Fallout 3 Guilds & Fractions Mods! More Quests, More Stuff, More Fun!

join-a-guild-today

Ever get lonely in your post-apocalyptic Fallout life?  Well these mods will give you your very own guild to join and work for!  More quests, more stuff, more fun!

1. The Road Wardens (All thanks to roughboy)
Description:
“096 Major overhaul: same basic functioning as previous versions only now karma is given through dialog (just pass on the caps); the caravans should keep together much better now; following procedures changed, with warden leading the crew instead of the trader; stats and faces tweaked.

I strongly recommend using the included un-installer and removing your old version first if you’re upgrading to 096. There are notes on UPGRADING down there somewhere. After INSTALLATION.

This will be the only version that a re-install upgrade will be necessary.

Next version: departure times.

THE ROAD WARDENS

With the drastic increase in hostile activity in the Wasteland of late (MMM Increased Spawns, or what-have-you) the trader caravans have been hard-pressed. The Regulators have come to their aid! One Regulator “Road Warden” and one field medic have now been assigned to each caravan. You can help the Regulators keep the trading caravans safe, and get rewarded in caps or karma.

GAINING THE PERK

If you are level 5 or higher and in good standing with the Regulators and Traders, just talk to one of the Road Wardens escorting a caravan. He will tell you what’s expected of you and give you some equipment to help you in your task.

THE ESCORTS

The Warden provides extra protection for the caravan, and enlists other Wardens to assist in the escort. The medic gives some armed back-up and provides medical services to all caravan travelers.

JOINING A CARAVAN

To join a caravan you must have the Road Warden perk. Come within 2000 units of a caravan and you will automatically be joined. A message will appear telling you whose caravan you have joined. The longer you remain in the caravan’s vicinity the more credit you will accumulate with the caravan. The caravan must be moving for you to gain credit for escorting it. If you are engaged in combat while you are joined with the caravan your credit earned during that time will be five times greater. The caravan does not have to be in motion for you to accumulate credit during combat. If the trader or Warden is killed your credit will be reduced to zero.

You may leave the caravan at any time. If you leave your accumulated credit will be retained, so you can leave and return freely without a loss of credit. If you move outside of the caravan’s vicinity you will still be considered joined with it for three minutes. This should give you enough time and distance to scout, scavenge or clear a path through supermutants. Messages will appear informing you when you have left and joined a caravan. If you stray very far (over 8000 units) you will be automatically and immediately un-joined.

You may be joined with more than one caravan at one time, assuming they are close enough to each other to allow it.

When you join a caravan a note will be added to your pip boy informing you of the caravan’s next destination. (Look in Data -> Notes).

REWARDS

To receive caps or karma for the credit you have accumulated, speak to the Warden. If you would like to be paid in caps, say so… otherwise be a hero and pass on them for the karma.

Caravans will retain your total credit amount over all escort journeys. This rating is a factor in scout behavior and will become more important in future versions.

Note: I play-tested a trip from Megaton to Rivet City, with three or four combat engagements along the way I received about 350 caps for my services. Note: That was the old version. Feedback needed.

THE SCOUTS

The optional scout NPC offers the caravan additional armed (or toothed) back-up and will also provide back-up for the player directly. If you have enough credit with this caravan (this is for all trips you’ve ever taken with this caravan, including the current one) and you diverge from the caravan, the scout will also diverge from the caravan to give you personal back-up. The scout will not leave a caravan under fire. When you approach the caravan again the scout will return to following the trader. A scout who has left the caravan with you will return if the caravan is under fire.

You can speak to the scout to request he stop backing you up and he will return to the caravan. He will not follow you again until you speak to him and ask him to resume giving you back-up.

Note: Lucky Harith’s dog Clyde does what he wants.

THE MEDICS

If you have engaged in a fight while joined with the caravan, the medic will heal you for free. If you haven’t fought for the caravan since your last treatment by the medic, he or she (or it) will charge you as a normal doctor for the service (and the services of radiation elimination and addiction cure). The medic will offer services only to those who have joined the caravan. The medic will heal the others in the caravan after each combat but will not restore crippled limbs until a destination has been reached.

There is a limit to the number of times a medic will heal you for free in a short period of time. If you find that a medic refuses to heal you even though you have fought alongside the caravan recently, wait for a while and try again, or pay him to heal you.

