Fallout 3 Ammo Mod
Have you ever thought about scabbing the DC wastes, even though, the super mutants may horrifically and violently rip your heart out? Have you said to yourself 'D.
This mod brings the weapon mod system from Fallout NV and Fallout 4 to Fallout 3. You can attach scopes, silencers, and extra ammo clips to most guns. Fallout 3 Alien Blaster Ammo Mod; Fallout 3 Ammo Mod 4; Fallout 3 Mods. Can you put Fallout 3 PC mods from fallout nexus onto the PS3?
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the torpedoes, I am going Downtown anyway', only to find once you arrive that 99% of the shops and houses are all boarded up? Have you ever seen a building on the horizon, thinking you'll head there, just to find nothing of interest, nothing worth investigating? If so, this mod is for you! Just opened in the beautiful Downtown D.C.
Waste, Georgetown District. A Cuppa Joe, Floyd's Barbershop, Robinson's Robots, Mama Dolce's Outlet Store, The US Army recruitment Center, the Nuka Cola Soda Shop and two abandoned townhomes. The RR Companions Vault is a combination house mod AND fully functional companion system.
The house portion consists of Vault 1. The entrance to Vault 1 is located just south of Springvale, towards Megaton. There is a map marker that begins the game fast-travel enabled. Once inside the entrance, you'll find yourself in the service tunnels that lead to the vault proper. These tunnels contain access points leading to two hatches in the wastes, and can be used for quick access to places you would normally have to walk overland - and through very dangerous places - to get to, but are especially useful for people who don't use fast travel.Access points lead to: Underneath the Anacostia Crossing side of the Rivet City access bridge; Outside the western wall of Tenpenny Tower. Wasteland-side of the access points have map markers, as well, though they have to be discovered normally. Access to the Vault itself may be gained (starting from the Springvale entrance) by going straight down the hall, and hanging a left in the main tunnel.
The large door at the end leads into Vault 1. It's hard to miss. The others are simple enough to find; just explore.
The access tunnel cell is decent sized, but easy to navigate, and decently well lit. There is also a secondary Vault 1 access door, towards the Rivet City exit.
It's a small utility door that leads to a tunnel underneath the Vault 1 Overseer's office.