Fallout New Vegas

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cjwaffles

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cjwaffles

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47 comments

  1. 12345megas
    12345megas
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    Truly sad this has not been touched since '18 its such an amazing mod but some of the Primm placeholders (trees, grass) are just randomly green and vibrant patches which was a little wild at first. I hope someday you come back to this mod and show the wasteland some manners XD <3
  2. BillyA749
    BillyA749
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    Caused my game to crash every time I went into Jacobstown.
  3. whodatninja117
    whodatninja117
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    • 5 kudos
    does this work with brayduck's adobe mods?
  4. GabrielasHarbour
    GabrielasHarbour
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    I always wondered how hard it seems to be to take a broom in your hand when you're a wastelander.^^
  5. FlashFatman
    FlashFatman
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    Welcome back, I decided to come back to NV also after not playing for a very long while and as I search for mods to add I find this! I'm downloading it and let you know how it goes. Thanks! OK, I added this to an existing save game I went into the Goodsprings store with no problems and it looks good. So does walking around town, BUT I tried to go into Doc Mitchels house and it crashed. I have no mods that touch Goodsprings Just NMC's texture pack.
    1. FlashFatman
      FlashFatman
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      Hold on there Pardner, the glitch seems to have been with the NMC texture pack so it seems your mod is OK! I deleted those and so far so good. (The textures weren't that good anyway)
    2. cjwaffles
      cjwaffles
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      Hello,

      I'm glad to hear you're enjoying the mod so far! I did a quick search about the issue you experienced with NMC's Texture Pack and it seems to be a problem isolated to that specific mod and not a conflict with mine. So you're probably in the clear to use the texture pack alongside my mod if you still want, though how many crash-to-desktop errors you'll experience beyond Doc Mitchel's house with NMC's pack when loading interior cells I do not know, as it is not a mod I have ever used myself.

      Good luck! and thank you for taking the time to try out my mod.

      -cj

    3. quietwolffallout
      quietwolffallout
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      iv been using nmc's texture pack( small pack its the same result just doent hog your pc down) for years and iv never had a crash issue, i also didnt think a texture replacer could crash a game. even if it was the textures thats the issue the clutter you removed wouldent have any affect on them. il run a test and see if i can cause the same issue in my game so i can pinpoint the exact issue
  6. User_42342640
    User_42342640
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    Is this mod compatible with Uncut Wasteland? I want a mod that's compatible with Uncut Wasteland while not removing everything in the game.
    1. cjwaffles
      cjwaffles
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      I can see a very real potential for errors/conflicts if you use my mod alongside Uncut Wasteland; Whereas my mod aims to remove clutter, Uncut Wasteland appears to have the objective of putting clutter back into the game. My best advice to you would be to install Cleaning up the Mojave and Uncut Wasteland and loading my mod AFTER Uncut in the load order (you'll need NMM or another program for this). This ~should~ give priority to any alterations Uncut makes to the game over any of the alterations my mod makes. I think this would mean if Uncut and my mod have both edited the same item/object in the game, his edits will overwrite my own and therefor you would see only what he has changed to that particular item/object and mine would not affect it at all. Of course if you want it the other way all you'd have to do is flip the load order around with my mod being loaded BEFORE his.

      I've not used Uncut Wasteland but from the screenshots it seems that a large part of it deals with exteriors, whereas Cleaning up the Mojave was created to be more of an interior-intensive overhaul - though you will still encounter some large exterior edits as with Primm and the Mojave Outpost, and few minor exterior adjustments made at Jacob's Town, Goodsprings, and other various locations scattered throughout the world. With that being said, Uncut appears to add objects that were taken out of the game by the developers. So there is a good possibility that his mod and my mod do not actually edit or alter many of the same objects at all, largely negating the load order and priority of changes altogether. However, there could still be issues between the newly added objects added back in to the game by Uncut and moved or deleted objects made by my mod. For example: Uncut could add in a electrical tower where my mod has erected a house, thus causing the two models to merge together in game.

      Also keep in mind that my mod remains largely unfinished, and most of the changes that have been made so far are within the general starting region of the game, primarily on the western settlements/areas of the map. This also means that there is lesser still a chance of conflict between the two mods, outside of the somewhat immediate starting area of the game at any rate.

