Your feedback is very much appreciated. My apologies that this mod has gone neglected for so long. I will begin working on updating it, and merging some of the plugins together; as requested. When I first began working on this mod, most of those merged ESP's had not existed, and over time, my three jobs and school kind of took over my life. I'm down to one dedicated job; and I am taking a sabbatical from school, so I should have some more time to address the suggestions and issues that some of you have, as well as bring new support and features to this old mod.
I can answer this question for you guys. So the location is right behind the Good Springs Gas Station. Its a cellar locked tight (there is also the unlocked version of this) The key is located in the NCRCF Correctional Facility. This will require you to break into safe located in the main building you get passed the Powder Ganger bouncer guy to get inside. You will se a pile of ash where someone got shot by a laser rifle. Investigate the ash, the safe or the counter as these three locations might have the key. Usually its locked inside the safe. Break open the lock, grab the key and your good to go. Even though its says "worn key" or "broken" key, don't be fooled. Its the key you are searching for. Fast Travel back to Good Springs and your set. WARNING!!!!
Most of the weapons are useless. They use old textures most of us don't use anymore. The location is seriously bugged so only grab what you need and get the hell out of there!
Ya, I loot Volen's ashes and get a "broken key". That key opens neither the safe behind the counter in the visitor center nor the door to the cache behind the gas station. I'm using console commands for this one. Played around with the pipboy interface and workbenches to see if there's a key repair option, no go.
One minor issue I've had since downloading this mod. There were a couple weapons under a table that I was unable to get to due to my followers (I have an unlimited followers mod active, and all 8 were currently in the same room as me) being in the way, so I threw a stick of Dynamite at the floor in order to dislodge the weapon from under the table.However, when I tried selling the weapons after said dynamite stick went off to Chet at the nearby general store, Chet was dead. He wasn't dead before I entered the bunker with all these weapons, so I can only assume that somehow my dynamite stick going off in the weapons cell had somehow affected Chet as well. No idea if if this is a mod issue between mods, or if there's another issue going on causing Chet to be killed by m dynamite stick. I just reloaded a previous save and individually told my companions to wait outside and didn't have to use dynamite the second time around.
It has been a good long while since I attempted any work on this mod. A little backstory. My cousin had come over with a fifth of JD and I bought a fifth of Jager and we took turns at 'em. We both played and adored FNV, and I showed him the GECK, and we got creative. When I told him of the capacity of the engine and the ease of creating new textures and nMaps, that is when the creativity between us sparked, the explosive crates (mine) and the Nyan-Gun (his) ideas were borne of drunkeness.
Anyways, I just enrolled in college and will spend the next four years studying Computer Science, 3D Art Design and Programming as my major(s), it is my sincere hope (after much volunteer work, internships and time as an IT) to apply with a few companies, Bethesda for starts; or perhaps even Bioware, Maxis, etc etc.
More to the point, I want to bring this mod back to life, and I want to hear your creative ideas. I've thought about creating an entirely new mod based off this that would be more or less a gun "shop." The shop owner would have a few benches ready, but these benches would be tailored towards more serious tasks. One of the ideas is having a metal smith that the owner can use, you use one of the benches to break down and construct blueprints of your weapons that you give to him, and he can then "manufacture" the weapon and put it on the shelf for purchase. Such blueprints would also be scattered about the wasteland and added to leveled lists, etc etc.
I've also just thought about simply updating this mod as well, or perhaps update this mod and work on the new one.
@nkr123 - The note is next to the door leaving the docs house and there is a trap door behind the gas station, if you didn't see them, then the ESP is not activated or is not working correctly as it should.
Also, for those complaining about the "perfect" 100 lockpick safe at the NCRCF , a "No 100 Lock" optional file has been uploaded as I mentioned before.
76 comments
Your feedback is very much appreciated. My apologies that this mod has gone neglected for so long. I will begin working on updating it, and merging some of the plugins together; as requested. When I first began working on this mod, most of those merged ESP's had not existed, and over time, my three jobs and school kind of took over my life. I'm down to one dedicated job; and I am taking a sabbatical from school, so I should have some more time to address the suggestions and issues that some of you have, as well as bring new support and features to this old mod.
Most of the weapons are useless. They use old textures most of us don't use anymore. The location is seriously bugged so only grab what you need and get the hell out of there!
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unlock (0d000ae0)
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It has been a good long while since I attempted any work on this mod. A little backstory. My cousin had come over with a fifth of JD and I bought a fifth of Jager and we took turns at 'em. We both played and adored FNV, and I showed him the GECK, and we got creative. When I told him of the capacity of the engine and the ease of creating new textures and nMaps, that is when the creativity between us sparked, the explosive crates (mine) and the Nyan-Gun (his) ideas were borne of drunkeness.
Anyways, I just enrolled in college and will spend the next four years studying Computer Science, 3D Art Design and Programming as my major(s), it is my sincere hope (after much volunteer work, internships and time as an IT) to apply with a few companies, Bethesda for starts; or perhaps even Bioware, Maxis, etc etc.
More to the point, I want to bring this mod back to life, and I want to hear your creative ideas. I've thought about creating an entirely new mod based off this that would be more or less a gun "shop." The shop owner would have a few benches ready, but these benches would be tailored towards more serious tasks. One of the ideas is having a metal smith that the owner can use, you use one of the benches to break down and construct blueprints of your weapons that you give to him, and he can then "manufacture" the weapon and put it on the shelf for purchase. Such blueprints would also be scattered about the wasteland and added to leveled lists, etc etc.
I've also just thought about simply updating this mod as well, or perhaps update this mod and work on the new one.
@nkr123 - The note is next to the door leaving the docs house and there is a trap door behind the gas station, if you didn't see them, then the ESP is not activated or is not working correctly as it should.
Also, for those complaining about the "perfect" 100 lockpick safe at the NCRCF , a "No 100 Lock" optional file has been uploaded as I mentioned before.
EDIT: Nevermind, I saw your reply below. Synthetic Lung, will fix this, going forward.