Fallout New Vegas

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Tel Shadow

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TelShadow

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44 comments

  1. jeg13
    jeg13
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    Is anyone having some objects flicker when you move?
  2. squeakypc
    squeakypc
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    will it get an update for TTW? Cheers.
    1. parolebaby
      parolebaby
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      https://www.nexusmods.com/newvegas/mods/81818
  3. vSHADOWVIPERv
    vSHADOWVIPERv
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    @TelShadow

    Is this mod dead?
    1. YusarisofLondor
      YusarisofLondor
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      Looks like it.
    2. parolebaby
      parolebaby
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      https://www.nexusmods.com/newvegas/mods/81818

      Nope.
  4. Hakuuuu
    Hakuuuu
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    Does this add The Pitt to New Vegas?
    1. kacperjestfajny
      kacperjestfajny
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      That's for TTW - Tales of the Two Wastelands.
      The Pitt is already there :D 
  5. deleted23590599
    deleted23590599
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    Would this need an update for 3.3.1?
  6. HysteriaSkull
    HysteriaSkull
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    3.3 update soon?
  7. laclongquan
    laclongquan
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    I must make a separate post about bug relating to Trog

    The first incident you can meet this type of bug is The Steelyard. Due to its terrain you can quite hard to notice this type of bug, but one example is the location of autoaxe, dead slave, and a few ingots in the southern part of the map in a fenced-in area. If you pick up autoaxe and the ingot, it spawn a bunch behind us, in the fenced area, and nearly all dead, the alive things fighting each other. They just cant kill each other fast enough, so it must mean they spawn dead.

    The second incident is The abandoned apartment in Uptown. There used to be two cluster of trog in vanilla. With this mod, it's full of trogs. WORSE: they fight each other.  And in certain case where they spawn, they spawn in large number and immediately dead, leaving only one or two alive.

    Same deal with the Pitt Underground. What the heck! Biggest case of alive is the fenced tunnel on the height which I can VAT from afar and see 3-4 fighting each other. The rest just dead.

    The most serious incident is the unleashing Trogs onto Uptown. The group spawn in the nook beside front door of Abandoned Apartment is better, with 3-4 alive and fight each other. The group in the alley of back door is 1-2 alive. The group spawn beside Sarah/Ashur is usually 3 and fight each other too. You can see the piles of Trogs every where.
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    Conditional:
    - Maria was level 20. So you can see a full range of fledgling, normal trog, savage, brute.
    - The load order list does include 2 More Spawn esp, to increase number. So there's a possibility of dead by physic, say, the huge bodies of them get spawn in close area, collided with each other and thus dead~ This is my second guess only, with 1st guess being the mod's setting for Trog is messed up. The raiders do spawn in big number close together but I never see this type of dead number before which is why I think it's a mod bug and not physic.

    So yeah, I was awaiting here to see if anyone else ever meet this type of bug/incident
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    I reload saves before incidents, uncheck the esp and try again.
    - The killing each other still happen, I guess mostly thanks to too many spawns, too big body, and too tight space, so they physic-hurt each other incidentally and thus lead to aggression.
    - BUT , this is important, BUT they dont kill each other instantly like before. The Pitt Underground I can fight about 1/2 of spawns. The Trog Unleashed, about 1/3. The ones in the fenced alley outside of backdoor of Abandoned Apartment still die to the last, but ones outside still able to run around thus survive a few.
    +++++ Related to uncheck the mod, the pitt raiders in uptown respawn in greater number compare to with the mod on. I know because I silent kill all unnamed raiders during peace time, all the named raider during the kidnapping incident. So I can count the new respawns.

    Thus I conclude there's something in the way it's set, that the mod can lead to such incidents. THAT and the increased number of spawns.
    ------------
    Quick conclusions and/or fix: - Try to deal with The Pitt from under level 16, since most of the loots are unaffected by level (infiltrator, pitt raider armors, unique auto axe, PA). That way the huge Trogs like Savages will be in lesser number.  IF not possible, then turn off more spawn mods. The increase in looted corpse is pitiful compared to the loss of suspense, challenge, and adrenalin rush from a trog horde swarming.
  8. laclongquan
    laclongquan
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    Good, guuuuuuud~ 

    Very lightweight but has far reaching consequence. I would suggest install this as a standard package with TTW322.

    Pro:
    - The pre-Bridge area? Vanilla it's a big empty zone with small group of Wildmen on one side, and dogs on bridge. With this on, it has another group beside that one, and a nearby Tunnel with Wildmen, a factory with protectron, and an unworking-just-yet another tunnel. So the effect is pretty much visible right then.
    Con:
    - No con? It just take up a slot in your load order list, is all. Super lightweight.
    - The mt Washington Transit Tunnel map is unfinished and unactive, right? Dat 10th image show the place of its door but it dont have script to open and can be walked through.
    ---------------
    Bugs (of a sort, maybe-not-bug)
    1. The abandoned apartment in Uptown, there used to be two cluster of trog in vanilla. With this mod, it's full of trogs. WORSE: they fight each other, so by the time I get close for a melee fight (katana for the You dont belong in this world challenge) they are mostly dead. I was expecting a good fight, gosh darn it!
    +++ Technically I can steal kill by using guns to kill them in VAT or Turbo mode. But I was expecting some good melee fight!!!!
  9. streetyson
    streetyson
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    Cool! And thanks for the TTW port! I'm gonna have to change my mind about The Slave Pit being my least favourite DLC after Dead Collar.
    1. TelShadow
      TelShadow
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      Thanks?
    2. streetyson
      streetyson
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      Oh, sorry, it's meant as a big compliment! I really disliked The Pitt - the overly forced, faux dilemma and the limited story and outcomes; the donkey kong steelyard; the tekken fight pit; and the lack of any city to explore. But you're making it less unpalatable, you're making it visitable once more. So there's now only 2 DLC I'll never do again - Dead Collar and Martian Maze.
    3. TelShadow
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      Ahhh okay haha well thank you hehehe
    4. Ellimist000
      Ellimist000
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      If you don't like the faux dilemma, take a third option XP

      https://www.nexusmods.com/newvegas/mods/71170/
  10. 123nick
    123nick
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    Sorry, i dont understand. Does this require TTW or does this come FROM TTW, but doesnt require it? will this be like an explorable region, like how it is in honest hearts, old world blues, etc?
    1. bodieinsd
      bodieinsd
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      Yes, it requires Tale of Two Wastelands (TTW).  This mod (which is a port of the FO3 version) is an expansion of the FO3 dlc "The Pitt", so without TTW there would be nothing to "expand" upon in the FNV game (without TTW).
      Hope that makes sense to you!
    2. ued2504
      ued2504
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      but in fnv?it has a mod which didn't require ttw?can it use in the mod?
    3. Ellimist000
      Ellimist000
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      Not sure I understand your question friend, but TTW is a mod (almost more of an unofficial update actually) for new vegas that basically adds Fallout 3 into that game.  So no, you can't use this mod without both new vegas and TTW installed on top of it according to TTW's website.  Without that there would be no Pitt to add onto.  Tel Shadow has a normal fallout 3 version on that page if you want to use that game (I highly recommend going through the trouble of installing TTW so many of the good mods have been converted now.)