this mod has nowhere near enough direction. it just leaves you to explore a giant area to find this simplest things. im really not sure why there isnt even a more detailed optional guide. instead the author resorts to "explore more tm" im a fan of games like morrowind and outward that have no map markers. the difference is those games give you all the resources you need to find what you need. this mod started very strong and fell very very flat. it wouldnt even let me finish the legion quests. the land mass is pretty well made but way to spread out and the scripting is impressive. if youd add some direction im sure it could be great
Are you suppose to lose a fifth of your stuff when you get it back from the footlocker at Yuuko's? Because when I recovered my stuff every consumable, ammo and caps I lost around a fifth of it. I had ~260k caps when I started the mod and there was only 200k in the locker. Same with other items, I had exactly 65 Med-x before and there was only 45 after. Is this intended? Is there a portion of my stuff at a crash site somewhere? If it's completely lost and I can't get it back then that sucks.
Hey, do you by any chance use any mods that reduce the amount of loot? Because the chest doesn't account for them and for me I've lost a portion of my stuff and my weapons were in bad condition. Check out the fixes and additions page, I'm updating the mod so any feedback about things like this one is appreciated. Already fixed this for Famine users, but since new version of my edits isn't ready yet, anyone who uses famine can set "no AI aquire" in fnvedit on the footlocker before going to Yuuko's location to not lose anything.
The base object ID of the footlocker is xx019841 right? I set the container to obstacle/no AI acquire in fnvedit but still no luck. Guess I'll wait for your fix.
Famine processes new cells just once, so it's important to set no AI aquire and load your save before visiting Yuuko's Shack. If you've got Stewie Tweaks, there's an option to mark not visited cells with * mark so it's always easy to check if you've been in this cell before. I'll be testing the mod some more but for me it works - and I marked some loot in the mod this way so the player wouldn't find themselves locked and not being able to progress because they don't have any ammo left.
I've been playing the mod for a while now and I'm in the middle of the NCR questline. I'm trying to find the radio spy and I've heard Gustavo is the spy. My issue is that I cannot find him anywhere. I thought he was supposed to be by the Caravaneer Hotel enterance but he's nowhere to be found. I have also killed all the Legion at their map marker.
The best expansion mod for Fallout I've played. Had the least amount of bugs, the side quests were fun (the frozen vault and the psycho rooms) and the setting was fun to explore.
Great mod, that's really well made and makes Searchlight Airport feel like a more intentional location if just a bit. Also dovetails perfectly with the boat for the Dry Wells legion mod. If you didn't know better, it would feel like it was intentionally all designed this way from the start.
"Can I bring a follower? Not at first, you will be denied followers if you try to start the mod."
What does "at first" mean. I have entered the plane with two companions (Willow and Vanessa) and nothing hindered me or complained about it. After Crash, companions are still there and seem functional (I have the JIP CCC mod). However, I climbed all the way up and entered this cave then I am stuck in the Town Hall. Where to go? Guess I will call it a rain check, go back to the Mojave and lose my Comps before I reenter. What do you think?
Hi, the mod is divided in two parts. You can return to Mojave to bring your followers with you once the first part of the mod is finished. It's much shorter than the second part and serves more like a prologue so it's not a big deal. So I'd leave my followers and then bring them with me even if they go with you anyways.
Had fun with this one! The quests were decent, the voice acting was good and the world was space was interesting and I didn't come across any major game-breaking bugs. Didn't have any issues with the quests but then I generally explore every inch of a game anyway.
The world could have done with a little more to explore and feel a tiny bit less barren, but otherwise quite good!
I did come across the odd minor (but amusing) bug though, probably just a conflict somewhere;
Cory from the co-op randomly appeared in the middle of the crater outside the Shanty Town Cory crash landing Also, Victor randomly shows up
Could anyone assist me for some reason whenever I enter the shanty town everyone becomes hostile to me. Also the walkways that I use sometimes would become phased and I would go through them or settlers and they die which they would blame me.
It was solved through navmeshed, apparently the walkways would always be fazed. Try taking Uncut wasteland Navmeshed by Qolore7 as the scaffolding of Hoover dam was used to create the shantytown. The mode gives navmeshed to the scaffolding ensuring no citizen of the shantytown falls. Uncut wasteland navmeshed must be above Havasu blues and Havasu blue fixes. If it does not work try updating Navmeshed with new vegas mesh improvement mod by SciRika. I also discussed this in the moddinglinked to the Viva New Vegas discord server. Asked for assistance in vnv-guide-help said it was navmeshed issue and they updated navmeshed.
