Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Qolore7

Uploaded by

Qolore7

Virus scan

Safe to use

Tags for this mod

27 comments

  1. szandor81
    szandor81
    • premium
    • 1,591 posts
    • 12 kudos
    I've been playing with both your gameplay merge and this installed and just noticed this is included in the merge. Do you think it would cause problems if I uninstalled this now..? I'm thinking the script is associated with this esp and then suddenly with another might cause issues? 
    1. Qolore7
      Qolore7
      • premium
      • 1,208 posts
      • 519 kudos
      You could safely uninstall this 
  2. bct18181
    bct18181
    • member
    • 820 posts
    • 17 kudos
    I started a new game with the newest version. After getting the help from the townsfolk with the powder gangers I went back to Ringo to start the attack. When I went in I noticed the door gave me a warning, the crosshair was red. When Sunny came in and I said to start the fight she didn't leave right away. Instead she told me I shouldn't be there like I was trespassing.
    1. Qolore7
      Qolore7
      • premium
      • 1,208 posts
      • 519 kudos
      I think I know the issue, was this all in one session (without loading any saves)?
    2. bct18181
      bct18181
      • member
      • 820 posts
      • 17 kudos
      Yeah. Just start a new game and go to the garage where Ringo is. 
    3. Qolore7
      Qolore7
      • premium
      • 1,208 posts
      • 519 kudos
      I'll fix it in a bit, but for now you can just make a save and load to fix it
  3. PSI7
    PSI7
    • member
    • 50 posts
    • 0 kudos
    I get "Unquoted argument 'SammyWinsREF' will be treated as string by default. Check spelling if a form or variable was intended." in the console.

    Is this something that could cause any issues?
    1. Qolore7
      Qolore7
      • premium
      • 1,208 posts
      • 519 kudos
      I must've gotten his editor ID wrong, I'll double check 
    2. PSI7
      PSI7
      • member
      • 50 posts
      • 0 kudos
      It's kinda odd since the editor ID seems to be correct, I also checked in xEdit, and I don't have anything overwriting the editor ID. (Also tested with only this mod enabled, but the error still persits)
    3. Qolore7
      Qolore7
      • premium
      • 1,208 posts
      • 519 kudos
      Still haven't checked but it might be because he isn't a persistent ref 
    4. Qolore7
      Qolore7
      • premium
      • 1,208 posts
      • 519 kudos
      yep that was it, its fixed in 1.2
    5. PSI7
      PSI7
      • member
      • 50 posts
      • 0 kudos
      Thanks lot for the update!
  4. bct18181
    bct18181
    • member
    • 820 posts
    • 17 kudos
    I've started a new game with this. I first noticed that Doc's items are still unowned. I figured that would've been one of the first things I'd notice.
    When I got to Helios One it felt like the game was much laggier than usual when I walked in. Is it possible this has something to do with it?
    1. Unzeroic
      Unzeroic
      • premium
      • 16 posts
      • 0 kudos
      Items will remain unowned when starting a new game as the script runs upon loading a save. Saving and reloading will fix it.
    2. Qolore7
      Qolore7
      • premium
      • 1,208 posts
      • 519 kudos
      Oh yeah, I didn't think of that. I'll have to have a copy of the script run on new game start too, thanks for the heads up
  5. Dmettler182
    Dmettler182
    • member
    • 86 posts
    • 1 kudos
    Does this include the silver rush after the brotherhood of steel quest?
  6. Manan6619
    Manan6619
    • member
    • 1,892 posts
    • 52 kudos
    I like the looks of this. There's an incomplete "Spoils to the Victor" mod that had a good start on making things unowned after completing quests that drove people out of a place, but it fell to the wayside quite a while ago.

    A couple of questions for you, if you don't mind:
    1. For instances such as Come Fly With Me, did you have to make changes to the quest script itself to alter the ownership at the appropriate time, or did you use that separate file you mentioned in the description?
    2. You mentioned adding editor IDs to individual items was "too dirty" for you to do -- what makes it so? The addition of too many persistent references, maybe?
    1. Qolore7
      Qolore7
      • premium
      • 1,208 posts
      • 519 kudos
      1). It doesn't edit any vanilla forms other than a couple placed world objects, everything else is done through scripts/event handlers

      2). It's not necessarily inherently bad, it's just a lot of work and a bit of a hacky workaround
    2. Manan6619
      Manan6619
      • member
      • 1,892 posts
      • 52 kudos
      Alright, thanks for elaborating.
  7. PistolPayback
    PistolPayback
    • member
    • 283 posts
    • 45 kudos
    Ownership in fnv is broken in the base game just an fyi. It will cause doors to become permanently unlocked, along with some other weird bugs.
  8. OmegaFallon
    OmegaFallon
    • member
    • 121 posts
    • 11 kudos
    Does this make it so that items in trash cans are always unowned? That'd be a great change imo
    1. Qolore7
      Qolore7
      • premium
      • 1,208 posts
      • 519 kudos
      no, mainly because good loot can be found in them that logically wouldn't be thrown out (caps, cigarettes, scrap metal/electronics, other crafting ingredients). If I were to do that I would also rebalance the trash loot pool, maybe for Misc Tweaks or something else 
    2. heals4life
      heals4life
      • supporter
      • 30 posts
      • 0 kudos
  9. cryptid0hunter
    cryptid0hunter
    • supporter
    • 234 posts
    • 3 kudos
    Should be in the next release of YUP. Great job.
  10. Charmareian
    Charmareian
    • member
    • 1,052 posts
    • 20 kudos
    "You lost karma for stealing from the Legion".

    If this is finally fixed , that's amazing.