Fallout New Vegas

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CivisRomanus

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CivisRomanus

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43 comments

  1. CivisRomanus
    CivisRomanus
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    1. To work as intended, place this mod last in your mods' list.
    2. IF you have installed Face Enhancement mods, Super Cool Races mods (or any other mods that change the characters) and what to keep those modifications along with "Vendors Containers Respawn Fix" mod:
    Open the editor -> Go to Non-Player Character section and expand it -> Click on Name tab to sort the NPCs in alphabetical order -> Click on the NPC you want to modify (ex. Trudy) -> Scroll down the right tab -> Click on the left tab in FaceGen Data section (above the FGGS tab where you should see DC D0 05 3E...) and drag it into the same section of "Vendors Containers Respawn Fix" mod -> Do this for all named NPCs in conflict with your beloved Face Enhancement/Super Cool Race Mod -> Save the changes (CTRL+S) or close the editor and save and...voila! Problem solved. No more conflicts with your Super Cool Furry Character mod.
    It will take a tremendous amount of time to do this, approx. 2-3 min.
    3. Some vendors have a low chance (1/11) of wearing Sexy Sleepwears or Pajamas (Mick&Ralph e.g.). Marketing purposes
    4. After installing this mod, if you cannot interact with some NPCs or they appear naked or something odd happens:
    open the console -> click on NPC -> type resurrect -> Enter -> close the console and you'll be more than happy.
  2. DownrightDisturbing
    DownrightDisturbing
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    This mod breaks Knight Torres giving you her expanded inventory after completing BoS quests and becoming a Paladin of the BoS. You can still purchase items from her, but when you become a Paladin, and are told you now have access to the BoS full inventory, you will still only be able to purchase rudimentary items from Knight Torres.
    1. Jawert
      Jawert
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      thanks
    2. notrandomhero
      notrandomhero
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      Has there been any fix for this by chance?
  3. bodieinsd
    bodieinsd
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    Love this mod (elaborate edition)!!!
    Just the little things (vendors changing clothes - love Cliff in his pjs!!!) would almost give it a permanent place in my load order, but when combined with the inventory fixes it never leaves.  
    Vortex, when auto-sorting mods places this nowhere near the end of my mod list (18th out of 65 plugins).  I never adjusted that, but am going to try it in the final slot now, after re-installing game.
    Great job on this particular mod, and on your entire repertoire of mods in general!
  4. Asterra
    Asterra
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    Someday, I will pin down the reason why Cliff Briscoe refuses to respawn his inventory.
  5. yuser
    yuser
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    Is this mod compatible with YUP? I can see quite a lot conflicts with it in FNVEdit but don't understand what they means.
  6. deleted7103646
    deleted7103646
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    damn, i was so hoping this would fix the infinite caps exploit, but sadly it doesn't
    1. CivisRomanus
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      *Sometimes*, it *may* be useful, don't you think?
      *If* you don't *exclusively* rely on it .
  7. GamerRick
    GamerRick
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    I don't see how this can work with YUP without a patch.
    One example:

    In NVVendorChestCell is VendorContainerCarterNV "Carter Inventory" [CONT:000D6F50]
    1. YUP adds a RefID to it and then references it an embedded script in the vendor's dialog topic.
    2. Your mod changes the ownership and removes YUP's RefID.

    This is the kind of thing that causes CTDs, No?

    Thanks.

    EDIT: This is complicated but not impossible to figure out. I am hoping you can answer this question and save me from having to do the work to resolve it for you. I can't understand why one would offer specific bug fixes without making them compatible with the most popular general bug-fix mod.
    1. GamerRick
      GamerRick
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      Well? Can you at least tell people that your mod is not compatible with YUP? I can't tell from your lack of a response if you just don't understand the conflict or what?
    2. sandbox6
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      Editor IDs are only used in the Geck. The references should still be the same.
    3. GamerRick
      GamerRick
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      I am talking about a RefID, which is placed on an the instance of an object when it is added to a cell. You give items RefID when you need to refer to that item in a script.

