Fallout New Vegas
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Tarrant

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FO3Phalanx

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About this mod

Removes the gates that separate The Strip into different areas

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This is intended as a modders resource and/or a demonstration sort of mod. It has a version of NV's strip which has had the obstructions and doors between the areas removed, making one large area. Also, the holes in the navmesh which made way for the obstructions have been repaired.

You can either load this mod just to get a look at what the area looks like as one segment, or, use it as a base for your own mod. If used as-is in a live game, I do not know how well it will work. It may be harmless, or it could do something stupid over time, I couldn't tell you.

When The Strip is one large world area, it's a pretty neat effect. However, joining the areas like this made it cause a lot more video and CPU use, in particular when you first zone in. Your game may even freeze up for a short bit after you enter. When that happens to me, I just wait for a short bit, and then my PC recovers and I get sort-of okay performance in the area.

In the unmodded, divided-up version of this area, the street is divided into several sub-areas, and it appears that NPCs are moved by script from area to
area, basically following the player. The script which moves the NPCs lives on the doors which the player activates as he moves from area to area.
In this modders resource/demo form of this mod, the scripting to move the NPCs is not being activated because the doors have been moved below
the landscape. So, the front part of the strip has NPCs and the last sections are almost empty.

This mod can serve as a modders resource in that someone could finish the work of re-implementing the NPCs back into the areas of the strip, more or less as they appeared in the multi-section version. This re-implementation probably means adding duplicates of the existing NPCs and integrating them. It's not that I can't personally do this, but I think someone else who has more of a drive for this mod could do so and we'd all be just as happy in the end.

In this effort, three things I will point out:

1) This mod is an .esm. If you are creating a mod which uses this, you do not do this by editing the .esm. Instead, you make an .esp of your own, and have
both FalloutNV.esm and this .esm as masters. You will want to locate your GECKCustom.ini file and find the line which says "bAllowMultipleMasterLoads=0"
and change that 0 to a 1. This file may be located in a directory like: C:\Documents and Settings\Username\My Documents\My Games\FalloutNV\ .

2) VStripGateScript - this script is the one which sits on the doors which are intended to be between the various areas. The code contains clues as to what was meant to go on in the various areas.

3) VStripSS00BRandomizerTrigger - This trigger was more or less toward the middle of the Strip. I've moved it closer to the entrance, but as it sits now is probably not the best and final way to get this code to run upon the player entering the area.


The parts of this which should not be changed as part of a further mod are: the navmesh changes and the way I've moved the obstructions beneath the landscape instead of deleting them. These changes were done in a way that helps decrease or eliminate savegame bugs and similar. Also, I've moved almost none of the triggers, point being that they are used for quests and similar. I would expect a number of the quests in the area to still work correctly because their triggers are still where they should be.

So, whatever you use this for is up to you, it is at least interesting to see.

Thanks to: all the ppl in the Bethesda > The G.E.C.K. (Fallout: New Vegas) forum who were participating in the thread where we discussed what was up with
this world area. That original link was: http://forums.bethso...three-sections/

Usage - - - its a modders resource, do whatever.