I gotta say the angles you chose for the images here really undersell how f*#@ing well done this is and just how much cooler it is to walk to Hoover Dam for the first time now.
Genuinely when I saw this mod here and downloaded it I was like: "oh yeah the vanila bridge is kinda dull and this looks like it does *something* at least so I'll try it". But seriously it looks sooooooo much better in game when you're walking across the bridge with this installed.
Honestly this looks better than anything I did. I’ll see about making my update compatible, I have added more fortifications and streetlights to the area but judging by the pictures it won’t be hard to make things match between our mods should users want to use both. Nice work btw!
Love the mod but lowkey wished it was just "Hoover Dam Overhaul" - this is fantastic work and it's a shame that no decently stable mod fixes the lackluster ending battle.
Overhauling the Dam is definitely something I want to do at some point—really, overhauling the entire final battle. With the sheer amount of triggers, NPCs, and quests associated with the region though, it’d be a very long-term project.
Still, if I ever get around to doing that, this mod would (obviously) be the starting point of that effort. For some additional fortification to the Dam region, check out Enhanced Mojave Landscapes or Fritzy’s fortifications.
You add more assets HERE? Have you test this with end game battles, aka 2nd Hoover Dam?
The last battles are such that it's even possible for the game engine to NOT render all the assets properly, thus the bridge might not even get drawn, so players and hostiles can just falling down below. Especially if player choose to use energy weapons thus force engine to draw laser/plasma bolts, or explosive weapons with all the explosions entailed. ---- On the other hand, if you can set up so your extra assets get to disappear during last battle, then it's A-okay.
The bridge gets blocked off anyways. Literally you are unable to go towards the bridge during the final battle of hoover dam because there is rubble blocking the path to it.
I do suggest you test it. Because IIRC FNV engine load a cell and the surrounding cells around it. Thus even if we cant go toward that location, it still get loaded anyway. It's why 2nd Hoover Dam battle is so sluggish, because not only the upper dam cell get loaded, the mountains and the runway below get it loaded too
I cant test for you because I am running TTW at the moment, and I dont have a save game of approriate stage (right before Hoover Dam Plant exit)
I’ve tested this with the final battle, on my (fairly old) rig there’s no issues whatsoever. I intentionally made sure all assets were placed before the rubble that blocks the player from leaving during the final battle, so as to not interfere with any gameplay there.
The limitations for the Hoover Dam battle were mostly the result of memory limitations on consoles and 2010-level hardware.
If you’re using a 4gb-enabled game with all of the standard fixes for modern FNV modding, you’ll be absolutely fine using my mod. For context on how little my mod adds comparatively, Wasteland Uncut, which is a well-respected and known mod, adds hundreds more high-trig assets and several NPCs *directly on the dam* in the form of restoring kitbashed catwalks and power pylons and as far as I know there have been no reported issues.
15 comments
Genuinely when I saw this mod here and downloaded it I was like: "oh yeah the vanila bridge is kinda dull and this looks like it does *something* at least so I'll try it". But seriously it looks sooooooo much better in game when you're walking across the bridge with this installed.
10/10
Enhanced Mojave Landscapes has become Desert Landscapes--does that still conflict?
Tracked and Endorsed
Still, if I ever get around to doing that, this mod would (obviously) be the starting point of that effort. For some additional fortification to the Dam region, check out Enhanced Mojave Landscapes or Fritzy’s fortifications.
One question, though:
I was wondering whether or not this has a navmesh.
I'm also curious if this will work with FPGE / FPGE Lite (as Viva New Vegas comes with Lite but I've since changed it)
Another few mods I'd like to know if this is compatible with are Ultimate Invisible Wall Remover and Living Desert.
Tracking this mod, hoping it makes Hoover Dam what I've always thought It'd be - the Bridge looks so much better. Thank you for your hard work!
The last battles are such that it's even possible for the game engine to NOT render all the assets properly, thus the bridge might not even get drawn, so players and hostiles can just falling down below. Especially if player choose to use energy weapons thus force engine to draw laser/plasma bolts, or explosive weapons with all the explosions entailed.
----
On the other hand, if you can set up so your extra assets get to disappear during last battle, then it's A-okay.
I cant test for you because I am running TTW at the moment, and I dont have a save game of approriate stage (right before Hoover Dam Plant exit)
The limitations for the Hoover Dam battle were mostly the result of memory limitations on consoles and 2010-level hardware.
If you’re using a 4gb-enabled game with all of the standard fixes for modern FNV modding, you’ll be absolutely fine using my mod. For context on how little my mod adds comparatively, Wasteland Uncut, which is a well-respected and known mod, adds hundreds more high-trig assets and several NPCs *directly on the dam* in the form of restoring kitbashed catwalks and power pylons and as far as I know there have been no reported issues.