Fallout New Vegas

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LimeMods

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  1. LimeMods
    LimeMods
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    If you receive any error messages when first loading this mod or do not receive any encounters.


    • Verify that the .ini file matches the live version of this mod on nexus
    • Verify that encounter chance is set between 1-100, nothing else.
    • You can set the encounter chance to 100 to test that encounters are rolling.

    Make sure you are using the latest version of xNVSE & JIP LN plugin. xNVSE must at least be version => 6.2.3

    In the console:

    • You can check the NVSE version buy typing GetNVSEVersion.
    • you can use IsPluginInstalled "JIP NVSE Plugin" to verify JIP is loaded and working correctly. It should return 1 if it its.
  2. Thedudeman1985
    Thedudeman1985
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    Can we use this mid playthrough?  Or, does it need a new game?
    1. LimeMods
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      Fine mid playthrough.
    2. Thedudeman1985
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      TY for the prompt response!
  3. Nexusmodsforme
    Nexusmodsforme
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    Recommended vignettes for inclusion or expansion.


    • Glowing Skies: As you traverse the barren landscape, the sky above glows an eerie green, casting long shadows over the crumbling ruins of what once was a thriving city. You hear the distant howl of a mutant, a stark reminder of the new world order.

    • Dusty Encounter: A sudden dust storm whips around you, obscuring your vision. Through the gritty haze, you spot the silhouette of an old robot, still dutifully attempting to sweep the now non-existent streets.

    • Forgotten Memories: You stumble upon an abandoned playground, the swings gently creaking in the wind. A faded picture book lies in the sand, its stories forever lost to the ravages of time.

    • Silent Watcher: High atop a crumbling building, a lone sniper's silhouette is barely discernible. You duck behind a ruined car, hoping you haven't been spotted, the tension palpable in the silent air.

    • Echoes of the Past: You pass through a subway tunnel, your footsteps echoing off the walls. Suddenly, the ghostly sound of a pre-war broadcast flickers to life before just as quickly returning to silence.

    • Unexpected Oasis: In the midst of the wasteland, you discover a small, vibrant patch of greenery. A few mutated animals cautiously sip from a radiated pond, a rare sight of life thriving against all odds.

    • Ruined Reunion: You find a crumpled note under a rock, written by someone looking for their family. The message is old and weathered, with no way to know if the writer ever found their loved ones.

    • Market Mayhem: You approach a bustling market filled with traders and scavengers. Amid the chaos, a pickpocket bumps into you, a quick reminder to guard your belongings as much as your life.

    • Ghastly Reminder: Crossing a bridge, you notice a line of ghoulified figures chained together, a grim reminder of the cruelty that persists in the hearts of some survivors.

    • Unexpected Help: A stray dog, thin but friendly, trots up beside you, following for a few miles. When raiders attack, it helps fend them off, then disappears as quickly as it appeared.

    • Lost Echoes: You hear the faint melody of an old song playing from a cracked radio perched on a window ledge, the music strangely comforting amidst the desolation.

    • Starlight Camp: As night falls, you find a group of settlers around a campfire. They share stories of their travels, providing a brief respite and a moment of human connection.

    • Mysterious Artifact: Among the rubble, you find a strangely glowing artifact. Unsure of its purpose or origin, you decide to keep it, hoping it might prove useful or valuable.

    • Sudden Showdown: A raider ambush forces you to take cover in an old diner. Bullet holes puncture the walls, and you return fire, the sound deafening in the enclosed space.

    • Ancient Archives: You discover a library, its books mostly intact. Leafing through a pre-war history book, you piece together fragments of the world that once was.

    • Toxic Passage: Navigating through a heavily radiated area, your Geiger counter clicks frantically. You don a gas mask, the world becoming muffled and distant as you hurry through.

    • Crashed Memories: You find a crashed vertibird, its wreckage scattered across several blocks. Among the debris, personal items give hints of the lives of those who were aboard.

    • Night Watchers: At night, you notice eyes gleaming in the darkness. Feral ghouls watch silently from the shadows, a stark reminder to never let your guard down.

    • Fleeting Refuge: You take shelter from a radioactive storm in an old bus. Inside, graffiti tells the stories of others who have passed this way, seeking momentary safety.

    • Ghost Town: Walking through a deserted town, you feel eyes on you. Mannequins positioned in doorways and windows create an eerie tableau, a staged normalcy in a world gone mad.

    1. LimeMods
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      Thank you, appreciate the suggestions. I'll review them properly when i get a moment and see if I can include any!
  4. creativeusername02
    creativeusername02
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    Love the callback to the giant footprint encounter in the first game with Wild Wasteland, didn't expect to see any callbacks to the old games
  5. xalamba
    xalamba
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    Thank you for this. Any chance we get an TTW version for Sleeping Encounters?
    1. LimeMods
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      Sleeping encounters is already worldspace neutral so doesn't need a separate version for ttw/dlc

      You can use that mod as is.
  6. TheBiggestLoad
    TheBiggestLoad
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    YOU ARE MY GOAT
    1. Cebix
      Cebix
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      Agreed GOATED MOD.

