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dhert

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djhert

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  1. djhert
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    FREEDOM



    💡TIP: Make sure to place Open Tents pretty low in your load order. In most cases, it should be winning any conflicts.

     ❗ REQUIRES A NEW SAVE. NO EXCEPTIONS. IT'S HOW THE GAME WORKS. ❗


    ❔ F.A.Q.
    Q: Is this compatible with X?
    A: More than likely, yes! Not a lot edits these tents, and the areas I'm moving them to are obviously empty. That means compatibility is pretty high.
    If you're unsure, check the mod in xEdit. I will also be releasing an "auto-patcher" soon to help make patches.
    Otherwise, this intentionally touches as little as possible in the game for maximum compatibility. It honestly seems like a lot of these were planned to be "open", and were closed later on.

    Works with:
    Spoiler:  
    Show

    ⭐ Changelog:
    Spoiler:  
    Show
    v1.2.0 - 06/15/2025
    • NOTE: Should be safe to update if you have not been to Point Lookout!
      • If you are currently in Point Lookout, then you can safely upate if you have not started The Dark Heart of Blackhall.
      • Otherwise, requires a new game.

    • NEW: Opened 4 tents in Point Lookout (TTW)!
      • I somehow missed these tents during my initial review of TTW, so kudos to senhtwo for reminding me.
      • I have triple checked, and I think that is now all of the tents from the base game!

    • FIX: Added a timer to the Caesar's Tent entrance Guard to prevent dialog regarding companions from looping.
    • GEN: Optimized Caesar's Tent script.
    • GEN: Re-integrated a previously cut activator so Caesar forces dialog when you approach him the first time.
      • Caesar is speaking, and you will listen profligate.

    • GEN: Did another pass on tents for floating objects.
    v1.1.1 - 06/05/2025
    • NOTE: Should be safe to update!
    • FIX: Enable Parent on items in Caesar's Tent has been changed as items weren't appearing under normal circumstances.
    • FIX: Changed Caesar's Tent handling for FPGE
    • FIX: Changed Enable Parent on a few Legion Guards inside of Caesar's Tent so the tent isn't empty in a Legion FPGE state.
    • FIX: (TTW) Updated door script so you can leave command tent if using AGE.
    v1.1.0 - 06/04/2025
    • NOTE: Should be safe to update!
    • NEW: The NCR Sharecropper Greenhouses are now open.
    • NEW: The AeroTech Tent is now open.
    • NEW: The anti-slaver Tents are now open at Lincoln Memorial (TTW).
    • NEW: The Command Center Tent in Operation: Anchorage (TTW) is now open.
    • NEW: Added Multibounds to all tents.
    • FIX: Adjusted placement of items to prevent clipping/floating.
    • FIX: Updated landscape in Misfits tent to not be so overrun.
    • FIX: Added script to prevent patients in Camp Forlorn from being stuck standing.
    • GEN: Removed internal override checks as they were too strict.

    v1.0.1 - 06/01/2025
    • The FPGE Patch I made for Caesar's tent got corrupted somehow, (I probably misclicked and deleted a bunch of stuff from it) and I didn't notice. Sorry about that!
    • FIX: CTD on start from nonexistent reference being used.
    • FIX: The insides of Caesar's Tent will now disappear properly based on the FPGE state.
  2. Paladinia44
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    This is a really cool idea. Thanks for making it. Do you think you could do a patch for "Cleaner NCR Bases" (https://www.nexusmods.com/newvegas/mods/45879?tab=description)? I beleive that mod edits the tent interiors to tidy them up.
    1. djhert
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      Sure thing. I'll include a patch for this mod when I do my next release.
    2. Paladinia44
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      Thank you very much!
    3. Paladinia44
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      Hi again. This mod works really well, thanks! Just reporting there are a few props floating above Doc Sawbones table at Camp Golf. And do you think you will add a patch for Clean bases?
    4. djhert
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      I took another look at Camp Golf, and bumped around some more items to fix some floating. Thanks.

