Fallout New Vegas
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Yukichigai - S6S

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Sweet6Shooter

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About this mod

This is a simple esp-free implementation of Yukichigai's Keep Big MT Active mod, which re-enables spawns and/or voice over lines once the final OWB quest is completed.
Also included are some files that will re-enable these factors after the fact if you've already completed the final quest.

Requirements
Permissions and credits
Changelogs
Overview:
This is a simple esp-free implementation of Yukichigai's Keep Big MT Active mod, which re-enables spawns and/or voice over lines once the final OWB quest is completed.

Ever heard that joke phrase "oh no, that was a load-bearing boss?" It refers to the strange phenomenon where after you kill the Big Bad at the end of a dungeon said dungeon suddenly starts collapsing around you. More broadly you can think of it as commentary on any large change in an area that occurs when a boss is defeated or a quest completed, even though there is no logical reason why it should produce that change.

Well, Old World Blues has a big one of those moments. Once you finish the main quest Big MT is miraculously unpopulated. No more Y-17 Trauma Override Harnesses, no more Lobotomites, no more various robots and critters. All of it just stops, and Big MT goes silent save for a few reliable spawns, mostly in interiors. Not only that, the Think Tank (who may or may not still be alive) for some reason stop broadcasting announcements. None of it makes sense, and for those of us who like the consistent challenge of the enemies Big MT offers, it's kind of a let down.

This mod adds a script which runs after the completion of the Old World Blues main questline. The script simply re-enables the random encounter system, as well as the quest which triggers the random announcements in Big MT. The announcements have been modified slightly so that they will not play unless the people speaking them are alive, i.e. you won't hear announcements from Mobius if he's dead.

NOTES

Because of how this mod works, the effect it has is permanent if it is enabled after the completion of Old World Blues. To be specific, uninstalling this mod after completing the DLC will not remove the random spawns from Big MT. You have been warned.

If you for some reason don't like the random announcements, there is a "No Announcements" version in the Optional Files section. This version only re-enables the random spawns in Big MT but leaves the announcements disabled.

There is one major facet of the original mod that cannot be accomplished in an esp-free format:
If you use the voice line enabling file, the voice lines for various characters will still play even if they're dead.
The conditions that were added to those voice lines to check for the status of the relevant character cannot be added without a plugin.
Considering that the lines would repeat, I think it's plenty plausible to rationalize that they're pre-recorded, though that doesn't make 100% sense.

The spawn re-enabling and announcement re-enabling files are separate, and can be installed with or without each other.

Please note that each of the re-enablings occurs three seconds after the final quest is completed, in the case of the spawn re-enabling, or three seconds after the announcement quest is ended (which will be at approximately the same time as the final quest completes). Creating and loading a save during that time will flush the queued scripting, and result in the re-enabling not occurring. You must avoid doing so during that short timeframe. (This is done to ensure that the script doesn't attempt to re-enable things before they've been disabled.)

I have also included two files that will manually re-enable the barks and/or spawns after the fact if you've already completed the final quest in your save.

Requirements:
JIP LN, xNVSE, Johnny, ShowOff, the usual stuff.

Installation:
Regular installation.
Please endorse and vote if you appreciate the mod.

Questions:
Can I remove the original mod and switch to this one mid-playthrough?
No, removing mods mid-save is never safe.

Credits:
All credit to Yukichigai for the original mod. All I did was just slap a couple of script lines into a scriptrunner.

Permissions:
Do whatever, but ensure that you abide the original mod's permissions.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.