Fallout New Vegas

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Tubal

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Tubal

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14 comments

  1. HeavyWeaponsPerson
    HeavyWeaponsPerson
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    • 6 kudos
    I like this mod very much.
  2. Tubal
    Tubal
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    • 50 kudos
    Try this file:
    http://newvegas.nexusmods.com/download/105553

    If it doesn't work, try putting the esp earlier in the load order (or later, if it's already early). Tell me which fix, if any, works. <img class=">
  3. DUoshalom
    DUoshalom
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    I'd love to get this mod to work, looks like a cool idea, but I crash on waiting or resting. I know that's really vague, and my mod order is huge, but after going down the list, for some reason this causes me to crash. Mind if I shoot you a pm?
  4. Tubal
    Tubal
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    We already have modular housing without planning, they're called shanty towns. <img class=">

    While I don't know which lighting mod you mean, the fact that they are buyable means they probably just use normal items, possibly in conjuntion with activators. I'm pretty sure there's support for items as a light source.
    The problem is selecting an arbitrary static, and performing an action on it (like replacing it).
  5. tredmillion
    tredmillion
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    just so you know ill almost certainly use these in a housing mod im making, whether ill actually release it for people to use is another thing, but im giving you a heads up in case i do release it

    and yeah i get what you mean about the original crates, they do look like they are meant to stay sealed xD...they really shoulda made proper doors ...and that curbside settlement looks great! i love it...but then again ive always been a fan of modular house design, imo we should all live in "crate" houses, if we need more room, buy more crates, it would make housing so much cheaper and easier and something so small shouldnt need planning permission (in my mind xDD)

    and as for making all crates "convertible" there are mods that change static objects as a whole, for instance theres a mod that makes it so you can buy and use lights, and pick them up and stuff, but i got no idea how to do it myself, but im fairly sure others have done it
  6. Tubal
    Tubal
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    This is actually a really cool idea. Not too fond on the whole 'one interior-many entrances' thing as it feels a bit odd and cheaty, but the concept of the home itself and the resources are brilliant.
    This mod is awsome! i would like it to have a version so we can only have one location if we liked... like have a novacc file, a 188 file etc

    Fully 50% of the reason the mod exists is the multiple entries concept though. <img class=">
    I don't know that it's really that much of a cheat, no more than fast-travel in general IMO. The locations I've chosen shouldn't interfere that much with other mods either, possibly with the exception of Novac.
    Regardless, the resources are there, I encourage anyone who wants something different to try their hand at modding for themselves. A house mod is good start, as it's about the easiest thing you can do in the GECK, and it can be expanded upon with quests, scripts, new assets etc infinitely.
    The My first Vault tutorial on the GECK wiki should cover everything you need to get started.

    This is a very cool little Mod....Might I request or suggest you add one of these near cottonwood overlook or the snipers nest with it other then that sweet mod.

    I was trying to come up with a good spot for legion-aligned players, but since I've never been able to stomach playing as legion I don't know where the player would feel at home. <img class=">
    I also wanted the locations to be somewhat useful. There are traders close to all of them, and a fireplace. With Lonesome Road installed EDI functions as both workbench and reloading bench so you could potentially have all types of crafting available.
    I did consider having the Lucky 38 companion markers move to the last entrance you used, so companions would gather there, but I felt it would be too invasive for such a small mod.

    really cool idea, and imho something that a lot of people would do in the event of apocalypse, practical and well done...could even be the basis of a new city, crateland! (well not crateland but some variation thereupon)...i havent tried this yet, but are the doors animated? would be amazing to have a swinging, or even sliding door!...or even the option to convert any crate in the game into a crate house <img class=">

    The doors aren't animated. I honestly have no idea how the original crates are supposed to open, the models don't make it obvious, so I just cut them open where it was aesthetically pleasing. It's just a quick hack job really, an exercise in collision meshes more than anything, so I didn't invest a lot of time on design.
    I actually built a small... village is to generous a word, a tiny settlement anyways, near where the gunrunners entrance is now. I felt it would require more work to make it interesting though, so I switched to just making a modest house mod instead.
    I called it Curbside (from Freeside and Westside), and it centred around a brick building with some crates out back. The entrances were sealed off, except for one, so it could be guarded. On the roof-less second floor I put some planters with corn etc.
    I figured they were day labourers for nearby industries, like the gunrunners, Freeside, NCR Sharecroppers etc.



    There is actually canon precedence for using crates in larger settlements, the entrance to Junktown in FO1 is some sort of container: http://fallout.wikia.com/wiki/Junktown
    It's just one though. A larger settlement would look really boring(!) with just crates, so you'd have to mix it up a bit to keep it interesting. Some sort of old cargo handling area, like at a port (more FO3 than FONV I guess) or a freight station (for trucks and/or trains) could provide a logical source and location.

    A plugin that converts an in-game crate would be difficult since I don't think there's a way to select a static object?
  7. tredmillion
    tredmillion
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    really cool idea, and imho something that alot of people would do in the event of apocalypse, practical and well done...could even be the basis of a new city, crateland! (well not crateland but some variation thereupon)...i havent tried this yet, but are the "doors" animated? would be amazing to have a swinging, or even sliding door!...or even the option to convert any crate in the game into a crate house

    anywways i hope you continue to do things with this as its a fantastic idea and has alot of promise
  8. jonnyheckman
    jonnyheckman
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    • 0 kudos
    totally reminds me of doomsday preppers
  9. mrlegodude96
    mrlegodude96
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    This mod is awsome! i would like it to have a version so we can only have one location if we liked... like have a novacc file, a 188 file etc
  10. NEXIDOR
    NEXIDOR
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    • 3 kudos
    This is a very cool little Mod....Might I request or suggest you add one of these near cottonwood overlook or the snipers nest with it other then that sweet mod.