Fort Ashiuvo

Post » Tue Nov 30, 2010 10:56 am

This file brought to you by http://fallout3nexus.com/downloads/file.php?id=13835

Ashiuvo30/7/10Version 1AdiuvoAshvenDESCRIPTION:Out west, there's a small patch of hell, just ready to be taken over. Scavengers who have tried to loot the place tell of a well fortified "fort", guarded by two rather mean turrets. Maybe if you investigate you might find something worth hauling out.But, as always, there's something a bit more going on. Someone takes notice of you nosing about, and they don't like it. Not at all. You better watch your back out here - it is the Wasteland, after all.INSTALLATION:The average Power User will know how to install this, but to be safe we'll explain how to install this mod. Simply put, you just need to drag the ESP and resources (Meshes/Textures folders) into your Fallout 3 data folder. It is highly reccommended that you run FO3MasterUpdate, as a general rule. Using FO3Edit to make a merged patch or GaryBash to make a Bashed Patch is a plus, as well.Playing the Mod:This mod is indeed a house mod, but with a little quest (Ashven's going to get some hate on the walk) and some little features. First off, are the curtains. They block the "windows", and they do have collision. If you would rather look out your windows, simply enter sneak mode and activate the curtain.Second is the Fusion Generator - the complex has a working light switch, which is the generator. All the lights around Ashiuvo turn on when the generator is turned on. Handy for Fellout nights.The complex is Companion friendly! The Navmesh works fairly well, though sometimes companions will get stuck on the stairs. It's not too common, though. Just take it easy and they should be fine. There are idle markers around, and your companion will use them when in Sandbox mode (you'll need another mod for that. Any companion control mod should do that.)Known Bugs:~Somtimes companions get stuck on the stairs.~On occasion, the turrets will "knock" on nearby objects. Not too common.~Brass will sometimes crash you, but in our testing only when the file hasn't been FO3MasterUpdated.~You can complete the quest without visiting the house. Not a bug...but I'd still visit the complex for one of the notes to make sense.[b}Credits:[/b]~Adiuvo : Clutterer, world builder, and idea factory.~Ashven : World builder, Navmesher, and "scripter".~gamesas : For Fallout 3 and the G.E.C.K.USAGE:You may not publiclty release a modified version of this plugin or host anywhere else without the express permission of Adiuvo. You can contact Adiuvo either at the Official BGS forums or Fallout3Nexus, under the same name. 

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Allison C
 
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Joined: Mon Dec 18, 2006 11:02 am

Post » Tue Nov 30, 2010 9:21 am

It'll be great to hear what you guys think about it :)
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Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Tue Nov 30, 2010 8:39 am

I have been modding all day, so I decided to take a break and try out your mod. Its pretty good. I like the creativity and how you made the actual fort. Its awsome. A few minor issues. First and foremost, I could get in the fort by climbing some back rocks, making the quest unecissary. Also, at the top of the first steps, there is a cloth for the floor, and I fell through then got stuck on top of the table and could not get out. :P Other than that, it was a pretty awsome idea. Also, maybe make the lights brighter and more obvious. When I turned them on (it was the middle of the night) I barely even noticed they were on for like 10 minutes. So maybe make them Key or even Kicker. :thumbsup:
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Helen Quill
 
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Joined: Fri Oct 13, 2006 1:12 pm

Post » Mon Nov 29, 2010 9:53 pm

I knew about climbing over the walls in the back. I just would rather get the mini-quest over with rather than live in fear of going near the gate because of the quest.

And complaints noted. Me and Adiuvo will debate over who gets to do the tweaks. Any more suggestions or comments, anyone? We really would love to hear from y'all.
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Alexandra walker
 
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Joined: Wed Sep 13, 2006 2:50 am


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