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charwo

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Everything posted by charwo

  1. This isn't a mod request, I want to learn to edit the sell lists and crafting. I want to be able to craft salted venison out of venison meat and thyme or Orgeno, both are real life curing agents, and break down cigarettes and chewing tobacco into Indian Tobacco for crafting purposes, among others. It's also be nice to be able to sell cooked and seasoned meat to butchers and general store owners. Thing is, I've seen this work in practice with the All Items Unlocked mod, and they seem to be controlled from YMT files. But I don't know how to open them or edit them. I cannot find any sources on how to do any of this.
  2. There's also the PEDS sample mod from Lenny's Mod Manager. I hated that thing with a passion. There's also a separate mod in the samples called bears where Grizzlies come outta nowhere to ruin your day. But if you defeat the spawn you get a grizzly pelt! Lots of them if you travel for a while.
  3. Did you try Native Trainer that came with Lenny's Mod Organizer?
  4. https://www.nexusmods.com/reddeadredemption2/mods/1960 It has a companion/replacement mod by the same author called just get the loot, but I don't use that because there was a bug where you couldn't harvest gator eggs, which is supposed to be fixed but can gum up skinning animals so you don't get any harvestables from them after a while or you're in the wrong position.
  5. Wow that is convenient! That's certainly not in single player. Hey I can't make mods but what you can do if no one responds is to to download the following https://www.nexusmods.com/reddeadredemption2/mods/1457 https://www.nexusmods.com/reddeadredemption2/mods/849 It won't be strictly autocollect but you'll get a hell of a lot more ingredients and you'll know exactly where to find them easy peezy. Bear in mind this doesn't always work with curiant plants, so in Roanoke and New Austin keep your eyes open. But with his and the Ram's trinket, you'll get eight of them per plant.
  6. Wondering if there is mod that is actually reflective of the 200 year time scale. Looking for a mod, if it exists that s#*! cans (for the exteriors) all the cars, car fames, barrels, radioactive barrels, ACPs, trash piles, trailers, tires, tire piles, brick deris. All of this stuff would have been carted away witha few decaes at most, stripped and reuprosed or scrapped and sold and shipped up and down the coast. If nothing else, and I care nothing for pre-combines or holes in the world, I just want the trash piles gone, all 32,000 of them and I never want to look at them again.
  7. No. I'm eight days in of game progress. Eight days of play time. The AI package needs to be found and reset. That is the only acceptable outcome. No other outcome is acceptable. No restarts, no bypass. Only the full reset the quest, and playing it out from the beginning. EDIT: I am on PC, I do have FO4 on Steam, and running it through MO2
  8. Neither helps, there's an AI package for the ambushing the chem deal that has to be negated. I have no idea how to do it, what it's called or where it's identified in the quest line, and I haven't slept more than six hours in two and half months because of failed matress I wouldn't wish on the leaadership of the political party I hate the least at the moment. But this AI package must be IDed and manually stopped in order for Cooke to be able to play his part in the opening of DC Blues.
  9. Because of a Bug I was able to buy Cooke's Note and start the endgame of Diamond City Blues. Never played the quest before. I tried to reset the quest, but Pembroke is unresponisve and Cooke is stuck with the ambush AI. So I need to know how to disable that ambush AI/script and if neccessary enable the opening script so I can start the the quest correctly. Thank you for your time.
  10. I want to play the female SS with the Nate comapnion mod, and frankly the Silver Shroud is such a male character the female SS should have portrayed the Mistress of Mystery. So instead, I'd like to RP Nate being the Silver Shroud by swapping all the female Silver Shroud lines with the male ones, so even though the lines will be coming out of Nora's mouth, they will be said by Nate and I think with a red bandana al la the Shadow with the hat and such it can work well enough. And honestly the female Sivler Shroud lines are not amusing. There are things the female SS does well, hammy is not one of them.
