You do not need to make the preorder pack ESM's masters. They contain no unique records. This will not affect most of your users, but us heavy modders need those four extra slots lol.
All courier stash items utilize IDs in base game plugins. The PreOrder ESM's only turn on distribution quests and load the BSA. If you have alternate implementations of the items (e.g. JSawyer) and have extracted the data from the BSA's, the plugins do literally nothing.
I will stress again, zero new records are added by the preorder plugins. There is no purpose to having them as a master to any plugin file.
It's a cool mod, but the implementation of UWU makes it incompatible with many weapon mods like WAP.. so it's a no go for me unfortunately. If you could make a stripped down version of this mod, with new AI packages and the little changes you did here and there in it, it would be awesome.
I think this one's the first to let Malcolm Holmes actually not de-spawn after the first encounter with the player (?)
You are kind of right, UWU is a compatibility nightmare and also can f*#@ the balance of the game so I might just remove it from this mod. It feels almost like feature creep.
Might I add that I strongly recommend you disable the change regarding failing Yes Man's quest for killing him, for a lore reason and for a gameplay reason:
Yes Man is a securitron, so he is simply a program that can technically jump to another securitron at any point, which is why when you kill him he respawns indefinitely in the vanilla game.
Since Yes Man naturally respawns in the vanilla game for the above-mentioned reasons, it would also make sense to not fail the quest for killing him because if a player were to kill Ceasar, Crocker, House, and Yes Man, then the game will become absolutely incompletable. Again, it makes sense that killing all of these main characters would still allow the player to take control of the strip himself, thus not locking the player out of completing the game (especially since the player would have singlehandedly proven to be powerful enough to take over Hoover Dam).
Otherwise, I'm very impressed with these logical and immersive changes.
Not agreeing with all the changes (Why wouldn't Hector mention Sweetie, the boy is growing, it's perfectly natural), but overall is interesting, endorsed.
This mod renames maize? That does not seem very good. A silly change, in my opinion. I'll also have to fix that in FNVEdit, too. Thank you both for letting me know.
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I will stress again, zero new records are added by the preorder plugins. There is no purpose to having them as a master to any plugin file.
I think this one's the first to let Malcolm Holmes actually not de-spawn after the first encounter with the player (?)
Armor/Clothing
- Added the Greaser Jacket
- Added the Legion Combat Armor, which can be found the Legion Safehouse
- Added the Wasteland Vest Outfit and distributed it.
- Companion clothing is now playable and is slightly buffed (Taken from Playable Companion Clothing)
- Great Khan Armors have fingerless gloves.
- The Breathing Mask now fits the face of people who wear it and has a new normal map (Taken from Lonesome Road Breathing Mask Redone)
- The Fedora is now playable.
- The Legate's armor is playable.
- The Patient Gown is now worth 15 caps.
Additions And Changes By LocationPrimm
- The Escaped Convicts don't have absurd amounts of NCR Money
- The section of houses will have convicts around them and dead Primm residents, which will likely draw players' attention.
- The Speech check when threatening Johnson for info is now a Terrifying Presence/Intimidation check.
- There's one extra NCR Trooper guarding the bridge.
- When you enter Primm, some Convicts will try to cross the bridge and attack the NCR.
Nipton
- Not every dead body has the same face anymore, and they are now named Nipton Residents.
- Not every Legionary looks the same.
- One of the houses has an unfortunate scene.
- Restored Vulpes' Pre-Release appearance.
- The Nipton Pit Stop Ambush has the previous victims nearby; the boss also has a .44 Magnum.
Novac
- Added 4 new guards who patrol the area.
- Added a Mechanic who can repair your stuff near the garage.
- Chris Haversam gets his own hotel room after moving.
- No-Bark Noonan actually has Ol' Sticky and pulls it out when he threatens you.
- No-Bark’s Strength check to “make him talk” is an Intimidation check.
- Ranger Andy can be seen roaming around outside.
- You can now ask Cliff Briscoe to clean up your Novac room.
Goodsprings & NCRCF
- Doc Mitchell wears the Wasteland Doctor Outfit.
- Eddie doesn't somehow have a plasma pistol.
- Meyers actually has a schedule in the NCRCF.
- NCRCF's Admin Room has a Police Rifle, Police Pistol, and 3 Police Batons.
- Sergeant Lee sticks around after you help him in the siege.
The Strip
- Benny will attack you if you shoot at the chairmen.
