Fallout New Vegas

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sphr

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sphr

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About this mod

Originally meant for Real Time Settler. Fixes some issues with Searchlight Airport when used as a RTS venue and adds a wall.

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Intro:
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Originally meant for Real Time Settler. Fixes some issues with Searchlight Airport when used as a RTS venue and adds a wall.

WARNING: You may need to use a save game that has not yet loaded Searchlight Airport before. There are some CTD which I have not yet found out how to solve (which could be related to massive nav-mesh changes to places that have been loaded before?) But upgrading from earlier versions of this mod seems ok so far.


Features:
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version 03a:
* Tentative wall layout complete, but some nav-mesh, walkway and stairways are still missing. The wall extends beyond the original chain-link fence in some areas, but those parts are not nav-meshed/finalized yet.
* Experimenting with navmesh enable/disable is still on going. fttb, it is suggested that you do not toggle the stairway which is originally enabled. (with a working nav-mesh which is not initially disabled). If you toggle this stairway, it will disable the stairway navmesh which may not be enabled correctly later (although I've tried to do that in script). So far, the 4 stairways nearest to entrance are navmeshed (but not working all the time)
* Added a back entrance "for vehicles". Includes a security buffer region. The gates here are initially locked but not linked to gate control system yet (will be eventually)
* Converted sunken area behind tower building into a water reservoir. (Was thinking of this or a rubbish collection area. but since I don't have a convenient tool to teleport0 rubbish to that area, I'm trying out a reservoir). I am under the impression that water causes CTD occasionally (at least for me), but I don't know how it is for other people. If it causes too much trouble, might remove it in later versions.
* Edited terrain to smooth out some areas, or cover some tears in objects.

version 02:
* Linked doors in front of the tower building: one leads to the air control tower, the other to the roof.
* Gate control system where gates can be programmed to act in 4 states (if powered)
* Added a power system where subsystems can be managed by just linking the subsystem node object. As an experiment, gate control system and some stairways are linked to power system.
* Added hatches to the entrance. Just thought it would look cool. + still having this little dream of locking hostiles in between the two hatches and activating some flame throwers built into the walls...

Earlier versions:
* Cleaned up rubble.
* Edited navmesh to remove a connection that causes creatures to navigate through original fence, and increase gap where fence is.
* moved radscorpion spawn points out of airport perimeter

Quickstart (with spoilers) for SLA_03
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+ there are 4 gates currently, which are uniquely locked at the start. To gain access, there is a terminal somewhere near the entrance which can be hacked. There are also two "cheats" provided: 1) there is a keycard in the same place as the terminal which can unlock all gates directly. 2) After successfully hacking the terminal, there is a debug option to download a note called "Access Codes" which will allow you to use all SLA terminal without hacking (and thus able to unlock the gates).

+ the gates will be passive at first. to enable active gate controlling, turn on the main power switch near the building with the observation tower. Then turn on the Gate Control System switch beside it. The individual switch for each gate are on by default so they will auto activate once the 2 main switches are on.

+ all gates are in lockdown mode at first (the last mode before the previous occupants abandoned the compound). To change the mode, use the control panels on the wall near the staircases nearest to the last gate you passed through on your way in. Once main power on, each gate's mode can also be changed by the nearby terminals, or at the admin terminal near the power switches. The admin terminal has a convenient overview of all 4 gates and mode they are in.

+ Note that if you switch off the power at any time, the gates will stay in their last state and just behave like normal doors...

+ there is a gate status indicator associated with each gate near the controllers which just shows whether the gates are opened or closed. Interesting to watch them flip red or green as the doors open/closes, but does nothing else. activating them just tell you the open state of the gate (close/closing/open/opening)

+ stairways on the wall can be raised or lowered via switches found there. But atm, only one of the stairway's nav-mesh seems to be working. (in the future, they may be hooked up to power system as well)



Links:
Real Time Settler - http://www.newvegasnexus.com/downloads/file.php?id=36922#fileanchor