Fallout New Vegas

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obliviongr

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OblivionGR

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Thank you for downloading RustTownv1.esp
I'll be happy if you provide feedback whenever you can.

I hereby give you, my last month�s daily hard work, �Rust Town�. It�s a lore friendly town complete with everything one will ever need. It�s packed with amenities and numerous places of interest to explore and immerse yourself.

My goal while working on this project was to provide a realistic town, full with detail and a unique fallout feel.

Version 1.00

HOW TO REACH THE TOWN

The town is currently located to the far South West of the map west of Mojave Outpost. You can�t reach it by foot at first because of the blocked road, but only by train.
Travel to the Vanilla �EMERGENCY RAILWAY STATION�, located in your pipboy. It�s just southeast of �POWDER GANGER CAMP SOUTH�, and follow the railway tracks. A train will be waiting for you in the station to take you to Rust Town. After one trip, you can use fast travel to travel fourth and back, or keep using the railway stations. Walk to the second wagon behind the engine train and interact with it to travel. (I have included an extra, ready to use explored, map-marker near the station for those who might be having problem locating the vanilla one.)




THE TOWN
Current population: 28

So far, current .esp consists of:

1. Rust Town Outdoor Environment. Full of detail, themed lighting, dark mood, and lots of beautifully created unique environments and sections all packed in a single monstrous cell, fully navmeshed.

2. Dynamic NPC Population. A wide variety of NPCs, like Sheriff, Deputies, Merchants, Barkeepers, Guards, Residents, Engineers, Doctors, Bums, dogs e.t.c., most of which keep an everyday schedule and some of them have extensive dialogue.

3. Services. Certain NPCs will offer services (Buying/Selling, Repairing, Healing e.t.c.)

4. A Restaurant, to sit and grab a bite. Pick your table.

5. A Bar, to sit and enjoy your cocktails while admiring the view.

6. A Clinic, to stop by and heal your addictions, cleanse your radiation or patch up your crippled limps.

7. A Wildlife Exhibition Gallery, to check out captured wildlife, like cazzadors, geckos, mongrels, ants, rats etc.

8. Player�s House of course, for you to store your fancy equipment and get some rest.

9. Sheriff�s Office with Jail. Behave and leave the prisoner alone.

10. Community Hall. This is where the townspeople meet and discuss their issues.

11. Barracks and Armory. All the guards and deputies need some rest too, right? Now with an implemented armory but not easy to reach.

12. Power Station. The town requires a steady supply of electricity. An engineer attends to this place everyday.

13. Five (5) unique Resident Houses (for the lucky ones that managed to secure a place with a roof, the rest have other means of housing)

14. Livestock Pen. Provides a steady supply of milk and meat.

Also, as a necessary part of the mod, i included:

15. Train Station with guess what� a train fully operational so one can travel back and forth to the city if you don�t want to make use of fast travel. (Currently the train station is located in the Mojave Region, at the vanilla EMERGENCY RAILWAY STATION outer cell, which I had to modify a little and bring it back to life in order to accommodate the train wagons). Also you�ll have to use it at least once to unlock Rust Town�s map marker.

16. Rust Town�s Train Station and outer Gate, trains need to travel from station to station right?

Installation:
Unpack archive, copy the extracted RustTownV1.esp file into your Fallout New Vegas DATA folder and enable the .esp using the vanilla launcher or FOMM.

Uninstall:
Just delete RustTownV1.esp from your data folder

Compatibility:
There should be no conflicts as Rust Town consists of vanilla assets only and the city is located in a secluded place. May conflict with mods that alter in any way the
�EMERGENCY RAILWAY STATION�, but I have yet to see one.

Issues:
While travelling with the train to Rust Town, and upon arrival, your companions will spawn at some distance outside the Town�s Train Station for some reason. SOLUTION: Just fast travel to your current location (RustTown mapmarker) and they�ll spawn right next to you. Same if you travel back to Mojave. I�ll need to look more into this.

