Fallout New Vegas

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  1. djhert
    djhert
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    Now with a bunch of mod support!
    I tried to make the installer "smart", so it should automatically enable the patches for mods that you have installed.  It will also install configuration based on your selected preset. I recommend this be installed last so you don't have to go through the full list yourself!  All mods have support for Corner Messages, as well as First Person Messages, Perks, and Quests.
    I didn't make any "Vanilla - No Skill" presets for the mods, as I don't think its really necessary. 

    Has full coverage for all included mods in the following guides:

    Next up is the Wasteland Survival Guide

    Other than the guides, I picked some of my favorite quest mods, the most popular quest mods, and more.  My current setup does not include TTW, so I have not begun work on expanding this to TTW mods, except for a few.  The next release will have a bunch of TTW mods too!  (That said, everything still works with TTW, and the original text for TTW is still there!)

    Full list of supported mods (some smaller patches for these mods may be rolled in/supported too!) :
    Spoiler:  
    Show

    3DNPC New Vegas v0.04
    3DNPC TTW
    Alternate Start with Delayed Main Quest
    Afterschool Special
    Autumn Leaves
    B42 Melee Bash
    Bad Mothafucka LE (Original too)
    Barg - Super mutant companion
    The Better Angels
    The New Bison Steve Hotel and Lucky Casino
    Caravan Guard - Remastered
    Checkpoint Gary
    Claim the Mojave (NV ONLY)
    The Couriers Cache
    Cyberware 2281 (+OWB)
    CyberJAM
    DEIMOS
    Delay DLC Redux
    DMT - Dead Money Tweaks - Complete Overhaul
    Essential DLC Enhancements Merged
    Essential Vanilla Enhancements Merged
    Fallout Who Vegas Complete Edition
    Famine - A Loot Rarity Mod
    Functional Post Game Ending
    The Haunted Casino
    House's Securitron - Voiced Companion-Questgiver
    The Inheritance
    JSUE (+Push's Tweak) / SawyerBatty / Vigor
    King of the Ring
    The Living Desert
    Lucky Jim's Cache
    Mobile Truck Base Remastered
    The Mod Configuration Menu
    Mojave Squads
    Molerat - New Fully Voiced Companion
    More Perks + More Companion Perks + More Traits + All DLC
    New Blood
    New Vegas Bounties I LE (Original too)
    New Vegas Bounties II
    New Vegas Bounties III
    New Vegas Killer LE (Original too)
    Project Nevada
    Race To The Bottom
    Russell
    Salt Lake Stories
    Salt Lake Stories - Text and NPC Tweaks
    Salt Lake Stories Improvements
    Delay Salt Lake Stories
    Scratch - A Ghoulish Companion - NV Conversion
    Simple Diseases
    Sweet Consumables NV
    Sweet Healing Systems
    Sweet 6 Shooter Perks - TTW - NV (NV ONLY FOR NOW!)
    Sweet Perk Overhaul (NV ONLY FOR NOW!)
    Sweet Pain NV
    Sweet Style Bounties
    Underwater Home
    Unofficial Patch NVSE Plus
    Vault 42 - Personal Fallout Shelter
    The World We Knew
    Willow - A Better Companion Experience
    The Yes Man Companion Mod
    Yukichigai Unofficial Patch - YUP
    Zion Trail
    Zion Trail Enhanced
    Zion Trail Tweaks
    S6S Zion Trail Patch
    Yet Another Zion Trail Tweaks


    Version 1.2.0 also covers everything supported by Tutorial Killer as well, with the exception of like 2 TTW mods that aren't on Nexus.

