I try to make sure my mods feel like they'd fit in vanilla and work great, and stuff like this makes it worth it. Thank you everyone for the support.
Stay tuned for more to come - I'm pretty much satisfied with QOL tweaks so I may start branching out more to new content and overhaul mods like Mothership Zeta Rehaul and Nuka-Cola Expansion Ultimate, and TTW patches for quest and location mods. No guarantees though, just some passing thoughts! I have other hobbies, a retail job, and classes to do, heh. Also want to do a pass over some of my other mods - I may be able to script them a bit more so compatibility is better.
Don't be afraid to continue reporting issues, missing stuff, and suggestions for improvement, that's what makes my mods get better. Tips are also greatly appreciated, I live alone and have to support myself. Thank you all.
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.
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?
- 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
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.
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.
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.
You would have to have scripting knowledge, enough to understand what both mods are trying to do, and to make a patch to edit the script in GECK to include both things the mods do in the script
v1.3 - Name changes, quest item changes, and weight changes to base game upgrades are now done via script, no longer with hard edits. This should significantly improve compatibility with other mods. - Added a reloading bench to the Followers Safehouse. Looks like I forgot to put one here! Now the set is complete.
I presume this is incompatible with TTW Interiors Project? How difficult would it be to edit out the homes from this ^ mod? Would it simply a matter of deleting a few entries in XEdit?
IIRC ttw interiors is very outdated and buggy at this point. However if you still insist on playing with it, you're better off picking TTW interiors over my mod, the changes to themes and being able to own both homes is a very ingrained part of my mod, it would take quite a lot to strip those features out.
EDIT: Misread, though I would assume the same case for TTW interiors, I don't know how it works internally.
I definitely prefer what your mod adds to the homes over Interiors Project. So I'd definitely like to attempt to patch out the additions in that project, the homes are kinda important, especially since you spend a huge amount of time in your homes in Hardcore mode
Yeah I really enjoy the home upgrades. I haven't given a chance to use them like in a legit playthrough until the one I'm doing right now, and holy crap I started using the Novac room so much more thanks to what I did - much more viable player home for use before you get to the lucky 38 (and even then, lucky 38's lack of fast travel marker makes it annoying, need to find a mod for that)
You should avoid TTW interiors for now - from what I've gathered it hasnt been updated for the latest TTW versions. I would personally recommend the following mods for more things to explore. I like some quest mods too, but this will just be a small list of mostly-pure location mods.
I got more I'm still checking out, including some mods which affect the fallout 3 side but I haven't been finding anything from those mods yet. Most of the mods in the Wasteland Survival Guide Content section seem like solid picks.
I had a chance to test them out a bit more, and I think they're the best all-round package for this sorta thing. And thanks for mentioning the other mods there, I'll check those out :)
since this mod edits the sink is it compatible with https://www.nexusmods.com/newvegas/mods/77512 the mod that adds a sierra madre vending machine upgrade? I already have that mod installed so I'm just wondering if I'll break anything.
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.
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.
i love this so much man i wish the vanilla game has a possible home to acquire in most of the large settlements....would you consider such a feat to make it possbile??
i would prefer to enhance what's already there with this mod, filling in voids in player homes the player can already acquire and adding missing crafting stations to places the player would likely camp out in, like the faction safehouses. you're totally free to use player home mods with this!
43 comments
I try to make sure my mods feel like they'd fit in vanilla and work great, and stuff like this makes it worth it. Thank you everyone for the support.
Stay tuned for more to come - I'm pretty much satisfied with QOL tweaks so I may start branching out more to new content and overhaul mods like Mothership Zeta Rehaul and Nuka-Cola Expansion Ultimate, and TTW patches for quest and location mods. No guarantees though, just some passing thoughts! I have other hobbies, a retail job, and classes to do, heh. Also want to do a pass over some of my other mods - I may be able to script them a bit more so compatibility is better.
Don't be afraid to continue reporting issues, missing stuff, and suggestions for improvement, that's what makes my mods get better. Tips are also greatly appreciated, I live alone and have to support myself. Thank you all.
Probably not safe to remove this mod mid playthough is it?
Or is there something I can do to make them mesh well together?
- 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
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.
However, there's a conflict between this and the SinkAutoDoc script in Cyberware's OWB patch. How would I go about patching this?
thanks
- Name changes, quest item changes, and weight changes to base game upgrades are now done via script, no longer with hard edits. This should significantly improve compatibility with other mods.
- Added a reloading bench to the Followers Safehouse. Looks like I forgot to put one here! Now the set is complete.
How difficult would it be to edit out the homes from this ^ mod?
Would it simply a matter of deleting a few entries in XEdit?
EDIT: Misread, though I would assume the same case for TTW interiors, I don't know how it works internally.
So I'd definitely like to attempt to patch out the additions in that project, the homes are kinda important, especially since you spend a huge amount of time in your homes in Hardcore mode
You should avoid TTW interiors for now - from what I've gathered it hasnt been updated for the latest TTW versions. I would personally recommend the following mods for more things to explore. I like some quest mods too, but this will just be a small list of mostly-pure location mods.
New Vegas side:
Uncut Wasteland plus NPCs & Uncut Extra Collection
Prerelease Restored
A World of (Less) Pain - A Lore Friendly AWOP Revision
NV Interiors Remastered
MoreMojave
Quarry Junction Pass (this + more mojave makes the quarry so much more traversable)
Westside Suburbs Uncut
Fallout 3 side:
TTW A World of Pain for Fallout 3
Metro Carriage Interiors TTW
I got more I'm still checking out, including some mods which affect the fallout 3 side but I haven't been finding anything from those mods yet. Most of the mods in the Wasteland Survival Guide Content section seem like solid picks.
And thanks for mentioning the other mods there, I'll check those out :)