Fallout New Vegas

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Remco Verbeek

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RemcoVerbeek

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38 comments

  1. paul12344
    paul12344
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    I was hoping for a map marker to Fast travel to.
    1. ShortyDane
      ShortyDane
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      Not to hard to add one with GECK..
    2. singjai108
      singjai108
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      The fast travel point should've come with the home though.
  2. scarlettcarson
    scarlettcarson
    • BANNED
    • 2 kudos
    combine this amazing mod with a mod that adds extra usable objects like portable campsite or RTS and this amazing mod becomes companion friendly use it without "extra mods" and this is still the BEST AND lore friendly player home in FNV. the fact you can make a basic shack/ a detailed home or even a custom compound with bridge/ walls/ moat and turret makes this my home in the Mojave. if you arent looking for it you wouldnt find the path leading to it and you gotta walk through/ kill a LOT or scorpions to get to it. best player home for FNV and much better than people think
  3. cronaofficial
    cronaofficial
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    This with the Unlimited Followers mod means I can finally make The Courier's Legion.
  4. tarkh23
    tarkh23
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    Great mod!

    Just wished the workshop could be placed on the basement! 

    Other than that is an Amazing mod
  5. Maxime117
    Maxime117
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    • 10 kudos
    Mod is awesome, I'm just wondering what causes significant performance drops when looking in some directions inside the house. My game runs at a stable 60 fps on average, but some areas of the building drop my fps around 35-45 :0
  6. bodieinsd
    bodieinsd
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    Pluses: A unique player home that can be customized to taste, and in a unique location. Not in Goodsprings (like seemingly every other player home mod), but reasonably accessible very early in the game, and somewhat centrally located (if not in a place you'd normally think of as central!). It has EVERYTHING a player could want in a home. It has a cow!!! (a big deal for an Iowa boy)
    '
    Minuses: Companions have all sorts of navigation problems and end up in odd places (in walls, standing through the stairs on the ammo box etc.). Things disappear - my kitchen rolling pin (an autistic tic of mine, all homes must have a rolling pin in the kitchen), a hat on the desk sank repeatedly until it was irretrievable. Some of the mod-placed books fell through the nightstand (in the bedroom) and are now in the ceiling of the kitchen. The repair machine (mill?) is handy, but is WAY overpowered if used regularly - I use it to repair one-off items that can't be repaired conventionally - i.e. the Sheriff's Duster and such things- and that I do not use in game. The curtain doors got to go - just bad...

    Overall:A unique and well-made player home. A fantastic location and everything a main player home needs! 8/10, ENDORSED (without reservation)!!!
    1. Maxime117
      Maxime117
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      • 10 kudos
      Erratic AI navigation behavior is most likley because the author didn't navmesh his cells
    2. RemcoVerbeek
      RemcoVerbeek
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      Most areas, both interior and exterior, have a general navmesh. Reason I say general is because of all the different building-options that are available that decide where the npc can walk. There are multiple ways for npc's to walk, while there's only one way to navmesh a building (as far as I know). That may explain the navigational problems. The repair tool is in my mind not overpowered, as it uses the player's repair skill as a base, so you'll still need to have a high skill for it to become OP.
    3. bodieinsd
      bodieinsd
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      I appreciate the reply! Thanks.
      I hope you didn't take what I meant as mere criticisms (hopefully constructive) as denigrations. As I said, it is a very good (and original) mod - it simply has a few things that I wished to point out. Hopefully you saw them as such, and use what you found helpful for any future mods (which I encourage!).
      As someone who cannot write a functional mod, I understand that some things (such a nav-meshing a complex - and variable - construction such as this) is difficult at best, and possibly almost impossible! Keep up the GREAT work!
    4. JimmyRJump
      JimmyRJump
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      Bethesda seem to have learned nav-meshing from Obsidian as it has always been kinda wonky. Especially for added nav-meshes. NPCs often stand still for a while when the game's A.I. is confronted with a new path and the A.I. needs a moment to calculate the path. Even then the way NPCs behave is slightly hesitant because they need to 'find their way' along the nav-meshes.
  7. BronzedTiger
    BronzedTiger
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    Several things I like about this House/Fort Mod. The modular design is a great touch, the isolated location is wonderful, given that so many other Home/ Buildings wind up being smack dab on top of the same over used locations that other mods use.Interior and exterior aesthetics are overall good, even inspired in some of the layout of furnishings. I do admit that I have a problem in paying huge stacks of Caps for a building that is to say the least a bit ramshackle and dirty.In my mind, if I paid someone to come up on the mountain and 'construct' a building, I would expect it to be a bit more solid in how it was built; and certainly would expect that even if salvaged materials were used in the construction, that they be at least a bit less grimy and gritty looking. However, as a person playing the Game, I know that it can be difficult to get resources for creating mods that contain 'clean' looking materials; so I do understand that situation, just think that the overall pricing of the mods "Home/Fort' is a bit expensive given that its constructed of cast-off scrap. I could see the pricing being affected by some of the furnishings though, such as getting a working stove inside, and the jukeboxes have to be a bit pricey in the FO:NV economy,Also such things as digging a moat would be labor-intensive and in a harsh world, that could also be pricey.So overall, although I would wish for a more solid looking Home/Fort, this Mod gives a unique and very interesting Player Home.--- Endorsed !!!:)
  8. Shanessa
    Shanessa
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    nice safehouse/playerhome that is earned and can be a nice money sink if you find nothing to do with your caps.

    One thing that might be a bug however is that the Nuka Cola machine inside the Fort once expanded makes the Nuka Cola's chilled, this would not be a problem if it didn't change all Nuka Cola machines to do the same thing in the world. Will this be fixed or perhaps even just removed later on?

    The other thing that might be a nice little addition could be a "upgrade" to the curtain, maybe have it so you can buy different curtains/flags? Just an idea.
    1. RemcoVerbeek
      RemcoVerbeek
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      • 97 kudos
      I did not originally plan to replace all the vending machines, only the one in the shack. I uploaded a new version with the vending machine in the mountain fort refrigerating nuka colas, while all the other vending machine are reverted to regular container.
  9. TKDBoy1889
    TKDBoy1889
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    Fantastic mod. I just made a video reviewing it. It's one of the better player homes to be uploaded recently.
  10. Lord1
    Lord1
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    There *may* be some form of script error with the first, build-a-shack, script. I was consistently crashing when trying to do so, which I took for a mod incompatibility on my part (since I had no idea *which* mod, I sadly had to elect to go back to a prior save and remove this mod from the load order). However, I have now read that the newer JIP LN may be crashing the game whenever a script error is encountered. Now, from the reports here clearly the mod works regardless, so this seems an overzealous reaction, but it may be worth looking into?