      YUP gives a container the RefID VendorContainerCarterNVREF, and refers to that container in a script:

      Set GameSetting.ShortVar1 to VendorContainerCarterNVREF.GetItemCount caps001;

      If (GameSetting.ShortVar1 > 30000)
      VendorContainerCarterNVREF.RemoveItem caps001 GameSetting.ShortVar1;
      VendorContainerCarterNVREF.AddItem caps001 30000;
      set GameSetting.ShortVar2 to ((GameSetting.ShortVar1 - 30000)/2)
      VendorContainerCarterNVREF.AddItem MoneyNCR5 GameSetting.ShortVar2
      Endif


      When CivisRomanus's mod removes that RefID, the script will no longer be able to resolve that RefID, resulting in a NULL pointer. I don't know if this will cause a CTD or not, but it will cause that script to crash.

      EDIT (9/2) - I ran some tests, now understand the issue and found this is a non-issue. Sandbox6 is right. The compiled script in YUP does not rely on the text Ref-editor-ID, and is not affected by any mod that would remove or change it.
  8. Qolore7
    Qolore7
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    Since you raised the value of Pinto Bean Pods from 0 to 2, you should consider doing the same for Xander Root and Ammo Casings. Obliviously you can just buy them for free when they're zero value, but you can also pickpocket zero value items without fail every time no matter what
  9. Stemajzl
    Stemajzl
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    Thx for update. Btw, that clothing item you added to Mick and Ralph's crier (PrewarApparel100 [LVLI:000B41A9]) has a Sexy Sleepwear in it (CondPrewarNegligee [LVLI:000609D0]) so he can spawn with it :D
    I changed it back to vanilla Wasteland Settler Outfit anyways, adult clothes just look awkward on kids imo.
    1. Stemajzl
      Stemajzl
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      I gave this clothes to kid so he does not get beat up by other kids in freeside for looking too fancy

      Reverted other NPCs who had Sexy Sleepwear ID.
  10. Stemajzl
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    Very nice stuff. Didn't even started playthrough yet and I already endorsed just by seeing changes while making compatibility patch for it.

    I have suggestion/request that is kinda in the same ball park as this mod and you may be interested in doing it: Caravan (card game) exploit fix.
    From what I understand merchants use their merchant inv for caravan bidding so you could buy shitload of items from them for caps and then play caravan to get all those caps back. As a regular and good caravan player I find this to be rather big money exploit to get rich quick.

    So my idea to fix this is to place another hidden chest next to merchant's hidden chest, fill it with certain amount of caps and link merchant's bids to that chest. That way it does not matter how much caps you gave him via trade and betting amount should be easily adjustable via xedit for personal preferences. Is it possible to do it like that? I would do it but I have no programming skills or any idea how to do it :/
    1. CivisRomanus
      CivisRomanus
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      It could be done, but that implies the creation of "custom-created" separate containers for each NPC that plays Caravan and setting them separately for (again) those NPCs. Some of them (ex. Ambassador Crocker and Little Buster, I think) share the same Caravan Container. I didn't touch the Caravan containers because, sincerely, I have better things to do (in the game, that is) than wasting my time with in-game "games". I did this once (playing "in-game" games) when I played Witcher (poker-dice) and it was more than enough for me.
      The economic system in NV is broken anyway; take for example the "inflated" prices x10 for ~90% of the items. With perks like Jury Rigging, very high barter (>80) and Commissary terminals you can rack up over 1 million caps and the system won't break. A tedious and boring process but doable anyways (see the screenshots).
    2. Stemajzl
      Stemajzl
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      Dammit, guess no one left that actually likes and still plays caravan. :( Ah well, at least I can use all these extra caps to wipe my tears off.
    3. CivisRomanus
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      Always a trade-off my friend. Playing Caravan vs. Spanking a Deathclaw Alpha Male with your trusted Knock-Knock
  11. Makron8
    Makron8
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    Any chance this could be made for TTW?

    I've had a merchant in Megaton keep losing their inventory and I never knew why.
    1. CivisRomanus
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      I do not use TTW and I have no intention of doing it. Different stories, different vibes. Sorry.
      The merchants in FO3 do not have problems with inventory re-spawn. Could be one of your mods. You should check your mods' list and see if you don't have conflicts with vanilla FO3 vendors' containers.