Fallout New Vegas
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CapnLilNemo and Qolore7

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CapnLilNemo

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41 comments

  1. thereaverofdarkness
    thereaverofdarkness
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    I am physically unable to play with this mod. The game simply does not go long enough without crashing.
    1. SmallPaper
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      You have far too many mods.
    2. thereaverofdarkness
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      Have you played Fallout New Vegas without mods? You need mods to make it NOT crash! I have anti-crash mods and it's not enough!
  2. TrueIdiotYT
    TrueIdiotYT
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    the most immersive mod for a hardcore wild wasteland playthrough
  3. gogutier
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    Haha great idea.
    1. CapnLilNemo
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      Thanks!
  4. ZoltranFamilyValues
    ZoltranFamilyValues
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    The mod, as it sits in my game, makes crash proof saves regardless of whether I have that disabled in the MCM.
    1. CapnLilNemo
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      Yeah. I have tried using it lately and it doesn't work as intended at all. I'll dig into the code to see if it's fixable at all.
  5. DreyaFX
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    been playing with this mod installed for a couple weeks now and it's definitely one of my favs, i literally even told my GF about it lol. but yeah you were right, the DLCs are a lot less toilet friendly than the base game. i found 2 functioning toilets at random campgrounds in Zion and the only ones i could find in the Big MT were in Higgs village. played through about half of Lonesome Road and only found them in the very starting areas, none past The High Road. can't even imagine what fan made "expansions" look like
    a couple vanilla locations were very much lacking in porcelain; Red Rock Canyon and Camp Forlorn Hope in particular have no toilets, only outhouses. i use a mod that adds player housing around the Red Rock/Bonnie Springs area and i used the toilet there to save but i had to go to Nelson or Novac to save before doing anything in Camp Forlorn Hope. Bed/Sleeping saves sounds like a great addition, maybe even Campfire saves? I know CASM has the option to autosave after crafting at the workbench.
    i also never saw these "crash-proof saves" that this mod was supposed to generate? kinda minor since i took to keeping "vanilla saves" on because of the lack of toilets in the DLCs, just turned all autosaves off. actually i probably should've mentioned this earlier my bad

    BTW i know you said you also had trouble finding a toilet to test for DUST without getting murked first, i say start at Black Rock Cave and use the Paladin Toaster to take out the security at the REPCONN HQ. there's toilets on the first and second floor there, the Paladin Toaster takes the robots out in one hit, and you can use their flamer fuel for molotov cocktails.
  6. DreyaFX
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    wow, this mod is really really interesting to me. i've had to reinstall twice this year and have kind of been stuck making new characters to "test" my game but this mod makes me wanna go back in and try going through the whole campaign and the DLC too.

    Just to make sure since this is such an extensive mod and i do use CASM, would there be any compatibility issues? should i disable CASM and use this instead? i would be starting a new game and it seems a bit redundant to keep both going at the same time, but i've never really looked at what CASM actually does to your saved game files

    and for a DUST play-through, would it be a good idea to keep this mod disabled until i come across a toilet, save then and there, exit the game, enable this, load the aforementioned save and help myself to some post-apocalyptic booty butt ass slop juice??

    actually i just looked at the rest of your mods and these are right up my alley, i wish i could run FO4 just to install Catmeat!!!
    1. CapnLilNemo
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      You're not missing much with my Catmeat mod I"m afraid. It's an unfinished and barely functional mod made before the Creation Kit was even released. I should maybe try to do that one proper sometime. This mod right here was actually originally meant to be an FO4 mod designed to work with survival mode, but Bethesda made toilets a static object in that game, so here we are.

      I had actually never heard of CASM before, but without even looking at the mod I'll just say that it and this mod would not play nicely together unless "Vanilla Saves" were turned on in the MCM. Saves not made with this mod would not be validated by this mod's script and when you open them you'd just get thrown back to the main menu. Unless, of course you uninstalled this mod in which case the saves would work fine.

