Fallout New Vegas

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Created by

JustChill and AltDunmer and Ignis010

Uploaded by

JustChill

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About this mod

This updated version of the player home "Goodsprings Farmhouse" should finally be compatible with AWOP and Afterschool Special. It either includes other enhancements such as full DLC support and more plants to plant.

Requirements
Permissions and credits
Changelogs
Be aware, that this video may contain "spoilers" about this mod, its quests and how it works.

WARNING!!! DO NOT RENAME THE PLUGIN or BSA, as the name "GSFarmhouse Enhanced.esp" is required to build reference variables of the plants!
It's basically never a good idea to rename any plugin though.



Updates:
Please check the changelog in the changelog tab or simply click here.


Required:
This mod does NOT WORK without the following:

Story:
This is an updated version of Goodsprings Farmhouse by Ignis010.
It either includes updates by my old mentor AltDunmer from his upload here. I was more or less the tester of his mod and that farmhouse got that familiar with me, that I mostly used it everytime I played the game.
Unfortunately both users are gone, so all I can do is credit their work here.

The biggest pitty of the original and updated version were, that they weren't compatible with AWOP. So I built this mod up from scratch (exterior) and just added the respective content to combine it with the new exterior position.
It won't overwrite the house which is altered by AWOP and should either be compatible with  Afterschool Special, Goodsprings Reborn or Goodsprings Filler.
This mod either includes the Pre-War business wear fix from arlekin, as it's one of the "dirty" clothes that can be transformed by the washing machine.

I
nitially it was AltDunmer's idea to create such a function, but I changed it by using some fancy JIP functions to work a bit better, especially with modded gloves.

Features:
  • The house has a new location and should be compatible with AWOP and other mods that change Goodsprings.

  • All features of AltDunmer's updated version are included. Yet I reworked many of the scripts myself, with having many of the scripting recommendations in mind, which I received on the Nexus mod talk pages. Thanks for that, by the way. :)

  • 2 new dynamic containers. These just allow the player to place specific items inside. Because of that, they also act as some sort of showcase. As one of these containers also includes drinks and makes all sorts of Nuka Cola bottles visible, the mod Nuka Cola Enhanced is either compatible with this showcase system, as seen in my video. I haven't implented other Nuka Cola or food / drink mods into this system as it's kinda awful how the activation of the respective showcases works. XD

  • You can refill any empty bottle of the base game to get purified water, at any water source of the farmhouse as soon as you repaired the water pump. One bottle needs one cap to seal it.

  • Since the original mod, there was a small, but interesting note in the bunker terminal to be read. Many people asked about this note and I added now another note and an unpleasant surprise into the bunker, as some sort of awkward answer. Hey, I would like to leave a small footprint in this work either. :P

  • WHERE IS THE KEY??? It's funny, but I still read these comments pretty often on the older versions of this mod. Siding with Goodsprings or the Powder Gangers and finishing the assault on the village gives you 2 possible options to get the key into the mailbox. You may think it's unfair, as the original mods had the farmhouse key right at the start in the mailbox (if that was even available). Now you have to complete the quests??? Well, no. You can also use the boxes and ramps in the back to get onto the roof and possibly find a very, very, very, very, very, very, very, very tiny crate in a broken off part of the roof.

  • Full DLC support. As I haven't changed how the sorting systems work (at least not the initial idea by Ignis), I've included patches by AltDunmer (found as optional file on his updated version), just that these are written into a patch script and include themselves automatically. So you don't need any additional ESP if you want DLC content supported. Similar for plants. If you don't have Honest Hearts and Old World Blues, you cannot plant the Sacred Datura, Cave Fungus and Mutant Cave Fungus. If you own the DLCs and they are active, the options will be available.

  • As you can see in the screenshots, there are way more plants to grow available around the farmhouse. Similar as in Ignis example, these plants are already planted there but just disabled until the player sacrifices some seeds. Be aware: If you plant the plants, they need 3 days to grow!


  • There are now 2 ways to repair the generator and 3 ways to repair the water pump. You can switch between the methods, by pressing the respective button in the message box.

  • If you open the door to the deep bunker for the first time, a forced save will be created!