Fallout New Vegas

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Lime

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LimeMods

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91 comments

  1. Maxwell0011
    Maxwell0011
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    This was the first of your mods that I had tried out, I've now installed many other of the ones you've made. This (and your other mods) are very elegant and fit the world very nicely. I strongly recommend Lime mods to anyone that enjoys immersive and RP friendly environments/gameplay.

    I don't think I've run into a single issue across any of the mods I've installed from you after hundreds of hours of gameplay. The voice acting in your mods is high quality and the small details are clearly a labor of love. And your interactions in the comments with small fixes/patches years after the release of many of your mods is amazing. Exemplary.

    Anyways, I just wanted to express my appreciation. Huge kudos and I heavily endorse this and all of Lime's other mods.
    1. LimeMods
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      Thanks Maxwell, I really appreciate it.
  2. Jakeola1
    Jakeola1
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    Hey would you be okay with me creating a patch for this and NVR3R and uploading it on Nexus? I love both mods so I would like to make them work together. 
    1. LimeMods
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      Sure, I have no problem with patches being uploaded to Nexus.
    2. Jakeola1
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      Cool, thanks!
    3. WarlockSloth
      WarlockSloth
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      RIP the patch I guess lmao
    4. Jakeola1
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      lol yeah sorry i never got around to finishing it. im getting back into playing the game rn, building my mod list again. i'll probably finish the patch pretty soon once i get to installing nvr3.
    5. anNCRpatriot
      anNCRpatriot
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      We're all counting on you, Jakeola!
    6. rrustie
      rrustie
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      crying and shitting because no patch
    7. LimeMods
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      How severe are the conflicts with NVR3R?

      No promises, but I can maybe take a look.
  3. deleted165114818
    deleted165114818
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    These are your mods that I'd like to use, please confirm if they're compatible with TTW and FPGE or not :

    1. Mojave Merchants and Desert Dealers
    2. The Freepost Mojave Express Expansion
    3. Barter-Boy Currency Conversion Terminals
    4. Lime's Better Victor's Shack
    5. Lime's Better Beer Bootlegging
    6. Overlook Cabin
    7. The Goodsprings Coffee House
    8. Abandoned Monorail Player Home

    Thanks in advance!
    1. LimeMods
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      Hi Gray,

      All of these mods are TTW compatible.

      All of these mods *should* work just fine with FPGE. But again; I don't specifically test for FPGE compatibility.
    2. deleted165114818
      deleted165114818
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      Lime... I love you for making these mods, thanks for the fast reply man, I appreciate it!
    3. ITWASIDIO
      ITWASIDIO
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      Hey, Lime, I just want to say you are so unbelievably based for answering that question. Many mod authors don't respond, and while I get it, it certainly helps a lot compared to risking breaking my game by trying it myself. This is Mr. New Vegas reminding you that you're nobody 'til somebody loves you. And that somebody is me. I love you. 
    4. Leadrainpbh20
      Leadrainpbh20
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      I know based is supposed to be a compliment, but that word always initially reads like an insult to me. Lol. 
    5. Bigdarby98
      Bigdarby98
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      Based does sound like an insult lol
  4. ProfessorPuddingCup
    ProfessorPuddingCup
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    Should the record edits from the latest Viva New Vegas version of Uncut Wasteland be forwarded to this mod? Or will they conflict? Specifically, the XESP - Enable Parent entries for The Fort.
    1. LimeMods
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      Difficult one, I haven't tested. Honestly I would back up and try it both ways and see how the game reacts. Sorry I can't be more helpful on this one.

      The enable parent entries (if it's what I'm thinking about) just enable or disable NPCs. This mod doesn't really fiddle with those a lot - but my Fort open mod does.
  5. deleted165114818
    deleted165114818
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    Is this compatible with Functional Post Game Ending or not?
    1. LimeMods
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      Untested. However, with the number of Navmesh changes this mod makes - I'm going to say no for this one.

      As a side note, you will find most mods that make edits to existing locations will have issues with FPGE particularly with NPC pathing and objects clipping. I'm not in a position to patch any of my mods for FPGE compatibility if they aren't natively compatible. However FPGEL (lite) (a mod that doesn't make any edits to the world after game completion should be fine).
    2. deleted165114818
      deleted165114818
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      Damn, I really like this mod a shame I don't want to uninstall FPGE
    3. LimeMods
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      You could check if FPGE modifies the Fort, I don't personally use FPGE so cannot comment. If it turns out that the fort is unmodified by FPGE it will work fine.
    4. AVeryUncreativeUsername
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      I know FPGE blocks off access to the fort. Disable the ferry, and fast travel marker.
    5. deleted165114818
      deleted165114818
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      "I know FPGE blocks off access to the fort. Disable the ferry, and fast travel marker."

      Sorry but I don't understand, what do you mean by this?
    6. LimeMods
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      I guess the fort is inaccessible after completing the game with FPGE? If this is the case then this mod is infact compatible.
    7. deleted165114818
      deleted165114818
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      Well, if that's what he really meant then I'm going to install it
  6. deleted165114818
    deleted165114818
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    Compatible with Functional Post Game Ending?
  7. IronWolfSociety
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    Are there any conflicts between this and Caesar's New Regime? I couldn't think of any, I was just curious. 
    1. LimeMods
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      It's likely there are a few conflicts, although I haven't tested it personally.
  8. megamike15
    megamike15
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    theres a small conflict with new vegas redesign 3 revised. nothing really game breaking but the ground seems to float near the cages that mod adds. 
  9. Leadrainpbh20
    Leadrainpbh20
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    Got some major offset landscape inside the Fort area with Ceasars Tent. Where the slave cages are to the left just as you walk in. 
    1. LimeMods
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      Are you using Arizona slave army with this by any chance?
    2. Leadrainpbh20
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      I'm using the We Are Legion mod by Dragbody, but I've got an .esp for just for the Armors. Also using Uncut wasteland: outside bets and New Vegas Uncut-outside bets. New Vegas Redesigned 3 (what ever the latest reuploaded one is); I know it changes some areas to match the scenes. Tho idk if it changes anything in that area specifically.

      But no Arizona Slave Army, nope. 
    3. Leadrainpbh20
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      finally came back to this. And NVR3 isn't compatible since it places Slave Cages on the left when you walk into Caesar's camp. There isn't a patch when reinstalling NVR3 sadly. Haven't found one if there even is one. Shame, both mods add great lore-friendly additions. 
  10. discoprincess22
    discoprincess22
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    Really enjoying using this alongside Lime's Legion Fort Open mod! The changes make the Fort look great, not to mention it's done in a creative but lore-friendly way. It's very comprehensive and you can tell that a lot of work went into it.

    I hope we can get the "official patch" Lime mentioned he might consider making for these two mods one day -- I've been experiencing a few issues with companions getting stuck in rocks & benches, and legionaries marching into objects (e.g. the Legionary Instructor; another legionary in the mess tent), likely due to the navmesh conflicts.

    If there are any plans for further updates, one suggestion I have is to maybe modify the graveyard to remove the names on the grave markers because those nicknames are kinda out of place (but funny!).

    Maybe we could also have a couple more legion mongrels around the camp! I had to kill Lupa for her brain so now Antony looks a little lonely standing there beside an empty cage.