Adds about 170 new & intense locations to the wasteland filled with enemies and loot. They vary from small Gas Stations to huge maze-like sewers and derelict factories. Adds several days of new gameplay possibilities. Filled with quests, NPCs with dialogue, vendors and some of the toughest enemies you will ever encounter.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
AWOP is officially a modders resource and any element of it can be used in whatever way you like (including all buildings and items). You do not need to ask my permission to do this, I only ask for a name-check mostly so I can find and check out your work/modifications.
This includes simple compatability patches and mods for other similar games (such as FO3 - though in this case it will only be of use if FO3 has the corresponding items/building sets etc... as AWOP only uses vanilla FNV objects).
NOTE: This does not apply if you intend to make a profit out of this work under which circumstance you must gain my permission first (Nexus link donations are fine though).
NOTE: You are allowed to translate this file into other languages, but we would appreciate it if you at least contact us first.
File credits
David LeMaistre aka Dj Mystro - Author
Dogtown1: For Novac's "Collapsed Tunnels" and much work on both patches for Monster Mod.
HarderMan:
For the DOD (Destruct On Death) implants meaning once killed enemies and any of their tagged possessions are destroyed in a variety of cool ways. Maximum difficulty, minimum loot (Only applies to high power weapons and armor). For fixing Hoff's Quest. For repairing Roach's Quest. For fixing the Note Perks.
rickerhk, Quetzlsacatanango & davidallen:
For solving the major bug with reappearing objects in the wasteland. For solving many issues with scripting and quest creation. For helping to restore a corrupted file back to full health. For advice fixing many issues regarding the Underground Troop quest.
BlackCompany:
For assistance with the reappearing wasteland objects.
Quetzlsactanango:
For quest objective fix info and advice on AI packages. For help with advanced NPC dialogue options and permanent fixes for Frankie's and McMillan's quests.
Athelbras
For bug fixing, enhancing and overhauling Quests For overhauling the Companions and temporary Companions For general cleanup and spelling/grammar checking dialogue For adding Skulker option to startup box For repairing the underground doctor For various NPC fixes For many other fixes and balancing For installer scripting For WMX, WME, Impact, EVE, FCO and RD3 patches For reworking FAQ, Changelog, Readme and Maps/Cheats/Hints (forthcoming)
Roy Batty
For general cleanup and dirty edit removal For navmeshing and navmesh optimizing and finalizing For cell optimizing For general worldspace and interior bug fixing For worldspace lighting enhancements For Armor and Weapon rebalancing For general cleanup and spelling/grammar checking notes and messages For general balancing and bug fixing For Sortomatic (update), Russell and Freeside Open patches For Initial WMX and Impact patches For reworking description
Drithius
For countless terrain, cell and worldspace fixes For misc fixes For general spelling/grammar/congruity checking in dialogues, notes and messages For faction fixes For bug reports
xporc
For the Mk II Shotgun VATS fixes
Yukichigai
For the Mk II Recharger fixes and many other weapon fixes
Chucksteel
For all his tips, tricks, advice and support
sesom:
For advice and support
TrickyVein:
For advice and support
Viking99: For advice on scripting the Starter Box.
kelticpete:
For the Ghost Town Workshop terminal entry. For the Pit Stop Bomb Shelter terminal entry.
Hairylegs22:
For additional music markers in cells.
OnyxSix:
For the header and description graphics.
bwilderbeast: Maps of the Underground in the images section.
Zenball: For the old optional file adding voice over for Frankie's dialogue.
mechatech: For frequent accurate aesthetic bug reports.
Osmanli: For frequent accurate aesthetic bug reports.
mnemnoch: For accurate support and bug fixes for other users in the forums.
(Last Interim Fixes version was 6.0.12, version number jumped to make things appear chronologically from here on.) The Underground Faction now has the "Track Crime" flag set. Now they should actually react if you assault or murder someone.
Marked some unusable Cellar Doors in the Goodsprings Home and Fiend Bunkers as Inaccessible.
Renamed some atomic bombs in Redoubt 04RR8 that had been originally designated "The One", which is supposed to be a unique and unrelated encounter in the vanilla game.
Set AWoP Recon Armor variants to show gloves when equipped, matching YUP fixes.
Replaced some visibly-identical but useless Medical Braces in placed the Freetech Broadcast Building with normal ones that can be used for crafting.
Replaced a static Barrel Cactus near the Novac Shipping Office with a visually-identical, harvestable one.
Fixed a floating Shot Glass and globe in the Underground Apartments first floor.
Fixed floating Agave plants in the Mini-Vault Homes.
Fixed various floating things in the Underground Emergency Station.
Fixed floating gardens in the Residential Sector, for real this time.
Fixed a door in one of the Summer Springs Hotel Room cells that had a gap between the surrounding wall and doorframe.
Fixed the cave entrance leading into Firetooth Caverns being called a "door" and having door SFX.
Marked numerous beds in nonhostile parts of the Underground as "owned", as having them be unowned defeats part of the purpose of player-owned locations nearby also added by AWoP. That, and some places (e.g. the Freetech building) already have too many NPCs and not enough beds.
Marked the doors labeled "Hatch" on the ceiling of the Searchlight Underground Hangar as Inaccessible - opening them revealed the void.
Renamed some vendor chests that were erroneously labeled "Frankies" instead of the vendor mentioned in their editor ID.
Replaced all instances of enemies being named "NightStalker" or "Night Stalker" with "Nightstalker" for consistency.
Fixed Eddie and all non-Reaver ghouls from Novac being marked as Animals(or a robot, in Eddie's case), which could cause some challenges to not progress as expected, or progress erroneously.
Removed the Pulse Gun and its Prototype variant from the Beam (Weapon) Me Up challenge list, because they are not rifle-grip weapons as the challenge requires.
Added some overlooked unarmed weapons to the AnimationRestrictedPowerFist list.
Gave Riaznov's Toolkit the icon from the Weapon Repair Kit instead of 10mm Rounds. Gave the Vintage Teddy Bear a Teddy Bear icon left over from Point Lookout.
