Fallout New Vegas
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Asterra

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Asterra

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About this mod

Lets the player experience both the alien and merc special encounters, if they use the Sink Auto-Doc to add or remove the Wild Wasteland trait.

Requirements
Permissions and credits
Get Both Alien Blaster And YCS/186

This mod lets the player experience both the alien and merc special encounters, if they use the Sink Auto-Doc to add or remove the Wild Wasteland trait.



The problem:

There is an encounter that spawns in the world which can be one of two things: Either a pack of mercenaries, or, if one has the Wild Wasteland trait, an alien landing party.  Both encounters result in the acquisition of a special weapon.  However, once one encounter has transpired, the other becomes unavailable, meaning it is not possible to acquire both special weapons in a single playthrough.


The solution:

Enable both encounters, provided the Sink Auto-Doc's "psychological evaluation" option has been used to either add or remove the Wild Wasteland trait.


The precedent:

For the most part, the added content enabled by Wild Wasteland is just that: Added content.  Bits of extra dialogue from securitrons are just added to their repertoire.  The refrigerator with a skeleton can only be found with Wild Wasteland; otherwise there's nothing there.  You'll either find Johnny Five-Aces sitting on that hill, or you'll find nothing.  The few exceptions to this rule are by no stretch of the imagination a detriment -- for example, finding holy frag grenades instead of mini nukes.

So why does the game punish you for picking Wild Wasteland in this lone case?  There is no precedent for it.

Had the creator of the merc/alien encounters known in advance that a future DLC would provide the option of changing one of the player character's traits, it's a fair bet that he would have coordinated things so that both encounters could potentially be experienced.

All this mod does is correct the encounter to that end.


Caveat: I have gone fairly deep in my attempts to make this mod friendly to mid-game saves, where the player may or may not have already done the encounter once, for example.  Things should work fine in a vanilla capacity.  But if you tinker with things in a non-vanilla fashion, such as mods that fiddle with traits, or console commands to add/remove Wild Wasteland, there's no guarantee this mod will provide the intended result.  But of course if you're doing that sort of thing then you're probably not interested in a lore-friendly mod like this in the first place.




Other New Vegas mods I made:

Bugs:

Personalization:


Redacted or redundant due to subsequent osmosis into mods from other authors: