I'm not sure I'll ever play this mod again but it was fun....except that the peyote trip sequence was far far FAR too long. But I liked everything else. Well no, I loved the worldspace design and I like the weapons, but I have not a single clue as to what happened to my character, who stole my stuff, why the family was murdered, etc.
I don't mean that as faint praise, the worldspace was intimate and clean, the way people would try and live about 20 minutes after things stabilized after the apocalypse. The guns are cool and I love the lodge even though I'd never use it for obvious reasons.
I'm not unhappy I played it, and if FNV mod capacity was 1,000 mods I'd keep it in permanently for the ambience and worldspaces, but it's not. So you have my qualified endorsement, and I encourage you to continue.
Just wanted to leave this as a heads' up; this mod conflicts with th3overseer series (specifically connective outcomes west from Headhunting, and other quest sturctures in that same area south of the Thorn) and Someguy series (apartment filled with fiends in New Vegas Bounties 2 is used for the abandoned apartments in this mod). Other than that, I really enjoyed this mod!
It uses same door as Family Matters mod, I tried TCL and no avail, can't enter it. Sadly I prefer Family Matters mod, while this can only be played once you disable Family MAtters mod. GL.
the door at the el rey is black when opened. cant go in or activate it any way ive tried. unintstalled and reinstalled, changed load order...nothing....
This mod conflicts with Family Matters as it uses the same door in the El Ray Motel, so if you want to play this mod, put this mod below Family Matters in the load order, and vice versa if you want to play Family Matters, I was confused for 20 minutes until I changed their orders, I hope this helps anyone who comes into this issue.
I'm a bit confused by the description... It says there are three potential player homes. I count 1) in Mexico 2) behind the pawn shop 3) the lodge in the mountains. But the reason why I'm confused is because I watched Alchestbreach play through the mod to see what it's about and the lodge is populated. As such, I can't see it being able to be used as a home with the occupants still there and the storage set to steal. It's a beautiful lodge and I'd love to use it as a player home, but I'm apprehensive due to the fact I have to massacre the family there... Other than that worry, I love everything else so I'll certainly be downloading this later. I was just wondering does the lodge becomes vacant a few days after the quest?
read my comment to earthdude if wanting to use the lodge as a player home; seeing as it has the storage and space and a map marker its an annoyance to "kill and remove" those added to it but do like i said and the place becomes a use able player home also AFTER killing all those added there by the mod EVERYTHING gets set to "player owned" so all storage is safe and beds give the well rested perk BTW REMEMBER to take the wolf hide from "muddy" in the lodge if you want to make the black dog hood i always use console to kill and resurrect it so i get enough of them but thats just cause i like them with another mod i use
@scarlettcarson Yes, you're correct. The only way to obtain the lodge as a player home is to commit a crime against humanity. Doing so removes the (former) residents from the lodge to not mock up your nice new home, but it also clears the ownership of the cell and its containers. I thought it was an interesting gimmick for a player to obtain the home, but I realize it's a little devious as I won't do it in future house mods. regarding the basement, there's a button somewhere in the crates that opens up the secret area. It may be hard to find, though. Hope that helps
strange way to do things but good to know; the only thing that needs to be added is the cooker in the kitchen to be a working campfire and make the containers above it usable storage and the small fridge beside the large fridge's usable also where can you buy the outfits shown as i cant ever find them. the other thing i dont understand and personally remove it the pool table as you cant use it and followers cant path round it when trying to use the couches
I have just completed this quest mod, here's my review.
Firstly, I loved the drug trip sequence. Very creative. Question, is time scale altered at all during this mod? I did have an issue in the first quest where when you're supposed to eat something, but eating it doesn't advance the quest. I used the console to advance to the next stage (get the 3 keys), but getting the 3 keys also didn't advance the quest and I had to use the console again. After that, everything seemed to work.
Once back from Mexico and you're trying to track down your stuff, I found the pawn shop and apt 221b to be reasonable locations. However, there was a bit of a disconnect (i.e. not explained) how your stuff ended up in the final location.
No meaningful conversation is available with any inhabitant at the mountain lodge. The amount of work that went into the design of the mountain lodge is definitely noted; I'm wondering if fatigue at this point stopped further development of its inhabitants? This to me was the biggest let down of the mod.
I think that if the mod had stopped right after returning from Mexico or even getting your stuff from Westside, this would have been a perfect mod. As it is, maybe future work is planned for the part around the mountain lodge.
