Fallout New Vegas

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piber

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piber20

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65 comments

  1. maxcorrice
    maxcorrice
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    wanted to request a "dirty water" option, keeping the water condition similar to nearby sinks and toilets.
    1. piber20
      piber20
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      Any reason why? Nearby sinks and toilets, as in the ones in other buildings?
    2. maxcorrice
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      Immersion, making project purity matter more, making boiling water more important(i think thats from one of my other mods)

      and yeah other buildings nearby, idk if novac is meant to have clean water for example. i plan on editing it myself as well but it would be a nice option
    3. piber20
      piber20
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      Sure. I was just curious as to the reasoning. I'll see if I can make it an optional setting at some point, probably shouldn't be that hard.
  2. sleepyjesse
    sleepyjesse
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    is it possible to hide the terminal? while it is neat, it just looks out of place
    1. piber20
      piber20
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      I assume you're referring to the theme terminals, in which case not at the moment. But you could open the console, click it, and type "disable"
      Some time on the future this mod is going to get some retouches and I may redo how themes are swapped between. Maybe with the robot butler? And probably fix up the novac hotel room to not be such a mess with all the upgrades
    2. piber20
      piber20
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      As of the last update they are now inside the homes attached to the machines associated with the robot butlers. The Novac one has also been removed. This might be more up your alley.
    3. sleepyjesse
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      Nice! Although it's almost a year since I last played NV lol, but I do really really appreciate you going back to my comments. This mod, alongside a plethora of new stuffs, and also the amazing TV show might just make me reinstall NV, TTW and 4 lol.
      You're too cool. Thank you, truly!
    4. piber20
      piber20
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      Yeahh, I look through comments all the time for helpful criticism. Plus I like to update stuff even if they're years old. Thank you for the kind words.
  3. paul12344
    paul12344
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    For some reason, the file extension won't be recognized by my computer...
  4. AetherSeraph9
    AetherSeraph9
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    What are the notable differences between this mod and Home and Safehouse Tweaks?
    1. piber20
      piber20
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      covers mostly separate areas, that mod lets you disable stuff should you choose to also use my mod. all the locations i edit are listed in the description. we did some quick updates to make sure our mods were compatible when i released mine.
    2. AetherSeraph9
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      I like the sound of that. Thank you! I've been using Home and Safehouse Tweaks, but I really like how you handled the Tenpenny Tower Suite and the additions to the Sink, so I might add your mod for them and make the proper compatibility adjustments to the other mod.
    3. piber20
      piber20
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      The last update makes my mod significantly more compatible (and a recommended pairing in my opinion!)
  5. Coneyislandking
    Coneyislandking
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    Hello, Piber20 I love this mod so much and can't play without it, thank you very much! Is there any way you could please add this range of customizations to the Vault 21 player room, it kinda sucks by default and could use much of your TLC!
    1. piber20
      piber20
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      I didn't even know vault 21 had a player room. 😬

      I'll take a look at some point
    2. piber20
      piber20
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      Definitely would recommend troopers home and safehouse tweaks for that. Adds the necessary crafting stations, for a slightly off the radar home like that it doesn't need much more.
  6. Metrocop1234
    Metrocop1234
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    Heya, I'm wondering where these notes exactly are for Tenpenny?
    1. piber20
      piber20
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      The tenpenny notes are only available once you complete Power of the Atom without blowing up Megaton. (i plan on changing this in the future)

      Once they're available, you can find one at the front desk, in the store where you buy house upgrades on a pedestal, and on the door to the suite.
    2. piber20
      piber20
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      As of the last update they should now be immediately available
  7. joobifer
    joobifer
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    Not sure which mod author to go to for an answer so I'll go with yours because you seem to be more active. I have this mod installed alongside SMH - Storage for Megaton House, and there's a conflict that I'm having trouble resolving.

    I'll just toss an image in so you can see for yourself; I think it's because SMH makes the first aid kit in the My First Infirmary an actual storage box, instead of activating the infirmary, however I don't know whether to make an overwriting patch and put your mod back, leave it as is, or get rid of one or the other. I love both mods dearly because the Megaton house really is missing enough storage (at least in TTW), and I'd like to keep them both if possible.

    Would you say in your opinion as a mod author and someone who has probably more experience with conflicts than I do, that it's (99%) safe to overwrite with a patch?
    1. piber20
      piber20
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      Deleted records can be very unsafe, but say we ignore that in this specific case, I can't really look at the mod right now but I'll judge based on your info,

      > I think it's because SMH makes the first aid kit in the My First Infirmary an actual storage box
      If it's deleting the aid kit in the image you sent me, this means it places an entirely new first aid kit box. Loading my mod after that mod would cause my mod to bring back the original kit, resulting in 2 first aid kits occupying the same space, which could be very awkward to handle. (imagine z-fighting but instead of textures it's what your cursor is pointing at)


      If there isnt any other conflicts you need to handle, my advice from this: (dont take it as gospel, i dont know the full picture here hehe)

      Method 1 - you can edit the original mod
      - Look for where SMH adds its new first aid kit box
      - Copy the formID of the deleted one
      - Remove the deleted record from SMH
      - Edit the form id of the SMH first aid kit box and replace it with the one you copied earlier. Make sure you say yes when fnvedit asks to update all other references to this.
      This will make it so SMH instead replaces the original game's first aid kit with its changes. Load SMH after my mod.

