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CellblockPsycho

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CellblockPsycho

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  1. CellblockPsycho
    CellblockPsycho
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    For the people who do not read the description.
    If you're interested in a walkthrough, check out the Developer Walkthrough here for the updated version.
    https://youtu.be/hHfzZe3uHSc?si=Ke9XU2n6gKsUEZkc
  2. daviecc
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    This is a really made little mod, but agree with the other criticism of it posted a little earlier, it doesn't quite fit into setting in a "lore friendly" way.
    I could see if it was re-positioned to be near Primm, or even replace some of the existing houses behind the Saloon or the destroyed house behind Doc Mitchell's and across from the School. The location near the school might make it even a little more appropriate or creepy.

    As far as a reward weapon goes, I get the headache of going back and updating anything, but some sort of haunted revolver from the family would be interesting. It doesn't have to be over-powered, but if it applies a panic effect like the flare gun or a frenzied effect like the Dr Mobius glove, it's just enough to be interesting and change some gameplay.
    1. CellblockPsycho
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      There actually is a unqiue weapon you can get upon completion IF you do two things. First is to solve the puzzle box in the third act. Second is to retrieve it from the burning corpse of the gravekeeper in the house foyer at the end. 
  3. craftymonkey
    craftymonkey
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    A good mod. A bit rough around the edges but overall I appreciate the amount of time and effort that were put into this mod.

    The first act felt better than the others because there wasn't any fights and it was atmospheric and scary. 

    The second one implies that your level is higher than mine (I was on 6th probably when I went there). If you're planning to update it, it should be better to lock it until you're level 10-15 or something.

    The radroaches were nasty. Because I couldn't get a shotgun I had to force every lock of my skill (50) to not initiate this event with the radroaches. Playing with New Blood they killed me very fast and I couldn't hit them first because their attack range it crazy high. 

    Next, there's Ugo. Why would you prevent us from killing the guy? I mean, it's pretty hard and it's optional as well, but you should be able to do that if you're up for the task. I'm lucky I had a sprint mod, and even with it it was hard to hide from the pursuers. 

    The carriers sometimes bug out and just sit there doing nothing while clipping through each other. Mannequins, though, are super tough and is hard to kill. Didn't try to shoot centaurs, they looked like "nah, I'm not even going to try" for me. 

    You can unlock the cells with the kids and they will run around while Ugo doesn't give two shits about them. 

    Good riddle with the lights! Not very easy, not very hard. Last code with the weapon was a bit unclear to me. I also liked that the location disappears after. That's a good idea. 

    Overall, talking about the last parts of the mod, less is more. Would be better to make the monsters slower but stronger like in survival horrors instead of giving a player a swarm of creatures to deal with. 

    Thanks!
  4. GlitchMobster69
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    I might have an issue for me. When I am in the attic and fall through the floor, there is just a loud glitchy sound and I am stuck unable to move with that loud noise. Ive tried everything i can think of
    1. CellblockPsycho
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      I don't know why that happens. I can only assume mod conflict as it works perfectly fine for almost everyone.
  5. falloutbeast323
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    This was very good, some frustration here and there especially towards the end which may or may not have been my fault but overall very well made, I got some very good scares out of this one
  6. 60m348
    60m348
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    Never imagined I would experience high quality story in old postapo game.
    This mod have the soul of Classic Ps1 games, like Resident evil and Silent hill.
    Glorious.
  7. Papavincent123
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    In what position do the statues have to be in order to be able to pull down the painting and remove the sigil?
    How to open the blue door that won't budge that blocks me from removing the last sigil?
    1. 60m348
      60m348
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      1: Left, Center, Left

      2: Destroy fous sigils, then they'll unlock for you to destroy fifth.
  8. jessdog97
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    i wish their was more haunted creepy new vegas mods like this strangley fits in the apocolyptic wastes
  9. PaladinofVengeance
    PaladinofVengeance
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    Hello, a question for the developer, I use the Flashlight NVSE mod in my game. Do you recommend that I use pip boy's own light in this mod.I'm asking because I found a flashlight in one of the drawers after all the things were taken from me.
  10. jesternario
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    Most current file doesn't seem to work. Had to download the file just before it.
    1. CellblockPsycho
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      How so?
    2. jesternario
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      It just didn't work. No buildings, no NPCs. It was installed in Vortex and enabled, but it was as if nothing was working. It was only when I installed the next older version that I was able to play the mod.
    3. CellblockPsycho
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      Maybe Nexus messed up for you, because that file works fine.
  11. SophieOG
    SophieOG
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    Edit: I got everything to work and WOOOOOOOOW this fucked with me amazing work this felt like DLC.