On a side note:
1. As the city is heavily populated and full of detail I experienced some small frame drop issues while beta testing in certain parts of it. Though take note, my computer is two years old. I expect some feedback on this frame drop by you guys. Maybe I will add a lighter version too if enough downloaders request it.

2. Because of the Cazador�s behavior and flying animation they sometimes seem to momentarily �noclip� through their holding tank. But it�s just visual, they can�t get out.

3. The doctor goes to her resident every night to rest. Check back in the morning if you need her services.

4. Tom the handyman, does weapon and armor repairs, if you need his services he will either be wandering, sleeping or, during morning hours, working in the power station.

5. The merchants, barkeepers and restaurant cashiers work 24/7.

6. There are no quests involved as i�m not familiar with scripting. Maybe if i get some help something can be worked out.

7. A workbench and a reloading bench can be found inside the Power station.

8. Some doors in the town are inaccessible as I have future plans implementing more stuff.

9. Town�s lighting is part of the mood I wanted to create. Though screenshots may seem darker than the actual environment, if enough people request a brighter environment I may upload an extra .esp file.

10. The lawmen in the town are a little toughened up in comparison to usual vanilla npcs, so take notice.

11. I excluded npcs carrying energy weapons and spiced em up with wild west weaponry as part of the town�s concept.

12. I had to place a few �collision markers� in some tight spaces that would get player character stuck behind houses and walls at the outer perimeter of the town. I would have closed all gaps with visual references but, by the end, the mod had already become �a little heavy� for my cpu and maybe for others.

13. Zero use of scripting. Use of G.E.C.K. provided tools only. I wish I did use scripts for the mod to be more interactive and dynamic but I�m not familiar with scripting.

Things to come:

1. More dynamic NPC behavior, more dialogue. Also, maybe voice overs (if I have the time and courage. The voice actors are no issue as I have already gathered enough candidates).

2. Right now I am planning on paper for an �adults only� kind of themed interior cell and the Town�s Library, maybe later a place of worship and an underground cemetery.

3. Possibility of extending current town�s infrastructure to the third level up. Of course if, as is, the town is giving people bad frames per second I will scrap that idea.

4. Extending the Wildlife Exhibition Gallery to contain more animals and insects, add more rooms and sections.

Personal notes:
The heaviest work: Town�s inner outdoor Environment (not taking into consideration the inner cells) ~ 8 straight hours working on paper, ~118 straight hours to complete in G.E.C.K. Not a stone unturned.

The best way to create new environments is: (A) Plan ahead, draw your ideas on the paper considering what assets the game can provide. (B) Knowing exactly the vanilla assets. Knowing where to find what you need and the variations of it. (C) Master the controls of G.E.C.K. (D) Don�t let yourself down.

Working with G.E.C.K. is surely creative and gravely time consuming. If you love what you�re doing, believe in it, and want your imagination to come to life through a game mod, you occasionally find yourself working around the clock creating unique environments, doing night swifts.

I hope at least some of you guys provide feedback, suggest ideas, point me my mistakes and tell me how to make my mod any better. Take into account this is my 1st mod I ever uploaded, though I fiddled with G.E.C.K. back in Fallout 3.

Contact me if you need anything or have any questions.

English is not my first language, I am sorry for any grammatical and spelling mistakes. Thanks in advance.

Credits:
Bethesda and Obsidian for F3 and FNV
Black Isle (R.I.P.) and Interplay for their vision and basis.
Certain movies for capturing the �Fallout Feel�
NewVegasNexus for being fine hosts of a place full of info, nice people and a creativity breeding place.
My family

tl;dr? Unpack, copy, enable, have a good time and enjoy. Cheers!!!

This mod is a product of my imagination and 4 weeks of planning, g.e.c.k.�ing and sweating. You are not allowed to modify, re-upload or upload as part of any other mod, as is the above mod or any part of it without speaking directly to me first and reaching an agreement.