Fallout New Vegas

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barbarossa2000

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barbarossa2000

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44 comments

  1. hahafunnynamelaughpls
    hahafunnynamelaughpls
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    very epic! but my one issue is that holorifle on the table because im pretty sure elijah made the holorifle from scratch
  2. APNBUSTER
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    Nice concept to extend the correlation between DLCs, but this safehouse seems too organized and full for Ulysses if you ask me.
  3. Bernt
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    Nice place, But I too had to fight for dear life when heading back from the Gala. This was not the bunker though but the "annex" with the stash. I closed the door behind me for a little rest. But it sprang open and 3 ghosts came crashing in.
    1. bfagen
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      У меня полный смех.
  4. PaladinEzra
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    Great mod!!!! I just found your series of Home mods and they are my new favorites! One thing though, can you add a way to get back to the sierra madre so I can continue to use this as my base?
    1. barbarossa2000
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      Hey philetuslapham,

      Glad you like them. There is a mod that allows you to return to the SM. I've always use it:

      Return to Sierra Madre
      https://www.nexusmods.com/newvegas/mods/40567
  5. ggjoska
    ggjoska
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    Amazing mod thank you!
  6. Keklord111
    Keklord111
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    Hey @Barbarossa2000, I just happened to find a bug or something in your mod, I've WMX and WME by the way (I think it has something to do with WMX and WME), while playing Dead Money for like an hour or so I decided to save and quit then start playing again, when I started playing again all my mods weren't even in-game! I loaded another safe file that was prior to me playing/starting Dead Money and everything seemed normal.

    Edit: Everything seems to have been reset and none of my mods seem to be working.
    1. Ragnarok101
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      This mod uses vanilla assets for a lot of the custom 'Courier 6' weapons. This means that if this or other mods from the same guy are nearby that those vanilla bits (including the ones that say X weapon will use Y mods) will override WMX and WME. Use FNVEDIT to replace the requisite records or to make a merged patch that uses WMX and WME's files instead of this one's.
  7. commanderstrawberry
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    Nicely set out and generally appealing. Though when I was going back to the fountain after setting off the gala, I stopped into the house to stock up for the Madre and somehow a Ghost person followed me inside.
    1. barbarossa2000
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      Thanks for the report commanderstrawberry.

      First report I've got of that. I know of other mods that modify the SM where this happens, which is especially troubling if Ghost People show up randomly after you complete a sleep cycle or something. Knowing this bug existed elsewhere, I tested my mod over an extended period of time to see if I could replicate it. I wasn't able to replicate that bug in over a hundred plus in-game hours.

      Did he follow you in without having you "targeted" (randomly just wandered in), or were you running away from him while he was "locked" on to you?
  8. usn1996
    usn1996
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    I would really like to run through your safehouse mods, I think they look great, but, they require the couriers stash DLC's. Is there any way that you could alter your mods to remove this need? I don't think many people own that (rather useless) DLC, so removing it's need would open up a great many more people to your mod.

    Thanks!
    1. barbarossa2000
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      Hi there usn1996. You know, I probably hadn't thought deeply enough about the Courier's Stash add-ons. My intent was really only to use assets from the main DLCs and GRA. I only wanted a few things from the stashes. As it is, (and I've received a number of comments like yours), there are a number of players who actually do own the majors, but not the Stashes. I was assuming most players had the Ultimate Edition by this time. Turns out, that was a bad assumption on my part. If I'd really known I was going to alienate players with the Stashes, I would have left them off.

      As far as the current Courier 6 mods go, I cannot go in and edit out the requirements, I doesn't work that way. The problem comes from the way the game handles master files. I just can't turn them off, without starting from scratch, because it will crash player's games every time you try to load them...the mod will constantly be trying to read the master files originally associated, and when not found, will crash. Starting over would be...difficult.

      Now as fortune would have it, I am working on a wayhouse mod that is modular, in that you only download the files you want to use; and decide which of these smaller wayhouses you want (that are spread out across the Mojave) in your game. You're comment has me re-thinking the requirements for each. Some are all DLC required, some are no DLCs required.