Renamed various generic legion NPCs to match vanilla nomenclature.
Gave various ghoul NPCs the appropriate eye type.
Added the "No Low-level Processing" flag to a bunch of NPCs that never leave the cell they're in to conserve resources.
The Powder Ganger Bully at Powder Ganger Camp South is now in Chavez's splinter faction like the rest of the guys at that camp -- he'll now aid Chavez if the player starts a fight rather than running away.
The door to Frankie's Goodsprings home is now marked as owned, seeing as all the items inside were marked as such already. Goodsprings residents will consider it a crime if they see you pick the lock.
Added a world model to the Vault Military Trenchcoat so it doesn't disappear if it's dropped.
Replaced Vault Military Trenchcoat's Pip-Boy icon with the Mysterious Stranger perk icon, which actually shows a trenchcoat, unlike the original Vault 101 Jumpsuit icon.
Added sub-100% condition to all detonators placed by AWoP that didn't already have it. Prevents an engine bug where items stack invisibly in the inventory until dropped and picked back up.
Added missing SFX, model, and icon to the Ammo Reward Key.
Removed extra space in Skeleton Crew's Apartments cell name.
Steak Crispbakes heal over time instead of instantly.
Laser Rifle and Laser Rifle Mk II added to Recharger Rifle Mk II repair list, similar to the vanilla Recharger Rifle repair list.
Renamed "12 ga Shotgun" to "12 Gauge Single Shotgun"
Fixed Ballistic Fist Mk II icon and SFX
Fixed various melee weapon SFX
AWOP EMP weapons now affect Rex (you monster!)
12 Gauge Single Shotgun, Recharger Plasma Defender, .308 Marksman Carbines, and the Mk II/III variants of the .357 Magnum, Light Machine Gun, Assault Carbine, Grenade Machine Gun, Heavy Incinerator, Grenade Rifle Mk II, 9mm/10mm/Silenced .22 Pistols, 9mm/10mm SMGs, Varmint Rifle, Zap Glove, and Straight Razor edited to show the correct bonuses (critical chance etc.) in the Pip-Boy.
WRP Patch - Fixed .44 Magnum Revolver Mk II and 12 Gauge Single Shotgun being overlooked
WRP Patch - Fixed Varmint Rifle Mk II being erroneously rechambered to .22LR
WRP Patch - Implemented many fixes from Interim Fixes, mostly regarding bonuses (e.g. Bonus Critical Chance) being properly visible in the Pip-Boy
Version 6.94.1
Fixed crashes due to missing water noise textures and invalid water flags/data in cells
Removed useless cell edit that was causing crashes
Removed random dirty edit to vanilla cell
Made cell editor ids consistent with base AWOP
Removed template cell
Removed invalid Emittance on 9 lights
Version 6.94
AWOP - Wasteland Vigilante in Goodsprings no longer flees from fighting Powder Gangers during Ghost Town Gunfight
AWOP - Arkus now properly performs a Survival skill check for the "Is there anything you can spare" dialog
AWOP - Rose now provides keys during the "House is Dead" dialog
AWOP - Tech Psycho power armor is now affected by the Pulse Gun Prototype
Monster Patch - Changed to ESM
Monster Patch - Fixed Deleted Navmeshes
Monster Patch - Removed unused forms
Monster Patch - Removed deleted forms
Monster Patch - Removed unneeded landscape edits
Monster Patch - Removed ITMs
Monster Patch - Removed ITPOs
Monster Patch - Fixed an illegal flag on a package
Monster Patch - Finalized navmeshes
Monster Patch - Deleted a couple misc objects that were out of the cell bounds
Monster Patch - Undeleted/Disabled overrides and moved them down 5000 units
Monster Patch - Fixed two water refs that should have been persistent
Monster Patch - Fixed an audio marker the should have been persistent
Monster Patch - Created facemod/bodymod textures and packed them in a BSA
Monster Patch - Uncompressed forms to improve performance on modern machines
Monster Patch - Made naming consistent for all forms (AWOP prefix)
Monster Patch - Renumbered a container that was overriding a vanilla form (possible conflicts with TTW)
Version 6.93
Deleted 3 near useless AWOP NPCs in Goodsprings
Attempted to fix Rose's quest dialogue (untested)
Attempted to make sure you can kill all cannibal & "escaped convict" Powder Gangers without affecting faction relations.
Split Bonnie Springs Sewer and Spring Mt Visitors Centre into two areas each to improve frame rates in those areas.
Version 6.92
Added Music to all new cells.
Fixed some gaps in Ghost Town South Ceiling
Heavy redecoration update for optional MonsterPatch(Vanilla)
Version 6.9.1
Added missing BSA Texture file (from AWOP v6.01)
Version 6.9
New Locations: -Goodsprings Mine -Biohazard Disposal Site -Bunker Test Site -Searchlight Underground Hangar -Novac Sewer East & West -Tech Bunker -Ghost Town South -Robot Fight Club -The Devil's Eye Cave -The Devil's Eye Complex Areas Modified/Expanded: -Infested NCR Bunker Lower Level -Searchlight Bomb Shelter & Sewer -Fiend Hideout All AWOP locations from Goodsprings to Novac (and beyond) have had a significant reduction in loot. Some enemies modified to prevent instant death kills on the player before Novac. Ghost Town Gunfight Powder Gangers rebalanced (it's now a bit easier). Rogan has a bit of new dialogue & Arkus has a new map marker to reveal. Frankie & Reed now have much more ammo. Lot's of general rebalancing to make the mod fit in better with the base game. Rose sells a new 4D Storage. Some minor aesthetic changes.
