Fallout New Vegas

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piber

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piber20

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82 comments

  1. Cinnaspice
    Cinnaspice
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    • 26 kudos
    This might be a huge ask and I apologize if it seems cheeky, but I was wondering if it were possible to get a TTW version without any changes to Megaton? I love the mod and all of its features, except I'd like to be able to use a different mod for Megaton. If it isn't possible, is there a way I could make the change/edit myself (I'm not sure how to go about doing that)? Thank you for your mods and consideration. 
  2. CommyGT
    CommyGT
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    Is there a way to change the themes of Tenpenny Tower's Suite without Michael Masters or Lydia Montenegro? I'm able to purchase the property but now I can't furnish it :(
    1. piber20
      piber20
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      None at the moment, unless you let Roy kill everyone. I never considered your specific outcome though, maybe I'll figure something out for some future update.
    2. CommyGT
      CommyGT
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      Thank you, haha. But yeah, it's been so many years since I played F3 and I forgot what Roy does when you let him in. So once they killed the residents I killed the ghouls and had no way of purchasing themes after installing this. I also didn't blow up Megaton of course so I was happy you added the notes in there to allow the property to be purchasable, thank you for that. Also would it be possible to add purchasable themes via the terminal near the bed? The one used to change themes and deactivate the butler? That would be a convenient solution since it's right in the apartment but I am unsure how programming terminals works in Fallout. All of my modding has been tailored to Saints Row and GTA although I might pick up Fallout and make TTW mods myself.
    3. piber20
      piber20
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      Thinking about it, that's actually a good idea as a potential workaround if all npcs you can talk to are dead - make the themes and upgrades purchasable via the terminal. Just like the Lucky 38. I'll see about adding that in some future update.
  3. Sirknobbles
    Sirknobbles
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    Downloading this mod doesn't seem to do anything for my game, and it doesn't look like i have any conflicts
  4. XEdit shows me Error: Could not be resolved in the new patch for Home and safehouse tweaks.
    1. piber20
      piber20
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      • 77 kudos
      OK, wow. I've never had this happen before. I just put out a hotfix, should be good now.
    2. Thanks, and yeah, it's also the first time that I see something like that.
    3. Okay, I check again and it's still showing that error.
    4. piber20
      piber20
      • supporter
      • 77 kudos
      You got the updated patch right? You may have downloaded the old one right as I was updating maybe?
    5. Yep, I also downloaded the patch once more and checked again. Still showing that error. It's weird.
    6. piber20
      piber20
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      • 77 kudos
      WTF? Okay, I need to get some sleep, but I'll unarchive the old patch. Only real conflict is the setting for the brotherhood safehouse will still be of the old bugged version but it'll still work. I'll have to look into this tomorrow.
    7. piber20
      piber20
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      • 77 kudos
      It's just so weird because it loaded for me, but that maybe because my load order is the exact right index? So strange
    8. piber20
      piber20
      • supporter
      • 77 kudos
      Hopefuly there are FINALLY no errors. :(
    9. Paspartan1
      Paspartan1
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      • 4 kudos
      Yep, finally it works. You can rest now. Thanks! :)
    10. piber20
      piber20
      • supporter
      • 77 kudos
      🙏🙏
  5. maxcorrice
    maxcorrice
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    wanted to request a "dirty water" option, keeping the water condition similar to nearby sinks and toilets.
    1. piber20
      piber20
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      • 77 kudos
      Any reason why? Nearby sinks and toilets, as in the ones in other buildings?
    2. maxcorrice
      maxcorrice
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      Immersion, making project purity matter more, making boiling water more important(i think thats from one of my other mods)

      and yeah other buildings nearby, idk if novac is meant to have clean water for example. i plan on editing it myself as well but it would be a nice option
    3. piber20
      piber20
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      • 77 kudos
      Sure. I was just curious as to the reasoning. I'll see if I can make it an optional setting at some point, probably shouldn't be that hard.
  6. sleepyjesse
    sleepyjesse
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    is it possible to hide the terminal? while it is neat, it just looks out of place
    1. piber20
      piber20
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      • 77 kudos
      I assume you're referring to the theme terminals, in which case not at the moment. But you could open the console, click it, and type "disable"
      Some time on the future this mod is going to get some retouches and I may redo how themes are swapped between. Maybe with the robot butler? And probably fix up the novac hotel room to not be such a mess with all the upgrades
    2. piber20
      piber20
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      • 77 kudos
      As of the last update they are now inside the homes attached to the machines associated with the robot butlers. The Novac one has also been removed. This might be more up your alley.
    3. sleepyjesse
      sleepyjesse
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      Nice! Although it's almost a year since I last played NV lol, but I do really really appreciate you going back to my comments. This mod, alongside a plethora of new stuffs, and also the amazing TV show might just make me reinstall NV, TTW and 4 lol.
      You're too cool. Thank you, truly!
    4. piber20
      piber20
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      Yeahh, I look through comments all the time for helpful criticism. Plus I like to update stuff even if they're years old. Thank you for the kind words.
  7. paul12344
    paul12344
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    For some reason, the file extension won't be recognized by my computer...
  8. AetherSeraph9
    AetherSeraph9
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    • 5 kudos
    What are the notable differences between this mod and Home and Safehouse Tweaks?
    1. piber20
      piber20
      • supporter
      • 77 kudos
      covers mostly separate areas, that mod lets you disable stuff should you choose to also use my mod. all the locations i edit are listed in the description. we did some quick updates to make sure our mods were compatible when i released mine.
    2. AetherSeraph9
      AetherSeraph9
      • member
      • 5 kudos
      I like the sound of that. Thank you! I've been using Home and Safehouse Tweaks, but I really like how you handled the Tenpenny Tower Suite and the additions to the Sink, so I might add your mod for them and make the proper compatibility adjustments to the other mod.
    3. piber20
      piber20
      • supporter
      • 77 kudos
      The last update makes my mod significantly more compatible (and a recommended pairing in my opinion!)
  9. Coneyislandking
    Coneyislandking
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    Hello, Piber20 I love this mod so much and can't play without it, thank you very much! Is there any way you could please add this range of customizations to the Vault 21 player room, it kinda sucks by default and could use much of your TLC!
    1. piber20
      piber20
      • supporter
      • 77 kudos
      I didn't even know vault 21 had a player room. 😬

      I'll take a look at some point
    2. piber20
      piber20
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      • 77 kudos
      Definitely would recommend troopers home and safehouse tweaks for that. Adds the necessary crafting stations, for a slightly off the radar home like that it doesn't need much more.
  10. Metrocop1234
    Metrocop1234
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    • 1 kudos
    Heya, I'm wondering where these notes exactly are for Tenpenny?
    1. piber20
      piber20
      • supporter
      • 77 kudos
      The tenpenny notes are only available once you complete Power of the Atom without blowing up Megaton. (i plan on changing this in the future)

      Once they're available, you can find one at the front desk, in the store where you buy house upgrades on a pedestal, and on the door to the suite.
    2. piber20
      piber20
      • supporter
      • 77 kudos
      As of the last update they should now be immediately available