Fallout New Vegas

About this mod

An ambitious project that aims to overhaul many vanilla miscellaneous locations to be more useful, cluttered, atmospheric, unique and if applicable, lived in.

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Volume 3 of Lime's Location Overhauls, My most ambitious overhaul to date.

This mod continues my series of overhauling Fallout: New Vegas locations. This entry overhauls many miscellaneous locations in the Mojave world space to be more useful, functional & overall enjoyable to exist within. Although many of the locations in the Mojave are fine in isolation, many remain empty, dirty and without a real sense of character. There's often no reason for seeking, exploring or hunkering down in many of them other than for completion's sake.

I have decluttered, redesigned and reworked many locations throughout the Mojave in my previous mods. With this one - I've aimed to rework many spaces that occupy the wasteland world-space that were either empty, lacking atmosphere or simply providing a forgettable experience in the vanilla game. I've particularly focused on areas The Courier will spend a fair amount of time in, i.e. locations that are either quest / story-centric. All of my reworks are fully AWOP, ILO, FNV Interiors & TTW compatible.

This is probably my most exhaustive Mod yet and as such took far more time and effort than my previous releases, still I'm confident that you will find a renewed experience in many of these more niche / underappreciated corners of the wasteland. I like to design my mods to seamlessly integrate with any playthrough of FNV in a lore-friendly, unobtrusive and lightweight manner, this mod is no exception.

If you like this mod, consider checking out my previous overhauls/mods including Faction Safehouse Overhaul, Casino Suite Overhaul, Better Victor's Shack, Improved beer bootlegging & my standalone Coffee House player home. You can also find some of my more light-hearted, personal playthrough mods on my profile.

Patches available here: 



The following video should give you a good idea of the atmosphere/functionality this mod will provide you. It will exhibit some of the overhauled locations and show off their new atmosphere, features and styles. With the scale of this project, I cannot show off every location in this video, but it's always good to leave some stuff to surprise - regardless I've attempted to show key areas with substantial changes.




Hopefully, the video has you convinced, if you enjoyed it; I'd encourage you to subscribe for further updates on my future & current projects.



The main feature this mod provides is improved atmosphere, clutter and world-building in both a variety of commonly accessed and underdeveloped locations. Why do areas like Wolfhorn Ranch have no tangible references to Ulysses, its former homeowner? Why does the ruined Nipton Hotel look nothing like a hotel? why does the Follower's Outpost have no medical equipment? And why does the Searchlight Fire Station have no fire engines?

Furthermore, why are occupied areas always so dirty? Why has nobody ever cleaned up after themselves? 

This mod seeks to solve these issues and more, providing new depth, character and atmosphere to many of the Mojave's brilliant yet often mistreated interiors. 
 
Each overhauled location features:

  • Completely reworked clutter and interior design
  • Improved atmosphere and Fx
  • All NavMeshes updated to accommodate redesigns
  • Crafting and cooking options added to locations (where appropriate)
  • Decor changes made to reflect the identity of the location/owner
  • Lots of lazy clutter cleared away (burned books, tin cans etc.)
  • Reward loot improved and remains true to geographic / owner identity
  • Plugin is fully cleaned in FNV Edit for dirty edits and unused masters
  • Fully ILO, TTW, AWOP, FNV, and Interiors Project Compatible (please check for optional patches)



Overhauls and reworks the following 75 interior cells, many of these overhauls are extensive, innovative redesigns with a minority being focused on smaller less drastic more atmospheric changes:




The following section covers the installation of this mod, it's a fairly simple affair as far as mods go but please read this section carefully and follow all the below instructions.

Before proceeding, check you have satisfied the following requirements: (Mandatory)

  • Fallout: New Vegas up-to-date
  • You are using a genuine copy of Fallout: New Vegas
  • Own and have installed and activated all Fallout: New Vegas DLC
  • Your preferred mod manager is up to date and ready to go! (if you plan on using one, although - you really should)

SUGGESTION: Remove any important gear from the vanilla cells before installation of this mod if you were using them as a player home/base. No unique items are affected by the installation of this mod but some containers present in the vanilla locations have been removed/replaced for aesthetic & spatial reasons. If your items were placed in said containers and then this mod is installed they will be lost. If you think you are missing items, uninstall using the next section, load a save before installation of this mod, remove required items and reinstall.
 
Once you are happy that you at least satisfy the above minimum requirements follow either method 1 or 2:

Method 1) Install with preferred mod manager of choice (Recommended) ~ Optionally install any required compatibility modules. 
Method 2) Drag and drop the Data folder into your Fallout: New Vegas directory. ~ Optionally install compatibility modules in the same manner [Load after TGMIO.esm].

