Vault Settlers - Added Pictures

⭐ — (32 endorsements) 📥 848 downloads 📌 vAlpha 📅 1/3/2013
⚪ Last updated 2013

By Aaron · NPC

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 1/6/2013 📅 Created: 1/3/2013
⚠️ Install Order · 2 steps
1🛠️ FOSE — Fallout Script Extender Download ↗
2🔧 UFO3P — Unofficial Fallout 3 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 3.8% endorsement rate — high engagement, a strong quality signal
  • 🏆 #73 of 85 NPC mods in this game by downloads

📋 About This Mod

This mod Adds Vault settlers, In 2 styles, to the wasteland. Dirty, and Clean. Note: if you help with images, theres a reward for best pic!

EVERYTIME YOU DONT PROVIDE CONSTRUCTIVE CRITICISM, I WILL SELL A CAT OR DOG TO THE CHINESE. You move. New version soon, having trouble with upload. New outpost at WKLM Broadcast Station. Has a merchant, guards, and wastelanders that are joining the vault settlers. Guards are Mercenaries, best gear is hidden inside the Radio Complex building. There is a merchant by the supply dump, and a repair man being followed by his daughter. Well armed Mercenaries (laser rifles and AK47s) patrol the town. They have Rugged vault jumpsuits, custom versions of the armored jumpsuit. NEW VERSION OUT! This file includes a few changes. 1. Caravans along Caravan Route, and from the vault, to the Springvale outpost, to Megaton. It also Addresses the annoying world model issue. items are now safe to drop. The meshes location has changed, so in the future it will be easier for me to find, expecialy with my next additional armor. Soon to be features: 1. Rugged Vault Suit, an armored vault Jumpsuit that is more common, and can be repaired with others of its type. Will be found on guards in poor areas, and on settlers who live farther from vault. 2. More settlements 3. More random wasters 4. Caravans between the settlements 5. hostile vault settlers who have given into violence, mostly do to the scarcity of food and water, and the dangers of the wastes that have driven them angry and crazy. 6. Keep your eyes out for rare, better off, settlers. These will usually be in Rugged vault suits, and will have superior weapons, items, and even allies. 7. New camp at WKLM (or whatever its called). It will be built up as a trading stop, because of its location (and I think caravans pass by there). 8. Enclave influence on the groups. Some groups might have hints of contact with the enclave. Be it killing ghouls, and helping keep the pureity, looting supplies from battles with them, or possibly becoming test subjects for horrible FEV experiments. After completing \"Trouble on the Home Front\", I felt the need to feel what the wastes would be like if many people left the vault and began establishing themselves In the wastes. I started with a large camp near Girdershade. The people are dirty, suits worn down, and the shacks poor. This camp is large, but was more of a test. there are a few beds and many people, but not much else interesting. Then I decided to make a clean camp, of people who left the vault, but stayed nearby to trade, and feel close to home. These wastelanders have normal vaultsuits, and clean water. They have a compound surrounding the gas station in Springvale. There is a Doctor, Several guards, 2 Mechanics, lots of settlers, children in the playground, idle markers, beds, a clinic, food, and supplies. The merchants sell junk items (for repairing) and also Repair to 80 or 90. There is a medical cabinet that has tons of goods inside, if you can steal! Then came the 2nd Dirty settler compound. It is north of the super-duper mart. There

📊 Mod Details

Game
Fallout 3 Mods
Author
Aaron
Version
Alpha
Downloads
848
Endorsements
32
Category
NPC
Created
1/3/2013
Updated
1/6/2013

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