Fallout New Vegas
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S6S

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Sweet6Shooter

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35 comments

  1. PaladinEzrah91
    PaladinEzrah91
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    Is this compatible with 3.3.2 TTW A world of pain NV and F3 Patch? https://www.nexusmods.com/newvegas/mods/78412
    Because the old AWOP for NV made supermuntants in DC have weapon problems and would only attack using their fists. And the patch above fixed that problem. Does your TTW patch below the main file also fix that issue?
  2. lennic
    lennic
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    Came here just to comment, the abandoned vault sequence with a few of the ambience audio mods and just the sheer horror and emptyness that was building up as I traveled there in DUST was amazing, the sequence had me so spooked at the end and yet you did really feel it coming reading all the notes and such
  3. DoomFruit
    DoomFruit
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    I'm going through my installed mods in preparation for the first time ever playing FNV and one of my steps is to feed everything to FNVEdit's quick auto clean procedure (except the DLCs, I've read that cleaning them is A Bad Thing).

    Version 4.1.5f of FNVEdit found 628 identical to master records - is this intentional? I'm worried about breaking something if they are and I clean them.
  4. MichaelBae86
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    Simply amazing so far. I just had a quick question regarding the worker key from the nipton sewers. It says its in the open nearby now instead of the locked toolbox and I can't for the life of me find it. If anyone knows roughly where that would be greatly appreciated.
  5. sanderlend
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    How to start quest to find the lost child in Goodsprings? I looked in Geсkk, there is a note with name NoteGSsever, but I can’t find it anywhere in game itself.
    1. GodSteel
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      It is right next to the front door to Prospector Saloon, to the right. The quest will start when you pick up the note.
    2. luke10123
      luke10123
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      Do you know how to complete this quest? It tells me to go to the sewer then the marker just points back to the entrance and after clearing the sewer I can't find any trace of the missing child
    3. sanderlend
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      Most likely you missed one stage of the quest, because he shows you back to exit in sewers. After reading the note, you need to go to cemetery - this is first stage of quest, then turn west from the cemetery and reach the sewer. In the sewer, child's body will be located at end of tunnel near grates, in front of entrance to a large flooded room with a generator. As soon as you approach child's body, quest will end.
  6. VoltageZe
    VoltageZe
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    So I narrowed down my mod list to this one which is causing a crash every single time I try to enter the kitchen in the Ultra Luxe. Anyone else with this/know how to fix?

    EDIT: Downgrading to 1.04 seems to fix this.
    1. Jarzek57
      Jarzek57
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      Wow, thanks for posting this! I just did a ton of 50/50 testing in my load order and came to the same conclusion, good to have a solution and confirmation I'm not the only one that ran into this!
    2. Meebsy
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      Had this exact problem and no amount of looking through xEdit could I find a reason for it.
      Glad to see v1.06 fixes it.
  7. CromwellInvocation
    CromwellInvocation
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    does this edit the highway patrol?
  8. VitaminsPlus
    VitaminsPlus
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    That Abandoned Vault sequence is so *chef kiss*
  9. TheBooher
    TheBooher
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    The electric box in the Nipton Sewer doesn't show an activation prompt when you look at it. Not sure why this is, as it's model does have collision, which is the criteria for whether an activator should show a prompt as far as I'm aware. You can still fix it if you just hit activate while looking at it.
    I was able to get a prompt by adding a XATO-activation prompt in xedit. (although the prompt would not disappear after fixing the generator) and the doors could possibly be electrified using Bad Touch NVSE not exactly sure how to implement that, but I think it could be done.
    1. TheBooher
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      alternate fix is to edit activation section of the script to thisbegin OnActivate
      if IsActionRef player || GetDestroyed == 0 && bDisabled == 0bMessage = 1ShowMessage MSGGSSewerElectricBoxendifend


      shows "activate electric generator" in game
      (still doesn't remove activation prompt afterwards.)
    2. TheBooher
      TheBooher
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      Successfully electrified using Bad Touch, patched door meshes, and a slight modification to your script.
    3. TheBooher
      TheBooher
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      I completely misread electric box in Nipton Sewer and fixed the electric generator in the goodsprings sewer instead...the electric box just didnt have a name. adding a name will make the activate prompt show up.
    4. Sweet6Shooter
      Sweet6Shooter
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      It seems that I forgot that having activation text was the thing preventing it from being visible. I'll fix it in an update.

      I checked into Bad Touch, and didn't find that the doors would shock the player when they get smacked with doors, so I don't know about that part.
    5. TheBooher
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      I used your script to assign the HazardsShock keyword to all of the doors after the generator has broken. (probably not done very well by me) and I edited the meshes to add the collision trigger. 

      you can take a look at what I changed GSSewer fix
  10. PokeyGT
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    The powder ganger added in the bomb shelter (xx03A3FA) is missing a condition modifier on his tire iron. Cheers!