- Every casino and the Lucky 38 Suite have currency converters inside.
- Every casino's cashier room can be robbed for caps and have guards outside. The keys can be found on the appropriate people.
- Gomorrah Guards have a chance to carry .45 Auto Submachine guns.
- Kathleen isn't mysteriously a part of the NCR.
- Killing Yes Man locks you out of the Independent Ending.
- Raised all Casino max winnings by 5000.
- Restored the 2 NCR Trooper sunbathers on the top of the embassy.
- The male bathers in the Ultra-Luxe don't swim in T-Shirts and if you have those mods, bathers won't be naked.
- The picture of James and Catherine from FO3 in Vault 21 now depicts a vault dweller.
- The Ultra-Luxe assassin actually has a voice and wears a suit.
Freeside & Outer Vegas
- Cook-Cook is not a pushover anymore and his dogs aren't either.
- Gave Arcade his pre-release appearance.
- George's Speech check to threaten him is now a Terrifying Presence/Intimidation check.
- Hector can't comment on Sweetie.
- Julie Farkas doesn't go silent after saying goodbye.
- Lieutenant Monroe heads to Camp McCarran after Boulder City Showdown.
- Major Dhatri stays still. (Taken from Major Dhatri Doesn't Wander)
- Members of 1st Recon wear 1st Recon armors and use custom-made scoped Hunting Rifles.
- Noticing Orris fired 3 shots instead of 4 is a Perception check, not an Intelligence check.
- The ghoul guards at the Old Mormon Fort with human voices actually are human.
- The Greasers in the North Vegas Sewers wear greaser jackets.
- The New Vegas Medical Clinic now has an extra guard outside.
Camp Guardian Caves
- Frakes' body can be found with his unique Service Rifle that does +25% damage to Lakelurks.
- The Lakelurk King is now Level 25, and has +100 HP.
Other Areas
- Alexander has less stock, and his guard has Combat Armor.
- Malcolm Holmes hangs out at the bar in the Mojave Outpost after talking to him and becomes a merchant.
- The Nevada Highway Patrol Station has a Terminal and Police Pistol.
- The Nipton road rest stop has a note detailing a moonshine stash.
Entire Mojave Wasteland
- A Random Encounter System with 18 locations for them to trigger. (Similar to Fallout 3.)
Weapons
- Added the 1st Recon Hunting Rifle.
- Added Frakes' Revenge.
- Added the Police Assault Rifle.
- Renamed the Firebomb to Molotov Cocktail.
- Unique Weapons are moddable. (Taken from Unique Weapons Upgradable)
Quest ChangesYoung Hearts
- Janet's name is Caravanner before you find her identity, and the quest marker pointing to her has been removed.
Restoring Hope
- The medicine check when talking to Doctor Alex isn't stupidly easy and requires 50 Medicine skill.
I Fought The Law
- You can take back NCRCF from the Powder Gangers without going through the hoops of helping Eddie first.
Don't Make A Beggar Of Me
- Chomps Lewis gets sent to Camp Forlorn Hope when he gets arrested.
- Melissa actually goes to Red Rock Canyon.
- Telling Mellissa you turned in Tyrone gives you infamy with the Great Khans.
- Tyrone doesn't suddenly appear and actually exists to begin with.
- Tyrone's Strength check to threaten him is now a Terrifying Presence/Intimidation Check.
Still In The Dark
- The Brotherhood Scouts don't all look the same.
You Can Depend On Me
- Henry's reputation checks to use your NCR rep to discredit him now have [NCR], as they should.
- Henry exists at the wrangler to begin with.
Other
- Yes Man is a securitron, so he is simply a program that can technically jump to another securitron at any point, which is why when you kill him he respawns indefinitely in the vanilla game.
- Since Yes Man naturally respawns in the vanilla game for the above-mentioned reasons, it would also make sense to not fail the quest for killing him because if a player were to kill Ceasar, Crocker, House, and Yes Man, then the game will become absolutely incompletable. Again, it makes sense that killing all of these main characters would still allow the player to take control of the strip himself, thus not locking the player out of completing the game (especially since the player would have singlehandedly proven to be powerful enough to take over Hoover Dam).
Otherwise, I'm very impressed with these logical and immersive changes.Are all weapons even in TTW moddable?
We call it maize.
No big deal.
I read the description, but I don't remember seeing any mention of that change. Sorry?
Edit: Ah, upon my second read-through, I finally noticed it. How silly of me. Sorry.