      Also, I have a couple of Safehouses in the works for Goodsprings that have no DLC requirements. I've been working these based on a number of comments received like yours. So I've been trying to lean forward and get something done for those folks who have not been able to play with any of the current Courier 6 mods.

      Thanks for your feedback, it is always appreciated. Best regards,

      Barbarossa
    2. usn1996
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      As it turns out the steam Ultimate Edition does not come with Couriers Stash!

      What items use resources from Couriers Stash? If it is not that many, could just deleting those items, and replacing the, or whatever remove the coding for the mod that tells it to look for Couriers Stash? That issue is how I realized it need that small DLC. I didn't even think to check, cause this is the first mod I've seen that requires them.


      P.S I just bought it on steam, just for kicks
    3. barbarossa2000
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      I think it was the sturdy caravan shotgun, spears, one or two other items, and the lightweight leather armor. I also think I used the 10mm pistol. I don't remember them all, and would have to go back and look at the entire list of unique IDs I created in each mod...which is literally hundreds of lines. Truth is, each different Courier 6 mod had different items from each stash, so I just arbitrarily decided to continue with the all DLC required method. I did it to make it easier on me, since I originally did these for my own use, and only expanded on them after I released the Courier 6 GS Compound, and it was so well received.

      Here's where the problem comes in. I have my GECK set up to load all master files. Not real sure how to turn that off since it's associated with being able to load multiple masters. I need to retain the ability to load multiple masters, but could do without the auto-load mechanic. Once I open a mod with a required master file ticked, there is no way I know of to turn them off. To add to the problem, if I open a mod that requires no DLCs, each time I go into edit it, I have to make sure I only tick the required files to load, otherwise they will all load. Once loaded, they become required.

      While I could go in and find the Stash items and delete them in each mod, how to make the mod no longer read the Stashes as required masters is where I fall short in knowledge. I'll go research it, and if I can find a non-time consuming solution, I'll be happy to upload alternative mods, without the Stashes as required files.

      Oh, and I had no idea the Courier's Stashes weren't included. I think I just purchased the DLCs one at a time, but bought them all.
    4. DGenerateKane
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      I bought the Ultimate Edition through steam when it was $5 a year and a half ago, and it came with all the DLC.
    5. barbarossa2000
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      Yeah, I just went back and checked on Steam and the FONV Ultimate Edition description says it does come with Courier's Stash.
    6. barbarossa2000
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      BTW, I have since learned how to use FNVEdit to remove master files from my mods. My current mods all use assets from each DLC, so the DLC requirements will not change for those, but my future mods will only utilize the main DLCs where possible...and FNVEdit will always be there if I forget about ticking master files when I load up the GECK.
  9. yolothedino
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    Looks great, though there are some lighting problems for me (room especially dark) but it's probably because I have interior lighting mods.

    But boy, I didn't expect the safehouse to be THIS stacked to the brim. I understand the need for a LITE version.
    1. barbarossa2000
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      Yeah, if you have interior light mods on it will definitely effect the lighting I crafted. I actually spend a lot of time on my lighting trying to get it just right for whatever mood I'm shooting for. If there were anyway to account for the infinitesimal number of mods out there, most of us would grasp for something like that in a heartbeat. Things like that unfortunately have to be left up to individual players.

      As far as stock goes, you haven't played my Goodsprings Compound I bet! Someone actually picked up every item I placed or edited, and the total weight came out to about 25 tons!

      Loot is a dual edge sword. Most players want it if the number of downloads for my full versions versus numbers of downloads for my light versions is any indicator. After two days of that mod on Nexus, while it being very well received, I got a several immediate requests to produce a light version. I made it happen in about 4 hours and posted it with a promise that all my future mods would always have that option.

      But yeah, I get it. Most want that loot (if nothing else to say its always there), but a not insignificant number of players don't. So in an effort to make as many happy as possible, we will always have a light version which will just include the facilities and interfaces only.
  10. DGenerateKane
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    I have a question about the Lite version, of not only this mod but your other safehouse mods. Are the Courier weapons and armor obtainable in some way? Or are they only in the full versions of your safehouse mods?
    1. barbarossa2000
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      Hi, they are only available in the full versions. The Lite versions were all stripped of loot and uniques, and tacked on as optional files, because of player requests to keep the base facilities, but not play so overpowered.