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Senterpat
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Fortified Raider Bases

 Just a mod I have completed sitting in my game. Basically adds more raiders, traps, decoration, weapons, armor, and fortifictions to all the raider bases in the game. In most cases the changes are pretty small, but most raiders are smart enough to use scrap metal, wood, and terrain to their advantage,blocking off access routes that were previously availbale, making assaulting any raider base more difficult.

Lots of raider bases have ways to reach rooftops or other high places, giving the raiders high ground advantage :p

Anyways, I'll be uploading images here as I get the mod cleaned up, removing items i dont have permission to use and making sure all is running smoothly. Some shots from the first 4 bases.



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v2.7

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Edited by: Senterpat on 12/16/2014 - 23:02
Dead Sirious
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Don't shut up, keep talking
Don't shut up, keep talking about this wonderful mod, and take my bottlecaps! Raiders deserve mods like this.

We are so the baddest gang in the Wastes!

paragonskeep
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Looks awesome

Looks awesome

If life is but a test, where's the damn answer key?!?!?

Puppettron
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if you find yourself in the

if you find yourself in the market for different guntraps, i've actually made a few and worked out how to make them do silly things like burst fire on activation.  not that it's hard, but no need to recreate work if it already exists and the creator's cool with it.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

paragonskeep
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Puppettron wrote:

Puppettron wrote:

 

if you find yourself in the market for different guntraps, i've actually made a few and worked out how to make them do silly things like burst fire on activation.  not that it's hard, but no need to recreate work if it already exists and the creator's cool with it.

can you make the burst fire emulate your permission requirements in your sig?

 

If life is but a test, where's the damn answer key?!?!?

Puppettron
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nope, that's art.  can't art.

nope, that's art.  can't art.  hell, these guns are just nif-jobs and they don't look all that great if you look closely

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

help me fight starvation:  http://www.gofundme.com/vr56rc

Senterpat
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Also adds some depth to the

The weapons added are mostly just small, household items that one without weapons would usually use, screwdrivers, hammers, they may throw a baseball at you. Then they have homemade weapons, scrapped together with pieces of weapons and duct tape. There are variants of the vanilla weapons, such as metal bats, bats with nails, simple texture variants. I do have some fun ones tho, like the auto axe from borderlands, crossbows, new swords and axes and hammers.

Also adds some depth to the bases, with vanilla, it looks like the raiders just sit around, doing jet and torturing people. I'm sure some do, but adds other stuff that makes the raider bases look a bit more lived in. 

I didn't add any new raider bases exactly, there are 23 cells named FFRaiderCamp**, I just went to each of those and filled them up with stuff. Also Fairfaix Ruins, Evergreen Mills, and Super Duper Mart. 

I still need to add more interiors, so far I only have 1 :p Need to go around in game with awop and TTWInteriors and find open buildings and such.

Here's a few more Raider Bases:

 

 


 


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Dead Sirious
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I will never see Super Duper
I will never see Super Duper Mart the same again, makes the raiders seem like actual raiders. The 23 FFRaiderCamp** cells you evolved are more than good enough alone, but it's exciting to hear you plan to expand interiors. Thank you for the screen shots, Senterpat!

We are so the baddest gang in the Wastes!

Risewild
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I am not sure but have you

I am not sure but have you made something in the Bethesda ruins? it is also a raider camp .

Senterpat
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Omg no I haven't Springvale

Omg no I haven't Springvale either, but thats only because the Geck crashes when I try to load the exterior. Or at least it did on the version of TTW I was using at the time, haven't tried with my current or the latest version.

But Bethesda Ruins will have to be hit up. 

Call me Pat. Senterpat is too much to type.

Risewild
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I think Springvale might need

I think Springvale might need to be less conspicuous than your other raider camps, because the raiders there seem to be operating in secrecy, it is part of their plan of digging to Megaton or something IIRC, so I think they need to have their presence low profile compared to other raider camps, at least outside I would say.

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I agree with Rise, leave the

I agree with Rise, leave the front of the school untouched, but fortify the gap in the side would be my suggestion.

freakydoo
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great idea and concept!!!

great idea and concept!!! this is the type of mod i'd store in my load order and activate after the first time returning from NV. giving the feel of growth and change.

asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

Senterpat
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Good point Rise, I'll

Good point Rise, I'll probably just do like Jax said, and fortify the broken side.

@FreakyDoo Actually the Super Duper Mart and Fairfaix are currently set up to "evolve" when you go to NV, so when going back they expanded the bases even further. I planned to do this for all the bases, but ran out of steam. 

On a side note, I think everyone that makes a TTW mod should throw in something that changes after going to NV, if each mod had a couple of things, it would really make it feel like the place has undergone changes.

Call me Pat. Senterpat is too much to type.

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That area is also supposed to

That area is also supposed to be low level so you can level up. I wouldn't do much there really.

freakydoo
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Senterpat wrote:

Senterpat wrote:

 

Good point Rise, I'll probably just do like Jax said, and fortify the broken side.

@FreakyDoo Actually the Super Duper Mart and Fairfaix are currently set up to "evolve" when you go to NV, so when going back they expanded the bases even further. I planned to do this for all the bases, but ran out of steam. 

On a side note, I think everyone that makes a TTW mod should throw in something that changes after going to NV, if each mod had a couple of things, it would really make it feel like the place has undergone changes.

nice!!! that's badass! now i'm super excited to see what you've done!!!

asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

Senterpat
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Forgot I had added these,

Forgot I had added these, they maybe removed from the mod before release, as there's already another mod that does basically the same thing. Also have a little market place added in Cantebury, may also remove that. What do you guys think? 


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Dead Sirious
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It's up to you, Senterpat. I
It's up to you, Senterpat. I'd prefer Raiders Fortified Bases to soley evolve the raider bases, wouldn't mind seeing a separate esp for the markets though.

We are so the baddest gang in the Wastes!

Enomer
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I love these bases man, they

I love these bases man, they just cause alot of lag for me :P

Enomer

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I love these bases man, they

.

Enomer

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Is the mod linked somewhere

Is the mod linked somewhere in this thread?  I must be a knucklehead, but I cannot see it.

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No.He never finished the mod.

No.He never finished the mod.