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71 comments

  1. noobkillerv2
    noobkillerv2
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    Locked
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    How do you access the new stuff?
    1. WolfeMan2077
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      two manhole grates in westside are used to access Fremont and St. Mary's, The strip stuff is already there on the strip and Vegas industrial is unfinished, you have to console command into it
  2. inebriatedclown
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    Sticky
    can't seem to find the manholes. I never played fallout new vegas and couldn't determine exactly where the westside would be in project mojave with google searches of New Vegas, but I went all over mojave wasteland looking and checked every manhole grate in vegas I could see. I am playing in VR so I don't know if that would have anything to do with it, but your mod is definitely working (great job by the way). Any way of giving my dumb ass some direction from the teleporter?
    1. WolfeMan2077
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      to get to Westside you need to go to Sloan, just northeast of Primm from the teleporter on the highway, big wall of train cars, you go through the big gate, Freeside is through a manhole cover on the roadway right of the entrance right outside of the industrial building, on the three way intersection, but it's unfinished
    2. inebriatedclown
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      Thanks for the help, but I can't get there. At first I couldn't walk down the road as you go into jean, taking the road to the right, because I kept crashing, but then decided to play the floor is hot lava and jumped on the cliffs to the left. Eventually this got me to what I believe was Sloan because I came to the door that says Westside, but I figured that couldn't be it and turned around (JK). Every time I try and go through the Westside door the game crashes. I wouldn't think this could have anything to do with any mods I have since none of them seem to be active in Project Mojave, but maybe I'm wrong. So I can't reach those areas, but I can reach goodsprings, primm, and pretty much every other place so it's whatever, and your mod still makes Project Mojave better so thx. 
    3. inebriatedclown
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      Just found out you can do coc fremontmain and that worked to get me there. Is there a coc for st marys, or westside? What's the console command for Vegas industrial? I tried different things, but none of them worked. 
    4. WolfeMan2077
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      it's been a while since I last named them in the Creation kit, best I can give you would be to go into Xedit and look at the cell names in the worldspace section
    5. inebriatedclown
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      thxs I'll do that
    6. inebriatedclown3
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      Alright, that worked and I have all your cell names if you want me to list them for others, in case they need them. I'm not going to do that unless you say it's okay, though. Also still can't go to westside (can't be helped), but I can go to st Mary's and all the test places.
    7. WolfeMan2077
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      it would help with people asking yes
    8. inebriatedclown
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      Alright here you go:

      To get to any part of this mod go into console "~" and enter "coc cell-ID". I think I got all cell ID's, but not certain, Also didn't test the wasteland and vegas ones because I could get there without coc.

      vvv  cell-ID's  vvvv

      Mojave Wasteland
      GSGeneralStore
      GoodspringsPlayerHome
      DocMitchell
      GoodSpringsCemetary
      00DCStripBase
      MojaveOutpost
      MayorSteyn04
      GoodLuckTrailerPark
      GoodLuckTrailerPark01
      GoodLuckTrailerPark04
      GoodLuckTrailerPark05
      SLNHPStation
      MayorSteyn03
      PrimmHome
      PrimmMojaveExpress
      PrimmPoseidon
      PrimmEntrance
      PrimmNEntrance
      NCRPrimm
      NCRCorrectionalFacility
      JackalCamp01
      JeansSkydiving
      GrubGo
      POIPLayerHome01
      Nipton
      BOSBunkerEntrance
      HiddenValleyEntrance


      The Strip (Vegas)
      StripFSGate
      Lucky38
      EmbassySouth
      UltraLuxe
      StripPlayerHomePoor
      StripSouthGate
      Gomorrah
      TheTops


      Sonora01Villa
      JunkWalls
      MiamiStyle01
      Brutalist
      MotelPrefab
      CityHallwip
      ClassicKits01
      WorkshopSCOL
      V13SCOLs
      MiamiStyle02
      Motel02
      BLD01
      MiamiStyle04
      PoliceStation
      MiamiStyle03
      MaimiSkyScraper01
      RuinedBLDs


      Test World Space
      StMarytest
      Overbranchmetal01
      Ritablock
      TightApartments
      SDM


      ST Marys
      STMARYOrigin
      STMARYEXTENT


      Westside
      WestsideSouthENT
      WestsideCoOp
      IndZone1
      NCisctern
      Red888WVR
      Gardens
      IND2
      AtomicSwamp
      NukaRR
      Farm
      FSPD
      R888
      WestsideDefenses


      Vegas Industrial
      McCarranEnt
      BombedBLD01
      Underpass01
    9. inebriatedclown
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      Forgot Fremont 

      Fremont
      EastEntrance
      Nighthawks
      MormonFort
      FreesideGas
      Fremontmain
      Bank
      CrystalPistol
      JazzBlues
      TheGlobal
      MickAndRalph
      CerrulianElec
      WranglerSR
      FremontStation
      WVRstation2
      Radio
    10. SimDoughnut
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      Pardon my ignorance here, but aren't those just a list of cell names and not the actual cell ID numbers? I wanted to use the COC command  to check out some of the new areas in this mod but based on what I was reading it says you need an actual ID number for the coc command to work. Thanks in advance for any replies.

