About this mod

Wooden log cabins and caverns in Zion, oh la la~ Populated a few deserted space in Zion parks with several natural caves full of green gecko, spore creatures, whitelegs etc...Extra fun with wooden log cabins. 2 tribal weapons to help tribals being tribals. Completely compatible with other mods.

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Welcome to a Cave Pack for Zion, and a few log cabins for spice. Populating a few deserted space in Zion parks with several natural caves full of green gecko, spore creatures, whitelegs etc...Extra fun with wooden log cabins. 2 tribal weapons to help tribals being tribals. Completely compatible with other mods. 

This should be 100% compatible with other mods for HH, even Zion Trail.

===Content===
====Locations, 9 caves and 3 logcabins====
Green Gecko Cave is on the other side of South Passage Cave. Right around the point of the Lone Whiteleg ambush and Chalk appear, you can find a way to get to TWO cavemouths of this one, with one final underwater mouth in the river below. This is supposed to be the place the Whitelegs start from, to get to South Passage. The beginning's ambush site also get reinforced with half a dozen hostiles to create more chaos. And a Happy trail caravan campsite (ZionSouthernCamp)

Yao Guai Nest is in a nook far in the back of The Spine. This is supposed to be the nest where those two yao guai running out in that encounter.

SouthEastern Road redesigned. From the vanilla cul-de-sac, now we have a crashed plane site of Enclave, and their remnant cornered in a nearby cave by a pack of spore beast. This one also was designed with Zion Trail in mind, aka if you install that mod it wont be interfered much.

Said cave, ZionEnclaveSurvivorCave, was nearby, feature a small group of Enclave Survivors (pilot?) cornered by a pack of tough Spore Carriers. They were not designed to survive, so even if they do, they wont speak much. Lore-wise, I design this as the escape outta Zion by the V22 people, and they died in that cave a few (or all), which explain the backpacks.

Toxic Cave right in the rivermouth of Three Mary Gorge. It has a connection with
Cazadores Cave in the Bighorn Bluffs, with one linking with the basement of the collapsed Zion Clinic nearby.

Also, an Whiteleg Supply Cave open a shortcut between the northern nook of Bighorn Bluffs and the Three Mary Cliff. I set up so this is the hidden camp, and when time for Salt Upon Wounds to appear, this camp will be emptied of people and loots, but blocked off the access between BB and 3M. Furthermore, during that time, the whitelegs inside would be out patrolling the valley northwest of Bighorn Bluffs.

Log cabin near  Fishing Lodge serve as the Chiefs' meeting place~ Log cabin over ranger station, serve as the first place Daniel stay arriving at Zion, later rarely return. This is possible home base. Those cabins are fake-green, aka Prewar tourists' sleeping facilities that built like that to follow local Zion Park style. First-class building material, top of the line, yessiree

The cabin in the foothills a distance outside of Northern Passage, is true green, though. That was to be the regional office of Happy Trail Caravan, so you can find one merchant there to buy something.

Anyway, further into the northwest unmarked corner of Zion Park we have a small Evil Grotto with a second long underwater way in. The 2nd way is for diver, incase you still keep that rebreather. This was to be the old home of Mexican group, then the V22 people attack, and finally Randal's harrashment until the V22 group left for good.

Evil Plant Cavern on the cliff of Vault22 Camp location (near Ghost Den). This was, used to be, the space the horrible Vault 22 people stay until they have to leave Zion for good.

The ant burrow I dont plan its door to be in the original burrow location, to ensure 100% compat with a Burrow mod already there. it's supposed to have one blocked entrance lead to said location, and one official entrance westward a way~ Aka, if you go from that bridge up the road, it should be on the right side.

====Weapons ====
Mantis Claw, a normal Embrace of Mantis King. Cheaper too.
Tribal Medicine Stick is a normal, cheaper version of Medicine Stick
I also tweaked a bit on Whitelegs equipment to ensure they dont use AMR and 12.7SMG, two very expensive late weapons. The lists are tweaked so they use new weapons, and more .45SMG, more riot shotgun to fit their style~

===Armor===
Park Ranger Uniform was put into 3 containers around. This is to ensure 3 Park ranger hat also get to make a complete suit.
Whitelegs outfit and Armor are tweaked a bit.

