Fallout New Vegas
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nateb1909

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nateb1909

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19 comments

  1. DoughMolder
    DoughMolder
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    Is it safe to let this mod load before Dust, since this mod is an esm file while dust is an esp?
  2. Perfektmind
    Perfektmind
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    Is there something special you need to do to trigger the tunneler hide quest/dialogue? The sheriff keeps repeating the same opening dialogue for me. I came back to him with 2 tunneler hides, but maybe that wasn't enough for the dialogue? Everything else is working great - this is be far the best iteration of Understone yet! Great job on the voices! Maybe repack it like Tom is suggesting so we don't have to fix it ourselves. It would also be really nice to have a 'trade all' option for turning in scrap metal/cigarettes, etc.
    1. nateb1909
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      Iirc the dialogue option shows up when you have >= 3 hides in your inventory (at work atm so I may be wrong). I’ll add options for turning in 1, 2, 3, or maybe an option for all. I’ll need to do some digging on how to do that, but that would be a really convenient option, especially for turning in cigarettes. Thanks :)

      Edit: Just checked the in the Geck and can confirm you do need >= 3 hides for the dialogue to show up. With that in mind i dont think i can change the 3 hides to 1 stimpak trade without changing the balancing, so i might just leave it unless you have a good suggestion.
    2. Perfektmind
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      ah, no worries then. thanks for checking!
  3. TomSkele
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    Just a heads up, the reason some people are reporting red exclamation points and voicelines not working is because the BSAs and loose files are in a "Data" sub folder, when they need to just be in the "Understone Ultimate Edition" root folder.

    Aside from that small oversight, this mod is amazing, especially when used with DUST EP :)
    1. nateb1909
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      Hey man thanks for pointing that out, I’ll update that when I get the chance.
  4. falloutgamer02
    falloutgamer02
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    Never had anything wrong with the old Understone mod except the NPCs always crowding into my room eventually but 30 hours in and so far, that hasn't happened so I'd say it's fixed.  If the mod did nothing more than that, it's worth it.  Thanks.

    EDIT part 1:  Ok so I updated the mod and it wiped Understone from my map.  It doesn't exist anymore.  Loading a save that was made while in Understone just dumps me in Goodsprings.  Even going back to 1.0 doesn't do anything.  Installed 1.1, started a new game, and used tmm 1 to show all map markers and Understone does not show up.
    EDIT Part 2: Reinstalled 1.0 and suddenly the marker is back.  Checked it and my stuff is there also, as if nothing happened.

    Obviously, I've been writing this edit in real time as I do things since I figure the author should know.  I have no idea what happened.
  5. butitsfun1
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    Got red exclamation points everywhere and the voices arent working. Tried to change the load order but mod manager wont let me move it and loot gave me this.
    Loot failed to runErrors:Cyclic interaction detected: DustSurvivalSimulator.esp --[Master]-> Understone.esm --[Master Flag]-> DustSurvivalSimulator.esp
    1. nateb1909
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      Is this happening on an existing save file or a new save file? Seems the meshes are missing and not being read from the bsa. As for the voices, no clue why they’re not working as they’re loose files and nothing should be overwriting them. Having an esm with an esp as its master is a bit odd with the load order, so loot with throw out that cyclic error. However, you should still be able to adjust your load order, not sure why that is happening. Dust really should be an esm and not an esp. Having an esp with navmesh records is not good. I’ve pretty much always flagged dust as an esm in fnvedit without issue. However only do this if your starting a new save, which you need to for this mod anyways. Hopefully this helps..
    2. butitsfun1
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      Yeah I was adding this to an existing save so thats probably most of the trouble.
    3. nateb1909
      nateb1909
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      Yeah, thats my bad. Should have originally added that a new game is required on the description page.
    4. falloutgamer02
      falloutgamer02
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      I get that cyclic thing but locking understone.esm's index to be the last thing loaded seems to have fixed it for me.
  6. laclongquan
    laclongquan
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    INteresting~

    One buggy thing about old Understone is the buggered up navmesh or AI package. A lot of NPCs maybe stuck in one nook or cranies.

    Did you test to see if the NPC packages work fine?
    1. nateb1909
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      I haven’t been able to test this long term but have a save that ran for around 3 hours and didn’t have any more issues. Can’t say with certainty that it is fixed for the long term for now.
    2. falloutgamer02
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      Been running a save that's nearly 30 hours now.  All NPCs seem to not be nearly as interested in that one corner of your room as they used to be.  The one little girl always seems to break her leg and Companions still bug (not moving, getting caught on the cigs for ammo guy, etc) but still follow you when you leave to the Understore or the shack entrance.
  7. TomSkele
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    Your mods look amazing, keep up the great work :)
    1. nateb1909
      nateb1909
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      Thanks man, means a lot!
  8. OGMariam
    OGMariam
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    This is indeed, very cool.
    1. nateb1909
      nateb1909
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      Thanks :)