Fallout New Vegas

About this mod

Plugins adding the Big Empty's presence to settlements, after the player takes over.

Requirements
Permissions and credits
Changelogs
So you've taken over the Big Empty, but don't like the Brotherhood's policy of just collecting and sitting on it? Then it's time to start putting it to use.
Unlike the crater, these plugins are not intended to restore areas to a nearly pre-war level, but instead to show the Big Empty's technology being applied.
I won't lie, these don't really add much to do beyond adding some eye candy.

Freeside
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Adds a base in Cerulean robotics.
Coordination efforts in the NCR relief outpost and Old Mormon Fort.
The Silver Rush has been liberated and converted into a school.
Turrets outside the Freeside entrances.
Patrols.
Work crews. Rubble has been slightly reduced in some areas, opening a couple of pathways. The broken cars are now gone.
Gate Securitrons upgraded to the Mk. 7, support version.
Crops by the water pump revitalized.
ATMs at the main entrance, and in front of the Strip.


Goodsprings
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Gets Goodsprings and the surrounding areas nice, clean and safe. Mainly based out of the school house.
Gives the town some industry, including better farms, fixed pumps, and a mine on which the town was founded.
Patrols the road almost down to Primm, and up to Sloan, which is also improved.


Mojave Outpost
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A small mod cleaning up the mass amount of cars cluttering the road and moving the statues a bit to not be directly in said road.
Not so much the crater fortifying the NCR's position as it is fostering trade in what's otherwise a chokepoint.
Includes a some vending services and a scholar handling trade deals and recruiting.


Awesomised Sink
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A modification of Elianora's amazing Awesomized Sink Mod.
Makes a couple of minor tweaks and additions, cleans up a few previously untouched pieces of the mod to Big Empty Rebuild standards, adds some decoration to the balcony, and adds examples of all the new crafting stations for your convenience.
As always, it's recommended that you empty your containers before installing or uninstalling an home modification.
This is only an ESP replacer, and does not include Elianora's asset files. Get them here www.nexusmods.com/newvegas/mods/56162


Obsessive Recycler
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Adds the new consumable scraps system from 1.5 to all vanilla consumables, modifies all recipes to give back their appropriate leftovers, and makes the Vigilant Recycler and Hand Loader perks give back almost 100% of ammo leftovers
I recommend placing this high in your load order to reduce conflicts with other mods that change vanilla ingestibles.


Zion
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The Big Empty sets up in Zion. Main presence is in Stone Bones Cave, Ranger Station Osprey, and the Aerie.
The Father of the Caves is returned to the Narrows with honors.
His stashes are cleaned out and wildlife has returned to most of the caves.
The abandoned caves in the Narrows are now repopulated with Sorrows returning from their canceled exodus to Grand Staircase. If you spared the White Legs, some refugees will find a home among their former foes.
Once the main campaign is over, the temporary Dead Horses camp will disappear as the Dead Horses returned to Dead Horse Point, and it is now inhabited by wildlife. Likewise, wildlife returns to Three Marys.
The roads have been cleared and the bridges fixed, and a work crew can be found at the blocked section of road in the south.
The spore presence has been purged by hard working haz-mat crews trying to fix what the crater's previous management screwed up.


Primm
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Fully compatible with Bison Steve. It is highly recommended to use FNVLodGen or another similar program, as Primm has several large objects that will ghost in and out otherwise.
Big Empty takes control of the NCR's camp on the west side of town. Given the setup, it assumes the NCR didn't place the town under martial law, but shouldn't outright conflict with this decision. Tyrone will head to Forlorn Hope with the other named NCR after choosing a sherriff.
Meyers cut deputies are enabled if he's chosen as sheriff. Prim Slim is upgraded to the specs of a Big Empty Mk 7 protectron minus a little padding.
General cleanup of the town. Primm now thrives on crops, ranching and ever elusive electricity generation.
A patrol is added up to the police station, completing a safe loop from the Mojave Outpost to Goodsprings and back.


