Early Enclave

⭐ ⭐ (120 endorsements) 📥 2,753 downloads 📌 v1.1 📅 8/1/2013
⚪ Last updated 2013

By Mr D · Gameplay Effects and Changes

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 8/6/2013 📅 Created: 8/1/2013

🔍 Analysis

  • 👍 4.4% endorsement rate — high engagement, a strong quality signal
  • 🏆 #192 of 403 Gameplay Effects and Changes mods in this game by downloads

📋 About This Mod

Simply enables the Enclave camps and patrols at the onset of the game.

Update 1. 1 Modded Vertibird drop points to trigger early. They didn\'t use the same master reference so were missed before. New file added. If downloading for the first time, just use the main file, if you have the old one, delete and use this one instead. Description: It was frustrating to look through the geck and see so many locations that could be used, only to find them be Enclave camps or Vertibird drop points, around 40 of them. These spots just stay empty with nothing to do unless you decide to focus on the main quest. Well that can get old on a heavily modded game with so much else to do. I\'d rather just fight them early on the way towards other quests. So I looked up the Enable Trigger and just turned it from Initially Disabled to Enabled. All the Camps and Drop points are enabled from 1 parent trigger that gets turned on after that certain point in the Main Quest. This Mod just makes it on to begin with. Installation and Usage: Just unzip and drop the . Esp into the Fallout/Data folder and tick in the mod manager. The camps and patrols will be on immediately. And they are set to respawn, I didn\'t change that. Compatibility: It only affects 2 object refs, FFEnclaveEncampmentMasterREF and EnclaveCamp11DeathClawCollision, and runs via a short quest script that runs as soon as the mod is started then shuts itself off. It also affects 2 scripts related to the Vertibird Landings. The only incompatibility should be with a mod that does the same thing, which would make me question why you\'d use this one too. Other than that, these were already in the game. Mods that place anything near the camps may have unintended consequences that went unnoticed if developed without taking them into account. I\'ve also noticed things like, for example, the vertibird crew over the hill across Springvale School sometimes starts attacking the raiders above on the overpass. Stuff like that, which I think is all in the spirit of the game anyway. Recommended: Part of the reason I did this was to get more use out of my other mod, Enhanced Enclave Encampments. Permissions: There\'s basically nothing to this mod, so what\'s the point? If this gives you some awesome idea by all means let me know. If you somehow use it to win the lottery I know you won\'t tell me, but good for you all the same. Pictures? Why? I didn\'t add anything. If you want the Enclave Camps early I assume you know what they are. Maybe I should whip up a cool banner thing or something... I dunno, maybe.

📊 Mod Details

Game
Fallout3 Mods
Author
Mr D
Version
1.1
Downloads
2,753
Endorsements
120
Category
Gameplay Effects and Changes
Created
8/1/2013
Updated
8/6/2013

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