THE PACK-BRAHMIN

You will be able to access a personal supply bag on the caravan’s brahmin for your own use as long as you are joined with the caravan to which it belongs. Simply activate the brahmin while crouching (sneaking). This is not the same container that is accessed with the trader’s supply key.

DESTINATIONS

The current caravan “destinations” – those points where the medic both heals and restores crippled limbs – are in or nearby the following locations:

Agatha’s
Arefu
Canterbury Commons
Evergreen Mills
Megaton
Paradise Falls
Rivet City
Temple of the Union

NOTES ON PLAY

This mod is meant to be used alongside mods like MMM Increased (or Increased Increased) Spawns, in order to give the traders a fighting chance. This mod will work with MMM’s Tougher Traders, but works well without it as “Road Wardens” buffs up the traders and their guards and brahmin on its own. You will need to load this mod *after* other mods that modify the traders.

Caravans have a tendency to get split up during combat. As a Warden it’s your job to stick with the trader himself. Usually the rest of the group will show up after some time. You may notice that if NPCs in the caravans get very far away from each other, they will be repositioned closer to the caravan.

Remember that the caravans will remember what you do for them even if you leave, and may still have rewards for you later in the game.

You can no longer access a caravan brahmin’s trader supply container while sneaking with this mod installed. You must be standing. This is to allow you to both access your personal supply bag and the trader’s supply bag if you have the corresponding trader’s supply key.

INSTALLATION

The archive contains two .esp files (aside from the readme): RoadWardens.esp and RoadWardensUnInstall.esp. The UnInstaller is optional. Drop these files into your Data folder. Activate just the RoadWardens.esp in your mod manager to start the mod.

UPGRADING

1) Go through the procedure for Un-Installation (see below).
3) Deactivate the RoadWardens.esp and RoadWardensUnInstall.esp mods with your mod manager
4) Restart the game and load the save you made when un-installing.
5) Re-save again and quit. You’ve just made a savegame without the mod’s features and creatures.
6) Put the NEW .esp file into your Data folder, copying over the old one.
7) Start the game and load the save you made in step 5.
8) Revive the caravans when it prompts you.
9) Mosey.

(Anyone know a simpler way to start fresh?)”

Download here

2781-2-1231365409

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2. Lawbringer Bounties (All thanks to Mcmurtry)
Description: “Lawbringer Bounties Ver 1.1 allows you to collect bounties of 1000 caps for the following Evil
Persons occupying the Capital Wasteland.

ALLISTAR TENPENNY
MISTER BURKE
EULOGY JONES
YMIR
CUTTER
COMMANDER JABSCO
JUNDERS PLUNKETT
CAROLINA RED
GROUSE
FORTY
PRONTO
AHZUKAL
SISTER
JONTUN
GOLIE LEDOUX
CENTRE DUBOIS
WINGER GERVAIS
WINGER MERCIER
RYAN BRIGG
LEROY WALKER
DR. ZIMMER
MARTHA WILSON
BILL WILSON
LINDA SMITH
JACK SMITH
SMILING JACK
MISTER CROWLEY

!WARNING!
Killing some of these people may end or absolutely obliterate some quests. But isnít that a small
price to pay to stop the enslavement of children and androids throughout the wastes?

To collect your bounty you must take some sort of personal belonging (normally mentioned in
the bounty notice) and provide it to Sonora Cruz as proof of your deed. Sonora says a little
something about each person you kill, and then gives you some caps. Simple yet satisfying.”

Download here

1958-1-1229998552

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3. Raiders Regulators Talon Expanded (All thanks to PimpBot420)
Description: “This mod attempts to increase the variety of equipment that can be found on the Raiders, Regulators, and Talon company mercenaries that you run across in the wastelands. In addition to a greater variety of equipment, there are a handful of new items that are added. All new items can be found on the appropriate enemy. This mod will not affect any Raiders or mercenaries that have already spawned in your game, only to newly generated enemies.

Raiders have received 15 armors, 11 headgear, 14 weapons.
Regulators have received 1 armor, 6 headgear, 2 weapons.
Talon company has received 1 armor, 5 headgear, 10 weapons.”

Download here

2626-3-1233013794

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