About this mod
This is a Mod that Introduces the first working still into the game, complete with recipe\'s. Very LARGE complex, and is WIP (work in progress). Fully Functional, Fully Stable. Fully Playable. Compatable with everything I\'ve tested it with. 2 New Factions to the Wasteland. Will you work for them?
- Requirements
- Permissions and credits
- Mirrors
REQUIREMENTS:
Does require NVSE.
Will also require this mod I also made for ingrediants before its complete.
Ingrediants Mod
Fully Functional, Fully Stable. Absolutley Fully Playable. Tested with FNVEdit before every release. Compatable with everything I've tested it with.
Looking for feedback.
If your enjoying the Mod, please post your thoughts in the comments area, and support your author with a thumbs up if you dig it.
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WTF IS IT:
Its a liquor distillery with a geothermal power plant to provide power for the facility. There are two factions residing here. The place is fairly large, and alot to explore. Will have some quests with escort for the caravans, along with places to sell certain items. Namely Steam gauge assy parts. I mean wtf you do with these things, other then turn em into scrap metal. There will be several NPC characters that will provide the quests. All and all its another faction part of the wasteland in an area that was way under utilized. This will have NPC's, and new recipe's for the game. So far there is a working still you can make your own alcohol that you can purchase. A working smoker bbq grill located on premise, that functions like a campfire. Medical facilty, and repair personal. Training will be implemented on a faction check basis. Namely the more you do for them, the more they will teach you. This is not a player home, but you can reside here. So far. Right now everything is open. Will change as mod progresses.
Still Use
In order to use the still. Buy from Floats, and place somewhere. You equip it using your pipboy, under armor, and exit pipboy. The still will be placed on the ground. Make certain you have this where you want it. You cannot move again. At this point anyway. Gonna work on that.
Keys
There are several keys:
Armory is located in the desk draw in the entrence to the steam plant. Not protected yet.
The key for the rest area is with the tour bot.
The rest you can try to find, and some just havent been created yet. Don't knock yourself out if you don't find one right now.
Locations
The primary location is near Wolfhorn Ranch this is in the Southern portion near Searchlight, and Nipton.
New Bottling facility is now located in Freeside. This will be my main Distribution outlet.
Last is my Lumber complex, this will be located near Jabobstown. All places will not show up utill you discover them, or quests are given to find them.
Mirror Site
The mirror site will alwas contain the latest update also. I understand that some following this mod are not welcome on Nexus, but I wish for you to have the latest versions also. Thats for you. Your humble brewer of farout shyte.
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Version History
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Version 1.77
Working through the Generator quest, which is a mini quest. Not entirely complete yet, but fooling around with it. The script for the delivery is now installed, just not active. Added another drink for still. Been enjoying the spring time, so been away from keyboard for a few weeks. Getting back in though as pollen season sucks.
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Version 1.76
Minor update from a view point of the player, other then delivery stations being setup. Still working the kinks out on the delivery script. Its very complicated. BUT there are several locations now scattered about with new people. So from here to version 180 is all about testing the delivery scripts out. Also faction checking and speech challenges.
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Version 1.75
OK, sorry for the slow go here on out. This is all new to me, and Im aweful. I know what I want to do, but its really a struggle on the quests. So for that I apologize. Anyway hit a few milestones, and slugging it out with GECK. First mini quest is working, not all of it, but enough to let me learn enough to make ti better. So kewl.
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Version 1.74c
This is the last attemp at making the tourbot have dialog with a player. If you do not get dialog. Im sorry my mod conflicts with something on your end. You are more then welcome to PM me. But this is all I can do to make sure you get dialog. Im moving forward now with the tourbot to follow the player in the tour area. Voice acting is coming also. Adding voice to some characters, and continuing quests.
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Version 1.74b
Found a few more bugs. Please remove anything out out of the Chiffrobe before installing. The outside lift didnt work right either. Adding more to quests.
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Version 1.74
Hopefully corrected for some the tourbot not talking to you. Please inform if he doesn't. More suttlties, and plugging away on the quest functions. THey dont show up yet, but alot stuff happening in the background. ALOT.
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Version 1.73
Not a big update, more for staging upcomnig quests.
Heat Miser also buys steam gauge parts.
Other then this update is all staging.
a few minor suttle changes around, for looks.