Version 6.01
Removed accidental enabling of McMurphy in Goodsprings Cemetery
Fixed a few statics
Fixed bug where killing Baxter would start Where has the Legion Spy Gone if Arkas was dead
Fixed many Form ID lists
Merged bug fixes from Athelbras
Added Facemod and Bodymod texture BSA to remove the need to bUseFacegenEGTFiles ini setting - thanks to Qwinn
Removed can be all races flags from NPCs - thanks to Qwinn
Moved Nipton Road gas station cell to North West Vegas Posiedon gas station to remove remaining conflict with chucksteel's interiors
Updated AWOP WRP Patch for AWOP v6.01 and later versions
Updated AWOP Optional Plugins for AWOP v6.01 and later versions
Updated AWOP Weapon Mod Patches for AWOP v6.01 and later versions
Updated AWOP Compatibility Patches for AWOP v6.01 and later versions
Version 6.0.12
(The next Interim Fixes version after this one is 6.94.12, version number jumped to make things appear chronologically from there onwards.) Added missing apostrophe in the cell name for Spring Mountain Visitors' Center
Fixed missing section of wall in Very Hard locked room of the aforementioned cell.
Added the ability to pickpocket some Super Mutant Dwarf NPCs that couldn't be before.
Marked some nonfunctional teleporters in the Devil's Eye Command Center as inaccessible.
Changed general worldspace water type from Potomac to NVCleanWater, matching YUP etc.
Added new Water and Placeable water types to fix an inconsistency in Primm Sewer and Firetooth Caverns that had pools of bloody water that irradiated you when stepped in, but not consumed.
Fixed a rubble pile in Hidden Valley Bunker #3 that was floating about a foot above ground.
Moved the Novac Shipping Office map marker slightly so you don't arrive staring 1 foot away from the wall.
Fixed some floating Bear Traps in Primm Sewer.
Adjusted voice types on many AWoP Powder Ganger and Legion enemies so they actually audibly use the intended voice lines. Adjusted factions on some named Legion NPCs with no dialogue (e.g. Centurion Baculus) to allow them to say generic Legion voice lines.
Food and chems added by AWoP are now properly confiscated when you go to The Fort, like vanilla food and chems(will require patching for mods that also change these lists, such as TTW. See the sticky on Merged Patch Creation)
Version 6.0.11
Fixes for Faction settings of Ghoul NPCs at Camp Searchlight
Fixes to not respawn Powder Ganger NPCs around NCRCF
Fixes to not respawn Legion NPCs at Nipton, Nelson, and Cottonwood Cove
Fixes for the wrong type of Legion money being placed in various locations
Fix to begin displaying quest objectives when "For The Underground" is initially acquired
Better coverage for Private Sexton's "Team Spirit" Legion hunt
Fix for the Recharger Pistol Mk II aiming and firing animations
Fix for Private Sexton's "Team Spirit" Legion hunt [Ears now drop for AWOP's Legion NPCs]
Fix for incorrectly imposing reputation penalties in two interior Powder Ganger locations
Fix for the Tesla Cannon Mk II "To Hit" chance in VATS when Steady is consumed
Fix for the Cowboy Repeater Mk II and Tesla Cannon Mk II "Minimum Spread" values
Fix for the Hunting Revolver Mk II "Spread" and "Minimum Spread" values
Fix that enables the Zap Glove Mk II to affect armors added by other mods via the AllPowerArmor list
Inserted the (previously absent) Prototype Pulse Gun into the game world [Weapons Research Facility]
Fix that enables the Prototype Pulse Gun to affect armors added by other mods via the AllPowerArmor list
Fix that adds AWOP power armor to the AllPowerArmor list so they can be affected by other EMP weapons
Fix for Riazanov's quest which broke dialogue options when completed
Fix for a dialogue problem that could prevent Sgt Arkus from providing a final item of information
Fix for the Starter Box when "low loot" patches are installed
Fix to prevent an exploit involving one of Roon's dialog topics
Fix for missing health boosts when consuming Steak Crispbake and Wake Up Brew
Fix to prevent unintended attacks on the player character by "Bully" NPCs; e.g. behind Jean Sky Diving
Temporary workaround for issues involving "Recharger" weapons; i.e. removed from NPC loadout lists
Fix to ensure that Sergeant Arkus and the local Wasteland Vigilantes participate in Ghost Town Gunfight if the player character helps Joe Cobb and the Goodsprings Powder Gangers
Version 6.0
Major Release by djmystro and RoyBatterian
- Roy's fixes and changes.
- A load of new cells for a huge Beastlord settlement underground (1 or 2 hours of new gameplay down there).
- Vault 40 has been expanded with a new lower level.
- Goodsprings Sewer expanded with new content.
- New area - Illegal Toxic Dump Site accessed through the Sewer or alternate route.
- New Area - Water Test Site accessed through Clark Field or Novac Collapsed Tunnels.
- Expanded Pit Stop Bomb Shelter to help prevent entrance mobbing.
- Expanded Skeleton Krew Apartments to reduce entrance mobbing.
- Expanded & Re-cluttered Hershey's Bar.
- More clutter & detail at Underground Worker's Barracks and Abandoned Underground Houses.
- New quest from Rogan to retrieve stolen goods.
- New notes/more backstory for Vault 40.
- More notes in The Underground.
- More Ghoul ear drops at the Noval Collapsed Tunnels.
- More limited starter box options.
- Reduced access to high tier weaponry in the early game.
- Reduced Cobb's Gangs health about 20% and gave them their own weapon list with more suitable guns.
- Many more minor changes.
Version 5.4
This is a MAJOR bugfix release with additional enhancements. 99% of bugs are now fixed (yay).