Outer Vegas
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Various areas outside the safety of the gates get a touch up as the courier brings civilization back.
The sewers have been reclaimed to rebuild vital infrastructure and cut off easy covert movement for nefarious groups. They currently crawl with lobotomites, animatronic bones and brain chipped ghouls ready to raid raiders under the cover of night and bolster their numbers.
The south and east cisterns have been cleaned a bit, got new or unbugged NCR guards as the vanilla game refers to them as ncr facilities, and they get some big empty assistance.
East and west pump stations now held by NCR as the base game implies they were supposed to have been, with the big empty helping to get the places in order.
El Ray cleaned up, and not weirdly a junkie den given its proximity to McCarren.
Sharecropper fencing and pipes fixed up. The NCR has clearly been buying genetically improved seeds from the big empty as well, as it's far more successful, even with the problems it's facing.
Token presence at the grub 'n gulp to help protect from legion assassins.
Aerotech refugee camp cleaned up a bit, and sold off a lot of (to them) useless damaged electronics and books. Small scale crops for producing meds now fill the planters.
The mole rat ranch is no longer abandoned.
Many totally ruined buildings in relatively safe zones or right next to or in inhabited areas bulldozed.
A specialist handling Lesko's out of control experiment at the fire ant mound.
Lobotomite saboteurs around fiend hotspots.
Vault 3 and New Vegas Steel claimed, the former with a skeleton crew. Lobotomites outside harass the fiends a bit.
The cut vanilla settlement of Underpass, near the molerat ranch has been restored.
Vault 34 has been restored as a refugee settlement in conjunction with the Followers and OSI
Usanagi's improved equipment will net you a 500 cap discount on all implants and allow you to use her facilities in the back for free. You no longer have an implant limit, and can get SPECIAL implants even with a score of 10, in case you want the nebulous over 10 benefits, or simply to negate debuffs.
Bitter Springs is collaborating with the Big Empty, which has expanded down to the recreational area, Calville bay, and the 2 supply caves within the canyon proper.
The road from Bitter Springs to Outer Vegas is no longer the most deadly stretch of tarmac outside the divide.


West side
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Westside has been revitalized with improved farms, a ranch, and functioning electricity.
The extremely messy barricades are now somewhat organized.
The Monte Carlo has been claimed, and the scorpions 'put to work'.
The militia has received some padding to their armor, and now carry a wider assortment of low to low-mid tier weapons instead of just single shotguns, preventing one sided fiend slaughters.
A much needed clinic
Sunset sarsaparilla HQ has been looted of its bots for construction in the area between the HQ and westside. The HQ now plays host to a rather densely populated fiend dungeon as civilization pushes them back.
Vault 22 reclaimed.


Black Mountain
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Restores Black Mountain and its immediate surroundings.
The mutant village on the mountain has been expanded, the rubble cleared and the dishes repaired. Neil's prediction comes true, mutants on their way show up, but decided to settle even without Tabitha. The centaurs are penned in now.
Vault 19 has been restored, and the sulphur mine entrances dug back out for mining.
Repconn HQ is now a major facility for the Big Empty, in line with one OWB ending slide. The structures outside of it have been occupied or replace with makeshift shelter by hopefuls wanting to join.
The followers outpost sees some aid, even if the brotherhood attacks them. The train cars are now home to more hopefuls, perhaps to both groups.
Patrols travel between Bonnie Springs to Black Mountain, Repconn and the 188 Trading Post and the Grub 'n Gulp. Combined with the other mods in the collection, you can now travel from the Mojave outpost all the way to Vegas almost completely unhindered.


Nellis
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Fills in Nellis with various aircraft from across the wasteland.
McCarren traded their (to them) unusable planes for medical supplies, an extra food deal, some repairs, and most notably, extra armaments. Be slightly more cautious picking fights with NCR, as they may rarely be armed with laser rifles or pistols, even if they're low quality with bulk power cells.
The train tunnel and path from it has been cleared and defended.
The ruined town outside Nellis has been totally scrapped for materials and to eliminate blind spots. Unless you've memorized where all the invisible cover markers are, make sure you either get into Nellis first or take the train.