Warning to any potential users, this mod creates a new cell to replace the player home. Many follower mods reference the player home vanilla cell; you will miss out on conditions for dialogues and AI packages for some mods (examples are 3dnpc fallout 3 followers, Sydney follower), etc. I could not manually patch this myself, I could not copy over conditions from mods like Sydney.
i hope you don't mind me pinning this!! i'll put it in the description too when i get the chance. when i'm able to in the future i'll make a patch for various mods
Seems like I ran into a bit of an issue, I suspect it's got to do with the Megaton Walkway, the door to the house seems to be a static one and the actual interactable door is where it used to be instead, though I haven't gotten the house yet. If there's any patches or compatibility fixes for myself or anyone suffering the same issue, I'd be much obliged if you posted them on a comment here for posterity's sake.
EDIT: Issue was caused by loading the Megaton Walkway after this mod. I created a patch for both that removes a railing blocking off the house and the walkway here.
After some tinkering with FO3Edit I discovered the cause of the issue: the Megaton Walkway was loaded after this one causing the door to be at its original position, a patch might still be needed to remove the railing that blocks off part of the Walkway itself accessing the house. I apologize for the inconvenience. Your responses have been much appreciated as are your collection of house mods for FNV.
Sure could, will edit the original post with a link to it once I get it done. EDIT: Additionally, you should flag your mod as an ESM or convert it to said format with FO3Edit and FNVEdit for your NV ones too, navmeshes saved in ESP format can cause crashes.
I just wanted to say, I really appreciate your mods. recently looked to modding again after a few years break and it's kinda depressing seeing modding not being what it used to be. thanks Dex.
Great mod! I really enjoyed all the changes and small details. Always been a fan of cozy little houses like this. But apparently it is not compatible with Megaton Bomb Redone by kingdeath. When both of these mods are active I cannot enter the house - the door is inactive. A shame really.
But nevertheless, really liked this mod! Thank you. (And sorry for any mistakes I made, English is not my native language).
can you please use a spoiler with the long list? [ spoiler]like this but without the spaces[ /spoiler] first off i see a few problems with your load order, "StreetLights.esm" should be beneath all DLCs (Anchorage, The Pitt, Broken Steel, Point Lookout, and Zeta), you should use Vortex to sort your plugins properly. the mod "2nd Home at Tenpennys" is what's causing the issue, as it conflicts with the bobblehead shelf UPDATE: optional file added with a compatibility patch
This, is great, so glad to see a New mod for megaton. Keep up the good work.. I would say add in one more level for a bottom level area and you could consider putting in a vendor similar to Shakes in tenpenny tower maybe, like, a robo bartender or medic bot like sawbones maybe. have a few med kits, etc but yeah great mod.
thank you! i personally wanted a small home, though, so i've no plans to expand the size of it. there's vendors all over megaton and a medkit in the bathroom already, hope that helps
I translated the file then copy in version 1.0, activation then in Wrye Flash, no problem. It's not bad, the trunk is well placed and the suitcase does not obstruct the view too much.
An okay mod, well done in terms of coloring and texture. You can also choose between the themes (and it includes an Enclave them, which is rare). My only problem is that it shrinks the house a bit. But I usually only use my Megaton house as a way station really.
58 comments
EDIT: Issue was caused by loading the Megaton Walkway after this mod. I created a patch for both that removes a railing blocking off the house and the walkway here.
EDIT: Additionally, you should flag your mod as an ESM or convert it to said format with FO3Edit and FNVEdit for your NV ones too, navmeshes saved in ESP format can cause crashes.
But nevertheless, really liked this mod! Thank you. (And sorry for any mistakes I made, English is not my native language).
thank you for the kind words!!
https://imgur.com/vdisdxc
0 0 Fallout3.esm
1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 StreetLights.esm
4 4 BrokenSteel.esm
5 5 PointLookout.esm
6 6 Zeta.esm
7 7 recipemenu.esm
8 8 Project Beauty.esm
9 9 RH_IRONSIGHTS.esm
10 a Fellout-Full.esp
11 b Ultimate Companion Overhaul.esp
12 c Sprint Mod.esp
13 d RH_IronSights_Basic_AnchoragePlugin.esp
14 e RH_IronSights_Basic_ZetaPlugin.esp
15 f Flora Overhaul.esp
16 10 RH_IronSights_Pitt_NewRifleSights.esp
17 11 RH_IronSights_RemoveReticule.esp
18 12 RH_IronSights_Vanilla_BetterUniques.esp
19 13 richvendors.esp
20 14 HZSmoothLight - FO3.esp
21 15 ScopedOlPainlessAutoAim.esp
22 16 ScopedOlPainless.esp
23 17 Hacking 1x Word (firmly).esp
24 18 FollowersRelax.esp
25 19 DMMegatonHaus.esp
26 1a SurvivorBunker.esp
27 1b Fellout-PointLookout.esp
28 1c MiniHideout.esp
29 1d 2nd Home at Tenpennys [Engl].esp
30 1e Vendors have more ammo.esp
31 1f Fellout-BrokenSteel.esp
32 20 Fellout-Zeta.esp
33 21 Fellout-pipboylight.esp
34 22 Fellout-Anchorage.esp
35 23 Project Beauty- Broken Steel.esp
36 24 RH_IronSights_Basic_VanillaPlugin.esp
37 25 RH_IronSights_Basic_PointLookoutPlugin.esp
38 26 RH_IronSights_Basic_PittPlugin.esp
39 27 RH_IronSights_Basic_BrokenSteelPlugin.esp
40 28 Improved Clover.esp
41 29 RH_IronSights_PL_NewItems.esp
42 2a Project Beauty- Point Lookout.esp
43 2b DMMegatonHaus - RecipeMenu Compatibility.esp
first off i see a few problems with your load order, "StreetLights.esm" should be beneath all DLCs (Anchorage, The Pitt, Broken Steel, Point Lookout, and Zeta), you should use Vortex to sort your plugins properly. the mod "2nd Home at Tenpennys" is what's causing the issue, as it conflicts with the bobblehead shelf
UPDATE: optional file added with a compatibility patch
I translated the file then copy in version 1.0, activation then in Wrye Flash, no problem.
It's not bad, the trunk is well placed and the suitcase does not obstruct the view too much.
Good work !