Fallout New Vegas

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Manan6619

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Manan6619

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About this mod

Allows all faction safehouses and various casino suites to be upgraded similar to the Lucky 38, making player home choice far more flexible, without being overly-generous.

Requirements
Permissions and credits
Ever get annoyed that there's only really one viable safehouse in New Vegas? Especially when it's easier to earn than most of the others? I sure did, and as such, I made this mod that lets you spend your caps to even the score.

Which safehouses are affected?
This mod makes additions to all four faction safehouses, The Tops and Lucky 38 Presidential Suites, and the Atomic Wrangler room.
The Bon Vivant Suite in the Ultra-Luxe got a tweak or two, but not the works (more on that later).
The Novac hotel room was intentionally left out as I wasn't going to expand the room itself or try to cram every amenity in such a small space.
Tale of Two Wastelands players have one additional upgrade available for the Megaton/Tenpenny homes.


What upgrades are there?
Each safehouse now has a wall terminal from which to purchase upgrades, except the Atomic Wrangler and Capitol Wasteland safehouses, which offer upgrades from their respective vendors. Every safehouse come with the option to purchase, if not already present, a clean water source, an Electric Hot Plate, Workbench, Reloading Bench, Pristine Nuka-Cola Vending Machine, My First Infirmary, My First Laboratory, and Sierra Madre Vending Machine. Some new upgrades may already be present in appropriate safehouses (e.g. the Followers Safehouse comes with My First Infirmary).


Different versions?
I've made a few versions with different DLC setups so everyone should be able to run the initial release version, at least. Differences:
  • All DLCs -- main version, requires Dead Money, Honest Hearts, and Lonesome Road.
  • TTW -- same as the above, but with the option of purchasing Sierra Madre Vending Machines for the Megaton/Tenpenny homes. Requires players to have been to the Abandoned BoS Bunker in the Mojave first. Oh, and some cabinet doors in the Wrangler Room that required Point Lookout lol. Please note that this version was made for TTW 3.2 -- it may not work with the latest versions of TTW, 3.3+, as I have not installed them yet. You *might* be okay if checking it in FNVedit returns no errors. TTW 3.3 users should stick with the All DLCs plugin unless they know what they are doing. (EDIT: also, it turns out TTW 3.3 adds the Fallout 3 house upgrades to the Lucky 38, so beware of duplicates on all versions.)
  • DM only -- same as the first, but replaces some workbench containers with ones that don't use HH/LR records.
  • No DLCs -- replaces all non-basegame content. Electric Hot Plates are replaced with cooktop ranges instead. Sierra Madre Vending Machines removed.
Depending on how things go, some of these versions may not be maintained as well as the others.


Additional details on each safehouse:
Spoiler:  
Show
Lucky 38: The Lucky 38 is prone to having its upgrades not appear. Easily fixed by dropping the upgrade from your inventory and picking it back up.
Buying the crafting oven in the No-DLC version replaces one of the existing Oven containers (any items within will be moved to the adjacent Oven, not lost).
The vanilla SS vending machine upgrade has been edited to work for making Ice Cold Nuka-Cola. This should include if it was purchased prior to installation.
I set the rubber floormats in the kitchen to be hidden until you purchase the Workbench, because I think they look out-of-place without it.
NCR and Caesar's Legion: (Nothing of note comes to mind)
Followers: Now comes with My First Infirmary by default.
Brotherhood of Steel: Now comes with My First Laboratory by default.
Tops: The Workbench and Sierra Madre Vending Machine upgrades will not be available for purchase unless you've convinced Swank to allow you to bring weapons into the casino.
Atomic Wrangler: Upgrades can be purchased from the Garrets after you've dealt with McCaffery and been given his room. If you've already done the quest prior to installing and are already in The Atomic Wrangler, you may have to exit and reenter for their inventory to update. Oh, and the room will handily be renamed to "My Room" at the same time the upgrades are added to their inventory.
Megaton/Tenpenny: New upgrades can be purchased from their respective vendors once the original upgrades become available. If you've alreadygotten to that point prior to installing and are already at that vendor, you may have to exit and reenter for their inventory to update.
Bon Vivant: Now grants the Well Rested bonus for sleeping in its bed, and no longer penalizes you for using containers or "stealing" items from your own room. However, no other upgrades currently exist for this suite. The short version is, all options either pointed to it either being a vastly inferior home, circumventing the confiscation/holdout mechanics, or getting into far more scripting than I'm willing to dive into to avoid the first two scenarios. I chose to leave it be and release the meat and potatoes first.


Et cetera:
  • I recommend using Follower Home Marker (TTW version, not updated for 3.3+ as of posting) or similar to have a choice of where to send companions home to.
  • Sometimes, the upgrades you've purchased won't appear. Check the Misc. section of your inventory, drop any upgrades that stayed in item form, and pick them back up. Then they should work as expected. IIRC, I've been seeing this in the Lucky 38 since the Xbox 360 days. Not sure what the problem is, but it does seem especially prone to happening in that safehouse(and maybe saves with higher playtime?).
  • If I do a big update at some point, I'll think about including the Vault 21 room that I totally forgot about. I'm also considering adding shortcuts to annoying-to-travel-to homes, e.g. every safehouse on The Strip.
  • Users who have the upscaled version of Misc Item Icons should not allow this mod to overwrite its one conflicting texture. It's the vanilla resolution texture for the Hot Plate, which I used as an icon for some of the upgrades, and will not switch out as it may cause issues for users not running Vanilla UI Plus or some other mod that supports higher-resolution UI textures.
  • Navmeshes in all the safehouses are untouched, which shouldn't be a huge deal since all the stuff I did was on the borders of every room. However, if someone has a tutorial for the best practices involved in replacing vanilla navmeshes, I'd love to see it.