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Version 1.72
There was an issue with the tour bot. Corrected now I believe. If you have problems with the dialog PLEASE INFORM IMMEDIATELY. Not much other correcting a bug. Should be all ok now. Some people may not have noticed, but there was an issue with certain mods and mine. I think I have it sorted out. Again, if you have any problem with the tour bot not speaking, please inform. PM me with the mods your using, and if you DO NOT SEE " Greetings and Salutations" as a dialog.
Thank you
Floats
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Version 1.71
Not a big of minor releases, so Player Room is complete with all storage someone may need. And it looks kewl now. Clean, and effeciant. I amy put in a sorter but fkit for now. All containers are in though. If you have anything stored in previously move it to the bed end tables. Otherwise your shits gone. Or the foot locker. Ok player Room. Done. O -- Thats a big period. Onward.
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Version 1.70b
Said I wasn't gonna but did. A few things bothered me, wanted them corrected before I get too into the scripts and quests. Corrected now, and a new lift in the back for staging area. Grazing area now put in. Player room ammo boxes are also on the list to be changed, but they can wait. I hate the way they look. K cheers.
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Version 1.70
All major rooms are in. May add minor rooms, but starting into the scripting now. Next release will be 1.75 and should have the first quests installed. I hope. Never did this. Some navmesh work done at bottling facilty in Freeside, not complete because building is still under major construction. Some new tour pieces in. Overall adding suttle changes.
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Version 1.69b
Was a little drunk yesterday. Had to make some changes in the player room. The end tables work now as different containers. OOpsy. Also compartmentalized the Foot Locker storage. Added a few more ammo storage, and may change the toolbox in the bathroom. To a top shelf/bottom thing Not sure.
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Version 1.69
Oh to 69.
Player room is updated with multiple storage places. Any update wont munipliate the area. I think Im done there. I may add but will not change the containers, so all your shyte is safe. I may add a container or two though.
Everything for a player home though, wasnt gonna do it, but did. :p
Shake shake shake, Shake yer booty!!.

Version number 69 u gotta have fun, this will be about the completion of the layout area in scope. No new places, other then will populate it, and 1-2 more places to see within places that are innacessable. No New Outside world though. This is about it. Its fucking huge anyway LOL. And you love it cause you would'nt download it, if you didnt dig it. Freaks.
Enjoy
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Version 1.68
Wasn't gonna put out an update but I got a new handloader in now. I want to know if you want me to make this portable.
There really is things called handloaders. I own one. Located in Bed and Breakfast room. New tour objects, will play with the effects of using it. Some suttle changes all over too. Outside area, totally renavmeshed. Should be no issue of characters getting stuck coming out of bar, and companions.
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Version 1.67
Finishing updates on the accounting side of the house. Gotta have a place to stash the cash. For the profits, so made my accounting area. Touched up the player motel room. Redux to the bottling plant. Looks better now I can work with it.
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Version 1.66
Added a Bed and Breakfast area which I will tweak, but its a small player room. It needs to be purchased from the tourbot or Floats, bt right now just the tour bot. As the quest portion goes on, it will be given to the player for free after the second quest. Cave has Firegecko's now, but there still wimpy. Gonna make em more brutal if you want to check it out, Idea's would e kewl how to do it. Everything Navmeshed except for the new bottling plant. Enjoy.
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Version 1.65
Added a new weapon. I changed the Ratslayer varmit rifle to now a 308 (7.62) weapon, can be found in the new Bottling plant. Lots of Navmeshing today also. Most of the facilty is Navmeshed except the new bottling plant, and cave is about 50% done. Added some stuff all around, mostly suttle, just plugging away. Robot now talks, soon to have him follow you around. Working out scripts for dialog. Normal slow go. This will probable be last update till the weekend.
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Version 1.64
Last new construction is now in thanks to a friend of named SanguineGuard, Now I have the lovely task of putting all the touches in.
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Version 1.63
Added the lumber area, not much to see other then a character right now. Just gonna utilize a shack of the silver springs area near Jacobstown for this. Waiting on one last piece which may be in later in the week. ITs the cave system for the pipe chamber. That will designed by another fellow. I hate cave's (creating). After this piece is in that will complete for the most part the new layouts. THen its all scripting and quest building. AND ALOT of rework through out.
Main change to the texture for the still you buy from floats, had a texture issue. Now corrected. Should look kewl.