    BUG FIX - Version 1.25
    Due to a base game limitation, strings longer than 512 characters would cause a CTD when pushed as a Corner Message.  As such, the following messages are no longer modified.
    Spoiler:  
    Show

    Messages longer than 512 are now ignored, messages marked as "me" were removed due to being similar.
    [New Vegas]
    REPCONHQTourMessage14=575
    REPCONHQTourMessage02=543
    REPCONHQTourMessage06=637
    REPCONHQTourMessage11=570
    REPCONHQTourMessage10=527
    REPCONHQTourMessage09=549
    REPCONHQTourMessage01=me
    REPCONHQTourMessage03=me
    REPCONHQTourMessage04=me
    REPCONHQTourMessage05=me
    REPCONHQTourMessage07=me
    REPCONHQTourMessage08=me
    REPCONHQTourMessage12=me
    REPCONHQTourMessage13=me
    PrimmMuseumPlaqueMessage=622
    PrimmVanceOutfitMessage=me
    PrimmVikkiOutfitMessage=me

    [TTW]
    MQ02MuseumPlaqueFlagMessage01=517
    MQ02MuseumPlaqueArmsMessage03=550
    MQ02MuseumPlaqueArmsMessage01=me
    MQ02MuseumPlaqueArmsMessage02=me
    MQ02MuseumPlaqueFlagMessage02=me
    MQ02MuseumPlaqueMedalsMessage01=me
    MQ02MuseumPlaquePortraitsMessage01=me
    MQ02MuseumPlaqueRenovationMessage01=me
    MQ02MuseumPlaqueRocketMessage01=me
    MQ02MuseumPlaqueSkeletonMessage01=me
    MQ02MuseumPlaqueSSuitMessage01=me
    MQ02MuseumPlaqueStealthBoyMessage=me
    MQ02MuseumPlaqueVertibirdMessage01=me
    MQ02MuseumPlaqueVirgoIIMessage01=me
    MQ02MuseumPlaqueWrightMessage=me
    MQ04DiaryMessage=524

    [Lonesome Road]
    NVDLC04NukedLegionMSG=591
    NVDLC04NukedNCRMSG=566
    NVDLC04NukedBothMSG=761

    [Autumn Leaves]
    ALRobsonMemories2MSG=641
    ALDarrenDreamsMSG=787
    ALDarrenExplosion1MSG=568
    ALDarrenExplosion2MSG=me
    ALDarrenDrunkMSG=515
    ALDarrenDrunkAgainMSG=me
    ALDarrenFirstReasonMSG=707
    ALBaronPonteMSG=693
    ALCartwrightTerminalMSG=691
    ALIgnacius2MSG=929
    ALIgnacius1MSG=633
    ALPerkDesc1MSG=594
    ALPerkDesc2MSG=558
    ALPerkDesc3MSG=me
    ALPerkDesc4MSG=me
    ALDarrenTrueReasonMSG=784
    ALRobsonMemoriesMSG=712
    ALRobsonLastMSG=705
    ALRobsonSecondMSG=me
    ALDarrenLastJournalMSG=755

    [The Inheritance]
    aaBallarmsPosterMessage=790
    aaBallarmsPosterMessage01=me

    [Fallout: Who Vegas]
    fwvTardisIndexEnemyCybermenMSG=674
    fwvTardisIndexEnemyDaleksMSG=808
    fwvTardisIndexEnemyAutonMSG=641
    fwvTardisIndexEnemySilurianMSG=592
    fwvTardisIndexEnemyAngelMSG=me
    fwvAutonMurderResearchMSG=732
    fwvXORiverSongHelloSweetieMESG=682
    fwvProtocolInfo07=683
    fwvProtocolInfo01=me
    fwvProtocolInfo02=me
    fwvProtocolInfo03=me
    fwvProtocolInfo04=me
    fwvProtocolInfo05=me
    fwvProtocolInfo06=me
    fwvProtocolInfo08=me
    fwvProtocolInfo09=me
    fwvProtocolInfo10=me
    fwvProtocolInfo11=me
    fwvProtocolInfo12=me
    fwvProtocolInfo13=me
    fwvProtocolInfo14=me
    fwvProtocolInfo15=me
    fwvAutonMaskFoundMESG=654
    fwvXOMoonBossMessage=695
    fwvXOZetaEnterWarningMESG=598
    fwvMoonCybermanBossEMPMESG=577
    fwvXOSilurian1stEncMESG=748
    fwvXOSilurianBookMESG03=811
    fwvXOSilurianBookMESG02=907
    fwvXOSilurianBookMESG01=591
    fwvXOAngelMotelReturnParadoxMsg=902
    fwvAngelMotel2044Message=563
    fwvGorlaxWarningMESG=me
    fwvGorlaxWarningMESG2=681
    fwvStrngCyberDummyFailedMesg=715
    fwvCyberControlPanelLoadingMesg=515
    fwvXOSilurianPDAMESG3=832
    fwvXOSilurianPDAMESG=me
    fwvXOSilurianPDAMESG2=me
    fwvXOSilurianPDAMESG4=me
    fwvMoonBreatheStupidMESG=517
    fwvBookJohnSmithMESG=653
    fwvAutonTankWow=692