- Quests will now fail if the quest giver is killed
- Some more north markers added to cells
- Corpse Removal added
- Templated Enemies now Respawn like their bretheren
- All form lists fixed/updated
- Xander Bay to Redoubt doors swapped so they correspond
- Havok items in Immortals Shack adjusted
- Loot Destruction lists rebuilt
- Loot Destruction added to all appropriate NPCs and Creatures
- Loot Destruction scripts cleaned up
- Loot Destruction scripts for powder gangers fixed
- Companion Wheel healing changed to dynamic system
- Concentr8 quests can now be terminated via dialogue choice
- Hyper Sledge naming made consistent in notes and dialogue
- All optional patches updated to reflect current changes
- Floating ammo box in low loot patch fixed
- Goodsprings NPC's inventories fixed
- Masseling and Mlix will now teleport "home" after 3 days if they cannot path there when fired
- Ensured Mlix has a key for the Immortals Shack
- Fiend Owned House name changed to Fiend Hideout
- Spring Mountain Tunnel renamed for consistency
- Worldspace navmeshes cleaned up
- Deleted Worldspace navmeshes undeleted, overridden and refinalized
- Adjusted north marker in Abandoned Gas Station
- Removed inaccessable containters from Abandoned Gas Station
- Lighting in Goodsprings Player Home redone
- Removed some sounds from generators and other objects in Goodsprings Player Home
- Aligned room peices in Goodsprings Player Home
- Added Autodoc to Goodsprings Player Home
- Added Chemistry Set to Goodsprings Player Home
- Added Water Purifier to Goodsprings Player Home
- Rearranged and added to Bathroom in Goodsprings Player Home
- Added fire effect to campfire in Goodsprings Player Home cave
- Fixed terrain around Firetooth Caverns entrance and moved door back a bit
- Repositioned Ammo box in Pittstop Bomb Shelter to be lootable
- Replaced doors in Reimann Cave, Lakelurk Nest, Ghost Town Workshop, Xander Bay, Greenblood Caves, Redoubt 06FA14, Samson Cavern, Samson Rock Crushing Plant, Trapper's Pass, and Nightstalker Den to Cave version for correct sound
- Repositioned Tech Raiders near Boat Rentals so they no longer spawn in the water
- Minor changes to container loot
- Mr. Snips, Sergeant Arkus and Sergeant Beenings names corrected
- Additional dialogue spelling, punctuation, congruity and grammar fixes
- Additional message spelling, punctuation, congruity and grammar fixes
- Additional terminal spelling, punctuation, contruity and grammar fixes
- Plasma Caster Mk II out of ammo sound fixed
- Tech Raider Outpost campfire no longer floats
- NPC factions made consistent
- NPC packages fixed
- Rock in Carmageddon repositioned
- Underpass Control Center name fixed
- Minor object placement in various cells fixed
- Weapon health percentages adjusted
- Tin Can of Doom removed from Nipton Sewer
- Merged Low Loot patch created
- Merged Low Loot and Low NPC patch created
- Nerfed 4D Storage patch created for hardcore players
- Redesigned II patch created
- Mlix now can cure poisoning, both self administered and via dialogue
- Masseling now immune to poison
- Bad floor tiling in Xander Bay Storage cavern fixed
- Floor gap in Xander Bay storage transition covered up
- Bad floor tiling in Reimann Cave fixed
- Containers with wrong/missing sounds fixed
- Sergeant Arkus dialogue now referres to Contreras
- Aligned room peices in Xander Bay Storage Cavern
- Gaps above Quonset hut in Samson Cavern fixed
- Floor gaps in Samson Cavern and Samson Divide transitions covered up
- Collapsed Underpass door reversion fixed
- Added Map Marker to Goodsprings Player Home
- AWOP for Dead Money changed into esm
- AWOP for Dead Money navmeshes finalized
- AWOP for Dead Money ONAM records restored
- Sortomatic Patch updated to reflect changes in Player Home
- Dirty Edits in Sortomatic patch removed
Version 5.3.1
- Fix bad floor tiling in Xander Bay Storage cavern
- Fix floor gap in Xander Bay Storage transition (vanilla nif bug)
- Align Epic Cave walls/mids in Xander Bay storage
- large gap in Samson Divide above quonset hut
- bad floor tiling in Samson Cavern
- floor gaps in transistions in Samson Cavern and Divide (vanilla nif bug)
- bad floor tiling in Reiman Cave
- Check and fix any containers with missing/wrong sounds
- Sgt Arkus dialogue referres to Conteras instead of Contreras
- X-13 Collapsed Underpass door reversion
- Create duplicate of NVNellisQuonsetHutInterior01 and replace in Underground and Samson Divide to fix compatibility with NVInteriors
- Add Map Marker to GS Abandoned Home which is enabled after purchase from Frankie
Version 5.3
- New version of AWOP for Dead Money from Dj
- Add tracking and markers for Reed's quests
- Add tracking and markers for Schultz's Quest; added new dialog to explain types of pills
- Fixed X13 quest problems for steps completed before acquiring actual quest
- Add VATS fixes to some weapons. (permission granted from xporc)
- Recharger Weapon Fixes. (permission granted from Yukichigai)
- Gause Rifle Impact Fix (permission granted from Yukichigai)
- Enhance X13 and FTU NPCs so they can self-heal using Stimpaks (once every 10 seconds)
- Added Stimpack self-heal animations for X13 and FTU NPCs
- Final weapon balancing - All weapons now have reduced durability vs vanilla
- Final armor balancing - DR added directly to armor instead of object effect
- Further renaming of Armors to be more consistent and lore friendly.
