Fallout New Vegas

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piber

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piber20

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52 comments

  1. Thedudeman1985
    Thedudeman1985
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    Can this be added during a playthrough? or, do I need a new game to do it?
    1. piber20
      piber20
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      I don't know what it would do. I know for sure that any cells you entered will not generate the new nukas, I don't know what else could happen
    2. Thedudeman1985
      Thedudeman1985
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      Copy that. 
  2. TheCausesMarlin
    TheCausesMarlin
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    I hope this isn't too much to ask, but any chance we can get Nuka-Cola Clear as a craftable for finding the recipe?
  3. JonathanCalderon
    JonathanCalderon
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    Not sure if this is something you can fix on you're end but the vending machine you can get for the mod Springvale garage does not detect the new Nuka cola's so it can't make theme ice cold. If there's someway for you to patch it would you be kind enough to do so at whatever time is most convenient  for you. If not it's not A game breaker as I can still use the one in Megaton  it's just less of A chore not to have to run up to town or waste liquid nitrogen whenever I want to make them ice cold. Thanks in advance and sorry for bothering you.
  4. Khoirulanami00
    Khoirulanami00
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    can you add sawyerbatty patch?
  5. piber20
    piber20
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    This mod now has a Fallout: New Vegas version! I will do my best to maintain it and keep it on track.

    You can find it here: https://www.nexusmods.com/newvegas/mods/80816

    Major differences from the TTW version:
    - You cannot make items ice cold at campfires, since liquid nitrogen doesn't exist.
    - Automatic compatibility with ttw-exclusive mods have been removed, since they require ttw.
    - Some craftables with secret wild wasteland encounter has been removed, since the interaction is gone without ttw.
    - New dedicated crafting recipes for quantum has been added, since Quantum Chemist and ttw's changes to it no longer apply.
    - More I may have forgot.

    There's also now a proper logo! Hopefully it's nice and eye catching. (it's bad!)
  6. deleted27503080
    deleted27503080
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    Can you revert the method of changing model for Rum & Nuka from script to hard edit?
    So that we can replace it with another model more easily.
    1. piber20
      piber20
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      That's a fair point actually. I'll do so next time I update.
    2. piber20
      piber20
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      I couldn't think of anything else to put into the update, and I had a little free time. This update should let you change the model now.

      I still didn't make it use a hard edit, BUT I edited the script to only replace the model if it is using the vanilla model, so if you have another mod that changes the model, it'll be allowed to do so.
    3. deleted27503080
      deleted27503080
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      Many thanks.
  7. STMsystem801
    STMsystem801
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    Good new nukas, the encounter is funny. wish the TTW setup worked with screen readers so I could use this.
  8. piber20
    piber20
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    Please note that as of this v6.0 update, all the previous patches I made are no longer required. How it works:

    If A World of Pain for Fallout 3 is detected, crafting recipes will begin appearing for its fresh nuka-cola items. You will also be able to unfreshen it... if you really want to.

    A lot of dummy items for Washington Malevolence will be given effects if the mod is detected, and crafting recipes will begin to appear.

    The patch for Complete Player Home Upgrades was never necessary, just make sure Nuka-Cola Expansion loads AFTER Complete Player Home Upgrades.
  9. piber20
    piber20
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    nuka v6.0
    - AWOP4FO3 patch has been merged into the main mod, enabled with automatic scripted compatibility if the mod is detected.
    - Washingtons Malevolence patch has been merged into the main mod, enabled with automatic scripted compatibility if the mod is detected.

    - All irradiated items are now value 0.
    - Added conversion recipes to convert the fresh nuka-colas to regular colas. Only visible if a fresh cola is held.
    - Tweaked Quantum Chemist's description in case it is still visible somewhere.
    - Reverted all changes to Washingtons Malevolence nuka-colas.
    - Changed all effects of ice cold Washingtons Malevolence colas to be more in line with how the original mod scales the effects of the vault cola vs ice cold vault cola.
    - Removed ice cold vault 89 nuka cola quantum, since the regular version in Washingtons Malevolence is not obtainable at the moment.
    - Washingtons Malevolence Vault 89 cola recipes now require you to have the note from the overseer to be visible, instead of discovering the map marker.
    - You can now give Ice Cold Nuka-Cola, Fresh Nuka-Cola and Fresh Ice Cold Nuka Cola to Zip.
    - Added "Nuka-Cola Consumed" misc stat which increases when consuming any nuka-cola items.

    - Scriptrunner has been removed and merged back into generic quest script.
    - Food flags are now removed from colas via script, hard edits to base game records have been removed.
    - Rum & Nuka's model change is now applied via script, hard edit to base game record has been removed.
    - Nuka-Addict now removes effects via script, hard edits to base game records have been removed, and conditions in items have been simplified.

    nuka v6.1
    - Added new test cell: p20TestNuka

    - Changed editor ids of Nuka-Addict perk stuff to be referred to as Addict.
    - Removed Nuka-Addict conditions from ingestibles that were missed.

    - Added recipes to craft Yellow Nuka-Cola, unlocked with either Nuka-Chemist or if wild wasteland is enabled, picking them up in the encounter.
    - Yellow Nuka-Cola poison effect changed. Instead of decreasing DT, now makes every attack dealt to the enemy crit. Lasts for one minute.
    - Decreased the amount of Yellow Nuka-Cola darts that can be crafted from one bottle.
    - Ingesting Yellow Nuka-Cola for yourself will now grant you a bottle cap. :)

    nuka v6.1.1
    - Ingesting Yellow Nuka-Cola for yourself no longer grants you a bottle cap. :( (makes it usable as a poison again)

    nuka v6.1.2
    - Model swap for Rum & Nuka will now only be applied if it is using the default vanilla model. (allowing other mods to change the model)
  10. piber20
    piber20
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    Nuka-Cola Expansion Ultimate v4.1:
    - Fixed conflicts/inconsistencies introduced with TTW 3.3.2:
      - Museum Authority water
      - Union Station Termianl DC water noise texture
      - County Sewer Mainline water
    1. ByteSizeMetal
      ByteSizeMetal
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      does the mod currently work for 3.2.2? or is it only functional with 3.3?
    2. piber20
      piber20
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      I don't know