Fallout New Vegas

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StonerRoshi

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Stonerroshi

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3 comments

  1. Stellarbone
    Stellarbone
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    • 4 kudos
    As of now, this is my favourite player house. The unique weapon isn't intrusive or over powered, the notes aren't lore breaking, there's no tacticool stuff or BoS/Enclave stuff all over the place. It's just a lovely house. If I was to make any complaint, it's the dim lighting and a small light glitch when using the pipboy light, but those are completely ignorable. Using it alongside the Farming Bob mod, planted a little garden outside by the workbench area. Absolutely loving it.

    As an aside, it's a hilarious thing with Wild Wasteland just glaring at an alien ship perched on the nearby cliff.
  2. warchiefabdullah
    warchiefabdullah
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    you know what i like about this mod? it has that rugged wasteland feel to it. especially the basement/cellar. no lore-breaking, perfectly intact, unlooted fatmans or power armors, no like 50 pristine perfectly aligned containers, or a million foodstuffs, meticulously placed on racks, which will freak out if you so much as fart near it. simple, has what i need, just how i like my player homes to be. endorsed. haven't noticed any bugs or flickers or the like, but will report if i ever come across any. my only gripe, which is more of a nitpick really, is the map marker being automatically marked on the pip-boy. feels like a freebie. i would have liked if i had to pay or work to get to it.
    1. Stonerroshi
      Stonerroshi
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      • 1 kudos
      Hey, thanks for taking the time to give me some feedback! I must apologize for my late reply, I welcomed my first son into the world last August and have been super busy doing other things, but I've been getting back into the swing of things. That wasteland feel is exactly what I was going for! I wanted it to look as if the courier had been living in or at least using that house as a safe house for some time before the events of the actual game take place, without making it seem very end-game. Kind of like a Veteran Courier I guess? Imagine Benny needing to bring four times the Khans to nab the Courier, and only having half of them in the cutscene by the time they bring him/her down. In regard to the map marker, I had it set to automatic for testing purposes and forgot to remove it before uploading. I'm currently polishing a Freeside Apartment mod, but afterwards I may revisit this mod and make changes to that. I'm thinking, remove the marker for the house entirely, and make a sort of waypoint map marker near a destroyed vehicle or a building. The PC would then walk a short distance up hill to the safehouse itself. Inside maybe a few notes, books, ledgers about the previous occupant(s). Mercs? Prospectors? Gangsters? Oh my!
      I see two options for this. The courier stumbles upon the building in their travels, possibly after finding some notes out in the wastes regarding missions undertaken by its previous tenants. Salvage ops, assassination contracts, you name it. Upon finding the safehouse, more notes will reveal more about the story.
      Alternatively, find a way to make it tie in to the main story directly, by inserting quest stages which will guide the PC to the safehouse prior to their confrontation with Benny to "gear up". In this scenario the courier has already occupied the safehouse for some time, as mentioned before.
      Thanks again for your post, and if you ever end up reading this, do let me know which of those options sounds more interesting! Maybe something different than what I've said too. As I've said I'm extremely open to feedback!