- Painspike Armor Mk II given it's object effect
- Revised weapon sounds: Anti Materiel Rifle Mk II Up/Down, Shotgun Equip, 10mm Mk II pistol silenced fire, 12.7mm Mk II pistol silenced fire
- Revised weapon sounds: Incinerator Mk II Up/Down, Power Fist Mk II Swing/Block, Tri-Beam Laser Rifle MkII distant fire, Riot Shotgun Mk II equip
- Revised weapon sounds: Heavy Incinerator Mk II Up/Down, Ballistic Fist Mk II Swing/Block, Gatling Laser Mk II Up/Down weapon, Sniper Rifle Mk II Silenced firing
- Revised weapon sounds: Chainsaw Mk II Blocking sound, Bladed Gauntlet Mk II Swing/Block/Equip/Unequip, Shishkebab Mk II Block, Zap Glove Mk II Block
- Updated Form Lists: Old Vaquiero, Rifles Form, The Professional, Everything
- Re-established X13 team "blocking" on exit door while the quest is in progress
- Place Giant Lakelurk near Abandoned Legion Shack which has key for shack in inventory and is referenced in note
- Underwater Navmeshes marked
- Repair Navmesh Drop in Abandoned Military Facility
- Many navmeshes with extraneous triangles removal and repair
- Fixed all navmeshes cover edges
- Havok Bounds error in cell FiendBunkerA1 (dinner plate of doom)
- Added "drop off" to navmesh in Radiological Research Center
- Havok Bounds error in cell GoodspringsSewer (tin cans of doom)
- For All Patches: reverted -30000 Z positioning to fix potential problems and because testing shows it isn't actually needed
- Refixed lootable objects in Underground Incomplete Sector
- Misplaced room piece causing gap in wall in Freetech Radio Building mid level
- Another pass through dialog entries to correct things
- Adjusted terrain in Redoubt 06AF14 to fix gap in floor
- Removed extranneous tile in Redoubt 06AF14
- Repositioned clutter items in Redoubt 06AF14 to allow looting
- Fixed Package Dirty Edit
- Removed unused copies of Underground Ally Perk
- Removed unused copy of Underground Ally Actor Effect
- Roach History Scripts update to reflect removal of unused Perk entries (EditorID in script source)
- Altered LowSkillBook Patch to replace Skill Books with Magazines
- Blocking plane added to Ivanpah Maintenence Tunnels to prevent getting stuck in pipe
- Clean up Reimann Cave entrance area
- Optimize Underground Radio Building Mid Level
- Optimize Underground Radio Building Lower Level
- Add two more mid tier weapons to Haywards inventory (Sniper MkII and RCW Rifle MkII)
- Cover ugly floating dirt seam in Underground Market sector and reposition park table - Cover unsightly transparent rock chunk in Trappers Pass
- Fixed inconsistencies in topic order for followers in For The Underground
- Reworded "Goodbye" dialog entries
- Fix Mlix/Massleing Wait problem
- Resolved creatures inventory inconsistencies
- Resolved all NPCs inventory inconsistencies
- Fix gaps above stairs in Underground Reactor Sector A
- Optimize Underground Power Plant A
- Optimize Freeside Thug Hangout
- Optimize Underground Military Complex
- Relight Underground Broadcast Building Lower
- Relight Underground Broadcast Building Mid
- Relight Underground Broadcast Building Upper
- Relight Underground Emergency Access
- Relight Freeside Thug Hangout
- Relight Underground Military Complex
- Relight Underground Power Plant A
- Relight Underground Power Plant A Reactor
- Adjust image space, acoustic space in Power Plant A, remove has water flag
- Adjust image space, acoustic space in Power Plant A Reactor, remove has water flag
- Adjust image space, acoustic space in Freeside Thug Hangout
- Add North Markers to some Cells
- Remove unused posters from Vault 41B
- Fix dirt pile, plant and refuse pile in Firetooth cavern
- Fix misaligned room pieces in Redoubt 0291a
- Fix Z Fighting and bad tiling in Underground East
- Reposition lamp, ammo box and fission battery in Fabrie's Shack
- Relight Underground Military Med Block
- Relight Underground Military Storeroom
- Relight Underground Emergency Elevator
- Change 4D Storage notifications to normal 3 second display instead of message box
- Relight Space's Room
- Add default images spaces and music to many cells
- Change a few image spaces to better match environment
- Fix respawning dead Nightkin in Dead Man's Pass
- Fix all has water flags in cells without water, remove noise textures, water types and set water level to 0
- Fix water types and water noise textures in cells with water
- Adjust Masseling's "break off combat" distance based on Interior vs Exterior cell location and Follow distance (Close vs Far)
- Align carpet tiles in Spring Mtn Visitor Center
- Cover gap above stairs in Spring Mtn Visitor Center
- Fix gap above stairs in Freeside Thug Hangout
- Havok bounds error in Vault 40 (pencil of doom)
- Exterior Door leading to Fiend Hideout - Disable old door and add new door instead of replacing door (Fixes GECK warning)
Version 5.2
- Incorrect Egg Timers
- Cell and Worldspace Dirty Edits
- Creature/NPC Compression Flags
- Disabled Tree (causes crash)
- SuperMutant Weapons FormID list
- Cowboy Perk FormID list
- Null Reference in EMP Pulse Effect
- Various objects in Underground Entrance stuck to floor
- Couch in Freeside Bank which player can become stuck on
- Schulze sells the books he wants for the concentr8
- Armored Lab Tech Outfit Mk II wrong object effect
- General dialog cleanup for all NPCs (Spelling/Grammar)
- Mlix and Nola's primary weapon skills
- Quest Completion, Dialogs and Healing for "X13"
- Quest Log for "X13"
- Quest "Frankie's Quest" Completion
- Quest "Hoff's Quest" Completion
- Quest "McMillan's Quest" Completion
- Quest "Ghost Town Gunfight" Completion
- Quest "Baxter's Quest" log entries and map markers
- Quest "For The Underground" dialogue problems, healing, quest completion, various
- Mlix hiring/firing, companion wheel
- Masseling hiring/firing, companion wheel
- Quest "For The Underground" log tracking, quest markers
- Skulker Starter Box option
- Didesiderio hostility towards allies
- Salamone weapon mod vending
- Orphaned Records
- ONAM references restored
- "M" Equipment changed to lore friendly "Mk II"
- Combat Armor Mk I and Mk II given their object effect
- 4D Storage Device names standardized
- Gauss Rifle Mk II aiming animation
- Messages spell checked and made consistent
- Fixed Underground Doctor so intended medical services are now properly provided
- Fixed Dr Vandereng so intended medical services are now properly provided
- Constrained X13 squad members to Underpass areas during X13 quest
- Constrained Underground squad members to Underground areas during FTU quest
- Custom LaserRCW for Mlix so she doesn't use ammo.
- Mlix set to scale with the player so she doesn't become fodder at higher levels.
- Mlix's class changed to SoldierEnergy for scaling change.
- Companions added to Player, Follower, DontTazeMeBro factions on hiring; removed when fired.
Tweaked Rose's quest conditions so it's easier to access her quest reward dialogue.
Fixed many spelling mistakes.
9mm SMG now in appropriate repair list.
Powder Ganger Cannibals now all in thier own faction (including the single guy upstairs).
Fixed several aesthetic bugs.
Moved a lot of rubble in a Hidden Valley bunker for mod compatability.
Version 4.0
Adds 12 new locations.
A teleport array that can be accessed fairly early in the game with exits in several key locations across the Mohave.
One new NPC with loads of dialogue.
A new unmarkered quest.
Extensions and edits to several AWOP and vanilla locations.
4 new Recipes with new corresponding food items.
Loads of new Notes.
ew speech challenges for 3 Underground NPCs.
Removes Cannibal Powder Gangers from generic Powder Ganger factions.
Several aesthetic fixes.
Lowered Frankie & Reed's levelled caps and replaced with more specific cap respawn amounts to help prevent ‘barter overload' where they refuse to give change.
Version 3.7
Version 3.6 was corrupted/broken somehow. 3.7 should resolve any malfunctioning doors.
Version 3.6
Small bugfix update - Removes unwanted edits to several vanilla interiors including Primm Sherriff's Shack.
hairylegs222s AWOP Fixes released. Small file that addresses a few error messages that would otherwise appear when loading AWOP in FNVEdit (AWOP sill works without so do not panic).
Version 3.5
2 New Loactions:
- Reimann Caves [New infested cave on the hills north west of Goodsprings].
- Reimann Bunker [New potential player home with room for many companions].
Freeside Thug Hangout now has a teleport to Space's Room to speed run times in the area and help prevent her getting killed.
Fixed several ‘Dirty Edits' including restoring a deleted rubble pile.
Removed all chance of an AntiMaterial Rifle spawning in Goodsprings.
Levelled lists re-shuffled to prevent Powder Gangers becoming too powerful.
ntivenom at Frankie's Store
Version 3.4
3 New Major locations added bumping the total upto 100!
-Samson Rock Crushing Plant (now has 2 interiors above ground and 5 below)
-Greenblood Caves (North of Vault 22)
-Hopewell Apartments (next to Westside West Entrance)
Version 3.3
Many script updates improving the timing and quality of DOD (Destruct on Death) animations and loot removals.
Fixed a perk that showed up in the lists. [Both thanks to HarderMan].
Small expansion to Goodsprings Player House Basement adding a cave with a campfire (no containers have been removed or changed). Also the toilet no longer gives off rads.
Removed a note that was appearing in lots of wrong locations and added another that nearly got left out.
Added stashes of reloading bench supplies to several areas.Added stashes of reloading bench supplies to several areas.
Version 3.2
Small bug-fix update.
Version 3.1
Small bug-fix update.
Version 3.0
Many new fixes and an entire gameplay overhaul courtesy of HarderMan.
Hoff's Quest fixed – Wondering where half the dialogue is for the Underground? Now you can go track down that spy and find out.
Roach's Quest repaired – Quest markers and objectives now update properly.
Note Perks fixed – They now add once all the notes have been collected and do not need to be selected.
The Underground Ally perk now works as advertised (and Frankie counts and an Underground resident).
[All the above was fixed by HarderMan so drop him a kudos and check out his awesome re-release of HarderThan at http://www.nexusmods.com/downloads/file.php?id=43253]
Quarry Junction interior areas extended.
Faction data updates for Novac and Goodsprings NPCs so player will not be attacked if vilified by the NCR.
Fixed the position and ownership of several notes and removed a test suitcase I forgot about.
Set a Powder Ganger near Primm to not respawn.
Expands on some notes and dialogue (Arkus mainly).
A dangerous new Sniper to defend Sloan.
Removed The Axe/Metal Armor combo from a controversial Powder Ganger just to be on the safe side (he explodes too).
REUPLOADED (V 3.2) - For better compatablity with MCM (needed for DOD option Menu) and more seamless loot destruction.
About 25% of AWOP enemies now have DOD (Destruct On Death) implants meaning once killed they and any of their tagged possessions are destroyed in a variety of cool ways. Maximum difficulty, minimum loot (Only applies to high power weapons and armor).
Version 2.2
Summer Springs Boarding House just got much bigger and much more detailed.
2 New perks unlockable by collecting certain notes.
A bunch of unwanted vanilla weapon edits removed. Should fix any malfunctioning vanilla weapons such as The Grenade Rifle and Archimedes.
Other stuff probably, this update has been worked on on and off for a while.
Version 2.1
Small Bugfix Update
-Restores Armor to several Lost Legion
-Replaces Jarvis’s Combat Armor with Metal.
-Several ‘M’ Weapons rebalanced.
-Hunting Rifle 5mm M spawns with correct ammo now.
Version 2.0
LOOT REBALANCED: Complete balance overhaul of all areas between Goodsprings and Novac.
All Combat Armor & Recon armor removed (including random spawns) from anywhere before Nipton. No Sniper Rifles either and lots less ammo.
'M' Weapon locations have been completely reshuffled to prevent people having an easy ride plus a reduction in general clutter.
LOOKS BETTER: Many old AWOP buildings now look much better with improved lighting and unlootable clutter. Some areas such as Clark Field and the Drainage Chamber have had extensions added too.
NPCs: Slight Enemy Reduction, especially in CPU unfriendly areas such as the Freeside Thug Hangout which has also been reshuffled slightly to improve run speed and help avoid Space’s death.
NEW VENDOR: New ammo vendor (Reed) at Gibson Scrapyard, who specialises in rare types.
COMPANIONS: Mlix and Masseling will be added to player faction (should no longer attack if shot) after beating the Tech Raiders and Masseling is now essential but only if he survives the Tech Raider battles. To make that easier he now has double DT.
Mlix, Massel and Iapicca also now all have their own perks to make themselves more useful.
NOTES: Adds loads more notes in, especially around Goodsprings.
Version 1.5
1 new location - ‘Riddler’s Toys and Games’
Roach audio disc ‘Them’ moved to the new area so the Freeside Thug Hangout is entirely optional.
Mlix is now actually is essential.
Version 1.4
Mlix now has a load of new dialogue options relation to the ‘Immortal’s Shack’, is essential and has a few new orders. She can give you a key and show you the way but will only do so after defeating the Tech Raiders.
Novac Collapsed Tunnel’s mysterious dead Bodyguard now has a client (or had).
Lots of minor bugfixes, e.g. Removed IDM records (fixes Novac Hotel Room Crash), Fixed Firetooth Caverns gap, Removed unwanted portal from Freeside Thug Hangout among many others.
Version 1.3
1 New location - ‘The Immortal’s Shack’
Removed 4 Unneeded Wasteland Vigilantes from around Goodsprings to improve performace.
Fixed 12.7mm SMG magazine.
Gave Mlix a weapon she will use.
Moved Tech Raiders at the Nelson Outpost further away from quest NPCs, set them to not respawn and limited their wander range.
A few minor aesthetic changes.
Block all dialogue options for NPCs with nothing important to say.
Version 1.2
Main edits are for compatibility with Chucksteel's upcoming NVInterors Mod ...
... Removes 2 locations from Cottonwood Overlook and moves them to a new Abandoned Legion Camp on the shore opposite the sunken beach houses.
[Spring Mt Visitors] Replaced a certain ‘troublesome' group of boxes with another group of boxes
[Spring Mt Visitors] Widened a Jail door to allow full access for Super Mutants.
[The Arena] Inaccessible area shrunk to improve run speeds.
[UG Emergency Station & Military HQ] General reduction in stuff to improve run speeds.
[Scowell's Quarters] Hidden stash added.
Version 1.1
Small update to provide full compatability for davidallen's 'Decision With Regrets' mod.
The southern Jackal camp has been moved to near the Nuclear Test Site Shacks and has been changed to a 'Mad Ghoul Camp'. The ghouls there are tough but don't respawn.
If you are running these 2 AWOP weapons patches; Ahztek's patch or the CFW patch, both spawn Jackals in that area still.
DWR's NPcs can handle the spawns though since they are all essential.
The Readme is unchanged but the FAQ has been updated.
Version 1.0
‘The Professional' Form List updated.
New unlootable Armor for the 5 main Goodsprings NPCs.
Underground troops removed from near quest Fiends.
Some unimportant stuff removed from Freeside Thug Hangout
Most Goodsprings and Novac NCR replaced by Wastelanders.
Version 0.42
One new location – the Fiend Hideout.
Several new notes (including Scowell’s log)
Frankie’s caps increased by about 75%.
Fixed a floating armor bug in Frankie’s store.
Fixed Ravage’s voice.
Version 0.41
Adds two new highly detailed locations in Freeside.
Adds about 17 new notes and terminal logs.
Fixes a load of minor bugs.
Made troop heal and barter options more effective.
Version 0.8
No new locations (sorry - check out the Monster Patch for those).
NCRCF Powder Ganger Faction updated (again - for some reason the changes I made last time undid themselves).
Lost Legion get all their missing gear back.
Fixed a Novac Hotel Room Crash.
Joe Cobb's gang are now a mob of bosses and can wipe out Goodsprings without player intervention (though I have seen the battle play out many ways already).
New levelled lists for use in the highly recommended ‘Monster Patch'.
Version 0.7
One new location added donated by Dogtown1 of ‘Monster Mod’ and’Eve-900’ fame: ‘Novac’s Collapsed Tunnels’.
‘Pulse Gun Prototype’ removed entirely to fix Veronica’s quest. The fix will still only take effect from a new game (I think).
Powder Ganger and Gibson guard faction data fixed to match their surrounding NPCs.
Backup guns for random spawn AWOP boss NPCs (to help get around the mixed patch missing ammo bug).
Many new aesthetic and lighting fixes.
Version 0.6
Hundreds of boss level NPCs added to the wasteland, vanilla interiors and AWOP interiors.
5 new heavily defended map markered camps.
Well-trained friendly guards for friendly towns.
Emergency Elevator access to The Underground Market.
Roach’s Quest final stage.
Frankie repairs.
New NPCs with dialogue.
Starter Box now has 9 options.
Lots of aesthetic tweaks and fixes.
Due to changes if you are running any *weapon* patches for AWOP (listed below) you will have to update them too or risk losing out on new options and gear (not to mention potentially causing crashes).
NOTE: This version adds lots of changes to the wasteland (though mostly just extra NPC spawns). Let me know if you run into any nasty conclicts.
Version 0.5
One new location – The Collapsed Underpass
Optional starter box installed in Goodsprings
New unmarkered quest.
Some minor bug fixes.
Version
Added 3 AWOP themed desktop backgrounds from zlostnypopolnik
A World Of Pain
by David LeMaistre aka Dj Mystro
Description:
Adds approx 170 intense locations to the wasteland filled with enemies and loot. They vary from small Gas Stations to huge maze-like sewers and derelict factories. Adds several days of new gameplay possibilities. A massive new linked Underground complex awaits filled with quests, NPCs with dialogue, vendors and some of the toughest enemies you will encounter anywhere in the game. Also adds many Mark II weapons, Armors and items to the game with enhanced statistics to help and hinder you throughout.
Everything has been done using vanilla content from the New Vegas base game. No DLC is required to play A World of Pain.
This mod is not to be used as a basis for launching an inter-galactic war under any circumstances. If I discover for now on, anyone duplicating the contents of this mod due to it's status as a modder's resource for that purpose and I'll set it to 100% copyrighted and if need be remove the mod entirely to save any more unpleasantness.
