Fallout New Vegas

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Last updated

Original upload

Created by

S6S and Rimfross and N64Fan and Jokerine and Axilion and Adoxographist

Uploaded by

Sweet6Shooter

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Safe to use

About this mod

This is a small mod that adds more things to do around Big Town in TTW, along with a small player home, and a couple fully voiced vendors.

Requirements
Permissions and credits
Changelogs
Overview:
Big Town Extensions is a small mod that adds more things to do around Big Town in TTW, along with a small player home and a vendor.

Note: This mod features mature content. Nothing crazy, but feel free to check the following spoiler if you're concerned.
Spoiler:  
Show
You will find a dead child's body, who was killed along with his slaver captive by a ghoul.

Features:
Two new unmarked activities: finding a pair of bodies, and clearing out a sewer full of rats.
A new locked safe, with a nice amount of magazine loot.
A very basic player home. You can clean it in two steps, removing the papers and junk around the home, and to clean the toilet/sink/tub, to improve their water quality by one level.
A new general vendor, who becomes available three days after you save Red from the Super Mutants, and fend off their attack afterwards.
A new chem vendor, who shows five days after the Super Mutants are fended off.
A broken water valve to repair, increasing the town's crop count.
Germantown Police Station has been given a moderate increase to loot, as well as a small enemy count increase, to make it less of a resource sink, and more of a resource trade, so that the quest is more of a question about whether or not you're tough enough to take down Super Mutants, and not quite as much about how much ammo you've accumulated. Wheaton Armory has also had one new container added, to accompany a new note in the police station.
If the player has enough skill, they may sterilize some medical supplies to donate back to Big Town or sell.
A new locked interior is in Big Town, which provides a nice little opportunity to get some pre war books and a nice suit.
Red's stuff has also been marked as owned, so you can't just waltz in and take the town's paltry supplies.
The navmesh in front of Big Town has been fixed, so that the super mutants don't get caught on the lights so easily.
A small graveyard has been added.

Details:
Bodies:
Spoiler:  
Show
On the outskirts of Big Town, you'll find a dead body with a note on it. Find the person the note was intended for, and you'll gain a small xp reward. This activity can be completed backwards.
I didn't get the reward?
The reward is provided when you activate one of the bodies while you have the other body's note. 
Where's the person the note was intended for?
Around Little Lamplight.

There's a new sewer cell outside town that you can clear out to stop the rat attacks on Big Town, or you can bait the rats out to attack the town, emptying it out for easy looting by you.
There's a rep/xp vs. loot decision inside.

New safe has up to 8 random magazines (about 4 on average) and an average level lock. There's a key for the safe. It's relatively close to the safe. Location:
Spoiler:  
Show
It's in the water under the bridge.


The player home is initially locked. There is a note alluding to the "backup" (only) key's location is in the mailbox next to it.
The home is small, with a fair amount of containers, a reloading and workbench, a bed, and a decent source of water. You can further improve the home, first by cleaning up the papers and junk, then by using 8 Abraxo, 3 Purified Water, and a Turpentine to clean the bathroom fixtures, improving their water quality by one level. 
Key location:
Spoiler:  
Show
There's a trunk behind the first overturned boat in the lake that the ramp on the corner of the house basically "points" to.

The new general vendor shows up three days after the completion of the Big Town quest. She's one door over from the player home, and she has a decent, but not excessive selection.
The new chem dealer shows up five days after completion of the Big Town quest. He hangs out near the picnic table near the front guard.

The medical supplies in the Germantown Police Station are sort of heavy, but you could choose to sell them for a decent price instead of donating them. You must have either Medicine/Science 35 to perform the sterilization with two vodka. If you have both, you can do it with one vodka. Once you get them, deliver them back to the first aid kit in Red's house for fame and xp.

The new loot additions are balanced, and often nice opportunities to snag a couple police appropriate NV weapons. The Fat Man in the police station has been moved to Wheaton Armory.

The new locked home has an average lock, and the door is facing the exterior of the town. It has about 8 pre-war books, two skill books, a nice suit, and a radio in it. You can move the radio to your Big Town House if you have it's key.

Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.

Installation:
This must be installed before you complete Big Trouble in Big Town!

Compatibility:
Big Town Expansion TTW and Big Town House have been included in part here. No, this is not compatible with you also using the original mod.
You can freely use either merchant plugin with this mod, if you're fine with having a duplicate merchant.
TTW Interiors: I haven't noticed any issues. Please let me know if you see one, and provide a clear screenshot and an indication of what interior you're in.
Fully compatible and integrated with TTW Reputations, plugin requirement free. Most of the new activities grant a lil fame.
Let Famine load later and override BTE in all cases.
There is a patch for RTC in it's FOMOD.

Limitations:
I hate working with lighting, so Galina's house isn't lit amazingly.
I also hate working with dialog, so it's very, very unlikely that I will do more dialog stuff in this. I was very lucky to find vendor mods with open permissions that were relatively suited to the circumstances.
When you clear out the rats in the sewer, all the rats around big town disappear, regardless of whether they're alive or not. I don't want to do the work of changing all those references to non-respawning rats instead of just disabling them.
When you choose your course of action for the sewer rats, you only get to choose it once. Once you decide to enter, you cannot cause the rat flood.
I originally wanted the confirmation that you were going to go into the sewer to bring you into it with the same button, but for some reason I couldn't get that to work, so you have to activate the manhole again.

Bugs:
The game hangs up for a sec when you interact with either of the two related bodies, as a result of the script attached to them. I'm sure this could be solved by setting an event handler for it, but I haven't ever done that yet. I'll probably give it a try sometime in the future.

Questions:
Make the player home key free/unlocked by default?
I don't want to.
Make the merchants available by default?
No.
Readd something that you cut from the other two big town mods?
No.
Make the water in the home purified?
I don't plan to.
Will you make situational outcomes for who survives the quest?
Maybe, but unlikely.
Absin says he's a Khan, but he's in DC!
He says he used to be a Khan. If you can make the trip from DC to Vegas, he can do the same in reverse.
I don't think that's a good enough answer, you take a train cross country, he didn't.
You don't know that he didn't. I also don't care.
Why do the clean appliances in the library give rads?
Cause the water they're taking in is irradiated, regardless of their cleanliness.
Expand the merchant's dialog or functionality?
Dialog expansion is off the table. I might do an unvoiced objective to increase their stock or something, but I currently don't really plan to.
Why isn't the player home in the new pristine locked house?
Cause the door is facing the wasteland, and not protected by the town's bounds at all.
Why does everything in the new locked house look so pristine?
Cause nobody's opened the lock since the war. (Yes, the walls still have some peeling paint and there's some dirty elements in the house. I can't account for everything, I just made it a "nobody's been here since the war" vibe.)
Residents of Big Town keep having to fight off rats!

Intended. Clear out the sewer to stop the attacks.
Why can I only pick the mutfruits and not the other crops?
I think it's fair that they would keep most of them for themselves, but let you have some of the improved harvest that you helped with.

Upcoming Versions:
I'm open to more ideas here, but I've never set up dialog, so stuff that requires that isn't really in the cards.

Credits:[b]
Elements of Big Town Expansion TTW and Big Town House were used here.
Chemistry set - Remove Liquid was included as a new model instead of a replacer.
Absin The Dealer is the new chem dealer, original mod by N64Fan aka LucidTech, voiced by Axillion.
Galina, of Riverside Cafe - The Silver Swan TTW is the new general merchant, original mod by Jokerine, and voiced by Adoxographist.

[b]Permissions:

Do whatever. Ensure that you abide the permissions on the pages of Absin and The Silver Swan.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.