[Open BETA] Bridge Town

Post » Mon Nov 15, 2010 7:53 am

Bridge Town
A Raider town in the North West Wasteland

by WillieSea
version 1.0 - 07/19/2010


I am looking for people to try out this mod and let me know of any issues or concerns with it before I release it. Its done, I just need a second opinion. :lmao:

Download:
http://www.sendspace.com/file/frgyzb


Photo Shots:
http://i97.photobucket.com/albums/l237/WillieSea/BridgeTown/BridgeTownAmap1.jpg
http://i97.photobucket.com/albums/l237/WillieSea/BridgeTown/BridgeTownE3.jpg
http://i97.photobucket.com/albums/l237/WillieSea/BridgeTown/BridgeTownW1.jpg


Requirements
- Fallout 3


Story
Wandering around up north, you hear whispered rumors from wasteland survivors of a town of raiders and to avoid the long bridges up there. Planning on taken them out, you search the nearby Com-Sat towers full of raiders until you come over the top of a mountain and before you is a long broken bridge. Scurrying accross the bridge like ants are raiders and their shanty shacks!


Known Issues and Caution
Not compatible with v1.5.
Is compatible with v1.6 or above.


Starting the Mod
Head to the North West part of the map. Bridge town is the next bridge north from the Car Fort location.


*Exterior*
The fortified 'Bridge Town' has many raiders milling around. Be very careful or you will quickly be blasted by them as they swarm you.


*Interior*
There are 5 shacks that you can enter, erradicate the inhabitants and loot the places.
There is a Raider Boss who owns a Shiskabob, Nitrous version!


CREDITS
WillieSea - Entire mod

And most importantly to:
Bethesda for the game and construction set.

Play Testers
---------------
* WillieSea
* Your name here?
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Andrea P
 
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Post » Mon Nov 15, 2010 5:00 pm

Looks like fun!

Probably won't have any real time to check it out till next weekend, but certainly look forward to another opportunity to wipe out some raiders!
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Bambi
 
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Post » Mon Nov 15, 2010 6:47 am

I'm always up for a good fight and some looting. Will check it out tonight. :)
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Jade Muggeridge
 
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Post » Mon Nov 15, 2010 7:51 am

Why not add quests and such-like? Remember that the Khans from Fallout 1 didn't immediately try to kill you.
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Kristian Perez
 
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Post » Mon Nov 15, 2010 9:18 am

Why not add quests and such-like? Remember that the Khans from Fallout 1 didn't immediately try to kill you.

Well, considering the raiders through-out the wasteland attack on sight... At least they do me.
I also am not much of a quest maker. And my dialogue skills are even worse! I am a builder, texturer and a script maker.

I just wanted a tougher place to attack, and raiders were a good target. Heh, heh, heh
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Robyn Lena
 
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Post » Mon Nov 15, 2010 8:27 am

Note to self: turn off Increased Spawns before going to Bridge Town. The sheer number of Raiders in the area of the bridge, Car Fort and the burned out house by the river along with the Mirelurks and other creatures who show up to party sent my framerate plummeting from my normal 30 fps to about 10fps in combat. Died a couple times too but had a lot of fun.

The beds in the shack nearest the Car Fort are set to owned so you can't sleep in them. The queen size bed in the fourth shack (the first one NW of the tractor trailer) is owned too. Aside from that minor issue, it looks great!
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Kristina Campbell
 
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Post » Mon Nov 15, 2010 11:11 am

Awesome! Thanks for the bug report. I have checked all the beds properties. I guess I never thought about sleeping in a Raider Town! :lmao:

Could you swipe all the stuff laying around without any 'stealing' action?


I will add your name to the Beta Testers section of the readme.
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.X chantelle .x Smith
 
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Post » Mon Nov 15, 2010 2:39 pm

Awesome! Thanks for the bug report. I have checked all the beds properties. I guess I never thought about sleeping in a Raider Town! :lmao:

Could you swipe all the stuff laying around without any 'stealing' action?


I will add your name to the Beta Testers section of the readme.


Yes, I took just about everything that wasn't nailed down including some random tableware and nothing appeared in red other than the three owned beds. The settlement looks fantastic! I forgot it was a mod until I found the boss with the fancy new Shishkebab :)
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michael danso
 
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Post » Mon Nov 15, 2010 8:09 am

Hey uh...Why would this not be compatible with 1.7? I believe that most have this version, and most mods require it so...
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Angel Torres
 
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Post » Mon Nov 15, 2010 5:38 am

Hey uh...Why would this not be compatible with 1.7? I believe that most have this version, and most mods require it so...

I think you misread that -- note that there is a period in there.

Ie, it says that it is not compatible witih 1.5.

Then it goes on to say in the next sentence that you should patch to 1.6 or above (meaning if you are running 1.5, don't whine about it not working, just patch).


I agree however, the way it is worded is not the most crystal clear.
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Curveballs On Phoenix
 
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Post » Mon Nov 15, 2010 12:52 pm

It seems crystal clear to me.
Not compatible with v1.5. Is compatible with v1.6 or above.

That would include v1.7, would it not?
What would you suggest to make it clear?
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Yonah
 
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Post » Mon Nov 15, 2010 10:33 am

Sounds fun. A good, straight-forward raider murdering campaign is what I need right now.

