Fallout New Vegas

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S6S

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Sweet6Shooter

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263 comments

  1. Sweet6Shooter
    Sweet6Shooter
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    Version 11 is a massive redux of a huge amount of the content of this mod. For a while now, I've wanted to clean this mod up and make it a slimmer, more modern package. Here is a summary of the changes:


    • Lots of weapons and other things were cut. Some features are gone, but many have been added.
    • Tons and tons of bugs and imperfections were fixed, and a lot of new little touches have been added to improve on the experience.
    • The scripting has been made more seamless and elegant.
    • Recipe visibility requirements were removed. Many items, both base-game and DMT specific, have been rebalanced.
    • The entire structure of the police perk tree has been redone.
    • Many sequences have been improved and rebalanced.
    • kNVSE has been made a requirement, along with some animation packs. All new weapons have kNVSE sets hooked up to them now.
    • Many old features I intended, but didn't know how to accomplish, have been implemented.
    • Exploits with JAM and Loot Menu have been bypassed.
    • Wasteland integrations have been substantially improved, especially in the realms of new misc items.
    • Unused assets have been removed from the bsa.

    For more details, see the extensive changelog.

    This update cannot be installed on a save with DMT already active! It's fine to install in an ongoing playthrough only if you did not have DMT installed previously, and you have not started DM.
    REPLACE YOUR CURRENT INSTALLATION WHEN UPDATING IF YOU ALREADY HAVE THE MOD INSTALLED!

    I'm much, much happier with DMT as of this version, and it's finally something I can say I'm proud of in the same way that I am with my other mods. The chip economy, ghost balancing, weapon progression, item placement, and progression structure are finally at a place that I'm very satisfied by.
    For those who feel that the previous versions had potential, but were turned off by the content bloat, maybe give it another shot. I imagine you'll enjoy it much more.
    Items, features, etc. that were cut will not be returning. There were a plethora of reasons that things were cut, and I have no interest in reimplementing them.

    I have completely rewritten the "Survival Guide" into a proper walkthrough. It can be found here. You should also re-read the entire main description. It has useful info, and recontextualizes factors of the mod that have been changed or added to. Look through the walkthrough before asking about item locations. It is fairly exhaustive, and the only thing that I was coy about directly pointing you to are the crystals for the Strange Case, and those are indeed pointed out, you just won't find them with ctrl-F.

    In pursuit of clarity, a great deal of past comments have been moved to a generalized bugs topic. Any feedback, complaints, or bugs that are no longer relevant, and questions that are now answered in the walkthrough, have been hidden.
  2. TriggerHappyBandit53
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    That female NPC with the "MUTE" tattoo use to be a companion mod. I remember bookmarking it but for the life of me I can't find it. Was it integrated into this mod?
  3. BobbyFisher02
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    Does the Desert Natural Weathers Patch not exist anymore, or was it incorporated into the mod itself and is no longer a standalone patch?
  4. georger0171
    georger0171
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    I really love this mod! Two questions, though: 
    Where is the new music from?
    Where can I find the Holorifle?
  5. loudmouth27
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    First off, wanted to say excellent work! This mod is a regular in my load order. Just as essential as the someguyseries!

    Anyone having a problem with the holorifle? Whenever I use it, it does damage to me and kills me instantly. 
  6. JonyTequila
    JonyTequila
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    Sweet, can you check if your flamethrower animations are working correctly with the flamer? I spawned one and it doesn't use any animations whatsoever and the icons are missing
  7. Chrtistian8OO
    Chrtistian8OO
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    After my annual fallout: new vegas hiatus, and inevitable return to the mojave wastelands, I always come back to your mods. Love them, and of course, love this one in particular.

    I am curious, however, if you've considered doing a makeover of the other dlcs, in particular Fallout 3's such as Mothership Zeta or The Pitt.The Pitt of course has some minor similarities with Dead Money, feel like some S6S magic could really make the pitt something special.
  8. DieInHell
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    Is this mod compatible with the Capital Punishment mod list?
  9. pizzafor0dollars
    pizzafor0dollars
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    Is the balance in DMT a good match for SWEEP, STARS, and SPARE? I'm trying to build a TTW installation around your balance changes, and I think what quest mods I already have do enough damage to the balance.
  10. Titanichthyosaurus
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    How do I return to the Sierra Madre from dry canyon? The cloud area doesn't have an entrance, and the skull totem towards the end of the valley doesn't do anything and isn't interactable. Is there somewhere else I'm missing?
    1. Sweet6Shooter
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      It's the little painted brahmin skull nearby the area with the cloud visible at the area you're first sent to when you arrive.
  11. giahy123
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    A Ghost Girl will show up randomly into certain indoor areas and approach me. Then a companion tutorial prompt will show up and after clicking away the prompt, the game freezes
    1. Sweet6Shooter
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      Sounds like your load order might be kinda busted.
    2. giahy123
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      Is it preferable to load everything in this mod before or after story/quest mods? What about gameplay overhauls like JSUE?
    3. Sweet6Shooter
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      Load the master or TTW patch after pretty much everything else. Load order probably doesn't matter in this case though.