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Version 1.62
New Bottling facilty located in Freeside, this start some of the quests for later on. THe idea here though just opened a whole new quest portion, that im writting down. Im talking to some voice actors now about dialog, so right now its very simplistic. Marco in Freeside located near the depot (which is now my bottling company) will get you in. I have come up witha way to avoid any conflicts with anyone utilizing the building. Back to geck, and should have an update out by Sunday. I would like to kick the fisrt quest off, but will be working on the lumber area now.
say a prayer for Japan too.
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Version 1.61
Ok last of the mesh rework. Adding some new dialogs in now. The main characters are pretty much in place. Gonna finish the last remaining new building facilities. Well maybe not, I dont know. The next update will contain the new bottling facilty though. I plan on friday or saturday for this. Very suttle changes happning again. More musuem peices in.
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Version 1.60c
I think I have all the MESH/TEXTURE issues sorted out with this last release. The video Walk through from Cooleo was absolutly essential, Please give that fellow Kudo's or whatever the hell those things are. Great Job. OK, back to creation. I have put out request for another modders help in a tunnel thing. If no one respnds I will do it. hehe Either way thats the scary quest. I hope you have subwoofers.
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Version 1.60b
Found the problem with the gaurd armor.
Kewl. Added some more suttle changes too. and some Navmeshing. I hate Navmeshing, so i add more when my wrist is right.
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Version 1.60
Added some perimeter fencing. The first camo netting in the game. When I finish I will make the camo netting a modding resource. Added some more dialog to floats. to get ready for the kick off of quests.
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Version 1.59
More suttle changes, and more NPC's. Still working on the tour room. Still no quests yet. Sorry for the delays. But alot of background setup is happening for them. There will be a new character up in Freeside named Marco, that will be the location of the bottling facility. Still doing layout. Poped a new skull in too, in the tour room made by Lord Inquisitor. New tour bot modification in. More to come from him. But he now carries a new tray for the tour glasses. Working on the scripts. Corrected the still placement too, thanks to MadNuttah
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Version 1.58
BIG Update now. The only characters who do anything right now, are the doctor, and heat miser. The bar keeps, and floats. Still working on sandboxing. The distillery tour has begun, not sure about all the placements yet, I gotta build alot of tour things. So I wanted to get this update out. Navmeshing is still an issue in the rooms, because there under construction. I really don;t like to NavMesh a room in progress. Anyway, quests should be soon. As soon as I get more npcs in, and working on the Rick room, and bottling facilty.
Enjoy, and again feedback is alwas good to read, wheather good or bad.
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Version 1.55
More NPC's coming in. Not alot of dialog yet, but I was able to manage putting my voice on Floats. For some reason I can't get the OGG files to work. So this is will be corrected next version.
Majot revamp on the Bar area, and put in a cook. Plan on having some survival skills learned from the cook.
Suttle changes all around again.
NavMeshing the MashRoom/Distillery, Companions may not walk right yet in this release. Also note in the Infirmary, the machine heals you for free. Doc can't be bothered to it. Thats my way of saying I don't feel like scripting him right now. Also gonna be retexturing the Still for next release.
Again, from here to version 1.6 is all NPC characters going in. About 40 altogether. So Im gonna need help with the voices. If intrested post in the comments or PM me.
Cheers
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Verion 1.54
Working on the doctor now. Both Batenders sell now.
Doc doesnt heal, but theres a machine in the infirmary that will heal all your pains.
Gonna throw this up. Next update will probable be Wednesday.
Suttle change to outside bar too. Added some small fountain looking things.
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Version 1.53
Added the Distillery Production area thanks to Sputnik421 New Meshes. Huge help from him to get this looking descent.
Some new characters are in, but Im working on the dialogs, so the only 2 that work right now are Floats to sell the working stills, and Cloet the Bartender.
Still working on alot of NavMeshing. So companions may or not exactly follow you right. Known Bug. Will corect this next release.
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Version 1.52
OK Kewl news, NPC's suck, and more work on my part. BUT, were gonna have some kewl shyte hopefully out of this. Stand by for further updates. From here to version 1.60 though will be NPC work. Probbale gonna throw 2 more major rooms in, but starting to wind down the site creation from a room development stand point. Will be tweaking all rooms though to have an emersive experience. I also plan on the lowest level to be scary as shit. Vault 22 freaked me out so, gonna try to upscale that. K back to the Gecko
Also removed an armor piece that just isnt gonna cut it for this mod. So Size went down about 4 mb overall. More room for pictures.
