Fallout New Vegas

118 comments

  1. StantonCree
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    Changelog:
    08.01.2023 - Happy New Year

    - Added the option to repair your gear based on your skill using the toolbox in the armory. It still costs caps to do it, can't do anything about that, but immagine thats the costs of materials used to repair. Can't repair a suit of power armor with duct tape now can we?
    - Added prefix "Preserved" to all the food and drinks(except beer) found in the freezer
    - The fridges in the freezer will periodically get restocked with food and drinks(5 of everything except beer)
    - The Nuka Cola machine in the diner now only accepts Preserved Nuka Cola
    - Preserved Nuka Cola and the Ice Cold variant now decrease your thirst by -25 for regular and -35 for Ice Cold. In vanilla nuka cola will increase your thirst by 10. Don't know why the devs chose this.
    - All Preserved food and drinks now have a value of 0 caps. This is to prevent you from farming food for caps early on. We don't wanna cheat too much now do we?
  2. bb8paul
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    this mod is great one of if not the best home mods in fallout new vegas but i have one problem and its the totnw has some compatibility issues i dont known if there is a compatibility mod but if there is please comment it under this comment beside that great mod 10/10
  3. SaltDeposit
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    Just a heads-up: your mod has a soft incompatibility with A World of Pain (another F:NV mod) due to altering the same locations. It's still accessible thanks to differing door sizes, though. And before you ask - the older version in Hidden Valley also had a similar soft incompatibility, bit with a different location added by AWOP, although in that case it just made them harder to spot.
    1. StantonCree
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      Thanks. Never heard of that mod before. Once you get to the vault you can use the teleporter to get around anyway.
  4. biguglypig
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    idk if I'm just retarded or if the mod isn't working as it should, I don't find any vault aside from a tunnel with vipers  help lmao
    1. StantonCree
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      maybe your mod manager fucked the installation up. install manually and enable the mod manually.
  5. mrjwmorse
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    Love this mod, not sure why it changes npcs though. any visual upgrades made to vanilla npcs are reverted to vanilla appearance when this mod is installed. 
    1. StantonCree
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      unless you are going to give more information i can't help you
  6. mrjwmorse
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    Very nice ... Endorsed. trip inside is a little long but for a role-player that wont matter.
  7. Jarecyrel
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    I really like this mod and it shows how much effort it is put in, one of the best player homes out there. Theres somethings I want to point out and suggest.

    1. For some reason the middle hall has some serious performance loss, kitchen too but that can be fixed by grabbing all foods on the shelves.
    2. Where is the dismiss all companion terminal exactly?
    3. The T-51X is being overwritten by Titans of the New West 2.0, turning to a regular BoS armor texture but the stats stays the same.
    4. AK-45/455 has no pip-boy icon, no iron sight and no B42 inspect anims support, you could maybe ask permission to use some of those cool ak anims for this mod. Maybe rockbiter's
    5. Another suggestion, once player make it their home (maybe set it on a terminal to properly spawn them), upon completion of DLCs some of the DLC items might appear on the vault. The Sierra madre vending machine from dead money and commissary terminal from lonesome road for example.

    Edit: No scratch that, the power armor needed a patch for it to fully work with TOTNW 2.0
    1. bb8paul
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      uhhh what is the totnw compatability mod????
    2. StantonCree
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      1. works fine on my end. maybe there's something wrong with your PC.
      2. idk. i did not think of that. will look into it for the next version.
      3. feel free to make a patch yourself.
      4. i'm aware of the missing icon. i don't use or support other people's stuff unless its a free resource. if you like it so much then you'll have to find your own means to make that work.
      5. no.
  8. AveryCubed
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    This mod is great but companions going here by default is a little bit irritating at times, and if I uninstall the mod all the companions that are there disappear from the world completely, is there any way you could change the way npc dismissal works to make this one like the lucky 38 where they only go there if you tell them to
    1. StantonCree
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      That's how it works. They only go to the vault if you tell them to. They are not there by default. If you uninstall the mod and your companions are in the vault, they might disappear, I don't know I didn't test this. There is no reason they would go somewhere else on their own, they have unique dialog, packages and markers, nothing was replaced.
  9. 2CHAINZBOI
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    I had a bit of a concern about performance: for some reason there is no gravity in this vault and you move really slow? Second, I'm getting huge frame rate loss in the vault (down to 30-40ish and with a lot of choppiness). Any ideas how I can address either? 
    1. StantonCree
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      i have no clue what you are on about. make a video.
  10. nicolaec99
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    I am guessing there is no issues having both this and awop at the same time? 
    1. StantonCree
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      don't know what "awop" is
  11. Ryvexincz
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    Today I tried this mode and I must admit that it is great, but I would still have a few things I would like to see there: Ability to write your own notes in the terminal (only if possible) Overseer office, MK VI Turrets at the Vault Gate and other NPCs (It doesn't have to be companion, just to make it not look abandoned) I read that there is a gateway that is close to the BoS bunker, wouldn't it be easier to connect to the other bunker team that is abandoned?
    1. StantonCree
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      "ability to write your own notes in the terminal" No
      " Overseer office" No
      "MK VI Turrets at the Vault Gate and other NPCs" No
      "wouldn't it be easier to connect to the other bunker team that is abandoned? " No