Will report as soon as I'm done whooping and getting whooped by raiders.
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Tanya Parra
 
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Post » Mon Nov 15, 2010 4:29 am

It seems crystal clear to me.
Not compatible with v1.5. Is compatible with v1.6 or above.

That would include v1.7, would it not?
What would you suggest to make it clear?


What you have listed here, ie "Not compatibly with v1.5. Is compatible with v1.6 or above." is in fact perfectly clear. The OP as currently worded, could easily be viewed as "First sentence: 1.5 isn't compatible, Second sentence: here is what you need to do to make it compatible (patch to 1.6 or later)" -- OR it could be read as "First sentence: 1.5 isn't compatible, Second sentence: the 1.6 or above patches also aren't compatible"


Changing the OP to what you have here would suffice, I would suspect.
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BRIANNA
 
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Post » Mon Nov 15, 2010 8:33 am

It seems crystal clear to me.
Not compatible with v1.5. Is compatible with v1.6 or above.

That would include v1.7, would it not?
What would you suggest to make it clear?


Its clear, but it could be clearer. I have a high resolution monitor, sometimes it is difficult to tell the difference between a , or a . So one could just skim that sentence and read it as 1. Not compatible with game version 1.5, Patch to v1.6 or above. Which changes its meaning. A couple extra words would make any misunderstanding far more difficult. Like 1. Not compatible with game version 1.5. Only compatible with Patch to v1.6 or above.

Anyhow, I cant wait to try this mod. I wonder how zombie Apocalypse mod will play with the fort. It'd be neat to see them trying to stop a horde of zombies.
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jaideep singh
 
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Post » Mon Nov 15, 2010 11:59 am

:woot: More testers!

The raiders are sort of funny, attacking the mirelurks below from the top of the bridge. And if you are at a certain part of the main quest, there are enclave soldiers near the Sat Comm Tower that join the fray! :disguise:

*made the change to the 'compatibility' section.
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Jordan Moreno
 
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Post » Mon Nov 15, 2010 12:05 pm

I also am not much of a quest maker. And my dialogue skills are even worse! I am a builder, texturer and a script maker.


I am noticing this with me too... unfortunately 6 months and 3 quests into my mod... :P

I will certainly find time to test this as everything else I have played that you have made has been great. (Really just the levellers truck trailer, but still!)
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Carys
 
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Post » Mon Nov 15, 2010 2:35 pm

I will certainly find time to test this as everything else I have played that you have made has been great. (Really just the levellers truck trailer, but still!)

You missed out on my Oblivion mods then. My two most popular are Clocks of Cyrodiil which has almost 94 thousand downloads and Ancient Towers has over 79 thousand downloads.

I have been modding since 2003 when Morrowind came out.
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Marie
 
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Post » Mon Nov 15, 2010 4:57 pm

After a quick run, I'm proud to say I didn't find anything to write home about - and that's the good thing. I didn't notice any funny business. It was straight forward, axe-to-face and bullet-to-brain action. I rather enjoyed it. I didn't explore any interiors though, but I was mostly worried about seeing if the raiders would fall off the bridge.

I'll give it a better run later, but it was pretty good from what I played.
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Facebook me
 
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Post » Mon Nov 15, 2010 8:12 am

Awesome! I adjusted the nav-mesh on the bridge, so they should not fall off or run into things too much! :lol:

The interiors have raiders in them as well, and the big shack has the boss. Who doesnt want to 'pop the boss'? :lmao:
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Da Missz
 
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Post » Mon Nov 15, 2010 7:05 pm

Looks really fun, too bad my comp is [censored], I would try it out. :(
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Austin Suggs
 
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Post » Mon Nov 15, 2010 5:19 am

Tried it out today. It's a blast!



Anyone know how to make containers non-respawning just in one building? I've got a raider character who'd love to take up residence here.
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JD bernal
 
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Post » Mon Nov 15, 2010 2:20 pm

If there are no more results from beta testers, I will be releaseing the final version on Saturday.

Get your comments in now! ;)
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sarah simon-rogaume
 
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Post » Mon Nov 15, 2010 6:28 pm

@Davii - The raiders will respawn, is that okay?

If you make a 'new' container, you can place it with no items in it and it will not respawn. Although, I never really noticed much of any containers actually respawning in the game.
That is why I made a 'respawning' container mod a while ago and released it.
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Christine Pane
 
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Post » Mon Nov 15, 2010 3:11 pm

@Davii - The raiders will respawn, is that okay?

If you make a 'new' container, you can place it with no items in it and it will not respawn. Although, I never really noticed much of any containers actually respawning in the game.
That is why I made a 'respawning' container mod a while ago and released it.





Thanks. :D


I don't mind the raiders respawning, as they're friendly toward this character through another mod. I just need a place to store my stuff that isn't going to respawn and delete everything haha. I wasn't sure if it was an issue in Fallout 3, but I know it was in Oblivion so I didn't wanna take any chances.
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Carolyne Bolt
 
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Post » Mon Nov 15, 2010 10:09 am

Well, some containers 'do' loose their stuff. I would say none of them in this mod are 'safe'.

You might check out my player base, the containers there have an 'auto-sorter' option.
http://www.gamesas.com/index.php?/topic/1105346-relz-levelers-chamber-v20/
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Antony Holdsworth
 
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