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Created by

Myself - UBERTWINK

Uploaded by

Leadrainpbh20

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About this mod

Expands upon UBERTWINK's work and Adds the cut Hobo code from NV into the Capital Wasteland for Tale of Two Wastelands. Many wastrels came before you, and have left some helpful signage to aid in your survival!

Permissions and credits
Donations
This is a TTW mod, as such, it requires a base TTW build.

Follow The Best of Times Guide - for installing TTW.

INFORMATION
Mod is just starting out as I learn the GECK. It's thus far a simple process of bringing up the masters, setting the .ESP as the active plugin, and a long, tedious process of bring up the world and placing the models in the correct places. I'm very particular about things looking correct. So I'll be sure things won't look "slapped on". 

From UBERTWINK's mod - 
Hobo code was a hieroglyphic language utilized by vagrants in the Great Depression era 1930s as a means of informing fellows on the road of the conditions of new areas. Already present in Fallout: New Vegas' files it seems it was implied that prospectors adopted this same system of informing people of the lay of the land, yet it wasn't implemented in the game. Inspired by their use in Zion Trail, this mod now adds hobo signs to several locations in the Mojave!

Learn what the signs mean and you'll have better context to the location you're in!

This is a small mod using vanilla assets in vanilla locations, so I'd encourage you merge this mod away to save plugin space (if that's even an issue anymore with the limit fix).

I tried to make the implementation as natural as possible, signs are posted logically and consistently, I want it to look like it could have been a part of the vanilla game. Don't expect to find signs in more dangerous areas where people often do not venture, but do expect to see some warnings around or before these places (think searchlight or fiend territory) 

If you feel I've missed a location that would benefit from hobo code (and let's be reasonable, no one's taking the time to write warning messages on the wall in fiend territory while they're getting shot at by junkies) then please let me know the location and message and I'll include it in an update!

I am going to largely mirror this philosophy, but also be a little extra with it. I'll certainly be placing much more in a given area. EXAMPLE: Megaton sign. It's a hub town, drifters/Hobos would leave messages informing others of what it's like, since there is a Sniper on top of the gate that might discourage some.


  • I'm going to treat this as more or less like Thieves Guild markers in Skyrim. Since there are Hobo Codes for informing others of what valuables and what people to look out for. 
  • Some codes look as though they can be combined to convey certain meanings. In some cases to comical, or grim, effect appropriate for the setting. Given how Grim/Dark the Capital Wasteland is, I'll be doing my best to keep that same vibe. 
  • Codes will be placed in logical and hidden in areas, in such a way to warn or inform others, and to keep those who'd be negatively affected out of the know. But also to ensure the Player can and will likely see them, if they approach in the correct direction. 
  • In cases of visuals and multiple paths, more than one set of HBCs may be on the same structure. Since Vanilla DC wasteland the Sun is absolutely glaring off of everything. 
  • If there are specific messages to be placed on specific buildings, areas, or others YOU think would do well to have a HBC, let me know in the Bug Fixing area!

Compatibility
  • Won't be compatible if models are moved or changed from Base Game. EXAMPLE: Physically Based Vehicles. I place HBCs on any static object that looks as though it will be seen by travelers, such as road signs, flat rocks, and derelict vehicles--especially ones that won't blow up. I loved Bale's work, so I will be making a patch for it in the future. 
  • I don't know anything about cell edits. I don't think that's what I'm doing, but idk... I'm just adding models to what already there. It's possible that if a mod edits a cell, it could cause HBC to float. 

Extras

  • I may do extra work, such as adding other graffiti, in places I think would do well for an immersive look. Example: Moriarty's Saloon now sports some... opinionated reviews of his establishment. 

Recommended Mods

  • Norvito's Vanilla Graffiti Redone - Either the Grime or clean version. They are the same specifically for Hobo Code. Grime definitely looks better to me overall. 

Touched Upon/COMPLETED AREAS
Agatha's House
Arefu
Big Town - let me know if I over did it. 
Dukov's place
Girder shade
Gray ditch
Megaton - added graffiti around Moriarty's Saloon to make it more immersive.
Paradise Falls - exterior only, touched upon for now
Rivet City - exterior and adjacent areas complete, Interiors are still needed.
Springvale