Fallout New Vegas

Q: HELP! I'm experiencing crashes when buying upgrades for my house, or building stuff at the workbench!

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A: You MUST update to 1.3hotfix or 1.4 (read the note at the top of the description to see which one you should use). The crashes are fixed in these versions.


Q: Does this come with any travel options between the wastelands.

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A: No. At it's heart, this is a house mod for the Capital Wasteland. Unlike great ideas like the Falcon, or Mobile Truck Base, there are no plausible mechanisms to allow travel between the garage and the Mojave/DLC locations that aren't already in the base game. That being said, I myself plan on using the excellent TTW Transportalponder Extended to navigate around. It can let you teleport to Megaton/Vault 101, which are close enough.


Q: Can I get the house/upgrades for free?

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A: No. But, honestly, there's a full walkthrough, and all the main quest upgrades are designed to be easy even for most low-level players. The difficulty of this mod is set only by three things:
1.) Player ability to read the notes and explore for upgrades (non-issue when using the walkthrough)
2.) Combat or difficulty accessing locations where any scavenged items are hidden (very, very low level).
3.) Skill checks (will increase naturally while leveling anyway, and with the use of magazines/skill books, even less of a problem than in vanilla new vegas). If you're really desperate, use console commands to temporarily raise your skill level.


Q: I am having technical issues of some kind

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A: I'm usually pretty good about checking mod comments for support queries, so feel free to drop a comment or contact me with your issue. I DO ask that if you are going to ask for help, that you also include a load order, preferably on a site like pastebin.com.


Q: Is this compatible with TTW 3.2?

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A: This mod is NOT officially supported with TTW 3.2. If you choose to use it on a 3.2 installation, I cannot take any responsibility for anything that happens to your save.

That being said, I BELIEVE that the mod COULD be backported to 3.2, as from my initial analysis, any overwritten records by this mod can probably be easily fixed in xEdit. However, I am NOT going to do this, so don't ask. Feel free to try to fork the mod and attempt it - the mod's permissions are open, so do whatever you like with it.


Q: I have a feature request

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A: This mod is almost certainly feature complete. While I won't rule out doing more work on it, the likelihood is that I probably won't do much (if any) work on this mod aside from bugfixing.

That being said, I ENCOURAGE you to post your ideas and requests. I can't promise that I'll implement it, but I always enjoy hearing your ideas. All I ask is that you understand that my time (and patience) to create new content is extremely limited, and I want to be very upfront about my commitments.


Q: xEdit/FNVEdit is showing me that this mod has ITMs! Should I clean this mod?

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A: No. They are there on purpose. Leave the mod well alone unless you are an expert authority on navmesh records.


Q: Is the medical station only for show? I just built mine and I'm unable to do anything aside from sit in the chair.
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A: Mostly. There is the first aid box that provides storage for medical items, but essentially yes - apart from the furniture of the chair, when
you first build it, it's just for aesthetics with a little bit of
dedicated storage.

However, one of the later optional upgrades (autodoc/dermal sculptor) DOES significantly affect the functionality of
that area. Think of the main upgrade as a sort of foundation for the
later upgrade to build on top of. On it's own, it mainly facilitates
roleplaying by giving you dedicated furniture and storage for healing.
But it gives an appropriate place and setting for the optional upgrade.

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LivewareCascade

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