Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

helmetdaddy

Uploaded by

Jbanna

Virus scan

Safe to use

84 comments

  1. helmetdaddy
    helmetdaddy
    • supporter
    • 9 kudos
    Locked
    Sticky
    1.3 Update is out: check description or changelogs for more info
  2. ifindmod
    ifindmod
    • member
    • 0 kudos
    Endorsed 
  3. jd003
    jd003
    • member
    • 0 kudos
    CCS (Character Creation Streamlined) has been Annihilated, so I request you remove the option from the FOMOD.
  4. FabianF22e
    FabianF22e
    • member
    • 0 kudos
    Love this mod! Just one small gripe, when the patient gown is equipped, it causes the courier to stand on the bed for a moment before the intro scene works normally. Could you give me a clue on how to remove it in GECK?
  5. BigM00d
    BigM00d
    • member
    • 11 kudos
    I'm thinking of making an addon to this that adds the merc outfits to the tagged skills. Any thoughts?

    Okay, I made the addon, but in zedit, I can't seem to get the lockpick, survival, barter, speech, and explosives tags to work. (As in, their entries are missing in zedit.)
  6. pancakesoup
    pancakesoup
    • member
    • 0 kudos
    While this mod does with with TTW if starting in the Mojave, if you start in the Capital Wasteland and go to the Mojave, it breaks the Doc Mitchel sequence. Would it be possible to make a compatibility patch for this?

    When coming from the Capital Wasteland, Doc Mitchel will sit at the couch, and give you your items. He doesn't however give you your Pip-Boy, and he keep starting dialog with me. 

    I am also trying to use this mod with Benny Humbles You and OREO, but even when I disable those, I get the same issues. 
  7. Cafftac
    Cafftac
    • member
    • 0 kudos
    I'm just about at the end of my rope here. I've tried: Vortex mod manager, FOMM, adding the unzipped folder to my mods folder, and then just straight up copying the contents of the folder to my data folder- WHAT do I have to do to use this mod properly
    1. StoneConstruct
      StoneConstruct
      • member
      • 0 kudos
      Use Mod Organizer 2. Far superior to every other mod manager
    2. StoneConstruct
      StoneConstruct
      • member
      • 0 kudos
      Use Mod Organizer 2. Far superior to every other mod manager
  8. CoGDork
    CoGDork
    • supporter
    • 1 kudos
    I'm using the Viva New Vegas modding guide/modlist, which your mod is in. I chose the Four Eyes perk, but I didn't get the eyeglasses. Other than that, your mod worked exactly as advertised. 
    1. angelastuff2
      angelastuff2
      • member
      • 0 kudos
      I know this is really late, but there are reading glasses on the desk that's next to the hospital gurney in the room that you wake up in at Doc's.  Right in the Vanilla game, no mod needed for those.  : )
  9. xirdneth7064
    xirdneth7064
    • member
    • 0 kudos
    From what I can tell, changing the default SPECIAL points via Stewie's tweaks will break this mod - asside from the patient's gown at the start, none of the items are given to you. I say 'as far as I can tell' because I have no other mods that effect the beginning of the game, and previous characters using the default SPECIAL with Stewie's tweaks have gotten everything no problem. 
    1. xirdneth7064
      xirdneth7064
      • member
      • 0 kudos
      Reinstalling everything through mo2 seems to have fixed the problem, I think I improperly manually installed it and the default stat changes caused a mess-up somewhere along the line. 
    2. xirdneth7064
      xirdneth7064
      • member
      • 0 kudos
      Reinstalling everything through mo2 seems to have fixed the problem, I think I improperly manually installed it and the default stat changes caused a mess-up somewhere along the line. 
  10. PlatinumShad0w
    PlatinumShad0w
    • premium
    • 159 kudos
    I know there was some discussion below about starting the player with the .357 revolver or the 9mm pistol depending on whether they tag Guns or not but would it be too much to just start them with the 10mm pistol if they tag guns? I mean you can get one right at one at the beginning of the game anyway at the stash past the geckos. And it looks like a meaner non-cowboy handgun.
    1. helmetdaddy
      helmetdaddy
      • supporter
      • 9 kudos
      It was more of a thematic choice than a balancing one, I liked the idea of a Courier who wasn't that familiar with using guns to carry a single action revolver. They're inherently durable, more reliable than slide or blowback pistols, if a cartridge misfires then all you need to do is cock the hammer and try again, much lighter trigger pulls etc. I felt like giving the courier a semi-automatic pistol, with all the possibilities of a slide or magazine malfunctioning in different ways, (failures to feed or go into battery and all that), made sense for couriers who tagged the Guns skill and are at least somewhat familiar with the use and safe practice of firearms, which 25-35 Guns skill probably represents quite nicely
    2. GoldenGlobesCEO
      GoldenGlobesCEO
      • member
      • 1 kudos
      What you say makes sense but as someone who is very interested in guns and ammo and talked with many friends who knows next to nothing about firearms I can tell you that most of them told me something along the lines that revolvers would be too powerful to them and would have too much recoil etc they generally think revolvers are harder to use and if they had to they would pick semi auto handgun so realistically  low guns courier would pick whatever other people told him to pick or whatever was cheaper great mod though I will edit it a bit to suit my needs but will definitely give credit if I decide to upload altered version
  11. daddybarbarossa
    daddybarbarossa
    • member
    • 3 kudos
    potential compatibility with courier's suspenders?