      Have Fun :)!
    11. inebriatedclown
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      Those are the IDs or whatever, whoever wants to call them. In any case they work, or at least they do for me in VR. There is little to no harm in entering coc and one of the cell names, like STMARYOrigin. I say "little to no" because a few of these names will crash my game, which could be just because I am playing in VR (don't know I'm just a gamer). They work the same as coc's you can Google like coc StarlightDriveInext or coc 4test.

      To avoid any confusion here I thought I'd show an example of where I got them from since I just used names I found in FO4VREdit, without knowing more then that. The names I got came from PMR.esp -> Worldspace -> and then clicking the + beside any of the world spaces, the + for any of the Blocks, and + for Sub-Block. In the EditorID area of the Sub-Block there are names and thats what I used.
  3. KillSwitch072
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    Sadly I had to uninstall this. Same issues with this as the first revitalization mod. Can't disarm tripwires, dismantle grenade bouquets. Also a weird thing I came across is duplicate NPC's in Diamond City. And before anyone says otherwise, yes it's from this mod and the earlier version. I have Better Console and when clicked on the NPC's in Diamond City, it's showing the duplicates are from this mod. It's a shame that Project Mojave was left unfinished.
    1. TmaxInSkyrim
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      Same here.
      Anyway to fix this?

      Edit:
      I found the answers.
      It's the scripts in the Main.BA2
      Tripwire.pex

      There're also:
      Actor.pex
      Default1StateActivator.pex
      Form.pex
      ObjectReference.pex
      ScriptObject.pex

      If these are by mistake, I'll also delete them.
      You need BSA Browser to extract and delete these scripts
  4. sabinoplane
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    It's such a shame that this was abandoned. Hopefully when Fallout 4: New Vegas releases someone can make a mod for it to be accessible from the FO4 base game sort of like this
  5. TheDovahhKiing
    TheDovahhKiing
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    It’s sad to see such a nice project fall. I’ve been putting off trying PM since the start so I could experience the most updated version. So I tried this one. I didn’t make it to Sloan, I got a CTD due to grass I think? But just exploring the south western part of the NV map was so much fun and nostalgic, it’s a shame if nobody picks this up. I have no idea what plans you and your team had for this project, but it seems to be so close to being something.

    Even if it’s not the full NV worldspace, or even if it doesn’t have this big huge adventure story that takes 30 hours to complete. This could still be something. I’m just going to throw some ideas out there. I’m sure somebody will pick this up someday. I’d maybe like to help, but it would have to be in the fall. But anyways, here’s what I’d do.

    - Elevenlabs all the voice acting. It sounds good enough in 2025 now and it’s so easy to do. Anybody could do it and voice over their own voice, or just text to speech anything so you don’t hear the “patrolling the Mojave…” line for the 10000th time.

    - Basic Interior cells for all the houses. Make a few, then duplicate them.

    - Fill the worldspace with NPCs, vendors and enemies to make it a bit more lively. 

    - Any sort of quests, doesn’t have to be huge. Just some basic fetch quests. Some small problem solving or radiant quests would be good enough for now. 

    You can learn the basics of the Creation Kit on YouTube within a week. There are guides for making interiors, NPCs, vendors, followers, schedules etc. etc. 

    I’d love to be able to come here to change the scenery from Boston. Play around in the NV world with my character and guns. Build a few settlements and just roleplay living in the Mojave for a change. This still has so much potential. Imagine having a heatstroke mod like the one for NV. Just hardcore survival in the desert would be so much fun.

    Modding community please don’t let this project die! 🙏 
    1. bighutch
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      The creation kit is pretty tedious. Modding is smoother on Unreal 5. I literally make assets in Roblox Studio, using the free models kids have made as a base, changing them up a bit, making them a lot nicer, then putting them into .obj files and then into Unreal 5. It's 100 times faster and 100 times less overly complicated than making a dungeon in Skyrim one wall piece at a time. As a result, I mod the game ready or not just to save myself from a tedium headache. Never underestimate free child labor, and never never underestimate the Fair Labor Standards Act (FLSA) for adults