Optional:
-=WARNING=-
If you are updating AWOP for Dead Money from 2.0 you should do so before you start Dead Money as the file is now a master. Do NOT update if you are already playing Dead Money.
A World of Pain for Dead Money. If you have the Dead Money DLC and want to add some exciting new areas and add some Pain to the Sierra Madre. The new locations are some of the most detailed and unique that I have attempted so far and loot is very scarce. Ammo drops are mostly in bundles of 2-8 rounds and you'll need to use the reloading bench a lot and scavenge from every corner to get through the new encounters.
Also added are several new notes, recipes and healing items.
Installation:
Use your favourite Mod Manager to install A World of Pain. It is compatible with FOMM, NMM and Mod Organizer.
-=WARNING=-
If you are updating 5.01 to 5.4 and have any AWOP quests in progress, you should finish those quests before updating or you WILL break your save game.
Optional Requirements: Settings Menu
If you wish to use the built in settings menu, you will need:
This will allow you to control the Loot Destruction settings and other options provided in the menu. If you do not wish to use NVSE and MCM the mod will still function without them and use the default settings.
Optional Requirements: .INI File Edits
AWOP v6.01 and later versions no longer need .INI file edits in order for NPC's to have the correct faces and skin tone. However, other mods may still require them, in which case here are the edits to be made -- for performance reasons they should be avoided unless absolutely necessary:
Open the file 'Fallout_default.ini' which should be found in the Steam/SteamApps/Common/FalloutNV folder Search for the line:
bLoadFaceGenHeadEGTFiles=0
and change it to:
bLoadFaceGenHeadEGTFiles=1
Repeat this process for both the FALLOUT.ini and FalloutPrefs.ini which should be located in your My Documents/My Games/FalloutNV folder.
DONATIONS:
I have been asked many times about where fans can make a donation so I think my recently set-up bandcamp site would be best. You can buy an album or several or just make a donation and support my career at the same time: New & old tracks for sale on multiple albums. My official song/album collection: thedjmystro.bandcamp.com
Weapon Mods Expanded (WMX) with optional IMPACT and EVE
Weapon Mod Expansion (WME) with optional IMPACT and EVE
CaliberX
Freeside Open
JIP CCC Avatars
Russell
Sortomatic
Redesigned II
Redesigned 3
Fallout Character Overhaul v2
Fallout Character Overhaul v3
Monster Mod
Mission Mojave - Ultimate Edition
Any other patches for AWOP will need to be updated to be compatible with the current release version.
Credits:
David LeMaistre aka Dj Mystro - Author
Dogtown1
For Novac's "Collapsed Tunnels" and much work on both patches for Monster Mod.
HarderMan
For the DOD (Destruct On Death) implants meaning once killed enemies and any of their tagged possessions are destroyed in a variety of cool ways. Maximum difficulty, minimum loot (Only applies to high power weapons and armor). For fixing Hoff's Quest. For repairing Roach's Quest. For fixing the Note Perks.
rickerhk, Quetzlsacatanango & davidallen
For solving the major bug with reappearing objects in the wasteland. For solving many issues with scripting and quest creation. For helping to restore a corrupted file back to full health. For advice fixing many issues regarding the Underground Troop quest.
BlackCompany
For assistance with the reappearing wasteland objects.
Quetzlsactanango
For quest objective fix info and advice on AI packages. For help with advanced NPC dialogue options and permanent fixes for Frankie's and McMillan's quests.
Athelbras
For bug fixing, enhancing and overhauling Quests For overhauling the Companions and temporary Companions For general cleanup and spelling/grammar checking dialogue For repairing the underground doctor For various NPC fixes For many other fixes and balancing For installer scripting For WMX, WME, Impact, EVE, MMUE, MoMod, FCO and NVR3 patches For reworking FAQ / Change Log / ReadMe and adding Spoiler Articles
Roy Batty
For general cleanup and dirty edit removal For navmeshing and navmesh optimizing and finalizing For cell optimizing For general worldspace and interior bug fixing For worldspace lighting enhancements For Armor and Weapon rebalancing For general cleanup and spelling/grammar checking notes and messages For general balancing and bug fixing For Sortomatic (update), Russell and Freeside Open patches For Initial WMX and Impact patches For reworking description For fixes to AWOP Monster Patch (Vanilla)
Manan6619
For bug fixes and bug reports For forum discussions and troubleshooting advice
Drithius
For countless terrain, cell and worldspace fixes For misc fixes For general spelling/grammar/congruity checking in dialogues, notes and messages For faction fixes For bug reports
xporc
For the Mk II Shotgun VATS fixes
Yukichigai
For the Mk II Recharger fixes and many other weapon fixes
Chucksteel
For all his tips, tricks, advice and support
sesom
For advice and support
TrickyVein
For advice and support
Viking99
For advice on scripting the Starter Box
kelticpete
For the Ghost Town Workshop terminal entry For the Pit Stop Bomb Shelter terminal entry
Hairylegs222
For music markers in cells
OnyxSix
For the header graphics
bwilderbeast Maps of the Underground in the images section
Zenball For the old optional file adding voice over for Frankie's dialogue
mechatech For frequent accurate aesthetic bug reports
Osmanli For frequent accurate aesthetic bug reports
mnemnoch For accurate support and bug fixes for other users in the forums
zlostnypopolnik For three AWOP themed desktop background pictures
Notes:
AWOP for FNV is officially a modders resource (also Psiclones) and can be used for any purpose the Nexus community sees fit. Feel free to copy out sections if it helps you get started on a mod.
AWOP for FO3 (and my other Fallout 3 project - Wasteland Defence) is NOT a modders resource. However I do give open permission for any of my mods to be patched *with a separate* .esp (or .esm if needed) in any way and for whatever reason (just to be clear duplicate main esm files are fine for the FNV stuff but not the FO3 stuff). Feel free to upload any patches without asking me for permission.
Duplicating the existing AWOP patches is fine as they are already patches though you will probably have to re-gain the permission of the original authors as well to avoid breaking any rules for uploading to the Nexus.