Fallout New Vegas

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  1. ironaxeTX
    ironaxeTX
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    Can't load Big Horn Sloan cell, checked and this mod is causing big horn Sloan to crash think it maybe due to New Vegas Bounties.
    1. th3overseer
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      This mod doesn't touch the Big Horn Saloon in any capacity whatsoever. If it's crashing, something else is causing it.
    2. cayrano
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      I'm having the same problem.
      The Boulder City Saloon crashes 100% of the time with only KhanInitiation.esp and Eliza.esp in my load order (tested on a new save/character).
      Turning off KhanInitiation.esp fixes it so I'm not sure what's going on.
    3. th3overseer
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      No clue. Like I said, it doesn't touch anything to do with the Big Horn Saloon.
    4. cayrano
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      I opened both .esp's in FNVEdit and found an ITM record for the BC Saloon in both of them. I deleted the ITM's which seems to have stopped the crashing.
      Considering you said the mod doesn't touch anything in the BC Saloon I assume these ITM's were unintentional.

      Just thought I'd let you know.
    5. th3overseer
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      That's odd, I distinctly remember cleaning the records for the latest version of this. Guess I didn't save it properly.
    6. sr383
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      Odd. LOOT 14x doesn't show any errors, but xEdit 3.1.3 does show 12 ITMs and 3 UDRs. (Who would even look for ITMs if LOOT's not flagging anything?) Leaving the file alone, for now, and I'll see what happens in Sloan. ...
    7. Ketch03
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      did this ever get fixed?
    8. PakyKun02
      PakyKun02
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      nope
    9. ChickenSupreme9
      ChickenSupreme9
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      Nah, that'd make too much sense.
    10. polfd
      polfd
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      Hey i know i'm late but i found a solution to this problem, just reinstall NVAC and it should stop crashing when entering big horn saloon :)
    11. CanyonRunner69
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      Kinda late to the party but I've had same issue and it took me a whole day of troubleshooting to realize it was this mod - and like you guys are saying, this SHOULDNT happen because the cell isnt touched by the mod, no errors are shown in the esp, BUT it kept occuring for me despite using NVAC, I tested literally like 30 times to make sure. Here's how I fixed it: remove the ESM flag from esp in header section, not sure why it's marked that to begin with. After I did that I can enter the cell just fine.
    12. th3overseer
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      Because it's direct sequel, Eliza, requires it to have the ESM flag?
    13. CanyonRunner69
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      Sorry if I sounded like a spoiled brat mate. I realize Eliza uses this mod, but just cause the dependency is there the mod itself doesn't have to be tagged as esm, though I do know its safer that way since most people dont know how to sort their load order. I got someone to decipher the crashlog for me and its something related to External Emittance Source, whatever that is. Either way, stopping it from being a master fixed the issue somehow - perhaps if I change the mod to a proper esm instead of a esm tagged esp it will work too in my case, I'll have to check that later. Either way *it just works* as it is after said change, so thank you for the experience of questing for a different faction than just NCR.
  2. shash33
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    whenever I kill page, talk to rivas he gives me caps as usual and then doesnt give me another quest after that?
    1. Aguki
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      You need to complete the quest Oh My Papa and break the alliance with Caesar or NCR
    2. imreallynotsocool
      imreallynotsocool
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      I completed Oh my papa and broke the alliance but its not giving me another quest
  3. BufaloVeterano
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    Ok, 1st post here. So... quick recap and then to my question:
    Hate Khans! Well, hate me, in all honesty. I sent Khans down this road, like 20 something years ago. By killing them and rescuing Tandi, then allowing damned NCR existence... OG Fallout timeline (1, 2, NV) is quite something, right? Well, hate Khans! This mod catched my eye right away. Don´t know if it´s masterfully tailored or not, but the vibe, the tone, finds it´s place inside NV´s world nicely. Not far away from the begining, and after killing Page (nice character, silly and filling his meager role just fine) I returned to Rivas and... can´t advance anymore. Oh my Papa ended as requested, by the way.
    So.... is there a way to advance the quest (via CC or something) ? Even when it's clear where things are leading to, I'm all in for a good bullet show right at the end. Big kudos to the author... thanks for taking your time to create the mod and share your work with everyone for their (ours) amusement.
    EDIT: yeah, english is not my mother language, sorry!
    1. BufaloVeterano
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      Kind of foolish to respond myself, but  I discovered a way to b******t pass through this particular issue (using some information given in a post below, thanks by the way)
      1- Checking quest in Pipboy. You may end "Oh my Papa" quest as requested, but maybe that or "Haba Daba Honeymoon" remains highlighted after. It creates a problem (beautiful Bethesda´s engine misteries). You´ll need to end those quest (even if ended by playthrough standars) via CC. 
      Here all information you need.?
      2- Using "setstage", then you can advance. Be warned that it´s a bit odd, since the game will set you up with a new objective, but with not much of background or context (bypasses Rivas´ dialogue, I guess), but at least you´ll be able to enjoy the rest of the mod.
      Use FNVEdit to locate the quest, names for quest are the same in Pipboy and FNVEdit details. So... follow the very well explained instructions in the post below (by sean7812) and there you go. If you're Vortex user like me (lazy me), remember to check the "plugins" tab looking for the first two ID characters ("Mod Index" column)
      Most likely you'll need to do one, both, or more of these steps. Anyway... I hope this helps someone down the road.
      And thanks again for your work on these mods, th3overseer.
      Edit: No, I'm not just repeating what someone else very well explained. I'm adding to that, since just "setstage" didn´t work for me. Also, a friend of mine used CC to add "Khan Trick" perk (in addition to everything else) in order to advance the mod. Thanks for your patience!
  4. sean7812
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    For anyone having trouble getting this quest to start even using console commands, I was able to get it working by typing: setstage 1b011952 10
    The first two numbers/letters in that code will change depending on where the mod is in your load order. Open FNVEdit and load every mod you're using. Find Khaninitiation.esp in the list and expand it. Scroll down to quests, expand that, and find the quest with the name 'The Initiation.' That is the code you need.

