Fallout New Vegas
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KineticKat

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DuperflyBoneson

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About this mod

An updated port of Vault 101 revisited with additional Tale of Two Wastelands functionalities.

Requirements
Permissions and credits
Changelogs
THIS PORT IS RETIRED. If anyone wishes to adopt it, please comment on the mod page or shoot me a DM. I will no longer be providing updates or bugfixes to it.

New features

An update to your Vault 101 room layout with all of the crafting stations from Tale of Two Wastelands (a reloading bench, an oven), a new container in your vault 101 room (a refrigerator). Suggestions welcome, additional features will be added as I think of them.This version is NOT FINAL and is SUBJECT TO CHANGE. I am still playtesting and debugging it and bug reports are MORE THAN WELCOME. Feature requests and updates are welcome so long they do not change the spirit of the mod.

MASSIVE THANK YOUS to KineticKat for his permission to update his mod. Please give his original mod a visit, it's a wonderful mod with good writing and a fun plot.


Required Mods
Tale of Two Wastelands


Original description:


Description


A vision of how Vault 101 might have developed in the aftermath of
Trouble on the Homefront, when it reached the point at which it felt
confident to open its door and establish contact with the Outside. This
may not fit with your vision, but I hope you enjoy the story. There are
four main quests, an introductory mini-quest, and three unmarked
scavenger quests. This mod contains no nudity. There is sexually
suggestive text and images, and some mild language, all well within the
bounds of the official game.

There are no significant evil alternatives until the final quest (which takes place outside Vault
101). Although your karma doesn't matter, the assumption is that if you
install this, you intend to help Vault 101.

Although many opponents will scale based on your level, the difficulty is intended to
be above average, for well-developed characters seeking a challenge.

Quest Requirements

You can play this with any karma, even if you destroyed Megaton, but you
must have completed the Trouble on the Homefront quest, and in a way
that does not sabotage the vault or kill Amata (killing her father is
okay). 30 days must pass after completing that quest before this one
starts. This represents the time the Vault needs to get its house in
order, and gives the player time to acquire the weapons, armor, and
perks that help with some the more difficult combat situations. If
you're ready to jump right in, to force a month to pass, open the
console (tilde key) and enter "set GameDaysPassed to GameDaysPassed +
30".

Compatibility

This mod does not replace existing items or textures, though it does
introduce new ones. Where I have used resources created by other
authors, I have used copies of those files located in a different
folder, so it will not overwrite or conflict with the original.

It is compatible with Mart's Mutant Mod.

It is NOT compatible with "A Decent House", which deletes a section of the Vault entrance.

The Sharing and Caring Companions mod adds a "Friend..." talk option that
is not compatible with the new companions in this mod. You can still
play, just don't use the "Friend..." option with this mod's companions.

It's been reported that the Real Time Settler New Wave mod can cause dialogue problems for the major NPC in the last quest.

Be careful using mods that magnify damage/cripple effects. This mod
applies some serious injury effects, and amplifying them can result a
quest-critical NPC dying before you even meet her.

It is best to avoid using the console to teleport or pass through walls if this causes
you to bypass content, because this mod relies on your passing normally
through doors and certain areas, so as to update quests or trigger an
event. Likewise, using god-mode, especially in the Enclave base, can
cause your character to glitch (one alternative would be to temporarily
set the game difficulty to a lower setting).

This mod should be compatible with any mod that doesn't modify the Vault 101 interior.
Depending on player choices, an NPC might be placed in Big Town or
Canterbury Commons, so major changes to these areas by other mods could
conflict. Although the original Vault 101 is not modified, the entrance
door is remapped to a new copy of Vault 101, making the original
inaccessible without use of the console, so any mod that alters Vault
101 is not compatible. This mod disables the Susie Mack random
encounter.

Synthetic Voices

Where possible I've reused spoken dialogue or pressed friends into service as
voice actors. Where that wasn't practical, I've made use of synthetic
voices from text-to-speech software. This is not the lousy Microsoft Sam
free stuff, but purchased software (NaturalReader, if you were
wondering). You won't mistake these for human, but they're much better
than the eerie silence of no speech, and the sound in the recordings is
clear. It helps to think of this as an experiment with what is possible.
As a software geek, I found this interesting. If you expect "real"
you'll be disappointed. If you approach this looking for an acceptable
alternative, you might be pleasantly surprised. I spent hours tweaking
the wording to sound as natural as possible. If you decide that silence
is preferable, delete the folders listed the Designer Notes to remove
just the synthetic voices (bearing in mind that you'll miss some
conversations that are entirely spoken dialogue, such as conversation
between NPCs). I have placed voice samples in the Files section to help
you decide. I tied to include some of the best and worst ones to provide
a balanced sample.