  6. TmaxInSkyrim
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    so, everything new is past Primm?
    Any guide, directions?
    I followed the highway past Primm and realized the whole thing is huge.
    Are far away locations only accessible by walking, or by teleporter as well?
    Should I go back to get the teleporter working first?
    1. WolfeMan2077
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      all the Mojave locations are in the same areas they were in Base NV, listed in the sticky comments are the ~ coc commands for the worldspace specific ones
  7. avel6216
    avel6216
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    Is there a list of all the new added armors? I'd love to check that out.  
    1. WolfeMan2077
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      there's the follower's jacket which is found on the NPC's in the Goodsprings church and Westside, as well as a unique armor set at the NCR Correctional facility at the end of the dungeon in the armory locker
  8. espguy
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    are quests planned for the full release version?
    1. WolfeMan2077
      WolfeMan2077
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      it's over bro, I'm finished with the mod, it's a resource for others to f*#@ with now ¯\_(ツ)_/¯
    2. DavoS1001001
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      Sorry to hear you are leaving this project.   I am very impressed with it, and was looking forward to a finished version.
      Is anybody else taking over?
    3. WolfeMan2077
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      not publicly no
  9. Alleycat040
    Alleycat040
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    Are these assets able to be used by anyone? 
    1. WolfeMan2077
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      read the credits in the description
  10. clownshoes234
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    hey do you remember last version had a problem with disarming bombs and other things? well, im pretty sure you fixed it, but you broke tripwires... i cant disarm them anymore
    1. TheBuge
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      I was wondering where the disarming bug was coming from. Installing this version now, ill let you know if i have the same problem
    2. WolfeMan2077
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      go into the BSA and go to scripts, delete any PAX files you see, I thought I had removed them but they might have buggered back I somehow
    3. aramari3
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      I can no longer disarm wire and laser type traps as reported here.
      I can't find a file called PAX, so I have no choice but to remove this mod.
      There's a good chance I'm doing something wrong, so if you've been able to fix it, please elaborate on your procedure.
    4. WolfeMan2077
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      unpack the main BA2 file and go to the script section, delete the file called Script.PAX
    5. aramari3
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      I opened the BA file as instructed and looked for a file called PAX, but I cannot find it.
      I have searched all the files to no avail.
      I put it back in and tried several times, but I still cannot disarm the wire and laser traps.
      I am reporting this in case anyone else encounters the same bug.
    6. WolfeMan2077
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      it's not called PAX, it's a PAX file, similar to an ESP file in terms, look in the ba2 for anything called trap.pax in the scripts section, not a file directly called PAX
    7. aramari3
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      I looked again for “trap.pax” but it is not there.
      I found “traptripwire.pex”.
      I looked in “PMR - Main.BA2” with “BSA Browser” but it is not there.
      In addition, “Archive2” could not even be opened.
      I am sorry, but since we are looking at this through translation, it is possible that our intentions are not understood by each other.
    8. WolfeMan2077
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      delete traptripwire.pex from the archive then repack it, or keep it loose
  11. dphuff
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    Having an issue where the new world spaces aren't showing up, places like Doc Mitchell's house interior isn't there (his house is just a couple of floating walls), etc... Running FO4 GOTY from GOG, version 163.0 with F4SE version 0.6.23 rel 25. Do I have a version mismatch on these maybe ? or is it something else ?
    1. dstar2040
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      Is that the non NewGen FO4? If so the ba2s in this mod resource are NG. To avoid issues you have to download the ba2 conversion mod mentioned as a requirement - not BASS - and convert just the PMR resource ba2s to old Gen. And if you had PMR v2 you can't have that and the PMR resource in your load order - but I think you know that.  The name of the modder resource esp and Ba2s are different than PMR v2's so check you don't have both in your data folder.  
    2. dphuff
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      Ahhh, cool. Thanks!
    3. rowdy404
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      bro i tried coverting the ba2s to old gen.everything works but the sound is gone as in dialogues not proceeding and all.please help!thanks for the mod!im on old gen ver163.0 not rolled back!
    4. dstar2040
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      From my poor memory I think I looked at the files in the ba2s and they weren't any voice files there - the PMR resource  zip had a sound folder that would go to loose files, but that was just ladder noises - which never worked for me when I tested the resource.  As far as I can see PMR resource didn't edit any voice files from PM or vanilla FO4.  
  12. dstar2040
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    The 1st thing I'd do with the resource is go into CK and patch PMR to completely seal off the Strip as per PM and PMR v2. Because the resource removed a wall, revealing all the  unfinished landscape that was in PM in its flickering, blocky glory. The PM mod authors hide the unfinished exterior vast landscape with walls all around the Strip so as to not break immersion. Not complaining: it is a modder's resource. There are several unfinished locations that, at minimum, need a lot of time in CK. So if that's not for you, download PMR v2 instead. Otherwise, lets get to work.