    [Underwater House]
    AAAswitchDLC01NOMSG=1125

    [Afterschool Special]
    BalokInstallSolarPanelSuccess=850
    BalokPlasterWindowsSuccessMSG=820

    [Race to the Bottom]
    aaRTBModCompleteMsg=810

    [Willow]
    FollowerMessageWillowTeddyChallengeMsg=765
    FollowerMessageWillowPencilAnnouncement=574
    FollowerMessageWillowGeckoSlayerAnnouncement=me

    [Sweet Pain]
    MSGGSSewerNote=688

    [Claim the Mojave]
    RTCCommandMSGFiend=632
  2. Redixes
    Redixes
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    The 1st person perk description for Nowhere to Hide (S6S Perk Pack) doesn't make sense.

    "Where do I think I'm going? Nobody gets away. I deal double damage to fleeing targets, and +50%% damage to cloaked targets."

    Should be

    "Where do you think you are going? Nobody gets away. I deal double damage to fleeing targets, and +50%% damage to cloaked targets."

  3. kidflash
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    Please, a patch for limitless stats perks?
  4. GRUmod
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    Is there a way to please add one for

    https://www.nexusmods.com/newvegas/mods/67022

    Every new game you have to click or dismiss an option. I dont know if its possible, and have the mod still work, but just not having an annoying popup would be amazing.
  5. Notrelly
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    Hello! Consistently can't activate Rhonda with a minimal version. Could you pls check on your side? Temporal resolution did look like this to me:

    enter building with Rhonda
    Leave the building with Rhonda
    Console
    prid e84a4
    resurrect
    1. djhert
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      Is this when you are attempting to revive Rhonda? If so, activate Rhonda again after doing the repair and select the "Leave Alone" option (the first one) and it should work.

      This game code is jank sometimes, and clicking the "Revive" option sets flags that are then acted upon when you use the "Ok" button on the next message box (any message box technically), which this mod makes into a corner message.  They should have just made it revive Rhonda when you actually do the repair instead of making it do that process on the next "Ok" message box selection, but oh well.  I'll have this fixed by restoring that "Successful Repair" dialog box in the next release. 
    2. Notrelly
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      >Is this when you are attempting to revive Rhonda?

      Yes, exactly so!
    3. djhert
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      Cool! Thanks for confirming.

      Yea, just activate Rhonda again after doing the repair and select the "Leave Alone" option.  That should do the fade out & revive for Rhonda as the game expects that next "Repair Successful" dialog box to be clicked on to actually do the revival. Selecting the "Leave Alone" option returns the same value as far as the game scripts go, so it triggers the update.
  6. xxxSOSARIUSxxx
    xxxSOSARIUSxxx
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    mod`s great, but I couldn't activate rhonda with it on
    1. djhert
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      Ugh, WTF.  I could have sworn I responded to this comment a while ago, but its not here.  Sorry about the late reply then.  I had someone else report the same thing recently, so will just (mostly) repeat what I said there. 

      Is this when you are attempting to revive Rhonda? If so, activate Rhonda again after doing the repair and select the "Leave Alone" option (the first option) and it should work.