  11. I probably have mod that's breaking scripts in the Concord area, and I cannot get the "Greet the Dog" misc quest to fire and even triggering it manually I cannot get Dogmeat to respond and become a companion. Further Stella from Depravity, a mod I have not played before, plays her conversation starter but again the PC's dailouge does not come come up to start the quest. Here's the load order 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 Unofficial Fallout 4 Patch.esp 254 FE 0 AllSetsExtended.esl 254 FE 1 GKX Fine Dining.esl 8 8 EthreonMasterPlan.esm 9 9 Snap'n Build.esm 10 a HUDFramework.esm 254 FE 2 SilverShroudCallingCard.esl 11 b ResourcesExpanded.esm 254 FE 3 Resources Expanded - Recipes.esl 254 FE 4 GTM_CraftableOverdueBooks_ChemOption.esl 254 FE 5 EsmeraldaDinerBoothKidneyTableRoundTable.esl 12 c ACS Master.esm 13 d Homemaker.esm 254 FE 6 Loot Detector.esl 14 e XDI.esm 15 f Knockout Framework.esm 254 FE 7 Recharger.esl 16 10 Retro_Style.esm 17 11 BbaronxScriptLibrary.esm 254 FE 8 BeanAuthor.esl 18 12 ArmorKeywords.esm 19 13 NoraSpouse.esm 254 FE 9 LSD_LootableSchoolDesks.esl 254 FE a RealReadableBooks.esl 20 14 FrozenValley.esm 21 15 Loads.esm 254 FE b BetterRoboticsDisposal.esl 22 16 CWWorkshopMaster.esm 254 FE c CWWorkshopPackPart2.esl 254 FE d Hellfirenew.esl 23 17 Crimsomrider's 1950s Feminine Outfits.esp 24 18 More Lootables2.esp 25 19 OA_LootableMaterialsCrates_vanilla_mergedDLC.esp 26 1a DamnApocalypse_CORE.esp 27 1b LT_Scrappable_Commonwealth_(no_previs).esp 28 1c DCGlory Exp1.esp 29 1d LootableSkeletons - All DLC.esp 30 1e ASEFarHarbor.esp 31 1f WorkshopRearranged.esp 32 20 Autumn Overhaul.esp 33 21 LT_Scrappable_Trash.esp 34 22 FortHope.esp 35 23 Vault88SubwayStation.esp 36 24 The Real Castle Armory.esp 37 25 Glenridge Hall.esp 38 26 the library.esp 39 27 Scrap-able Mods - AllinOne+DLC - Vanilla.esp 40 28 GlowingSeaEXPANDED.esp 41 29 UnlockedTrailersProject[uTP]v2.0.esp 42 2a OutcastsAndRemnants.esp 43 2b MojaveImports.esp 44 2c Wattz2000 - Jake Necroix.esp 45 2d CommonwealthChooksAndBunnies.esp 46 2e DamDam.esp 47 2f YourHouseSurvived.esp 48 30 Depravity.esp 49 31 Drumlin Diner.esp 50 32 CombatZoneRestored.esp 51 33 AoACarsMapPack.esp 52 34 CarAddon4.esp 53 35 GKX Big Junk.esp 54 36 DeadAirplane.esp 55 37 murderquesttest.esp 56 38 OverseerDesks.esp 57 39 Backpacks of the Commonwealth.esp 58 3a DumpsterDiving.esp 59 3b GKX Apple Tree.esp 60 3c Calvin Coolidge Institute.esp 61 3d ConcordMusuemRestoration.esp 62 3e DiamondNewVendors.esp 63 3f treasure_bridgeway.esp 254 FE e WorldCars4.esp 64 40 Snappy_HouseK.esp 65 41 Retro_Style_World_Distribution.esp 66 42 BritishConsulate.esp 67 43 VUWR.esp 68 44 Be Exceptional.esp 69 45 CraftingFramework.esp 70 46 More Power Armour Mods.esp 71 47 PAMAP.esp 254 FE f Power Armor to the People.esp 72 48 Helicopter Crash Site Overhaul.esp 73 49 HoodieOutfit.esp 74 4a functionalobjects_vanilla.esp 75 4b RadiumInc.esp 76 4c FriendlyEasyCityDowns.esp 77 4d More Vertibird Crash Sites.esp 78 4e NVUMP.esp SurvivorsShelter.esp 79 4f RansackedRelay.esp 80 50 Vault-Tec Power Armor by NewerMind43 & Captain-Ultima.esp 254 FE 10 Power Armor to the People - Vault-Tec Power Armor.esp 81 51 Sanctuary & Abernathy farm Nuclear Reactor.esp 82 52 F4NVServiceRifleRedux.esp 83 53 standaloneconstruct.esp 84 54 WattzLaserGun.esp 85 55 T-51C Power Armor.esp 254 FE 11 Power Armor to the People - T-51c.esp Power Armor to the People - Classic Advanced Power Armor.esp 86 56 CartographersMapMarkers Commonwealth.esp 87 57 Vault_111_Maintenance.esp 254 FE 12 BVTSA-Replacer-DLC.esp 88 58 AtomicAnnieLagrieGun.esp 89 59 Infiltrator.esp 90 5a llamaCompanionHeather.esp 91 5b Alex's Bounties.esp 92 5c Army_Officers.esp 93 5d Give Me That Bottle.esp 94 5e