Load order: please follow the normal .esm convention and load TGMIO.esm near the top of your load order, ensure any optional .esp files sit below this file



Welcome to the compatibility minefield!

Due to the number of areas modified, there will naturally be some conflicts. While I've tried to account for some of the most common mods I cannot account for every case, If you find an incompatibility - please drop me a message and I'll update the below list.

Patches available here: 


I have colour-coded the below list to provide a bit more information about where I am with current conflicts and my thought process on each:

BlackMajor, Moderate, Minor or otherwise conflicts I cannot or do not intend to fix. This may be for a variety of reasons including the complexity of the project or the time investment is simply too great. This may also include content that directly conflicts with the concept of this mod. Mods in this section may still be partially or almost entirely compatible albeit with conflicts, please see information specific to any mods in this category below. There are currently no mods in this category.

RED: Major conflicts that I would ideally like to fix, but said conflicts are either too far-reaching or of such a complex nature that I cannot explore fixing at this time. Mods in this section are currently incompatible and I do not recommend installing them together, you still may do so - but I cannot provide any further support at this time.

ORANGE: Minor / Moderate conflicts that are not yet fixed but I may look to resolve in the future: conflicts are either negligible or are simply not an issue at this date, based on testing performed thus far. You can safely install mods in this category with no major issues.

BLUE: Major, Moderate, Minor or otherwise conflicts exist BUT are fixed using the appropriate patch in the files section. It is recommended that you install the patches that exist for mods in this category.

GREEN: No known conflicts

Current/anticipated conflicts:

  • AWOP: Minor, negligible conflicts - does not require a patch in that the conflicts do not cause any functional, aesthetic or gameplay problems (based on initial testing, this is subject to change and I may provide a patch later down the line).
  • YUP: Some minor non-harmful conflicts. Should cause no problems.
  • Semi-Transparent Door Glass: Conflict with Nash Residence. The player will be unable to enter the new TGMIO back room with SMTD installed.
  • FPGE: As of the latest version of TGMIO minor conflicts with FPGE - Functional Post Game Ending, patch availiable.
  • Logic and Consistency fixes: Some minor unsightly conflicts i.e. in the Vault 21 Player room, fixed with the patch included on the files page.
  • ILO: Some conflicts wherein ILO light switches are covered by clutter added in this mod, issue solved by the optional patch included on the files page.
  • Classic Adobe buildingsMajor conflicts, a lot of clipping, misplaced Items etc. Fixed by installing the optional patch included on the files page. NB: Qolore's version of ILO is supported out of the box, and does not require this patch.
  • Medical Clinic ExpandedModerate to Minor conflicts, some clipping, misplaced Items etc. Fixed by optional patch included on the files page.
  • TTW: No known conflicts
  • The N.V Interiors Project (+Qolore7's Remastered Version): No conflicts
  • MoreMojave: No conflicts

Disclaimer: Please note, If you find a conflict with a mod you are currently using - I fully support the creation of a patch and allow the release of said patch on the Nexus with no restrictions. I'd also support merging any of these patches with this mod page after appropriate testing, please get in touch if this is the case. (This applies to the patch itself only, you do not have permission to re-upload any of the files on this mod page). For modders that wish to take this avenue, please arrange the patch so that TGIMO.esm is a parent master to your plugin, and instruct users to load it after the main file. Please see the permissions section of this page for more information.



As above, I ask you to read this section carefully if you wish to remove this mod. Similarly, installation is quite simple.

SUGGESTION: Similar to my recommendation above, if you have any items stored in any of the safehouses after the installation of this mod & wish to keep them, please remove them before uninstalling this mod. The reverse of installation is true as uninstalling this mod will restore all vanilla containers, removing all new / replaced containers. If you have already removed this mod and find items are missing, reinstall & load a save before uninstallation. Remove your items and proceed to remove the mod again.

Again, follow either method 1 or 2:

Method 1) Uninstall the main file & any installed patches with your preferred mod manager (Recommended)
Method 2) Remove/delete TGMIO.esm from the data folder ~ Remove any patches in the same manner If you installed them

I recommend using the first method. If you choose to follow the second method please be careful that you only delete the files listed above. You don't want to go deleting vanilla files or assets from other mods! I have highlighted what you need to delete in bold and underlined the direct folder where this should exist.



Want even more location overhauls? In my other mods, I've overhauled the following 14 locations (not included in this mod):


Faction Safehouses - Volume 1 - Click here to download


Casino Suites - Volume 2 - Click here to download




If you read this far, thanks! I'd like to take this opportunity to once again ask you to endorse this mod if you enjoyed it and provide any feedback you may have. I'm very proud of my work and any opportunity to make improvements based on community feedback is greatly appreciated.

Lime Drawing by Peach