      The biggest issue I can see you running into would be inconsistent clutter within interiors. Uncut adds on to already existing clutter by reintroducing cut content back into the game. Since that stuff was cut, I was not able to see it in G.E.C.K when I began work on my mod. So if I removed all of the scattered empty whisky bottles from an interior cell, I removed the objects that are in everybody's game by default and that everybody playing the base game would have been able to see, across all platforms. Uncut adds on to those objects, but since I have removed the preexisting objects (in this case the whisky bottles) that mod aims to enhance all it is really doing is just adding clutter to an area that I have cleaned up, in turn coming full circle and making it as though I haven't cleaned it up at all. This could mean that certain areas will seem arbitrarily cluttered and make the clutter placement added in by Uncut Wasteland not have any 'natural' flow. Think of it as lego blocks: the clutter in the game by default is the first block, and Uncut Wasteland is the second block that builds off of what is already there, thus enhancing it. Without that first block, the original clutter in the game which my mod has removed, Uncut doesn't have anything to add to - and so it's just placing items and meshes where it no longer makes sense to put them.

      Again, try playing with both mods installed and see what's up. Flipping the order of which you load the mods might have an affect (better or worse I do not know) but again I do not think it will make a difference due to the fact that Uncut doesn't edit the presence of objects that already exist in the game (afaik) - it just adds more objects to the cells and scenes. Meaning there shouldn't be an overlap between something I have edited and something he has added.Good luck, and let me know how it works out if you decide to try it out.
  7. Wolf7000
    Wolf7000
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    Welcome back cjwaffles. Your mod is very interested, so what do you think this mod? Is It possible to include?

    Clean McCarran by Badfrog - https://www.nexusmods.com/newvegas/mods/39572
    1. cjwaffles
      cjwaffles
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      Thank you for taking an interest in my mod!

      If you want to use these two mods in conjunction then I believe all you have to do is load my mod last (or at least after the mod by Badfrog) by placing my mod anywhere below his in the load order using NMM. Or it might be the other way around, with my mod being loaded above any other mods that alter/modify object placement. See below:

      "Tip for those with house mods in cleaned up towns: I put my Jacobstown Bungalow below this clean-up mod in my load order. Everything was working fine."

      That was posted here by a user a couple of years ago, but just mess around with load orders until something (hopefully) works. I would just like to point out, however, that I have not yet made any alterations to McCarran, so it's doubtful you will be able to tell which load order works without creating overlaps/conflicts at this very moment.

      Good luck!
  8. marieruth
    marieruth
    • supporter
    • 7 kudos
    So is this like Clutter B Gone and Clean Deluxe NV?

    Edit:
    Welp, this certainly isn't like those two mods I mentioned. I am curious and will try this. :3
    1. cjwaffles
      cjwaffles
      • member
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      Hello!

      As you later found out, no this mod Isn't like those two mods. Whereas Clutter B Gone removes all cluttered objects in the game, my mod just re-arranges that clutter and removes trash and garbage from the environment.

      My mod also differs from Clean Deluxe NV, because Clean Deluxe is an performance driven mod that aims to increase FPS. This means that Deluxe, like Clutter B Gone, removes clutter and static objects (along with particle FX). Again, my mod is more about making the Wasteland (specifically settlements) more clean and 'habitable'. Performance increase is something that users may experience with my mod, but it's not the driving purpose behind my creation of it.

      I know this post is old, and as you said you already found this out. But I figured I'd create a response for any new people that come across my mod and are looking for clarification. Cheers!

      -cj
  9. Roviakin71
    Roviakin71
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    can you make one that is compatible with any mods that fix up the player's hotel suites.
    1. cjwaffles
      cjwaffles
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      Hey,

      I know this is way late, sorry about that. I *think* if you load any mod that allows you to rebuild suites, and mods like those, before my mod in your load order you will be able to use those mods normally. My mod has zero scripting events in it, and all it does is move objects, delete objects, and (sometimes) adds objects. So, ~theoretically~, loading my mod last should give precedence to the mods that allow you to build objects/rearrange objects in game. This is just what I understand of it, so no guarantees. Good luck!
  10. Norup58
    Norup58
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    Welcome back :)
    Have just started replaying the game again after 18 months break so always nice to see modders still active (re-activated).

    Will keep an eye on your progress.

    1. cjwaffles
      cjwaffles
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      Nice to see players still returning to the game :D

      I plan on releasing a big update today that cleans up Primm and makes it look more inhabited.

      Thanks for sticking around!
      -cj