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bastardodentro1 and WalksInDreamsUploaded by
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About this mod
This mod updates and expands on bastardodentro1's "TTW - Improved Fort Constantine" and also includes my expansion of the National Guard and Wheaton Armories.
- Requirements
- Permissions and credits
- Changelogs
I had hoped to get permission from the original authors of the "TTW - T3T and LCA Improved Armories of DC" to merge their mod with that for Fort Constantine. However, they and their mod have disappeared from Nexus and I never got an answer to the email that I had for them on file. So I created my own expansions of the two armories and incorported them into the changes that I'd already made for Fort Constantine.
Assumption For Adding All That Stuff
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Clues such as VERY Hard Locks and Teminals, Key requirements, Defenses etc. strongly suggest that NO one has had access to the actual armory sections of the three locales since the bombs fell ... outside of the family who locked themselves in the "shelter" in the National Guard Depot. So there would be much more to salvage than there is in the vanilla game.
Recommended Mods
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Sack of Holding TTW - to hold all that loot
Compatibility
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Rebuild the Capital - A Brotherhood of Steel Expansion Mod TTW Edition
No problems since its changes do not touch the actual "armory" section of Wheaton's Armory
And if you allow the person you rescue to stay she will make herself at home in the expanded area
Installation
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Via MO2 for your TTW 3.3 profile
Caution
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There are a lot of objects in each of 3 locales ... so SAVE, SAVE, SAVE while you're in these armories
Changes & Additions Made by This Mod
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1. Fort Constantine
- Changes to Original mod
* Moved vanilla's broken computers to hallway
* Disabled or moved most of the vanilla empty containers either to hallway or very top of shelves
* GRA items (weapons, ammo, grenades, etc) replaced with closest vanilla equivalents to make mod TTW 3.3 compatible
- Added:
* 3 fridges (one each for Nuka Cola, Bottled Water, and Blood Packs)
* More metal shelves
* Several loot containers with chems, ammo, etc.
* Lots of weapons - most of which are degraded to 15-30% of max health
* 16 non-GRA weapon mod kits - all of which can be used on the weapons found on site
* More armor (recon, US Army, etc)
UNIQUE ITEMS
- "Sniper's Bastardo" more durable and powerful than normal sniper rifles
(2 of the weapons mods found on site can be used on this item)
- "Breathing Mask Improved" gives +15 Rad Resistance versus +25 given by Uysses Mask's
- "Underwater Oxygen Respirator" use for underwater travel - Duplicate of Rebreather received in NV's Volare Quest
- 2 Training Manuals each giving a perk
* Spotter: Permanent; same as (but different form ID) from temporary one received when have Boone as companion
* Light Step: receive vanilla perk even if don't meet level, perception or agility conditions
Note: Jabsco still has the 10 high explosive missiles that bastardodentro1 gave him
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2. National Guard Depot
- Changes to Vanilla
* Most empty containers moved to very top of existing shelves
- Additions
* 4 Fridges (Vendor, Nuka Cola, Bottled Water, Blood Packs)
* 8 metal shelves, 2 tables, 2 cabinets, 1 safe
* New and existing shelves, tables etc fully stocked with ammo, weapons, chems, armor, etc.
(Most weapons are degraded to 15-30% of max health)
* Samurai Armor Set
UNIQUE ITEMS:
- "Andrea's Katana" lighter more durable version of the Samurai Sword found in the Zeta DLC
* Requirements for use: same as vanilla - 4 Strength & 75 Melee Weapons Skill
- "Cryolance" - slightly stronger than Firelance and spouts cryo (blue) instead of fire (red) damage
- "Insurgent Telsa Armor" & "Insurgent Telsa Helmet"
* Light power armor which is tougher than most Power Armors (PAs)
* No agility penalty compared to other PAs
* Armor - 20 Resistance to damage, rads, frost, & fire
- Flushes out rads at 10 rads per 8 seconds so great for areas with low to medium levels of rads
- Will still need radx and radaway in areas where rads increase faster than they are flushed out (e.g. Vault 87)
* Helmet - 10 Resistance to damage, rads & fire and +5 Survival
* Taken off one of the executed insurectionists who protested Canada's annexation by the U.S.
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3. Wheaton Armory
- Changes to Vanilla
* Vaste expansion of actual Armory area
* All vanilla structural assets incorporated in expanded area
* Empty vanilla loot containers were disabled
* Player now has to deal with 8 turrets instead of only 1 in vanilla
* A short corridor with another very hard lock door separates the radiated area from the rad-free expanded armory
* Air in expanded area doesn't have dust due to circulating fan
* Can turn alarm off
Additions
* 16 shelves, 12 tables, 4 fridges, 1 desk, 1 workbench
* Fully stocked with ammo, chems, armor, grenades, weapons, ready to use weapon mods
* Most weapons are degraded to 15-30% of max health
UNIQUE ITEMS
- "Super Bitch Sledge" lighter, playable version of "Mean Super Sledge" carried by Westside's "Mean Sonofabitch"
* Requirements for use: 8 Strength & 60 Melee Weapons Skill
- "Andrea's Katana" twin to the one found in the National Guard Depot
- "Mighty Thump-Thump" - same visuals and requirement for use as NV's Thump-Thump
* Slightly more powerful than the Great Bear Grenade Rifle
* Slightly faster attack and reloads than the Red Victory Grenade Rifle
* Max range extended from 2000 to 2400
Credits
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bastardodentro1: for allowing me to modify and expand on his mod "TTW - Improved Fort Constantine"
See permission to upload under Articles Tab
The 3rd Type & Lord Castellan Albrecht: for inspiration as Creators of the "TTW - T3T and LCA Improved Armories of DC" mod
XXSOUL19: GECK Light Switch Tutorial - for clues on scripting Wheaton Alarm Switch
Bethesda: for GECK
Developers of TTW: for combining Fallout 3 & NV into one