Fallout New Vegas

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Created by

Cakepen

Uploaded by

bnxus

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About this mod

Adds several NPCs to the Aerotech Office Park to enhance the atmosphere and giving you the feeling of being inside a refugee camp. Part of the NPC Project.

Permissions and credits

Other NPC Project MODs:
188 Trading Post [UPDATED: 11/11/11]
Aerotech Office Park
Bitter Springs
Freeside [UPDATED: 22/01/2012] (Contains the latest 'NPC Project.esm')


This MOD is part of the NPC Project and if you know what the other ones do - this one is quite the same for the Aerotech Office Park. Briefly it adds new NPCs (Refugees) to the place, provides many face adjustments, minor tweaks within the AI of few NPCs which were already there and even some clutter adding and resorting. Best see the screenshots to get an impression of what was changed. I hope you enjoy it and don't hesitate to make some improvement suggestions or other requests! ;)

Here's the list of what was changed basically:

- 11 new Refugees have been added to the park outside the tent and the buildings.
- 3 cut out/disabled NPCs have been enabled or added to the refugee tent.
- Every new and most of the old NPCs experienced face adjustments to improve their look.
- Every NPC is wearing the clothes I have chosen for them, no more random clothing.
- The 4 Junkies inside the Aerotech Suite 200 got some AI adjustments and do look like junkies now (dirty, red eyes).
- Every NPC who sleeps in the tent has been linked to an own bed, no more mixing.
- I've applied the face adjustments from the New Vegas Redesigned MOD to Captain Parker (more about that in the credits part).
- The AI of Bert Gunnarson and Captain Parker was tweaks to keep them from using the Idle Markers which were provided for the refugees.
- Horowitz experienced a face adjustment by myself either. Plus he is wearing the Vault 34 Security Armor instead of the Vault 34 Jumpsuit.
- Clutter and misc objects were added/removed/resorted inside the refugee tent to enhance the look.





For I decided to create many more of those population MODs and for the fact that the G.E.C.K. has a skin problem by nature which makes the skin of every new NPC you create pale and not matching with the face, I created a system to implement my new NPCs correctly. The only way to solve the skin issue is to convert your files containing new NPCs to an .ESM! But I don't want to create an .ESM for every NPC MOD I'll release because me and I think you too don't want to spam your Load Order with my .ESMs. So I decided to create ONE .ESM file that'll provide all the NPCs I need. All the other work is accomplished by the .ESP which makes it easier to update the MOD either. The .ESM will be enlarged with new NPCs continuously if I release new Population MODs and will contain all the NPCs I needed to work with. So eventually you can see the .ESM as a container and the .ESPs as the actual MOD, this system will keep everything uncomplicated. ;)

Long story short: Simply make sure you have both the .ESM and the .ESP actived.

If you download another NPC Project MOD pay attention that you only overwrite the 'NPC Project.esm' if it's the latest version! I'll tell you which one's containing the latest version in the 'Other NPC Project MODs' at the top of the page!


As I have mentioned in my other MOD (188 Trading Post Revisited) i used the face adjustments of New Vegas Redesigned to apply them to Captain Parker. For the MOD has been set to hidden for a very long time and I haven't been able to contact the author I did this without his permission. Hope nobody minds this. Thanks to the author. The rest is my work.




Rise of the Machines (Robots Balance Overhaul)
Creatures Give You Hell (Creatures Balance Overhaul)
Vulpes Inculta Redesigned