      As to DUST, my recommendation is you start a new game with this mod disabled through your mod manager, then once you've set up your character save and enable this mod in the mod manager. For some reason the script that sets up the game doesn't play nice with the script that sets up this mod. I've even tried delaying the startup script for this mod to no avail. I don't get it at all. Probably going to try rebuilding the validation script from the ground up (it's not actually my own work, but rather a heavily patched version of the No Second Chances mod) to work with DUST at some point.
    2. DreyaFX
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      just started a new playthrough with this mod, really interesting. made me wanna postpone my DUST playthrough. i'll probably just use CASM for that profile since i'm gonna get murked every 5 minutes.

      a little frustrating though, you can't interact with the metal toilets in the NCRCF and you can only sit in the outhouses in the yard. gonna assume it's part of the base game and i saw a little further down that you said you're going through some stuff outside of this game so i'm not gonna ask you to fix that, but it would be nice. i'm not complaining, kinda had to come up with a reason to keep using Trudy's toilet lol
    3. CapnLilNemo
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      Shoot. I didn't notice at all that there were static toilets in the game. There are only 33 static references to toilets so it's not an insurmountable obstacle to manually make them usable. It'll happen. Thanks for bringing this to my attention.
    4. CapnLilNemo
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      Outshouses as well.
    5. CapnLilNemo
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      I have figured out a fairly painless way to fix it, so now it's just a matter of going through and changing all the references in game. Thanks a lot for playtesting it for me. Apparently my testing was woefully inadequate. Truly sorry.
    6. CapnLilNemo
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      FYI, all static metal toilets are now functional metal toilets. I'll try to tackle the outhouses later. Thanks for calling the issue to my attention.
    7. DreyaFX
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      don't really need to worry about the outhouses, i just remembered i use them as an exploit to get into the yard since the game sends you into a sitting animation instead of making you take a little sip. tryna work around all that seems like more than this mod's meant for, i'd say. i'm glad i've been able to help so much! i'm sooooo picky about my mods and it really does look like you put a nice amount of work into getting this to run, it almost seems like a J. Sawyer-esque base game mechanic than something someone made 8 years after release date
    8. DreyaFX
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      went through and tested a little more, didn't find any issues! just wanted to share some advice for anyone else that wants to use this mod without resorting to turning on "vanilla saves" since that's no fun

      -if you make a vanilla save with this mod installed and enabled in the MCM, and try to reload it with this mod still installed and with all features enabled, you'll get sent to the loading screen
      -if you make a vanilla save with this mod installed, but not enabled in the MCM; you'll be able to load that save like normal, but not vanilla saves from before you disabled this mod in the MCM
      -if you make a vanilla save with this mod installed and "Vanilla saves" turned on in the MCM; you'll be able to load that save like normal, but not vanilla saves from before you enabled "Vanilla saves" in the MCM
      -you can load any and every save like normal with this mod uninstalled, of course

      so if you need a foolproof save that you can access before heading into a risky situation (my game crashes at very specific locations like the NCR raid on the prison): go through the MCM, disable this mod/enable vanilla saves, then go back to the game to make a vanilla save, and go to the MCM to enable this mod/disable vanilla saves.
      afterwards you can go about your adventure and if at some point you do have to go back to that vanilla save, make sure to disable this mod/enable vanilla saves again in the MCM before you do so or else you'll get sent to the main menu.
      you can tell vanilla saves from toilet saves because toilet saves are named after your character and vanilla saves are named after your current location

      it's been such a fun little adventure finding the functioning toilets in each settlement! i was expecting to find more in Primm and Goodsprings but most of them were broken, it started feeling like a real emergency after a while. if you're having trouble finding functioning toilets right away, Doc Mitchell and Trudy both have them and even with purified water! yummy!
    9. CapnLilNemo
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      I'm really pleased you've been enjoying it. I do remember having some trouble finding a working toilet when I was testing it in Westside. I never really realized quite how sparse they were until I was put in a situation where I had to find one and that was just to test game my scripts. I've still yet to even find a toilet while playing DUST without dying first.

