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TomSkele QuentinVance LaclongquanUploaded by
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About this mod
For some time now the Enclave had landed a regiment at Point Lookout. What is their interest in this swampy land? That made them capture and rebuild the Turtledove camp into a Vertibird Facility. Several detached team secure the dock town, survey sites, and various other locations. Various named NPC command each team with their respective purpose.
- Requirements
- Permissions and credits
- Changelogs
- Donations
In essence, this mod add a large Enclave presence into Point Lookout. Several teams hold down key locations, including but not limited to Lighthouse, Lab, the dock town etc... 3 named NPC commanders and some other sub-boss, each control a team in such
locations.
Lore reasons? Tactically it's a pincer move to find a way to infiltrate teams into southern area of Citadel, combined with a straight forward strike from White House through the Key bridge. Supply-wise it's an operation to secure the source of best fresh food (Punga fruits) this side of continental Wasteland. That would feed not just Enclave personel but their protectorate peasants on East Coast once they kick out the Brotherhood. And science-wise, Enclave being Enclave, the mind-control tech used by Professor Calvert should be quite attractive to them. And for Eden personally, the data on a deadly plague even pre-War is such a prize.
Those reasons will be present piecemeal in separate notes and holotapes across the swamp, in the hand of named Enclave. If you want to know? You have to find it. I wont force my writings on ya.
==Location==
Here's the locations that are changed so far, but I may change more if I'm able to get them to work.
Covered bridge
Disaster reflief outpost and Marcella
Naval recruiting center
Point Lookout Lighthouse
St. Aubin medical facility (Underground Lab)
USS Ozymandias
Warehouse
Jet Crash Site and 3 muck holes
New cell: Bill Import Export basement, a secret cache for Enclave
New cell: Unknown Research facility, a pre-War lab on deadly blood plague.
New cell: Old Floyd and Wilmer's basement, two local family's bunkers.
Vault231 is inactive for the moment.
==REQUIREMENTS==
Currently requires Tale of Two Wasteland 3.3.2. It's unsure if this is backward compatible with 3.2.2. Bug report on THAT version need YOUR effort.
==COMPATIBILITY==
Incompatible with Point Lookout Reborn. I love that big mother but TTW conversion for that might be too much even if/when I can get contact and permission. So this is just a warning point.
Incompatible with latest version of Stories from Point Lookout. Quentin advance his mod MUCH MORE than the version used in this one. I am doing a TTW port for that latest version, but I doubt it can be applied on this one. Though we shall see what we shall see~
==Quest changes==
The group of smugglers that would kill Marcella is now a team of Enclave troopers doing side job. So it's now considerably harder than vanilla since they all wear power armors. If you dont have AP bullets, it's advisable to not picking up the book just yet.
The camp morgue originally has a bunch of ghouls. Now they fight the scientist team in here. Thus if you sneak in the camp this way and be smart about it, it's not too hard to pacify the morgue. Thus the Velvet Curtain is not that much affected by this mod. And if you really, really want to visit the Camp Administration building just for completion's sake, a stealthboy should get you through the very crowded, very dangerous courtyard.
Antique Land is much affected, though. 3 Muck Holes are occupied by 3 survey teams. The Ozy ship have a surface team and a belowdecks team defending. Mind you, now you can sneak inside the belowdecks easier, as long as you can kill that team.
Lighthouse has a full team inside, and a small scientist team up top. The lab is fully occupied. We are freaking about full groundpounder roster and scientist teams, coupled with a named NPC here. Due to the number of troopers in the areas around The Brain, the vanilla procedure of listening to Brain's lies and lure to betrayals is interrupted, because Desmond might be distracted by further hostiles, and our own firepower might stray toward his braincase. So lets' assume a pro-Desmond ending here. If you want to betray that annoying ghoul for the Brain (instead of just killing him because he's annoying), uninstall this mod before entering the lab would be a good idea.
Both Calvert Mansion and Blackhall Manor has no change, though. The Enclave do want to avoid openly contact these local strongmans.
==ADDITIONAL NOTES==
Turtledove Detention Camp is now fully occupied as a Vertibird facility and basecamp. The fence are locked~ so even if you are an absolutely trained killer and can kill every moving targets on surface, you still wont be able to get in that way. Luckily there's an official way in, provided you are smart about it~ The unofficial way in is to make use of Vat trick to teleport inside, which is hard to excute and harder to fix, so it's still there.
Original modders also changed how to get into the USS Ozymandias. Fighting amidst sea waves, YEAH! If the soldier and/or officer that is supposed to be on the USS Ozymandias is instead somewhere in the surrounding water, waiting a few hours should fix the issue.
The ghost town beyond the dock now get defended, in places, by Enclave. Get some! Or get corncobbed!
Covered Bridge is a big puzzle. The Swampfolk presence here is much reduced, and a light team of Enclave holding down this temporary rest base.
The smugglers related to Marcella is changed into Enclave troopers with reason and note.
Point Lookout Lighthouse has Enclave teams now~
The Underground Lab has Enclave troops, officers, and scientists. Because reasons (find the notes).
The Unknown Research Facility has no Enclave because they havent found it yet. Though their robots and mindcontrolled Deathclaws are sniffing about.
The secret cache place has two floor. First floor serve as camoflage, to show there's nothing suspicious here. Second floor would have enclave robots active as deadly surprise for any visitors getting that far. The idea is you get in and you get mobbed. Though that might not be a surprise if you read the note. or read upto here.
On loots: no, there should not be anything OP here. And considering the extra firepower and armors in hostile hands, I do think early-middle players are going to need the resupply. One cache in Bill place, two in the camp because much heavier Enclave force.
==Credit==
1st credit go to the people at Bethesda and Obsidian for making the wonderful games.
2nd credit go to TomSkele for PLOEP content and QuentinVance for Stories from PLO content.
3rd credit go to the developers of FNVEdit without which I can never mod at all.