Hobo-Scavenger.esp 95 5f ARR - Alchoholic Rad Relief.esp 96 60 Towel_Beds.esp 97 61 RRTV_HomesAndBunkers_Oberland.esp 98 62 HuntingShotgun.esp 99 63 AtomicRadio.esp 100 64 Auto Loot.esp Be Exceptional - Uninstall.esp 101 65 SettlementMenuManager.esp 102 66 AkaWaterWorld.esp 103 67 VFR.esp 104 68 NaiRaeCozyScavver.esp 105 69 Kraggles - Structures.esp 106 6a 00-TheNeighborhood-Demo.esp 107 6b Underwater hazmat suit.esp 108 6c TepiltzinsNicerSafeLoot.esp 109 6d Boats.esp 110 6e AoACars.esp 111 6f Tank_New.esp 112 70 Snappy_DLC03.esp 113 71 Snappy_DLC_Scrap.esp 254 FE 13 FarHarborCars.esp 254 FE 14 NukaWorldCars.esp 114 72 GKX Big Junk Redux - Improved Strong Back.esp 115 73 humburger.esp 116 74 oDo_WastelandTea.esp 117 75 CabinInTheWoods.esp 118 76 Classic Mentats.esp 119 77 GoldBars.esp 120 78 TagBag.esp 121 79 Silver Dollar.esp 122 7a StainsStewpot_Radfree.esp 123 7b Canned Goods Crafting.esp 124 7c SouthernCrafting.esp 125 7d Hunter of the Commonwealth.esp 126 7e HydroponicRacks_v4.esp 127 7f SniperPerkMod.esp 128 80 SanctuaryParts.esp 129 81 dinomore.esp 130 82 GroundedWR.esp 131 83 CastleInTheSky.esp 132 84 tent.esp 133 85 TransferSettlements.esp 134 86 Statuary.esp 135 87 Prisoner Shackles.esp 136 88 WestTekTacticalOptics.esp 137 89 Vivid Fallout - All in One - Best Choice.esp BarefootFootstepSet.esp 138 8a jm-vaulttecsecurityarmor.esp 139 8b BOUNTIESFORYOU.esp 140 8c LockedSafesLegendaryLoot.esp 254 FE 15 CraftingFramework_ChipLoot.esp 254 FE 16 CraftingFramework_Free.esp 254 FE 17 CraftingFramework_LME.esp 254 FE 18 CraftingFramework_MLM.esp 141 8d Craftable_Bobbypin_Steel.esp 142 8e T-51 to T-60.esp 143 8f WGerOutfit.esp 144 90 ExcavatorPA.esp 145 91 InstitutePowerArmor.esp 254 FE 19 Power Armor to the People - Institute Power Armor.esp 146 92 ASVektor.esp 147 93 Lasers Have No Recoil.esp 148 94 10mmRevolver.esp 149 95 BattleRifle.esp 150 96 Yona_Weapon_DefenseGun.esp 151 97 DD_bleu_Ump_Extreme_Lore_friendly_edition.esp 152 98 Loads of Ammo - Leveled Lists.esp 153 99 mjp_PTRS41ATR.esp 154 9a 3dscopes-replacer.esp 155 9b M2216.esp 156 9c NoraSpouseFarHarbor.esp 157 9d JCWBuilder.esp 158 9e DD_flag_poles.esp 159 9f rbi_pack.esp 160 a0 PristineWorkshopAssets.esp 161 a1 aes_rendeco.esp 162 a2 V's Stylish Decor2.esp 163 a3 OCDecorator.esp 164 a4 OCDecoratorDLC.esp 165 a5 OCDispenser.esp 166 a6 BobIguanaDiner.esp 254 FE 1a workingslotmachine.esp 167 a7 AES_Renovated Furniture.esp 168 a8 Friffy_Fixed Curtains.esp 169 a9 WDP-PC.esp 170 aa Friffy_Fixed Rugs.esp 171 ab Wireless Power.esp 172 ac ACS Master.esp 173 ad ACS Paintings.esp 174 ae FilledBrahminFeedTroughs.esp 175 af Farming Resources.esp 176 b0 DlxClothesPack.esp 177 b1 Eli_Crafting Shiz 9000.esp BuildableBurningCampfires.esp 178 b2 WeaponDisplays.esp 179 b3 Insignificant Object Remover.esp 180 b4 CROSS_Jetpack.esp 181 b5 Crossbow.esp 182 b6 M14.esp 183 b7 Non-Lethal Armory.esp No more monochrome - Color setting for the Pipboy!.esp No More Fake Puddles - Nuka World 1-0.esp 184 b8 Pre-War Chems.esp 185 b9 Fusion Core Charging.esp 186 ba ReadNotes.esp 187 bb W1932_RoboRangeE.esp RadiantBirdsv05.esp 188 bc Faster Terminal Displays (20x).esp 189 bd Adobe House Kit.esp 190 be Crimsomrider's Unique Furniture.esp 191 bf ScrapBook.esp 192 c0 PerfectPacify_Knockout.esp Recharger.esp 193 c1 SigSauer127.esp 194 c2 DaksCombatRifle.esp 195 c3 M72GaussRifle.esp 196 c4 HazSuitGloves.esp 197 c5 GeniusGamePerk.esp 198 c6 Jif_TechnicalDocuments.esp Custom Legendary Modifications Remade.esp EFF.esp Crating Framework Patcher.esp 199 c7 CartographersMapMarkers FarHarbor.esp 200 c8 CartographersMapMarkers NukaWorld.esp 201 c9 ImmersiveScrapping_SeasonPass.esp 254 FE 1b Better Weapon Scrap - Ultimate Edition_ESL.esp 202 ca Clear Underwater View.esp 254 