      I think the next step for sure here is to make sure the DLCs are even remotely functional. It was pointed out to me on Twitter that many of the DLCs have little to no toilets, so I might have to go in and change that.

      The outhouses will probably happen regardless, as I'm considering an alternative version where you use the toilets as they're intended instead of drinking from them. There are only like 28 (I think) outhouses in the game, so replacing them wouldn't be too painful. As Norad0 suggested it'd probably work by blacking out the screen, disabling player movement, maybe some appropriate sound effects, then a flushing noise (except for at outhouses, obviously). It'd probably be an optional esp that uses this one as a master, because I'm just not sure how to implement all that through scripts. It might be possible, but I'm certainly not good enough at scripting to do it.

      Since I'm seriously considering making my next mod a primary needs mod in which you need to pee and poo I'll need to work out the kinks in a usable toilet mod anyways, so fleshing that out as an add-on to this mod seems a good way to go about it. Although I might make a more robust save system ahead of that, with bed saves and perma-death. Maybe turning on and off the radio. Not sure. Definitely some sort of quick start built in if you're using perma-death. I kind of fancy the idea of randomly generated stats and starting location.

      I did like how it worked out that toilet saves are immediately distinguishable. It was very much not intentional really. It's just that the NVSE script I'm using can only save games as a string. Took me forever to figure out how to convert the player name to a string, but I got there in the end. Not that it's that hard a thing to do, it's just that between vanilla values and the fact that the con_Save function dates back all the way to FOSE I had to use some workarounds that didn't immediately occur to me.

      Again, thanks for playing. It really tickles me that you're getting so much enjoyment out of it.
  7. 1erCru
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    I’m getting production credits when I try to load a save made with this mod.
    1. DreyaFX
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      did you make sure it was a toilet save? it's one of the functions of the mod, you get sent to the main menu if you try to load a normal save. you can save at any point like in the base game but you can only load and play toilet saves
    2. 1erCru
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      I swear I was getting sent to the main menu loading when I loaded toilet saves but I’m not sure.

      Will check tonight.
    3. CapnLilNemo
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      DreyaFX is right, but let me know if it was a toilet save and I'll take a look at the script. FWIW, I'd recommend having auto-saves off when using this mod and if it helps saves made using this game will be named for your character for NVSE reasons that don't super bear going into.
  8. xMrSmooth
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    This mod is so bizzare in that it just makes so much sense in every way.

    There are toilets all over the place and they're generally pretty useless otherwise.

    It puts a limit on save scumming without feeling like it's an artifical limit (I'm one of those people that save scums a lot because I feel like I'm wasting efficiency to not do it, but at the same time I hate it coz it makes playthrough's predictable and takes time, but I also can't bring myself to just artificially limit my saves because, efficiency.)

    And best of all, it feels so natural because you're only ever going to pee if it's safe.
    1. CapnLilNemo
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      Thanks! Means a lot to see people appreciating my work.

      Although technically you're drinking from the toilet, not peeing into it. I considered making a peeing variant, but ultimately couldn't be arsed to even try to implement it. Not even sure I could make it work the way I'd want to. It'd just be an aesthetic change (sound effects and animation), so I'm not sure it'd be worth the effort. I'm very happy with this version as it stands.
    2. Norad0
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      you can just make it fade to black, save, and fade back out while playing a flushing sound effect.
    3. CapnLilNemo
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      Hm. Now there's an idea.
  9. T4T3P4KK4N
    T4T3P4KK4N
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    oh hey look a f*#@ you to anyone that accidentally drinks from a toilet, why Obsidian, why did you let us drink from fucking toliets, not even if you are dehydrated would you want to knowingly drink from a fucking toilet, even you're dehydrated, you'd drink from the sink
  10. bananakillerBRO
    bananakillerBRO
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    "Frank West intensifies"