Fallout New Vegas

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zebumper

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Zebumper

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Brings a lot of life to Joe Cobb, his friends and to a well-known showdown.

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Now included into SUPER Lively Goodsprings!

Brings a lot of life to Joe Cobb, his friends and to a well-known showdown.

Have you ever sided with the Powder Gangers? Did you fight with them? Bleed with them? To finally experience only disappointment: Goodsprings loses a doctor and a bartender but gains nothing except a bunch of Powder Gangers who will not move from the saloon. Are you bruised for not being able to fully live the bad guy experience?

Don't lie, I know you are.

Lively Joe and Friends comes to drive away all those bad feelings:

both: apply whenever you side with Powder Gangers or Goodsprings
PG: apply when siding with Powder Gangers
GS: apply when siding with Goodsprings

  • Joe Cobb is no longer waiting in town, because of risks being shot. Find him at the wells, where you fight the first geckos with Sunny in tutorial (both)
  • A marker is added when Ghostown Gunfight quest start, giving you the choice to offer your help to Ringo or to Joe, instead only to Ringo. This will help you to find Joe and encourage you to help him (both)
  • Fix Medical Supplies quest item not being removed from Doc Mitchel inventory if you don't fill the additional objectives related to it (PG)
  • Joe Cobb is no longer alone at his waiting spot (both)
  • Villagers flee more effectively when city is attacked to avoid being accidentaly involved (they hide in a house) (both)
  • Victor is disabled for the showdown time, to avoid being accidentaly involved (PG)
  • Villagers will cry a bit for the death of Goodsprings Militia members, just after the end of the fight (PG)
  • Villagers/Powder Gangers remove their leather armor if they have one after the fight (both)
  • Powder Gangers are a bit more skilled in Explosives and could have dynamite, making the fight way more random (both)
  • Easy Pete doesn't take part in the defense of Goodsprings as expected in the Vanilla game and hides in the saloon (fix his Flee AI package) (GS)
  • Joe Cobb becomes Mayor Cobb (PG)
  • The consequences of the capture of the city will be visible (leave the town for at least 3 days and come back to see the changes), including some free item to take for the player (PG)
  • A grave for Trudy and Sunny if one of them die (apply for whole game, not only if they die during the showdown) (GS)
  • The Powder Gangers don't stay in the Saloon only but seem to live their lives after the town is captured (PG)
  • Enables vanilla additional Powder Gangers to compensate for the death of some of them during the attack (they are in vanilla but never enabled because bad scripting) (PG)
  • Put new additional Powder Gangers around the Goodsprings Source if the town is captured (PG)
  • Corpses of Goodsprings Militia members disrespectufly moved into one of the carriage. Enter the saloon to see consequences of the death of Cheyenne... Chet could have dead people items' to sell (such an immoral merchant!) (PG)
  • Corpse of Joe Cobb moved into a carriage (GS)
  • Compatible with the re-enabled additional Powder Ganger from Uncut Wasteland mods so they are 7 (including Joe) to attack the town, making the fight way more balanced. When not using any 'Uncut' mod, there is a setting in the config file to enbale this NPC (both)
  • Addition of a working campfire in front of the saloon and Chet will have additional goods for sale: this compensates for the losses due to the death of Trudy and Doc Mitchell (PG)
  • Joe Cobb loves the Easy Pete's hat, did you know? (PG)
  • Little bonus for you when sharing a moment around the campfire with your Powder Gangers friends (Explosives +20 and Survival +10 for 3 days) (PG)
  • When using Atmospheres - Weather and Lighting or Post Nuclear Weathers mod, the weather is forced to the dramatic and dusty one you can see on pictures when the town is under attack (both)
  • You can disable some features with optionnal INI file (both)
  • Compatible with both Lively Goodsprings and Lively Goodsprings - People mods (both)


NOTE about music
The mod can play special music during showdown but I've decided not to include it for now. I'm not sure I can, because of copyrights etc.
However, if you wish, here is the way to do:
  • Find music, convert it to wav format (for example this one, wich is great and well synchronized)
  • Be sure it's a mono track, stereo is not accepted by the game. If it's stereo, convert it to mono (a tool like Audacity could be very usefull at this time)
  • Place this music in the data\sound\songs\zebumper\LivelyJoe\ folder (you can use the provided empty folder)
Note: if the folder contains multiples files, the game will pick one randomly.
The music starts when Joe or one of the Powder Gangers reaches the "starting" area of the attack, behind the house near the welcome sign of the town. The attack itself starts 27 seconds after the music starts (this gives the late Powder Gangers enough time to get into the right place before attack). You can use the music config file included into the FOMOD to tweaks the delays.

Others music that could be cool but requiring some edits: Hannes Hofkind - Western ShowdownTimesplitters 2 Soundtrack Wild West, ebunny - Western FantasyMusic-Panda - Spaghetti Ridin’, ...

VIDEO:
Short (but long enough) showcase there, thanks to MutantMods: How RAIDERS Should've Been in FNV (Lore-Friendly Mods) (youtube.com)

RECOMMENDED:
Goodsprings Quests Fix file on The Bazaar of Z.

CREDITS:
jokerine for the crate-chair from Jokerine's Misc Resources and Tutorials - FNV