modified so that they are less aggressive. Their post-Blood Ties hourly schedules have also been tweaked to match those of the new Arefu citizens.
- If you load this mod and you didn't complete the "Blood Ties" quest yet, that quest remains unfinished.
User avatar
Ebony Lawson
 
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Post » Tue Apr 12, 2011 9:01 pm

Does it fit in with the "Blood Ties" quest? Do the new characters have anything to say about those goings-on?
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Queen of Spades
 
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Post » Tue Apr 12, 2011 2:36 pm

Ah this sounds really nice, can't wait to try it out. But I too would like to know how this affects the "Blood Ties" quest exactly? I'm not sure how to interprete your statement

If you load this mod and you didn't complete the "Blood Ties" quest yet, that quest remains unfinished.

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lucile davignon
 
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Post » Tue Apr 12, 2011 4:17 pm

I believe what Azar is saying is wait to load this until after you complete the blood ties quest. If you load it before doing the quest, you won't be able to finish the quest. It will remain unfinished.
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Bones47
 
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Post » Tue Apr 12, 2011 12:55 pm

i must admit id like to hear that too
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DAVId Bryant
 
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Post » Tue Apr 12, 2011 4:34 pm

i must admit id like to hear that too
Would be nice to know

Besides that:
:)


I always had the idea after talking to Evan King that Greener Pastures (where everyone has supposedly gone in search of) instead of being a general reference to a better place, would be an actually town named 'Greener Pastures' (this is one of those ideas that happily collects dust while other things take precedence).
The set up for the town was going to be the same, as in a freeway town suspended up somewhere (I was still looking for a suitable piece of real estate that's unused), with Acky's new diggs being the first structure, and other buildings following..

Anyway, all of this at the back of my mind had one thing going for it..

That it wasn't to hard to build a freeeway town that would be considered to be greener Pasture material compaired to Arafu.

Well, that boat just sailed :(
You just made my idea a lot harder to do, considering a town has got to be something a serious step up, to be a greener pasture to Arafu...

Downloading now..



Acky gonna live in green acres?? :blink:
Wow.. dem be swanky diggs :nod:
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Prisca Lacour
 
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Post » Tue Apr 12, 2011 2:15 pm

Looks great! Anything that adds more life to the game is wanted, though the player home looks out of place, but thats nothing major :P
Me likes a comfy place to sleep :D
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Yvonne
 
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Post » Tue Apr 12, 2011 5:48 pm

Looks like it blends well with the vanilla surroundings :) How is that under-thingy suspended/attached?


andy: http://fallout.wikia.com/wiki/Greener_Pastures_Disposal_Site ?
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Johanna Van Drunick
 
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Post » Tue Apr 12, 2011 2:19 pm

Looks like it blends well with the vanilla surroundings :) How is that under-thingy suspended/attached?


andy: http://fallout.wikia.com/wiki/Greener_Pastures_Disposal_Site ?

Nothing lives there. Rads'll kill roaches even.. I was thinking that the original settlers would have come there first, only to find the waste disposal and left for a better greener pastures, with maybe a location sign saying "we went that-a-way"

But yeah, that was my first choice.. even went as far as thinking of putting some custom freeway there...
But I probably am settling on the stretch of freeway just west and next to megaton-

-sorry for hijack Azar, I'll release the post soon, no ransom required :D

..above where Kikaimegami had Zoe's fashions n the old version.

..and the under-thingy -an engineering term I believe ;) is attached with spit, grit, and a whole lotta duct tape :D
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Manuela Ribeiro Pereira
 
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Post » Tue Apr 12, 2011 3:40 pm

though the player home looks out of place

Looks good, most mods that add to the extremely small city life of the Wastes are welcomed, but I must ask, what is up with that player home? I'm sorry if you take offense to this, but it's out of place for sure. A much more humble shack would have appealed to me, but other than that problem, it looks good.

EDIT: Question relating to the player house is answered.
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Rachael Williams
 
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Post » Wed Apr 13, 2011 1:36 am

Well Done this looks amazing.

I also think the player home is a bit out of place (would fit in well at Rivet City though). However if the exterior looks like the rest of arefu ? it can be easily ignored for those of us who like the more rustic look.