That was magnificent. Liked the mod a lot. Spoilers ahead Author of the mod placed me in condition where im without any items whatsoever at the start - just like dead money. Already rage-inducing, but also, for one of starting townsfolk to steal those items and refuse to return them to me? You really antagonized them in my eyes (even if i understand the reasoning and have empathy for them). For the roleplay, i decided not to steal them back immediately, but do those side quests. And then, cherry on the top - i found quest to slaughter this very town that took my items - truly, you understand what players wants to do very well. World is quite big, and, surprisingly, not empty - exploring are quite rewarding (which is surprising, considering that quests gives mostly only caps, or access to next quest). Cave there, side-quest here, one of 10 unique journals on top of the rock. Time spent exploring doesnt even feel to be wasted, unlike other mods. However, for me, as a big fan of markers (i hate to guess what author of the mod meant by their phrasing, and look for some place nonstop for few hours), lack of direction (especially when i exited irradiated area) were really confusing. I saw many places at once, and didnt even know if there was any sense to go to next location - as it may be just designed for some quest i didnt pick yet (and that happened a lot - like radio in hangar, bunker, military base, or tribals). But as i explored more, i gained more understanding of the map and quests, of course, and i really couldnt stop playing it. And then, i discovered that cheat sheet exists for this mod - and finished up everything i didnt find initially. Maybe if i found it sooner, i wouldnt be so confused about what to do next, so maybe that's on me. Finding those quests, items, even with cheatsheet, is satisfying too. Author did a good work there. And even there isnt every small interaction, like depressed ncr soldier on the rock in ncr camp, or listening to stories of few traders/citizens, which may not lead to something, but is relevant to world-building aswell, making world more interesting. Some jokes in the mod cracked me up aswell. Like "f*#@ you" behind one of the doors in bunker, or hat of that guy, who sells boats (i took at a a trophy, the only item from mod that i kept). In conclusion, this is quite new style of storytelling (if there is even a story, it's more of quite a bunch of small, separate stories) for me, which was both intriguing and confusing. But thanks to that, i definitely wont forget this mod soon. It stood out. The only thing i think this mod lacks - few perks in reward for doing something rare, or finishing hard quest. Small, barely notiecable perks would not break balance, but would feel a whole lot rewarding. (for example, perk to extend psycho duration for experiencing all 3 bad trips, or minor increase in damage against ncr/legion depends on who you choose to take over town)
543 comments
Also dovetails perfectly with the boat for the Dry Wells legion mod. If you didn't know better, it would feel like it was intentionally all designed this way from the start.
Yeah no,sorry.Not touching this again.
Some questions:
"Can I bring a follower?
Not at first, you will be denied followers if you try to start the mod."
What does "at first" mean. I have entered the plane with two companions (Willow and Vanessa) and nothing hindered me or complained about it. After Crash, companions are still there and seem functional (I have the JIP CCC mod). However, I climbed all the way up and entered this cave then I am stuck in the Town Hall. Where to go? Guess I will call it a rain check, go back to the Mojave and lose my Comps before I reenter. What do you think?
The world could have done with a little more to explore and feel a tiny bit less barren, but otherwise quite good!
I did come across the odd minor (but amusing) bug though, probably just a conflict somewhere;
Cory from the co-op randomly appeared in the middle of the crater outside the Shanty Town
Cory crash landing
Also, Victor randomly shows up
Spoilers ahead
Author of the mod placed me in condition where im without any items whatsoever at the start - just like dead money. Already rage-inducing, but also, for one of starting townsfolk to steal those items and refuse to return them to me? You really antagonized them in my eyes (even if i understand the reasoning and have empathy for them). For the roleplay, i decided not to steal them back immediately, but do those side quests. And then, cherry on the top - i found quest to slaughter this very town that took my items - truly, you understand what players wants to do very well.
World is quite big, and, surprisingly, not empty - exploring are quite rewarding (which is surprising, considering that quests gives mostly only caps, or access to next quest). Cave there, side-quest here, one of 10 unique journals on top of the rock. Time spent exploring doesnt even feel to be wasted, unlike other mods.
However, for me, as a big fan of markers (i hate to guess what author of the mod meant by their phrasing, and look for some place nonstop for few hours), lack of direction (especially when i exited irradiated area) were really confusing. I saw many places at once, and didnt even know if there was any sense to go to next location - as it may be just designed for some quest i didnt pick yet (and that happened a lot - like radio in hangar, bunker, military base, or tribals).
But as i explored more, i gained more understanding of the map and quests, of course, and i really couldnt stop playing it.
And then, i discovered that cheat sheet exists for this mod - and finished up everything i didnt find initially. Maybe if i found it sooner, i wouldnt be so confused about what to do next, so maybe that's on me.
Finding those quests, items, even with cheatsheet, is satisfying too. Author did a good work there. And even there isnt every small interaction, like depressed ncr soldier on the rock in ncr camp, or listening to stories of few traders/citizens, which may not lead to something, but is relevant to world-building aswell, making world more interesting.
Some jokes in the mod cracked me up aswell. Like "f*#@ you" behind one of the doors in bunker, or hat of that guy, who sells boats (i took at a a trophy, the only item from mod that i kept).
In conclusion, this is quite new style of storytelling (if there is even a story, it's more of quite a bunch of small, separate stories) for me, which was both intriguing and confusing. But thanks to that, i definitely wont forget this mod soon. It stood out.
The only thing i think this mod lacks - few perks in reward for doing something rare, or finishing hard quest. Small, barely notiecable perks would not break balance, but would feel a whole lot rewarding. (for example, perk to extend psycho duration for experiencing all 3 bad trips, or minor increase in damage against ncr/legion depends on who you choose to take over town)