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Version 1.51
OK, this is gonna be a diificult time now. People may want to wait till 1.60
NPC's are going in. Starting with the gaurd unit. Holy chit, NPC characters SUCKMY *hairydiscriptiongoeshere*
Anyway. Please inform me, if gaurds are pushovers, or too difficult. Just inform of the level of player. I have not scripted to take into account players level. Will though. But as far as i can see, thats next month.
ALOT of SUTTLE Changes happening now. Kitchen getting real. More clutter coming in. Little realistic changes happening between version 1.5 and 1.6 by the time I hit version 7, want to be just concentration on scripts, and quests. So any left over layout is going in now. Still trying to fix the companions not entering bar area. No Clue.
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Version 1.50
Halfway point. Still waiting for the mash room, and gonna do some work on the processing part. Baracks about done, Needs light fixtures, maybe get that done today. Barracks Navmeshed though. Lost a few days this week, but getting back into the swing. Still seems like alot to add every time I open geck. And gotta come up with a script for the distiller to wait 4 days before it just pumps out something. So try to look at that this week.
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Version 1.49
Suttle changes in piperoom
area. gonna use this for a quest staging area.
Whata pain int he arse though. Cant block some lights, maybe I'll learn later.
Piperoom worked om
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Version 1.48
Distillery Owner now sells the still.
Please be careful on placement. One shot, and you have to kinda jump over it once placed. Working on that. Minor changes all over. Pipe Chamber now getting some life, and more clutter in the barracks area.
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Version 1.47
Adding Barracks Components. Starting Nav Meshing in the Generator plant. Bar area now has some liquor in it. Bar tender now sells minor items. Dialog is still way under work. Hopefully by release 1.49 ill have something going.
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Version 1.46
Added the barracks area to tie back into the entrence way of the plant entrence. NPC's still idiots. Some bar candy added. Working on little changes, and the overall layout is coming more together. Some area's are very bare, but waiting on mash room, before pip can be laid. Got Cooleo working on labels faster then I can inplement in. Cooleo is now an official memeber of this project. Bottom line though, again, DO NOT TAKE COMPANIONS in. hell to be honest they wont go anyway. Steam room under construction. If you have anaked mod no telling what will happen. I dont so no idea.
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Version 1.45
OK about 45% complete. So Much to still be done. Had a friend do a video, and pointed out some basic flaws. Those are corrected. OK npc work has started, and got wrapped up into photoshop. Some new posters in, along with new beer labels from Cooleo. Some recipe's going in, and that will be under some flux. I had a whole bunch in Excel, and now I can't find them. had like 30 beers, and 8 liquors. So thats out. Anyway biggest heads up though. Started on another mod to support this one. It will contain some ingrediants needed to craft recipe's within this mod. Please see the comments section, and will post a blurb in the readme too. But bottom line will be easier to manage. Other that, subtle changes happening all over the place. No major new rooms. Mash room will be coming soon though. A friend is building the equipement, and I must say it looks fantastik.
OK im out. NPC chars are extremely limited, right now. jst the bartender works, and she's so basic its not even funny.
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Version 1.44
No major changes, subtle additions to the bar, some posters going in. Corrected some bad mesh lays on my part. Changing the directory structure of the download, so that now everything isnt just jumped into the mesh and texture layer.
Will be able to add updates so file size wont get over 100 meg. As it stands file is getting large.
Playing with 3d editors and ive got a head ache.
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Version 1.43
OK got a proof on concept going on with this one. New activator, and gonna be doing some mesh work now. Looking for a 3d modeler but if none answer the call then im on my own for this. Recipes are in the works though. this is the kitchen addition to the home brew kit.
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Version 1.41 G
Going with new Gaurd armor. File jumped up a bit. 10mb and might get larger if I use a new weapon too.
Starting work on NPC's
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Version 1.40
Starting to get the hang of geck, and little naunces dont seem to difficult now. Kewl. Anyway, catwalks going in now. Little changes here and there, to make emersion life easier. Having difficulties with kitchen doors meshing together, so there may be a little crap there. Distillery starting to get some life. Gonna be running pipe all night and hopefully have something to look at later tonight.
