Fallout New Vegas

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brotherbuford

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brotherbuford

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32 comments

  1. JoeyTheBox
    JoeyTheBox
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    Erm. I have a problem: When I use the Change Machine (that's been fixed, by the way), it doesn't give me quarters. I need some help.
    1. brotherbuford
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      First question would be are you running with NVSE, but the change machine script itself doesn't use NVSE functions.

      Second question: do you have any pre-war money in your player inventory? If you don't, it can't do anything as it has no objects to operate on.
    2. JoeyTheBox
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      I'm running the game with NVSE, and I do have pre-war money in my character's inventory. I don't want to turn off NVSE, as I'm running the game with Project Nevada.
    3. brotherbuford
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      No, don't turn off NVSE - the other scripts do require it.

      Right off I don't know what the issue might be. What is the message you get when you interact with the machine?
    4. jakx1245
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      i have that problem too. it doesnt show a message, it just says pre war money removed and makes a noise like if change was falling but no quarters.i know of a command that wont fix that but it will still help. just drop one of the coins u got when u got the missing part from the forbidden zone, console, click on it, type in GBO, it will give u the base object ID, type in either player.additem (base id) (how many u want) or player.placeatme and the same thing.
    5. redpalladin
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      I also have the same problem, the coin changer doesn't take the pre-war bill. I do have nvse installed as well.

      Anyways, it's a neat mod. I am puzzled why Obsidian added the vending machines that ended up as extra cabinets in the vanilla.
  2. Nachtmahr777
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    i think it would be helpful to beable to make a version of each machine that can be placed at a home other then the sink because it is abit annoying to tele back just to use them @_@
  3. Annlon
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    So I tried out this mod through the start and finish of Old World Blues and I have to say that I'm really impressed. No bugs or glitches on my end (and I'm running over 50+ mods along side it) and it really does add to that feeling of the crater being virtually untouched by the outside. The note was a plus too and went very well with the comedic writing throughout the DLC.

    The only thing I would suggest would be to make the vending machine available earlier in DLC. Currently, the player isn't able to obtain the correct parts until nearly the end of the DLC and while this mod is very helpful at making this a great player home after the events of Old World Blues, I have a feeling that it would be more appreciated during the the player's journey through the Big MT due to the fact that food, water and medicine are in short supply throughout.

    If I may suggest a possible route in which to use, you could possibly rewrite the quest to have the player go to various locations throughout the Big MT trying to find the part. To stick with Dr. Mobius's forgetful personality, the original note can indicate that the part may be in Location A. When the player arrives there, there can be a note, via a computer, indicating that he misplaced the part or that he simply became suspicious that the Think Tank was sending the lobotomies to retrieve the part ( because however could the idiots part with the delicious Berry Mentats! ) and moved them to a Location B. This can occur a few more times as the player goes from place to place with the notes getting more and more outrageous/paranoid, until the player finally locates it back in an ironic location (such as right back to Location A). Obviously, the part would not appear in the world until the player reaches the final stages of the quest.

    I believe this type of story line would run parallel with his already illogical and superfluous attempts to trick the Think Tank in the main quest and I think if you stick with the same type of thinking you had in mind when setting up the first note, it should be a breeze to incorporate and elaborate goose chase that would fit in very well with the overall humor of the DLC.

    This is purely just a suggestion however and regardless I really did enjoy the mod. Consider it endorsed! I'll be keeping an eye on you to see what other great things you can come up with. Until then, keep up the great work.
    1. brotherbuford
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      That's actually a pretty neat idea. I went with a very simple go-here-and-come-back method when I planned this as I had not attempted to program a quest before (other than a very minor bugfix patch this is the first "real" NV mod I've put together), but now having done it I actually think I might know what I am doing. Less steps in the quest meant fewer things I could potentially screw up and break the quest.

      To be fair the fetch quest was almost an afterthought, the majority of the effort was figuring out how to script the vending machines to work how I envisioned. I started out trying to do it without NVSE, and that got me nowhere. NVSE is almost an essential if you want to do anything interesting; the vanilla scripting language is INCREDIBLY limited in what it can do.

