You don't need this to move the hideout the mod comes with this tool also moving the entrance breaks the game about 75 percent of the time just a heads up
ive been posting this around and i havent been getting any responces. but im wondering if there is a way to make the tool usable indoors. i i think it should be pretty simple but i just have no idea how.
My apologies for never replying but somehow I missed your comment. While I don't know of any reason why the tool wouldn't work indoors, I imagine DantheGeek had a reason for having it work outdoors only. That being said, the next time I start messing around with FNV again I'll take a look at his script and see if I can figure anything out for you.
I finally got around to looking into this and uploaded a replacement uhnv.esp that removes the outdoors only restriction. I briefly tested it and was able to place the entrance in Doc Mitchell's house and enter/exit UHNV without issue. I also didn't notice anything in the script that would require the entrance to be outdoors but still use it with caution and please let me know if you have any issues.
I think I figured out why the script wasn't working for some people so I updated it. Sorry it took me so long to go back and get this working (and hopefully it is).
If you are still having issues I have added two files that simply add the tool to either Doc Mitchell's front gate or the "Scenic Overlook" sign in front of Vault 101 for the TTW crowd.
You could have just made a text file with a player.additem and ID, or instructed others to type it in the command box, instead you decided to make a barely or even non-working script, depending on which mods you have and don't have, that even interferes with the most basic of game elements, such as weapon holster animations (once pressing R, the weapon is seen going to holster then completely disappears), and AI attacking (they sit there like a bunch of mazochists waiting to be punished).
Everyone has UHNV at a different place in their load order so a batch file wouldn't work. Adding it via the console also requires you to look up the mod in your load order. The primary purposes of this mod are to 1)keep you from having to first visit the Hideout to find the tool and 2)keep you from having to remember where UHNV is in your load order.
I'll have to ask you to elaborate on your other criticisms. The only time the script may not work is on a new game and the mod is dependent on having UHNV installed to work (obviously) but nothing else. It does not interfere with anything else in the game, such as holster animations or enemy AI, so if you are having those issues it is due to another mod.
I would temper your criticisms until you have a better understanding of how modding works. That being said, please feel free to post your load order and I will try to help find the mods that are causing your animation and AI issues.
It looks like the script isn't working when starting a new game so I'll have to look at some other mods and see how to delay the additem until you have inventory access. Until then, just wait to activate the mod until you have inventory access, i.e. once Doc Mitchell gives you your gear, or once Amata wakes you if playing TTW. It should work then.
this is only useful when going to DLC or custom location though...... when you in mojave wasteland you can still fast travel or walk or take a car though......
Well, as with any cheat, the intent is to give you something without having to do anything. Unless I am mistaken the UHNV map marker is visible but not available for fast travel, and heading north out of Goodsprings to find it is very difficult for a beginning player. This simply makes it so you can plop down the entrance as soon as you walk out of Doc Mitchell's house without having to do anything else so it is useful for the Mojave, but certainly more useful for alternate starting locations.
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If you are still having issues I have added two files that simply add the tool to either Doc Mitchell's front gate or the "Scenic Overlook" sign in front of Vault 101 for the TTW crowd.
I'll have to ask you to elaborate on your other criticisms. The only time the script may not work is on a new game and the mod is dependent on having UHNV installed to work (obviously) but nothing else. It does not interfere with anything else in the game, such as holster animations or enemy AI, so if you are having those issues it is due to another mod.
I would temper your criticisms until you have a better understanding of how modding works. That being said, please feel free to post your load order and I will try to help find the mods that are causing your animation and AI issues.