[RELz] Bridge Town

Post » Thu Nov 25, 2010 1:12 pm

Bridge Town
A Raider town in the North West Wasteland

by WillieSea
version 1.0 - 07/24/2010


Download on the Nexus:
http://www.fallout3nexus.com/downloads/file.php?id=13725


Photo Shots: (more images on the Nexus, click the link above)
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! He lives in the two story shack.

The 'broken lockers' in the two story shack are safe to store your gear in. That includes the containers that are sitting inside the lockers shelves.


CREDITS
WillieSea - Entire mod

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

Play Testers
---------------
* WillieSea
* ghoulsrpeople2
* Ashven
* Davii
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Thu Nov 25, 2010 7:24 pm

Congrats on the release!


I highly recommend it to anyone. The atmosphere is dead-on for a bandit stronghold, and who doesn't like blasting their way through a bunch of half-naked savages?
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Thu Nov 25, 2010 8:10 pm

I ran this version 'round and it appears to be flawless. I'm not the most exhaustive tester, but I think you've got a winner.

Got any more plans, per chance?
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Thu Nov 25, 2010 7:03 pm

Very interesting! I'll be saving this for when I exit
Spoiler
Raven Rock


:thumbsup:
User avatar
Dan Endacott
 
Posts: 3419
Joined: Fri Jul 06, 2007 9:12 am

Post » Thu Nov 25, 2010 11:24 am

Got any more plans, per chance?

1. Vault 64 which is a huge and very complex mod.
2. Return to Vault 13: Guardian Gateway of forever (solar scorcher model work)
3. Johnny Appleseed (Apple tree in the wilderness, working on the dialogue)
4. Chinese Caverns (yeah, full of chinese ghouls to blast which is mostly done)
5. Clocks of the Wasteland (working clocks throughout the wastes)
6. Space Station Alpha - Yeah...

These are all the active mods I have at this time. #2 and #3 are next on my release list.
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Thu Nov 25, 2010 5:30 pm

In case you missed it, this fun mod is ready for you to play!
See the link in the first post. :)
User avatar
Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Thu Nov 25, 2010 4:03 pm

Yep, I found no problems with it in my play testing.

Though, many, many raiders are not happy about my frag mine next to Mini-nuke traps. Not happy at all.
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am


Return to Fallout 3