Have you placed a permanent guard at the entrance ? maybe just a single guy with a assault rifle in a watchtower ? (as the old man sherrif wanders a bit and arefu is located in some fairly hostile territory with nearby raiders and night ghouls.

eager to try this out on my next fallout session.
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Everardo Montano
 
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Post » Tue Apr 12, 2011 10:43 pm

really liking the undersection of the arefu, really cool that you put a couple of quests in too. Looks like it blends with the fallout 3 world.
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Brian LeHury
 
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Post » Wed Apr 13, 2011 3:21 am

Looks good, downloading now :)
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Marquis deVille
 
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Post » Tue Apr 12, 2011 6:09 pm

Re: out of place player home
There's a reason for the home being there :)

Re: Blood Ties compatability
I didn't word that very well. What I mean is, my mod doesn't interfere with the quest. If you haven't started the quest, Evan will do all his usual stuff of approaching you at the entrance, etc. If the quest is done, Ian will be in his home, and the Ewers and Karen Schenzy will be out walking around.

Leaping Lizard,
Yes there is a guard posted at the gate. However the town doesn't ever get attacked anyways, most of the raiders/creatures seem to spawn at the base of Arefu. I also put up some cars to block the enclave post that gets set up on the bridge near Northwest Seneca Station.

pintocat,
It's suspended by the bridge above. As for how they managed to build it.. I have nooo idea.
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Lovingly
 
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Post » Tue Apr 12, 2011 3:26 pm

Is crazy legs larry a reference to the Bladerunner game??
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Céline Rémy
 
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Post » Tue Apr 12, 2011 2:30 pm

Wow - downloading now :)
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Matt Gammond
 
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Post » Tue Apr 12, 2011 7:01 pm

This looks great, Azar. Dang. I gotta get back into the game. :D
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Destinyscharm
 
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Post » Wed Apr 13, 2011 12:16 am

Excellent nod to Bladerunner! I just completed this mod and it was very enjoyable, and I am sad to see it end. Great work! One of the best mods, I've ever seen.
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Darian Ennels
 
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Post » Tue Apr 12, 2011 5:15 pm

Thank God. It was so wierd that all of Fallout 3's non-Megaton/Rivet City towns had only like... four or five people :S
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Scarlet Devil
 
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Post » Wed Apr 13, 2011 2:36 am

This sounds very cool, I am gonna check it out :)
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Sara Lee
 
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Post » Tue Apr 12, 2011 10:39 pm

I was just giving your mod a whirl... and VERY impressive! I love the area you built under the bridge. Nice work!

I'm not sure if I found a small bug though, but I wanted to bring it up to you.

While Marie successfully cured my radiation sickness, she couldn't cure my Rad-X addiction. While takes my 40 caps and window comes up stating that she has cured me, it doesn't happen. Stats still shows I'm addicted and after Rad-X wear off, I'm in withdrawal.
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gemma king
 
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Post » Tue Apr 12, 2011 5:21 pm

Hehe, shes a con artist.
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Deon Knight
 
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Post » Tue Apr 12, 2011 2:23 pm

The ESM contains some race entries (African American and African American Raider) the purpose of which I couldn't grok. Moreover, they conflict with the HairPack. There are also several deleted dialogue topics; I don't know what the implications of this are, but it doesn't seem like a Good Thing.
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Rob Davidson
 
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Post » Wed Apr 13, 2011 1:43 am

As I said before... this is a fantastic mod!!!

Unfortunatly, I keep getting CTDs consistanly.
I have removed all but the main Fallout esm, with Darn's UI mods, that Arefu Expanded (including Hair Pack)... always CTD.

When I turn off Arefy Expanded, no CTD.
I wish I could narrow it down to a mod incompatibility, but that is not the case.

Any ideas? I'd hate to remove this mod...
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Georgine Lee
 
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Post » Tue Apr 12, 2011 9:38 pm

The ESM contains some race entries (African American and African American Raider) the purpose of which I couldn't grok. Moreover, they conflict with the HairPack. There are also several deleted dialogue topics; I don't know what the implications of this are, but it doesn't seem like a Good Thing.

Agreed, the esm could use a bit of tidying up, there are several unnecessary entries that could cause problems.

As I said before... this is a fantastic mod!!!

Unfortunatly, I keep getting CTDs consistanly.
I have removed all but the main Fallout esm, with Darn's UI mods, that Arefu Expanded (including Hair Pack)... always CTD.

When I turn off Arefy Expanded, no CTD.
I wish I could narrow it down to a mod incompatibility, but that is not the case.

Any ideas? I'd hate to remove this mod...

Best you post your load order.
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Jesus Lopez
 
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