      Pairs well with: Immersive Fast Travel Requirements by Qolore7 btw. I actually merged this mod and the fast travel requirements since it makes the experience of fast travelling more interesting.

      Also tbf, I need a good enough reason to stop using Fast Travel and punish myself for my weakness when I do haha.
    2. LimeMods
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      Thanks both appreciate the support 
  7. NadaRama
    NadaRama
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    I was so hoping this would be like the Fallout 1 and 2 encounters, which drop you back into the gameworld somewhere short of your destination. Still looks very much worth trying.
    1. LimeMods
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      I believe a mod called "Jip fast travel anywhere" does this.
    2. NadaRama
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      Cool, thanks! Don't know how I missed that. It'd be real cool if they merged somehow...but I'm happy to have more ways to distinguish my characters' playstyles.
  8. puckers69noice
    puckers69noice
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    this seems very cool, and a great way to make fnv (and fo3) even more of an rpg.
  9. NaughtiIus
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    Hello, 

    I enjoy the work you've done here and think this is a great mod, although I find myself more interested in disabling fast travel altogether in TTW playthroughs and using Transporters TTW or perhaps Mobile truck base. Is there an easy way to configure this mod or patch it in order for the encounters to trigger (based upon configured chance) when you travel with the TTW Transporters or in the Truck from Mobile Truck Base? Thanks again for the great mod!
    1. LimeMods
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      Hey, unfortunately this might be a little tough to implement as this mod is using a fast travel event handler which basically only triggers from the pip-boy map.

      I'd need to dig into how those mods deal with travel (they might be using other methods beyond what the handler can recognize)

      My other concern is if they make sense when using a transponder - or truck. It might be time for me to finally make my own fast travel mod who knows!

      But I'll have a look at if I can get it working as is with those mods.
    2. NaughtiIus
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      First, let me thank you for such a prompt reply and even agreeing to look into it further as there was nothing obligating you whatsoever - this is deeply appreciated. Also, as to your concerns - you are right that perhaps not all of the events would make much sense using the truck or mole rat and now that you’ve helped me realize that I share this concern lol - although if it’s any consolation, it does seem like there are some events that would work fine with perhaps the truck (I totally forgot that the mole rats from Transporters TTW essentially use underground tunnels - at least I think that’s the intention). 
  10. DeclanIsBig
    DeclanIsBig
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    I did some testing for a bit to make sure encounters were working properly and I had a couple of things I wanted to mention.

    The encounter of seeing a blood trail that quickly fades away into the sands still seems a bit too Mojave specific to me given the Capital Wasteland has a lot more dirt than anything. I'd suggest adjusting that one to say "it quickly faded with the wind" or some such for a generic way of handling it.

    There's an encounter where you can either fight or sneak past some Feral Ghouls. This line itself has a double usage of the word but (but but), and choosing to sneak by said it makes you lose two bottles of purified water, but it only removed one from my inventory. In fact I think there's been a few instances where, unless I'm simply not paying attention, nothing or the incorrect amount of items gets removed from or added to my inventory.

    Speaking of items getting added to the inventory, in instances where you find random loot (such as with the footlocker encounter) it would be nice to see as a corner message what was actually gained. As far as I'm able to tell no such messages appeared.
    1. LimeMods
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      Thank you,

      I'm still fine-tuning some of the encounters so feedback like this is highly helpful.

      Yeah I agree - the mention of the sand needs to be changed to something like dirt or dust similar to other encounters. Must have slipped through the cracks when I was re-working things.

      Let me check on the corner messages and if this is something that can be done. I thought the actual encounters mentioned it but I don't recall at the moment.
    2. LimeMods
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      Had a moment to push a quick update.

      The encounter of seeing a blood trail that quickly fades away into the sands still seems a bit too Mojave specific to me given the Capital Wasteland has a lot more dirt than anything. I'd suggest adjusting that one to say "it quickly faded with the wind" or some such for a generic way of handling it.
      -Fixed, used dirt in it's place to sound more generic

      There's an encounter where you can either fight or sneak past some Feral Ghouls. This line itself has a double usage of the word but (but but), and choosing to sneak by said it makes you lose two bottles of purified water, but it only removed one from my inventory. In fact I think there's been a few instances where, unless I'm simply not paying attention, nothing or the incorrect amount of items gets removed from or added to my inventory.
      - This particular encounter had a typo, fixed

      Speaking of items getting added to the inventory, in instances where you find random loot (such as with the footlocker encounter) it would be nice to see as a corner message what was actually gained. As far as I'm able to tell no such messages appeared.
      - Still looking into how to best handle this though
    3. DeclanIsBig
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      Reporting a couple more things I've found.

      The encounter where raiders are attacking a caravan and failing to help them in time has another reference to sand.
      The one where you have the option to sneak past raiders, upon failing and stumbling around and losing some caps, the line didn't mention how many caps were lost, like the line itself was cut off.
    4. LimeMods
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      Thank you, will take a look
  11. GRUmod
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    Damn. I play with fast-travel disabled... This might be the one to make me turn it back on..

    Nice work