      If I go back to do any more work on this I'll definitely keep this idea in mind, and it'd be good practice for writing more extensive quests.
    2. DarianStephens
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      I agree with that longer quest idea, I reckon it'd be a lot more interesting that way, and you may also be able to get the machine working before you complete OWB.
      It would be especially nice if the quest randomizes where you go each stage, so it's unlikely to get the same route twice in a row.
  4. sylvju48
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    Now all you need is voice actors for the machines, and you'll be in buisness! Awesome work!
    1. brotherbuford
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      I had considered it but I am yet to delve into how to program dialogue trees. That being said, I myself am no actor and don't want to put sub-par voice work into the mod. Bad acting would mar an otherwise functional mod. As such the machines are simply "dumb" and are not part of the super-technological inventions in the Sink proper. Vending machines are typically rented or contracted to an outside vendor, and I figure Big MT is (or rather, was) no different.

      As a side note, my cousin is a voice actor in New Vegas (he's Festus the Sunset Sarsaparilla robot in the main game and Dog/God in Dead Money) and he knows several members of the cast like Yuri Lowenthal and Liam O'Brien, but I don't know that I'd want to go through the trouble of commissioning any actual pro work to put a few lines into a mod. (Or if I even could, considering actors' union regulations and the potential cost involved.) It would definitely be cool - and consistent with the voicing in the rest of the game - but it's a little out of my reach as a modder.
    2. VATROU
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      You don't need to go that far some members of the Nexus have done voice acting for other mods you could ask around here if you ever consider adding voices to them
    3. brotherbuford
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      I'll look into how dialogue trees work and how adding voicing is done, because up to this point I have not experimented with those particulars in the Geck yet.
    4. DarianStephens
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      Wow, you know (the real) Festus?
      I... don't know how people would react to having some ACTUAL voice actors from the VANILLA game instead of impersonations!
      As far as some people would know (or care), this would be an official mini-mini-DLC for the DLC
    5. brotherbuford
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      It's a little weird talking to him on the phone during holidays when you do the "call all your relatives thing" because even though God the nightkin isn't quite his normal speaking voice it's close enough that I had to ask him why he wanted to tear the Pip-Boy off my arm and wear it around his neck right after he said "Merry Christmas"

      I have no idea how he managed to do that Festus voice, it sounds nothing like his normal voice. If he hadn't told me that was him when the game came out I would have never pegged him as that. Sometimes I'm sure I hear him in other games and have to confirm it with him as a lot of the time there are no voice credits, but that's likely due to having to deal with SAG rules and union issues; that being said, I can't say anything about any games in particular if there are no credits (or the actors use pseudonyms, in some cases) because if it was non-union work you can get majorly screwed if you do that as a SAG member and your name gets attached to it. It's one reason that even if I DID get any pro VA work I probably couldn't credit the actor since it wouldn't be part of a union job, so that takes a bit of the luster off of even doing it in the first place. Basically I could probably neither confirm nor deny, and that takes a bit of the fun out of it.

      I'm honestly not sure what the rules are on side work since I'm not an actor, but SAG seems pretty hardcore about their rules.
    6. DarianStephens
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      Why did he want to tear it off?
    7. brotherbuford
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      God the nightkin has some major anger issues.

      ... and with him as a companion in Dead Money he says it pretty much constantly.
  5. Adamj1
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    Though I very much like this mod I keep having a problem in which only the coin exchanger works and nothing else.
    1. brotherbuford
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      Do you have NVSE installed? Several scripted functions won't work without it.
  6. KamSolastor
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    Cute. Maybe you should hit up Hairylegs to get this put into NVEC
  7. ARavenCalledWayne
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    Works Great. Endorsed.
  8. brotherbuford
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    Replaced the file with version 1.01. The only change was a fix for a typo in one message.
  9. DarianStephens
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    This seems incredibly fantastic, like it could've been there from the beginning (in the official dlc).
  10. volsfan8076
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    Any clue if this would conflict with the vending machines of the wastes mod?
    1. brotherbuford
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      I don't know as I have not tested that with it, but the only machines I altered are in the Sink. These particular objects/references are not the same as the base objects and have their own scripts, so my guess is that there wouldn't be a conflict as their IDs are different.

      The original soda machines in the Sink are removed and replaced by new objects specific to this mod; they use the same world model but game-wise are different.

      This also means that if you have anything stored in those machines, the contents will vanish as the container objects themselves are no longer in the game. Make sure you empty the soda machines first before enabling the mod.
    2. volsfan8076
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      As far as my very limited knowledge of modding goes, they should work fine together since they have different object/reference IDs. Thanks for the reply.
    3. brotherbuford
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      I ran into some missing textures and other issues with VMotW when I just installed it (although my mod's assets worked and looked correct), so there may be a conflict of some kind - or it could be conflicting with another mod I have installed. I suppose the best answer is to just try installing them both together and see if they work.