Pipe room starting to get some life. Thats where I plan on a mini quest to kill some fire gecko's. So adding fluff to that area now. Anyway lots of little suttle changes, and one bug fix for dialog. Apparently I still have no clue wtf im doing, but Im diggin it, hope you do too.
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Version 1.38
Been working on the layout of the Power plant portion today.
Adding catwalk and adjusting lighting.
Removed the main fence area too. Minor changes all over, nothing spectacular. Slow go today.
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Version 1.37
Vats are in barrel production
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Version 1.36
Working on the bar area mostly. Had a tough time with NPC's will come back to it later on. Going to need someone that can look at the Navmesh. My companions will not enter the door to bar for some reason. Going for Aestetics at the bar though. Probable gonna be a day on just this.
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Version 1.34
Good day today. Tied most of the place together, and have to finish clutter, and kitchen area. Going to change the Barracks to a more respectiful facilty. Its gonna be in the top area of the Distillery.
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Version 1.32
Nurses station NavMeshed, and finished. May take the desk out though, looks to cramped in there. Adding more stuff, and activators. Basic layout is about comlpete.
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Version 1.31
Bar area gonna have a kitchen. Brahmin pen behind structure. Generator plant has moved doors. Nurses station coming in. Just getting the whole layout. Distillery work to be dont this week. Once I get all the layouts done. I can start to tweak it. Just getting all the little pieces in takes time. So Im working on the grand part, and get the whole place layed out. Some new textuers are in too. Ive removed the gaurd outfits. Will create some down the line.
Again DO NOT TAKE COMPANIONS INSIDE.
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Version 1.28
Added the new plants together, and working on the bar setup now.
The entrence is now moved. THe location is basically the wolfhorn ranch, but Up the hill South. You should see the electrical lines. Havent added a marker, not sure if I will or not. Bar area is not in service yet though. Plant is still under construction, hopefully have that done this week. As of this point though. Please DO NOT take companions in. I lost ED-e in the Pipe room. Had to go back to an old save to get him. Pipe room, is mostly just eye candy and the premise of where the heat came from. May make it into a mini quest too.
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Version 1.24
Working on subfloor. Basically where the steam comes from. Im at a crossroads whether to add monsters/creatures or not. Im thinking of it. Basically like a clean the lower level for new pipe to be made, so Im gonna post what got.
If you lose your character in the abyss on the bottom layer, oopsy. But the layout is coming along nicely now. Key for armory located in desk draw, the big vidoe screen machine is the light switch. no gaurds yet, but gonna play with the AI this weekend. Looks promishing found clothes. PM'd someone about the guns. Added a new cooking grill to the place also.
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Version 1.2
Open bathroom shower facilty. Changed some lighting around for entrance and overall. Most of the facilty navmeshed.
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Version 1.1
Adds a steam generating plant to the Wolfhorn Ranch area. The Entrance is located next to the Shack inside the makeshift fence. Will add a picture. This facility will power the liquor distilling plant which has not been created yet. I plan on having a bunch of NPC's to the place too. Thats still a way's off though.
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- ]In the future -:
- Quests
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Known bugs :
Navmeshes. Fixing Navmeshes as I go along. Companions may or may not enter certian rooms. Not too worried about it right now. They re-apprear when you go outside, and if they dont, spawn to another area. They will show up.
If you are using a companion mod with more then the usual 1 at a time. leave them outside. I havent coded multiple spawn spots within the place, and Im slow, so 1 companion only please. Rex, and ED-e are fine, and don't count as a companion in this case. Also I may not find a work around yet for the elevators with outside of the vanilla companions. Will work that out as time progresses
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Credits.
Me. Doh.
I also used the basement area of the Lucky38 for the Electrical room. Was perfect, so Im using it. Thank you Betheda.
Using Models and Textures by Hengebobs. This Guy is a HUGE help.
Beautiful Distillery Work Models, and Textures by Sputnik421
Using a tapastry from RegentEagle for the bar area
Using cpocurtis armor for gaurds. Would like this modified further though. And full permission from creator. If some wants to put a yellow line up the side.
Using Lord Inquisitor Custom Meshes.
HUGE Props to Cooleo for the Label work. Thank you again.and ofcourse the video.
Heat Chamber Cave designed by SanguineGaurd
Using a Flintlock made by dogtown1
Huge credits to MadNuttah, and his scripts.
Thanks to majinshinsa for his Liquor effects