Fallout New Vegas
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S6S

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Sweet6Shooter

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33 comments

  1. DoomFruit
    DoomFruit
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    I'm going through my installed mods in preparation for the first time ever playing FNV and one of my steps is to feed everything to FNVEdit's quick auto clean procedure (except the DLCs, I've read that cleaning them is A Bad Thing).

    Version 4.1.5f of FNVEdit found 628 identical to master records - is this intentional? I'm worried about breaking something if they are and I clean them.
  2. MichaelBae86
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    Simply amazing so far. I just had a quick question regarding the worker key from the nipton sewers. It says its in the open nearby now instead of the locked toolbox and I can't for the life of me find it. If anyone knows roughly where that would be greatly appreciated.
  3. sanderlend
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    How to start quest to find the lost child in Goodsprings? I looked in Geсkk, there is a note with name NoteGSsever, but I can’t find it anywhere in game itself.
    1. GodSteel
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      It is right next to the front door to Prospector Saloon, to the right. The quest will start when you pick up the note.
    2. luke10123
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      Do you know how to complete this quest? It tells me to go to the sewer then the marker just points back to the entrance and after clearing the sewer I can't find any trace of the missing child
    3. sanderlend
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      Most likely you missed one stage of the quest, because he shows you back to exit in sewers. After reading the note, you need to go to cemetery - this is first stage of quest, then turn west from the cemetery and reach the sewer. In the sewer, child's body will be located at end of tunnel near grates, in front of entrance to a large flooded room with a generator. As soon as you approach child's body, quest will end.
  4. VoltageZe
    VoltageZe
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    So I narrowed down my mod list to this one which is causing a crash every single time I try to enter the kitchen in the Ultra Luxe. Anyone else with this/know how to fix?

    EDIT: Downgrading to 1.04 seems to fix this.
    1. Jarzek57
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      Wow, thanks for posting this! I just did a ton of 50/50 testing in my load order and came to the same conclusion, good to have a solution and confirmation I'm not the only one that ran into this!
    2. Meebsy
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      Had this exact problem and no amount of looking through xEdit could I find a reason for it.
      Glad to see v1.06 fixes it.
  5. CromwellInvocation
    CromwellInvocation
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    does this edit the highway patrol?
  6. VitaminsPlus
    VitaminsPlus
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    That Abandoned Vault sequence is so *chef kiss*
  7. TheBooher
    TheBooher
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    The electric box in the Nipton Sewer doesn't show an activation prompt when you look at it. Not sure why this is, as it's model does have collision, which is the criteria for whether an activator should show a prompt as far as I'm aware. You can still fix it if you just hit activate while looking at it.
    I was able to get a prompt by adding a XATO-activation prompt in xedit. (although the prompt would not disappear after fixing the generator) and the doors could possibly be electrified using Bad Touch NVSE not exactly sure how to implement that, but I think it could be done.
    1. TheBooher
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      alternate fix is to edit activation section of the script to thisbegin OnActivate
      if IsActionRef player || GetDestroyed == 0 && bDisabled == 0bMessage = 1ShowMessage MSGGSSewerElectricBoxendifend


      shows "activate electric generator" in game
      (still doesn't remove activation prompt afterwards.)
    2. TheBooher
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      Successfully electrified using Bad Touch, patched door meshes, and a slight modification to your script.
    3. TheBooher
      TheBooher
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      I completely misread electric box in Nipton Sewer and fixed the electric generator in the goodsprings sewer instead...the electric box just didnt have a name. adding a name will make the activate prompt show up.
    4. Sweet6Shooter
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      It seems that I forgot that having activation text was the thing preventing it from being visible. I'll fix it in an update.

      I checked into Bad Touch, and didn't find that the doors would shock the player when they get smacked with doors, so I don't know about that part.
    5. TheBooher
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      I used your script to assign the HazardsShock keyword to all of the doors after the generator has broken. (probably not done very well by me) and I edited the meshes to add the collision trigger. 

      you can take a look at what I changed GSSewer fix
  8. PokeyGT
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    The powder ganger added in the bomb shelter (xx03A3FA) is missing a condition modifier on his tire iron. Cheers!
  9. awantah
    awantah
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    Hey S6s, thank you for your wonderful mods and your efforts as always.

    In regards to the viper dungeon, I have their entrance boarded up and labelled as "INACCESSIBLE". 

    Would this possibly be a conflict between your mod and Cheesehole's MoreMojave-AWOP patch? 

    Here is a copy pasta from their MoreMojave changelog.

    "

    • Version 1

      • A patch made to make Qolore's AWOP play nice with MoreMojave. Viper's Tunnel now only has one entrance access to train tunnel instead two, and the opposite site was blocked for the time being.

      "
    1. DracoVampire786
      DracoVampire786
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      You won’t need that patch because sweet pain removed the viper dungeons in favour of more Mojave viper dungeon. 
    2. awantah
      awantah
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      Ah, I see, thanks homie. 
  10. lasloui
    lasloui
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    I want to thank you mr s6s for doing basically everything to my taste and getting me into modding back after the trauma I suffered after searching legacy child race mods. thanks for the great work on the never ending race to achieve the perfect, balanced and lore friendly New Vegas and mod content.

    now for nitpicking: Most of these balance changes can be achieved with mods with script based leveled lists, including other s6s mods and the DLC and DC redistribution of weapons and armor without forfeiting the 4D storage (if one plays in hardcore with less carry weight or like the messy lore of AWOP), I have never seen a beastlord with a minigun or anything that isn't level appropriate, I have seen tho that animal npcs do triple damage/ignore DTDR and MK II weapons spawning on spots that aren't AWOP exclusive.

    I'm playing with Just enough Realism, STARs and ammo rechambers, Not sure if there's any other mod I'm using but all AWOP npcs were fair , unless I was swarmed by the Giant, Legendary or Big animal variants.

    anyways, Still using these on my next TTW playthrough because the guns and armor integration will give em even more flavor.