      This game's scripting does some weird things sometimes, and clicking the "Revive" option sets flags that are then acted upon when you use the "Ok" button on the next message box (any message box technically), which this mod makes into a corner message.  They should have just made it revive Rhonda when you actually do the repair instead of making it do that process on the next "Ok" message box selection, but here we are.  I'll have this fixed by restoring that "Successful Repair" dialog box in the next release (or may look into something else to fix this).  Thanks for the report.
  7. Vapourium
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    For the SayThis First Person preset, you seem to have forgotten the popup that appears when you try to gamble at a casino you're banned from. The notification you end up getting is "You have been banned from gambling at this casino" as opposed to "I've been banned from gambling at this casino".
    1. djhert
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      Interesting. I set the GameSetting string to "I have been banned from gambling at this casino." from what I can see.  I'll test this out though. Thanks!
  8. warchiefabdullah
    warchiefabdullah
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    thanks for the mod. i've been waiting for a first person conversion of ingame text for forever
  9. RadRoachHD
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    Not sure if you consider this within the scope of your mod, but for popups like disabling traps and such, I've never and have never heard of anyone ever wanting to have a popup prompt to either disarm or walk away, it always seems to be a firm choice just clicking interact on the object in the first place is a decision to disarm, to my knowledge there was only one mod made that did this, from many years ago but on top of all that it had an esp as well. If you think it's justified to add in this mod it would be awesome to see.
    1. djhert
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      Not a bad idea, but a bit out of scope for this mod.  The issue with traps and such is that each trap has its own activate script, and they're coded to work based off the results of that dialog box.  Changing how that works requires that the scripts on the objects be altered, which requires an ESP unfortunately. Just Disarm It works this way, and does work very well.  That said, I should already cover the "not enough skill to disarm" and "not enough items to re-arm" messages in the "Full" preset, I'll enable those in the "Minimal" too (forgot about them, honestly).

      All that said (just thinking "out loud" here), there is the ShowOff:OnPreActivate event which can block an activator from occurring.  I think I can hook into this for the traps and just run the trap logic myself without the messages.  You've peaked my interest in this, and I'll probably take a look over the next day or so as I want to finish a couple other things first.  If I can get it working I would probably release this as its own thing though, depending on its complexity (the items you get from disarming, how easy it is to filter for traps, etc).
    2. RadRoachHD
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      Yeah, you just reminded me that is true where the skill prompt does indeed pop-up so I'm glad you want to cover that part. Also thanks for the mod link there, never saw this newer version! Glad to hear you want to take a look into a different solution to this and of course that would be awesome if somehow an espless version was made, but yeah not keen into much scripting myself but I'm glad there is a function that might make it possible. If it ends up being made that would be amazing but no pressure, you don't owe us anything 👍
      Thanks for the response ;D
  10. Valianty
    Valianty
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    I have CTD when accessing display case in front of death car in Vikki and Vance Casino. I can proceed normally when i disable this mod.
    1. djhert
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      Thanks for letting me know, I can replicate this. Looks like when messages are over about 516 characters (from my testing) they cannot be made into corner messages.  I don't see this limitation documented anywhere; the GECK wiki has that messages can't be over 1,023 characters so I figured things would be fine. But, I can trigger this with a few of the very long messages by just using the "ShowMessage" command too.  I'll have to make something that tells me which ones are this big so I can remove these from the corner message list.

      For now, you can fix this specific one by editing:
      config\shuddup\000-NV-Misc.jsonand deleting the line:
      "PrimmMuseumPlaqueMessage":5
    2. JonFrenger
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      It seems that the note added by sweet pain NV outside the saloon on Goodsprings, has the same problem. It crashes my game when read with this mod active.
    3. djhert
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      Should be fixed now in version 1.2.5. I have stopped cornering messages that were over 512 characters.  This was a limitation I was not aware of before.  I had tested on some "larger" messages, but I guess not ones large enough. 

      For consistency, I have also removed messages that were similar to ones that were over the limit as well.  For example, since 4/10 info plaques in the RepConn Center were over the limit and couldn't be corner messages, NONE of them are corner messages now.

      Let me know if you continue to have any issues!
  11. DracoVampire786
    DracoVampire786
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    New Version seems to have fixed my console crashes when searching for items when I was using the previous version.

    I don't know what specifically was causing the issue in the previous version but whatever you updated in the latest version seems to have fixed it for me. :)
    1. djhert
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      That's fantastic! I added a bit more cleanup at the end of the script, mostly just zeroing out the references to my functions since they are no longer needed.  So maybe some "junk" in memory was causing an issue before. Sorry about that if so!  Either way, glad to hear its not crashing anymore!