Fallout New Vegas

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Manan6619

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Manan6619

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21 comments

  1. gun1245
    gun1245
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    the mod is finished? (sorry if my english is bad)
    1. Manan6619
      Manan6619
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      I may expand it later, or fix issues if any are discovered, but the files I've posted are full release versions -- not alpha or beta builds.
    2. boxerbeast1
      boxerbeast1
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      thanks for uploading
  2. zincmi
    zincmi
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    Any chance you could apply this treatment to the tarkov hideout mod?
    1. Manan6619
      Manan6619
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      Nope, I don't use that mod.
    2. zincmi
      zincmi
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      Understandable. 
      If I can figure out how, can I use your scripts? 
    3. Manan6619
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      Yeah, have at it. They're basically all entry-level stuff that was mostly copied from vanilla scripts. I'd have no right to try to stop you.

      Good luck, hopefully you'll enjoy adding the stuff as much as I did.
    4. zincmi
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      Thanks!
      Entry level stuff....That's good, because my geck experience is limited to replacing weapons with other people's stuff and I've never looked at scripts 😆 
  3. TheHoarder
    TheHoarder
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    I can't upgrade Atomic Wrangler room, I finished the quest, got the room (correctly labeled as My Room now) but the twins never sell the upgrades. I've tried everything from going out and in the Wrangler, waiting a few days, saving and reloading, fast traveling away and back... Their inventory correctly restocks but none of the upgrades appear.
    Tried with both normal and NO DLC version, on a new save, same result. Lucky 38 terminal upgrades correctly with the new stuff, it's just the twins who don't. I've checked in FNVEdit and nothing conflicts with them, their container or your script, any idea? Thanks in advance.
    1. Manan6619
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      Aw, crap. By any chance did the Garrets have time to restock after you beat the quest? After reviewing how things work, it looks easily possible that upgrades can be lost forever when their merchant container respawns for the first time after the upgrades are deposited into it.

      Entering GarretMerchantBoxREF.additem MananWranglerUpgradeItems 1
      into the console should put all the upgrades back into the chest, if you have enough caps to purchase all the upgrades you're after in one shot. Otherwise, maybe you can just select one of the twins and enter that same thing minus "GarretMerchantBoxREF.", and hopefully that would allow you to purchase them at your own pace from that specific twin. 
    2. TheHoarder
      TheHoarder
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      I've tried both codes, checked immediately and after a restock, for both twins... Nothing works, sadly.
      If I can make a suggestion, why not ditching this method entirely? There's an unused terminal beside Francine, you could just make it an upgrade terminal that stays inaccessible until they give you a password after the quest.
      Thanks for looking into it, by the way, the mod is otherwise great.
    3. Manan6619
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      Sorry, bad instructions. The console commands I gave you rely on additional utilities like JohhnyGuitar NVSE, and probably others. New instructions that I tested on a vanilla profile:
      • Open your load order in FNVedit.
      • Find Upgradeable Safehouses and Suites.esp and expand the FormID List tab.
      • Grab the FormID for MananWranglerUpgradeItems in that section. Mine was 0A01A423, yours will almost definitely be a little different.
      • Go in game, and find one of the twins. Select them in the console.
      • While they're selected, enter additem FormID 1(with "FormID" being the one from step 3)
      With that you should actually be able to buy the upgrades (but only from that twin).
    4. TheHoarder
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      I really appreciate your continued support but, sadly, it didn't work. I tried with both twins, wrote my version of the FormID correctly, I also tried to add single objects like just the workbench but nothing... I have JohnnyGuitar, by the way, along other utilities like JIP, ShowOff and the like, all up to date.
      To be honest, even if it worked it seems I would have had to repeat the procedure on every playthrough, which is less than ideal, are you sure you don't want to consider the terminal? ;)
      Anyway, thanks again, if you have other ideas I'll be glad to test them out.
    5. Manan6619
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      I'm at a loss. Whenever I get back to this project I'll figure out something that avoids placing upgrades into respawning containers, but additem scripts/console commands seemingly not working is bizarre. It has to be a conflict, running just the non-DLC version on an install with only xNVSE resulted in the additem command working as expected.
    6. TheHoarder
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      Yeah, it is weird, I'm sure it's a conflict somewhere I can't identify, oh well...
      I hope you'll update someday, in the meantime I've just enabled the upgrades in FNVEdit.
      Many thanks for your assistance, my friend, cheers.
  4. Charmareian
    Charmareian
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    I remember this one from a while back. Awesome that it's finally done!
    1. Manan6619
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      Thanks! I thought I would have had it out sooner, honestly. It was mostly done when I posted the original video, I just ended up dragging my feet on fixing up the last couple of details and retesting.
  5. tnu
    tnu
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    All rthis needs to compliment it perfectly is na mod that lets y oud ismiss your companions to the4se areas. may downlaod jsut to endorse but i'm not sure if it's compatible with Home and Safehouse Tweaks.
    1. Manan6619
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      Thank you. Yes, I agree. I use and recommend Follower Home Marker, which I'll add to the description.

      Having both this file and Home and Safehouse Tweaks would be redundant in most cases. I don't think having both would break your game, per se, but I'm almost positive you'd run into awkward clipping in safehouses altered by both mods. There a handful of other significant differences between mine Home and Safehouse Tweaks. It covers a few more homes than mine. It sets some companions' homes as owned. There are other configurable options.
      However, it sounds like it doesn't add Sierra Madre Vending Machines or the My First Laboratory/Infirmary upgrades to its homes. I also don't get the impression it requires you to spend caps to upgrade homes, which is part of the intended appeal of my file.

      I'd recommend you pick one or the other based on your tastes, but not both. If you're already got AVeryUncreativeUsername's file, I'd recommend you stick with it because uninstalling mods mid-save is often detrimental.
  6. Satellaview64
    Satellaview64
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    1. Manan6619
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      Judging by the screenshots and that mod's description saying it'll likely be compatible with others, it'll probably be fine. At worst there may be some clipping between my additions and theirs (but I didn't notice any spots when I looked). Sounds like you just have to be sure to have that mod installed before first entering the suite.