Also, you can changed 2 Sorrow outfits, Dead Horse Stalker Armor and Whiteleg Hide Armor into Repaired version of theirs. Gameplay-wise, think of you playing repairman to fix those loots, thus remove a few accessories on those armors. Visual-wise, I make a few minor modifications to the latter two armors, mostly to see if they fit better with screenshots.

====Perk====
Well-placed Cairns was extending its duration to an hour. That was... barely enough time to run from the peaks down to foothill and one fight, instead of 3 minutes in the old day which can do nothing. One reason I drop Chalky is that his perk used to suck.

====Player Houses====
The Wooden Log Cabin is designed to be such, with ten suitcases inside for storage, and two benches outside for crafting.

The Chiefs' Meeting Place is not, as I was planning for Joshua and Daniel occassionally dropped by for some civilized times under a proper roof instead of in the caves. AFTER Zion main quest completed, one or two Happy Trail Caravaners would be here to trade, using Daniel and Joshua's inventory.

Of course, we also have Stone Bones Cave as best vanilla base, or Angel Cave if you like. But Log Cabin should be an ideal place for quick in-and-out, store the loots, make some stuffs, sleep, then get the heck outta there pronto. Caves dont really strike my nerves, not really.

====Loot and containers====
There is three specific backpack-type containers. One, is that Abandoned Backpacks dropped by Vault22 expedition as unneeded trashes. Its value is not of immediate helping to your firepower (no ammo, only case, worn guns) but can be quite helpful to craftmen. The other, is that Abandoned Backpacks dropped by Whitelegs or their slave/captive/transporters. They do contained some worn weapons, some ammo, healing and food... generally good stuffs but not overpowered.

Also, there's a dead Bone Breaker type who is the Whiteleg transporters. You will realize them with the packs on their back. 

A series of Supply Backpack in Whiteleg Supply Cave, to simulate their logistic.

====Minor Tweaks===
Daturana get a minor tweak to make it look like a liniment, a salve, rather than a root.  and note, this is one big replacement for doctor bag, as it cure limb damage much better.

===Balance===
I tried hard to make sure there's balance in hostiles defending loots. Certainly, there's spot you can get easy loot. But mostly the loots are defended by a bunch of tough hostiles. You dont NEED to kill them right away though, and can leave that for later time when you can have enough resource to deal with them.

The Green gecko cave, about 1st cave you would run across, is misleading. While there's lot of loot inside very helpful to a newly arrived Zion visitor, the hostiles inside are proportional to that, which mean too strong for players at this early time. This is an usage for stealth players, as you can use stealthboys to sneak in, steal all the loot, and sneak out.  

The new weapons, Mantis Claw and Tribal Medicine Stick, are cheap things in vanilla FNV (or TTW3.2), but nice stuffs in TTW3.3 in term of price vs performance. Even if you play a repairman hoarder like me it's hard to break balance with this mod. Like I said, balance, balance~

There is exception, of course. Whitelegs Supply Cave is full of their supply backpacks, worth way more than the crowd of defenders inside. Getting in, kill all those buggers, and loot them for the needed supplies before you need to advance the main quest. And the way I set it, it should get a respawning (once) in the last stage of main quest. But by that time you should not worry about balance anymore.

The limit of 100 (or less) pound of inventory make Zion Park a game of resource management, and I did my best to respect that.
Also, this mod, probabbly, can do well in a Dust session.

===Credit===
1st Credit to developers of Bethesda and Obsidian who create the engine and content of Fallout 3 and New Vegas.
2nd credit go to DjMystro who create AWOP series of mods, which heavily influence my theme and pacing. As promised, I didnt use the AWOP content to create World War 3... Anyway, I use some of his cave designs then extensively change its content to fit this mod's theme
3rd credit go to team of developers of FNVedit, without which this can not be born. Honestly, I will never ever be able to do this on Geck (or extender).