Fallout New Vegas

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Lime

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LimeMods

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About this mod

Vanilla+ overhaul of Old Mormon Fort with progression tied to follower reputation and quests.

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Woah, I made a mod this year!

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This mod reworks Old Mormon Fort to be a little more bustling and representative of the Followers as a faction. This mod features dynamic improvements that appear after completing certain quests for the Followers giving a sense of progression to the area.

Adds all new clinic, garden, crafting & kitchen areas to the Fort, adding a little more utility to a once unremarkable space and giving more reason to return throughout a playthrough.



 This mod features:

  • Atmospheric, vanilla-styled Old Mormon Fort Overhaul
  • Updated Navmeshes
  • Lore-friendly atmosphere
  • New Clinic Tent
  • New Crafting Area
  • New Kitchen Area
  • New Garden & Growing area
  • Clutter changes / improves as your reputation rises with the followers' faction
  • A repairable water pipe that upgrades the centre garden

Before proceeding, check you have satisfied the following requirements: (Mandatory)

  • Fallout: New Vegas up to date
  • Own, installed and activated all Fallout: New Vegas DLC
  • Your preferred Mod Manager is up to date and ready to go! (if you plan on using one, although - you really should)

Next, simply Install and Uninstall using a mod manager of your choice, alternatively add or remove Lime's Old Mormon Fort Overhaul.esm from the data folder as required.



Progression:

Spoiler:  
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  • The garden upgrades once you repair the water pipe [Minimum 40 Repair Required]: Provides access to drinking water and harvestable food.
  • The toilet area replaces buckets with outhouses when you are accepted or better with the followers
  • The workshop area is upgraded cosmetically and a crafting bench is added once you are liked or better by the followers
  • The main tent area is upgraded cosmetically at Idolized.
  • Finally, the followers gain access to an auto doc at Idolized & after completion of "The Moon Comes Over the Tower".


Updates to the Fort are triggered after passing through the front door, with the exception of the garden area.

Thanks to Patchier for helping test this one.