      As for a patch regarding "Cleaner NCR Bases",  have decided not to create a patch for this mod.
      The mod is simply not well made (no hate towards the mod author, we just didn't know any better back then). There are literally hundreds of deleted objects in the mod, which are known to be a source of crashes. Overall, it needs a good "cleaning" and "ESM-ifying" before it should be used in a modern load order. Additionally, all the mod is doing is deleting some of the litter on the ground in the tents, so a patch really isn't critical; the mods already "mostly" work together. Due to that, I've opted to not release a patch; sorry.
      I will be releasing my patch-maker soon, so you can trivially create a patch yourself if you want. 
    5. Paladinia44
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      Thanks for the reply. Yeah, it is quite an old mod at this point. Perhaps I should look for a replacement.
  3. WastelandWildman
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    if im only interested in caesars tent being open can i remove the other locations from the plugin without messing anything up?
  4. senhtwo
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    There are also a few tents in Point Lookout, if I remember correctly - will those be included too?
    1. djhert
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      Oh dang, yea there's 4 of them there. Of course, it uses a unique name for the tent object so it wasn't showing up in my searches. Ugh.

      I'll open these up here for the next update. Thanks for letting me know!
  5. Zeitkrieg420
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    Hell yeah, appreciate the TTW pack and the additional mod suggestions/instructions. Just finished making patches for everything to fit my LO. (I will never miss trolling through xEdit, lol.) Thanks for your hard work, cheers!
  6. CptAran
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    How should I load this after fpge if it's an esm, MO2 doesn't let me put it in the esp area.
    1. djhert
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      Not sure what you mean, both FPGE and this are master files (.esm). Just make sure that "OpenTents.esm" comes after  "Functional Post Game Ending.esm". If you're referring to any FPGE patches that you have that are ESP files, those are fine to come later. 
    2. CptAran
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      So it's always gonna warn us about the esp files anyway ?
    3. djhert
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      The error should say which mod is overwriting. Which mod is it?
    4. CptAran
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    5. djhert
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      Ah. I guess the check is a bit too strict. But even still, that mod is probably going to cause some NPC to not be where they should.

      I'll have to re-think a bit on patching for this mod, and will probably have to ditch checks like that. I plan on having an update out in the next few hours, so until then you won't be able to use this.
  7. Diegonom
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    Instant download. I can make a compatibility patch if you wanna edit Aerotech for consistency :)
    1. djhert
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      Thanks! Your PCNV mods made me want to look into opening up stuff too, so I take this as a big compliment!

      I had never even made an attempt to open up the Aerotech Tent because I use your mod. I took a minute to do so, and surprisingly very little needs to be patched as long as one loads yours after mine. You simply move the objects just like me, so most things go where they need to (or are disabled). I think I'm going to go ahead and open up Aerotech as well, and I'll include a patch for your Aerotech overhaul here. If/when you do a PCNV version of that mod, you can take care of the patch then (if it needs to, I'm mostly disabling objects in this patch).
    2. Diegonom
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      Yea Aerotech is absurd with the separate cells, the location itself was in the worldspace at some point; NPC spawn marker is outside the location and I didn't notice much fps drops when I moved everything outside. PCNV Aerotech will eventually come.. maybe. I keep wanting to finish my WIP projects.

      Side note: you ever thought about opening those NCR sharecropper farms?
    3. djhert
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      I totally forgot about those, and it is painfully obvious that they were moved last minute (they're in the same position and rotation in their new worldspace).

      I think I'm going to include those in the next release as well!
    4. Diegonom
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      <3
  8. Blankenese
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    Very nice mod, quests work as intended. NPCs and quest givers are available. The only area I haven't visited yet is "Caesar's tent". Saves a lot of loading screens.

    One question, even if it doesn't belong here.
    If you also mod in Fallout 4, could you open " Diamond City " there? Or is this not possible for complexx reasons
    1. djhert
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      Glad you enjoy it!

      I don't mod Fallout 4, and don't really ever plan to officially.

      That said, I don't think that Diamond City would be able to be opened up like that. I'm pretty sure it's one of those areas that is "bigger on the inside", so it just wouldn't fit in the overworld to begin with. Not without some major editing at least. Plus, you'd be missing out on some of the better Diamond City expansion mods. 
  9. Domenicoo
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    Also, would a patch be possible for the Willow companion mod? Considering you originally meet her in a tent, I feel as though opening it up would make for a neat addition.
    1. djhert
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      I can expand this to cover tents from other mods, sure; and Willow would definitely be a good one. Though, all of that will come later as I want to do all of the base game tents first.
  10. ToxicWhiteout
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    I'm saving this for my next playthrough. I can't imagine how many loading screens and time you just saved people.

    Thanks so much!
    1. djhert
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      Even with modern systems loading screens are the worst. Hope you like it!
  11. Oh no way this looks really cool! 
    1. djhert
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      Better believe it! Have fun!