Getting Started

When the Quest Requirements (above) are met, go to Megaton (you must be inside the city but not in a building, by the bomb is a good place) or the Tenpenny lobby and a Vault 101
messenger will find you. If the messenger does not appear, try manually
waiting 24 hours at a time in that location for a few days. Refer to the
Walkthrough file if you get stuck.

Player Room

This is not a house mod, but if you wish to make your old room your base of
operations, you'll find ample storage, a bed, workbench, and infirmary
station. By design there's no bobblehead stand (you have one in your
Megaton or Tenpenny house). Andy offers haircuts (if you trust him with
your head). All containers in the player's room and the nearby Storage
room are flagged as owned by the player and will not respawn.

Known Problems

Susie Mack might get stuck after delivering her message. You can use your
body to push her free, but its not necessary. After you report to Vault
101, she will disappear.

In the Enclave base, creatures that lack a ranged attack may have some difficulty with the terrain, causing them
to appear to run away.

If you save the game inside the Red Devil Lair and reload that save without exiting the game, the music won't
play. Exiting the game and reloading, or using a door to leave and
return, will fix this.

Dance Night in the Atrium is set up so that participants will arrive approximately on time, so some start
traveling an hour early. If you go to the the atrium and use the Wait
function, stopping less than an hour before the start, some of the early
travelers may pop in ahead of schedule. At the end of the event, some
dancers might not update. Using the Wait function (particularly if you
do so in another cell) or talking to them will update them.

If you started playing this mod with a version older than 1.02, if you
uninstall the mod, the Vault 101 exterior door disappears. You can fix
this with the console:

prid 9b5a0
enable


Credits

TheJanitorDave(https://www.nexusmods.com/users/179387130) - Help with converting the mod for TTW

IllusiveMan196 - Navmesh fixes for version 1.05.

tyokio - Deep Eyes Armor
http://www.fallout3nexus.com/downloads/file.php?id=5342 (used with author's permission)

Chucksteel - Havok friendly Bobble-Heads Modders Resource
http://www.fallout3nexus.com/downloads/file.php?id=13095
(You may also want to check out his DCInteriors Project: http://www.fallout3nexus.com/downloads/file.php?id=5573)

Redline_C64 - Alice Murray Outfit (Trouble's Outfit in this mod)
http://www.fallout3nexus.com/downloads/file.php?id=10155

Mortecha - Laser texture
http://www.fallout3nexus.com/downloads/file.php?id=434

Joolander and splitsoul - Mesh and texture for Alice's Duster
http://www.fallout3nexus.com/downloads/file.php?id=4036

Hostre (and dimon99 for the original texture) - Black Rose Tattoo
http://www.fallout3nexus.com/downloads/file.php?id=9548

Umpa - Umpa Animation
http://www.fallout3nexus.com/downloads/file.php?id=634

Yoshikinakota - Eye texture
http://www.fallout3nexus.com/downloads/file.php?id=298

Bronson - Necklace mesh and texture
http://www.fallout3nexus.com/downloads/file.php?id=8561

Music - Kevin MacLeod (incompetech.com)

guitarguy1985 - American dual rotor minor third siren (2T22)
http://www.freesound.org/samplesViewSingle.php?id=59864

jobro - Evacuate Siren
http://www.freesound.org/samplesViewSingle.php?id=87132

Microsoft - Consolas font used in the new thumbnail.

The quotation about AI systems is taken from the Doctor Who episode "The Time of Angels", though the meaning has been changed.

A big thanks to my testers for their valuable feedback.

Permissions

You may use the materials in this mod for your own mod work (subject to the
other restrictions in this paragraph); I just ask that you credit me.
If you use the Theta Seven armor, please give primary credit to tyokio
for the Deep Eyes Armor on which it is based, as I merely modified some
textures. The other resources listed in the Credits section are entirely
the work of those authors, so if you use those, credit should be
attributed to them rather than me. I do require that you check with me
for permission prior to redistributing or repackaging this entire mod,
or distributing an add-on that runs on top of or requires the presence
of this mod. Please do not upload to other sites.