    I completed Oh My Papa in the correct way and couldn't get this mod working no matter what I tried. I could only say, "I need to go," to Rivas.
    1. Foxpit
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      Thank you!  :)
    2. Valthorix
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      Adding on to this, if you'd killed Rivas before and want to spawn him again, his RefID is xx000dc0, which you can then use to enable, resurrect, and moveto player if his body's despawned. You can use the command "save funclist 1" to generate a text file of every NPC in the game that's ever loaded that shows a bunch of data and, importantly, their RefID
    3. th3overseer
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      Alternatively, you guys could just not murder the vital questgiver NPCs if you have some interest in playing the quests that they hand out. That'd work too.
    4. Gusx1
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      Thanks! My new playthrough, I just have the option to "help later" but I've never got the option to help 40 hours in lol, it worked fine last playthrough and I haven't added many new mods. Strange indeed, also Rivas never died on my end either 
  5. layerkayk
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    I finally did it, I took him down, in his cave, in front of God and everyone- at level 12

    And all it took me was 11 saves, a turbo and hydra addiction, a dead companion and lots and lots of ammo.

    Oh, and about 10 years of my life.

    But we got em' team! Take that Adam Sandler! I CAN WIPE MY OWN ASS!
    1. th3overseer
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      Well, now you've completed my worst mod. Congratulations...?
    2. layerkayk
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      Thanks mister.
  6. scarlettcarson
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    so im playing this mod which is average at best (not the best mod i have played but not the worst) and once again i have reached the point where i have to almost finish the damn game aka compleat " oh my papa" so the khans leave and dont do a suicide run on the dam and all i can think is why bother? i mean sure the few quests to this point although being basic "go here kill and collect this" type dont really show off this mod so again it just feels like a half finished mod and seeing as "oh my papa" means you are about 6 quests before the final of the game i have to ask WTF were you thinking having it like this? also why include a follower mod you can only unlock after compleating a quest at the end of the main game? i mean followers are ment to aid you during the game JNOT be there for a few quests at the end when you already have great followers like cass and veronica. can you update them so you DONT have to finish "oh my papa"
    1. th3overseer
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      No, the quest is a requirement for narrative reasons.
    2. dogeleros
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      You dont need to get to that point of the main quest to do Oh My Papa with any ending, i just did it before dealing with Benny
  7. nimloc69
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    *crosses fingers* I want to get to this questline and the rest of your story mods asap, but I went with the bone headed idea of going NCR this time (usually Yes Man here). I'm getting slightly conflicting info depending on the source as to if completing Oh My Papa before progressing down the NCR questline is a problem. I guess that's what happens when a game is this old and it's hard to understand without some serious digging if a bug was patched out or if was simply an outlier issue. I already checked YUP's readme but didn't find anything regarding Oh My Papa and For the Republic, Part 2.

    Oh, well. I'll just do Oh My Papa first like I planned and if I end up unable to continue with the NCR later I'll just turn everyone into slag and go Yes Man again.
    1. th3overseer
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      Just do Oh My Papa in the way that leads to the Great Khans peacefully departing the Mojave, that's the only vanilla quest requirement. That doesn't have any issues with the NCR storyline; you just tell Moore they're leaving, and she skips that part of the NCR questline. 
    2. nimloc69
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      Ok, cool. That's what I read but I also found some posts that said that dialog wasn't showing up for them. Probably a bug that's been patched then. Forgive me for being overly cautious when my final encounter with Benny had to be retried a few times to get the outcome I wanted. I'd go out on a limb and say the multiple paths to completing quests in FONV is both it's strength and weakness at times because it's not always obvious when you'll be locked out of certain dialog choices and such.
    3. megamike15
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      well this is the only quest mod i'm aware of where you need to do a specific choice in a vanilla quest for it to activate. 
  8. danielwastaken
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    Somewhat of a personal question: based on this mod, it seems like you're a no-good dirty raider-sympathizin' drug peddling Khan lover. Is this true? 
    1. megamike15
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      the great khans have had a hard life. 
  9. Macilara
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    Odd question, but is there any way to do this mod if the courier kills papa khan and becomes leader?
    1. th3overseer
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      The vanilla quest requirements are listed in the description. 
  10. purplehitmanBD
    purplehitmanBD
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    Played all of you content apart from this and Eliza and I loved it all. With this I got to the last part. Toon is 10 years old so idk if i made them stick in the canyon or want to leave. Still, I don't think it's a good decision to  make it impossible to continue the mod over a vanilla game decision. 

    However it's your mod and you decide how things go.
    1. purplehitmanBD
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      Well doesn't matter, just setstaged the initiation so was able to finish it.