Fallout New Vegas

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Grigoriprime

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grigoriprime

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About this mod

A Novac Room mod with a bunker that has a ton of scripted trophy decorations and some WIP original quests and gear.

Permissions and credits
Changelogs
Coming soon: Update with weapons moved to the factory, a small quest to get the really good stuff, some really good weapons with tradeoffs, and a UNIQUE TEXTURED SATURNITE 12.7mm PISTOL and Assassin's Suit.
Playtesting everything now except the quest to find the facility. Some weapons need stat tweaking as well (I find it hard to tweak semi auto fire rates without "breaking VATS compatibility")

So... I liked a lot of the Novac house mods but none of them were quite what I was looking for so I made this. I wanted a second room for gear but I felt that making the Novac room more than a little bigger was immersion breaking so added a row of middle tiles to the room and put the extra room in its own cell with an entrance under the motel stairs by the office.
Along the way, I got a bit tied up in the whole idea of Novac as a town kept safe by a lone sniper and, as I am a huge fan of mods having a basic back story, I whipped one up in the form of terminal entries. I also made my first attempt at making custom gear in the GECK.

NOTE: CURRENTLY REQUIRES ALL DLC INCLUDING COURIER'S STASH. ACTUALLY USES ASSETS FROM DM, HH, OWB, LR, and GRA. Will eventually clean the unused ones, but be warned.


UNDER NO CIRCUMSTANCES MAY THIS MOD BE DISTRIBUTED IN WHOLE OR IN PART VIA STEAM WORKSHOP OR ANY PAID DISTRIBUTION CHANNEL.
If you paid for it the person you paid stole it.



Conflicts and Compatibility:
Anything that modifies the Novac motel room or the area under the stairs closest to the gate will almost certainly conflict.

While I have tested this with a massive load order (I'm constantly pushing the limit) and have had no issues thusfar, this was my first mod for public release and I may well have overlooked something important. Please let me know and I will fix it asap.

Not tested with MMM, FWE, or anything along those lines.
Tested with NVSE but this was NOT used in the GECK and should NOT be required for the trophy scripts to work.

In Progress:
GPS Facility with robots galore, more backstory (plus major revamp of existing) and a machine to turn Marksman Carbines and Light Machine Guns into GPS-Modified Weapons.
New textures.
Better weapon balance and adding a challenge for the best of the gear.
Deathclaw Alpha and Mother trophies (got 'em working but they won't stay where I want them).

In Planning:
TARDIS trophy version that requires FWNV pending permission and scripting.
Adding a companion (probably a ghoul, almost certainly based on NCCS) as an optional extra.
Making the bomb trap challenge mentioned in the terminal entry a real thing for the player.
Having glowing ones ambush you if you crashed the rockets in "Come Fly With Me" or failed it by killing Jason Bright.

The good:
Fully Navmeshed with idle markers that work with vanilla and mod added companions.
A TON of scripted trophy decorations including bobbleheads, snowglobes, Nuclear Missiles, a Sierra Madre model, and many more.
New weapons and armor (new textures coming soon, I'm about 30% done photoshopping them up.
A backstory with room to turn into a quest for the best of the gear.
A lore friendly* but posh upgrade to the Novac room and a bunker that actually looks like it could once have been a basic fallout shelter.
Some cool little touches scattered throughout.

The bad:
The Bunker is not currently tied in to the quest for the Novac motel room, the mod adds both rooms but you can walk in to the (player owned) bunker straight away.
Some of the gear is bordering on or fully godified. I am working on balance but the DPS numbers sometimes surprise me. There are also currently multiple copies of each piece of gear so they can be tested with multiple characters at once. As a result, this is currently a total cheat mod (not that there's anything wrong with that, it is a 1 player game after all).
Some of the reload and autofire animations are a bit sticky (I'm playing with 2 and 3 shot bursts).
The MK-II Stealth suit variant does use the stats you get from testing it in X-13 but the voice and chem usage does not seem to be working.
The story is a bit convoluted (though nerd-tacularly awesome). I have 5 terminal entries laying out the idea but it's still very brief.

The ugly:
The non-melee weapons have special VATS attacks that do not function.
It is currently set to require ALL DLC including the preorder packs though it only really needs DM, HH, OWB, and LR at the moment. I will eventually clean the masters (or you can do it yourself in the meantime) but for now, they're all required.
The Hoover Dam Snowglobe is scripted to the nearby ranger station's map marker as Hoover Dam's marker seems to be unique due to all the activity at the location.
If you have progressed far enough with Caesar's Legion AND the NCR, you may have both flags in the same place. The NCR flag will cover the Legion flag. This will not be fixed so if you betrayed the NCR and want the legion flag just use console command "disable" on the NCR flag.

Please, submit feedback!

UPDATE NOTES:
Version 1.3 Update Notes (1.2 was not uploaded, so don't go looking for it).
Added a TON of trophies including bobbleheads and snowglobes, warheads and rockets, posters and graffiti, and shelf/wall trophies. These are scripted to completing quests, hitting max attributes and skills, and unlocking map markers. Some replace basic deco so the room's not totally barren when you start. (note: the legion and NCR flags are tied to reputation so if they somehow both like you you'll see the NCR flag covering up the legion one)
Fixed the ugly ceiling to use non superscaled textures.
Replaced the Sierra Madre Slot Macine with one from Vikki and Vance.
Closed another very small wall gap.
Fixed the interior window board placement.
Added a few new idles.

Version 1.1 Release Notes:
Added a script to add all the Repconn swag (plus a bit more) and big dinky toys after completing the "Come Fly With Me" quest. I attempted to have a glowing one ambush if you crashed the rockets but the script was not working so this is still a planned update.
Fixed the two small gaps in the bunker walls.
Removed the random unique weapon drop in the Room (I think).

UPDATING FROM AN OLD VERSION:
I have tested this upgrading from an old version (and downgrading from a newer in progress version) leaving items and NPC'c in the rooms when up/downgrading and have had no issues. This includes updates from old versions with the "NovacCustom" esp or with the "assassinsabode" esp. I can't guarantee you'll have the same experience, but so far, updates have been totally problem free. Please comment or pm if you have a different experience.

Progress Update:
I have been working on scripting a machine that will take existing weapons and modify them into GPS upgraded weapons using a system with hidden containers. It seemed to work but has also been causing CTD on launch which is very disturbing as I can't see what might be causing it. If anyone can help or would like to help out with quest scripting in general, please PM me.


Shameless Self Promotion:



Fallout New Vegas:
JOANA COMPANION
SKYNET COMPANION
EMILY ORTAL DOCTOR COMPANION
ASSASSIN'S ABODE

Fallout 3:
ANTAGONIZER COMPANION
THE VAULT DWELLER'S STASH
PIP BOY UPGRADE MODULES

Skyrim:
DRAGONBORN SKAAL HOME
CRAFTMEISTER GEAR

Credit:
Bethesda and Obsidian for making the game and for helping me waste like 1000 hours of my life:)

MaxyBoii - Had nothing whatsoever to do with this mod and I have never used his mod either in the game or the GECK, but in prepping for uploading this, I noticed that he has a mod with similar elements (location and shooting area). Great minds must think alike.

Vault Tec for putting my descendants in a control Vault.

Mr. House for funding my renovation efforts.

*The idea for the custom gear is that Grigori Protection Systems was a contractor that tweaked existing tech for the military, so the fact that the guns don't have unique meshes is ok in my book :)