Fortified Raider Bases

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Risewild
Posts: 2809
Joined: Mon Oct 01, 2012 9:14 am

I think Springvale might need

Post by Risewild » Fri Dec 19, 2014 1:16 pm

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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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I agree with Rise, leave the

Post by JaxFirehart » Fri Dec 19, 2014 4:17 pm

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



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

great idea and concept!!!

Post by freakydoo » Fri Dec 19, 2014 5:47 pm

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
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Good point Rise, I'll

Post by Senterpat » Fri Dec 19, 2014 9:21 pm

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.


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RoyBatty
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Location: Vault 108

That area is also supposed to

Post by RoyBatty » Fri Dec 19, 2014 9:47 pm

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


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freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

Senterpat wrote:

Post by freakydoo » Sun Dec 21, 2014 12:15 am

[quote=Senterpat]


 


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.


[/quote]


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
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Forgot I had added these,

Post by Senterpat » Mon Dec 22, 2014 10:03 pm

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
Posts: 105
Joined: Tue Nov 19, 2013 5:37 am

It's up to you, Senterpat. I

Post by Dead Sirious » Mon Dec 22, 2014 10:16 pm

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.
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Enomer
Posts: 13
Joined: Wed Jan 06, 2016 9:21 am

I love these bases man, they

Post by Enomer » Sun Jan 24, 2016 1:46 am

.


Enomer



Enomer
Posts: 13
Joined: Wed Jan 06, 2016 9:21 am

I love these bases man, they

Post by Enomer » Sun Jan 24, 2016 1:46 am

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


Enomer



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