      Method 2 - you can't edit the original mod and need to make a patch
      - In your load order, make SMH load after my mod.
      - In your patch, remove the deleted flag from the original first aid kit and instead leave it as disabled by default.
      - Make sure there are no more references to the original first aid box, including in scripts. Update anything required to point at SMH's first aid kit.

      You can possibly do method 1 in a patch, but you must then disable the SMH first aid kit and bring forward any records which may need to be updated to reference the original first aid kit, so stuff like scripts point to the correct one. A lot of work, not recommended and a bit unnecessary since the damage is already done since SMH adds the new record and you can't really undo that in patches
  8. WhaleMaster
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    Ah darn it seems this mod conflicts with "Sink Redux Player HomeTTW" over on "Missing mesh Mods", and I won't be able to use them together I suppose.
    Probably not safe to remove this mod mid playthough is it?
    Or is there something I can do to make them mesh well together?
    1. piber20
      piber20
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      Cross post from Discord:

      - Removing mods mid game is very undocumented and tends to cause a lot of issues, so I'm hesitant to recommend it
      You could remove my mod if you haven't engaged with it at all but I'm expecting weird stuff to happen like objects missing from the homes

      - Looking into it more, you might not need to remove my mod actually. Things might be able to work with minor bugs.
      My idea is to have that mod load after my mod. That should make it win out on changing all the crafting stations which seem more significant.
      Go to the ini for my mod and disable the quest to unlock my Sierra Madre vending machine. That should prevent a redundant second one from showing up.
      If they moved the jukebox you might see a second floating one show up. Can't fix that lol. Judging from the images they didn't though.
      The last thing is that if they changed the scripts of the personalities, they win out and you will lose the quality of life changes I made. The mod says no changes to functionality though.

      - About the extra workbenches that show up with playing both mods, It could possibly be that the mod disables the workbenches and adds new ones
      And then my mod goes and reenables the old ones again via script
      maybe ill think of some way to work around this, i don't like patching stuff i dont really plan to use but maybe there's something i can do that would fix compatibility with many other mods that mess with those crafting stations
      Don't expect me to do it right away though, im so sorry. Just going through some stuff, and some small burnout
      I'm also working on other projects. my undiagnosed adhd wants to try to mess with game dev hah
    2. Yub3lle
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      Personally, if you simply allowed for configuration of what interiors can have your changes applied in the ini (similar to VeryUncreativeUsername's home and safehouse tweaks), that'd make it less of a compatibility issue and you wouldn't need to specifically support random mods that do things, it would leave it up to user adjustment you've given.
    3. piber20
      piber20
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      I can't just simply make it ini'able. I need to figure out how I would do everything I do with hard edits with a script instead, so there wouldn't be conflicting edits. I can't simply turn off a record, unfortunately. Something to figure out when I get to it, I do want to make it happen if I can.
    4. Yub3lle
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      I apologize if I insinuated as such. Wording was bad on my part. 
      It's definitely something that would be useful, but sounds like it'd be an overhaul of the mod. I understand how that is more difficult.
    5. LotusSaintcrow1
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      Are you opposed to someone making a patch to make them work together? Or is there a way we can turn off the edits made to The Sink?
    6. piber20
      piber20
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      I would actually be happy to see others making patches! That's totally fine! Just be aware that it's up to the patch creators to maintain their patches, should I update my mods.
  9. GeorgeCorbul
    GeorgeCorbul
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    I'm not sure if it's this mod or another one, but when I activate themes for the Tenpenny suite, they are sometimes messed up. For example, deactivating all themes creates a hole in the wall. Activating the Science theme adds a blackboard in front of the workshop door, the Pre-War theme adds a doghouse there, the Infirmary upgrade adds a floating infirmary "medkit" and activator near the storage room, and one of the themes also puts a bathtub somewhere it's not supposed to be.

    Again, I'm not sure if it's this mod (though the other mods don't seem to temper with the house themes), but can you please check it out anyway? Thanks.

    Edit: Checked out the older comments. It could be a conflict with The TTW Interiors Project. Will test it out, and will get back to you.
    Edit 2: Yes, it was indeed a conflict with The TTW Interiors Project. A bit of a shame that, but since that mod is buggy (and frankly, kinda bloated), I'll remove it. Thanks again!
  10. SZ818
    SZ818
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    Can you make it so Dogmeat moves into the Megaton house after purchasing it? I kind of don't like to see the pup wandering outside the Vault.
    1. piber20
      piber20
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      I keep forgetting that you can't tell companions to return to fallout 3 player homes in Tale of Two Wastelands. Maybe that's something I'll tackle in another mod one day.
    2. Agunk26
      Agunk26
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      Use JIP CCC and you can set companions home anywhere you like