Regarding the potential player homes, I don't really see any of the locations being reasonable player homes, except potentially apt 221b, unless you're an evil character since you'd have to murder the inhabitants. Then there's the issue of everything being marked owned. The lodge in particular would make an amazing player home, but definitely needs some mechanics to make it a useful player home.
this comment might get removed cause of spoilers but i am taking that chance
after playing this mod many times i personally would recommend ignoring the quest remembering how to find the lodge home (spoilers! do the quest "bleed me dry" and you can find the cave path when collecting cazador eggs), kill all those living in the lodge (use console to "disable" them aka remove the bodies including the baby in the crib), set every container to player owned and use it as a home base if using a mod that lets you have more than the base amount of followers; i ALWAYS use the lodge from this mod after playing New California as the home i put my followers from that mod into as it has 6 bedrooms/ 5 bathrooms/ a basement with crafting benches/ rooftop garden and enough space to be a good player base. those "living" in the lodge DON'T interact with the player aside from random generic comments so you haven't missed much by killing and "removing" them also here's something i recently discovered (spoilers again obviously) in the basement where there are a load of wooden boxes you CANT use if you use console to clip through them there's a hidden bunker room behind them that has everything to be a self contained home in its self
I like this quest mod for the interesting environments, puzzle like gameplay, humor, horror aspects, weapons and areas added as a player home or places to buy/sell items. Downside is when using a custom race, the mod will change your character appearance to one of the default presets after the dream section is over. This wouldn't be an issue if the showracemenu console command didn't disable my perks.
That's why you should use the new vegas cheat terminal, does a lot of the things the console can do, but in a much easier to use form. It also adds a race changer in Doc Mitchell's house that won't delete your perks when you use it. Its what I did when my mad max race mod was changed by the drug sections.
Very fun and interesting mod! Very enjoyable and great quality, gonna keep it in my load order for its added contents, mainly the new locations. Only problem I had was, the clowns should have had a script disable markfordelete ing them after placing the new clown, instead of just the destruction data disable. I killed over 260 clowns confirmed because death is inevitable, and after reloading a save in the drug dream, not only the visual effects were gone, but all of those 260+ corpses were back, dropping me to 4 fps xD. I had to get rid of them all, just another day in the office. Otherwise, great mod!
Just checked in Geck to make sure. This mods adds nothing to Goodsprings nor does it have any chest full of items like that. Thats another mod you use.
42 comments
I don't mean that as faint praise, the worldspace was intimate and clean, the way people would try and live about 20 minutes after things stabilized after the apocalypse. The guns are cool and I love the lodge even though I'd never use it for obvious reasons.
I'm not unhappy I played it, and if FNV mod capacity was 1,000 mods I'd keep it in permanently for the ambience and worldspaces, but it's not. So you have my qualified endorsement, and I encourage you to continue.
Firstly, I loved the drug trip sequence. Very creative. Question, is time scale altered at all during this mod?
I did have an issue in the first quest where when you're supposed to eat something, but eating it doesn't advance the quest. I used the console to advance to the next stage (get the 3 keys), but getting the 3 keys also didn't advance the quest and I had to use the console again. After that, everything seemed to work.
Once back from Mexico and you're trying to track down your stuff, I found the pawn shop and apt 221b to be reasonable locations. However, there was a bit of a disconnect (i.e. not explained) how your stuff ended up in the final location.
No meaningful conversation is available with any inhabitant at the mountain lodge. The amount of work that went into the design of the mountain lodge is definitely noted; I'm wondering if fatigue at this point stopped further development of its inhabitants? This to me was the biggest let down of the mod.
I think that if the mod had stopped right after returning from Mexico or even getting your stuff from Westside, this would have been a perfect mod. As it is, maybe future work is planned for the part around the mountain lodge.
Regarding the potential player homes, I don't really see any of the locations being reasonable player homes, except potentially apt 221b, unless you're an evil character since you'd have to murder the inhabitants. Then there's the issue of everything being marked owned. The lodge in particular would make an amazing player home, but definitely needs some mechanics to make it a useful player home.
after playing this mod many times i personally would recommend ignoring the quest remembering how to find the lodge home (spoilers! do the quest "bleed me dry" and you can find the cave path when collecting cazador eggs), kill all those living in the lodge (use console to "disable" them aka remove the bodies including the baby in the crib), set every container to player owned and use it as a home base if using a mod that lets you have more than the base amount of followers; i ALWAYS use the lodge from this mod after playing New California as the home i put my followers from that mod into as it has 6 bedrooms/ 5 bathrooms/ a basement with crafting benches/ rooftop garden and enough space to be a good player base.
those "living" in the lodge DON'T interact with the player aside from random generic comments so you haven't missed much by killing and "removing" them also here's something i recently discovered (spoilers again obviously) in the basement where there are a load of wooden boxes you CANT use if you use console to clip through them there's a hidden bunker room behind them that has everything to be a self contained home in its self