FE 1c UsefulCrank.esp 203 cb Extra Robot Salvage.esp RadcureCannibal.esp 204 cc CAMP.esp 205 cd Traits Rebuilt.esp 206 ce Crafting Framework Patcher.esp 207 cf Classic Combat Armor.esp 208 d0 Classic Combat Armor - Vanilla Replacer Patch.esp 254 FE 1d BVTSA-Standalone-DLC.esp 209 d1 EnclaveX02.esp 254 FE 1e Power Armor to the People - AWKCR.esp 254 FE 1f Power Armor to the People - Enclave X-02.esp 254 FE 20 Power Armor to the People - Excavator Power Armor.esp 254 FE 21 Power Armor to the People - Far Harbor.esp Power Armor to the People - Hellfire X-03.esp 210 d2 LegendaryModification.esp 211 d3 LegendaryModification2LM.esp LegendaryModificationCSA.esp LegendaryModificationGroknak.esp 212 d4 LegendaryModificationMisc.esp 213 d5 Scrap Everything - Ultimate Edition.esp 214 d6 Vault-Tec Historical Preservation Initiative.esp If you're wondering why so many mods, it's because I wanted to use the transfer settlment system but no at the MOO2 duiscord will respond when I ask how the hell transfer blueprints work in the context of MOO2 and nothing shows up when I do a Google search (no results apply to Fallout 4) and I've been trying to figure this crap out for two weeks. Thing is I don't think I actually HAVE any mods that break the Concord area, but I'm also getting nasty CTDs north of Robotic Disposal Ground and it goes east to at least Tenpines Bluff.
  12. Can you turn off the feature in FWE's control panel? Because of it's nested features, I don't see where it is, if it's there. If it was I would have turned it off long ago. Try In the console help "(spell name)" 2) find the ID of the spell, whose effect you wish to cancel, and type; player.dispel <SpellID> You'll have to know the ID of the 'spell" Example: player.dispel 0003D330 OK, I did the help "overdose" and it gave a bunch of settings, game, console, ini, I think those are different versions but how to see the numbers of each I don't know
  13. Can you turn off the feature in FWE's control panel? Because of it's nested features, I don't see where it is, if it's there. If it was I would have turned it off long ago.
  14. Frankly, I want the beer bottle from my massive cache of beer, but to get them I have to drink them and set my character on god mod for days of in-game time as 40 beers or more go through their system. If lieu of a system of just pouring the beer down the drain how do I turn off the overdose effects?
  15. I've made it my personal project this year to learn to mod, and one of the things I want to do is to create a much more civilized and rebuilt New Vegas,at least in areas that should be more civilized and one of the big offenders is McCarran Airport. I'm not looking to make the airport look pristine, but to make the airport look repaired, no huge potholes and especially the shattered glass through the concourse and rather shitty lighting main entrance. I'm also looking for plane retextures, cause it's implied those planes are abandoned around McCarren which makes no sense but if they were NCR supply/recon/medical planes, that's a whole nother story. By Lore, the NCR should have been there for 10 years not ten days so McCarren should be in MUCH better shape than it actually is. I'm trying to take stock of what assets already exist.
  16. reinstall 3 over top of all existing mods, that will replace the bad files and allow you to continue as the last mod installed overwrites previous mods data. If other mods were install after AQFH 3 was installed? you broke some assets. There are a ton of mods that will not work with Heavens project. Oh! I will try that! I found that I had to start over and have encountered MANY bugs along the way! Hey, Purr, I want to thank you cause you've helped me a lot over the years, and I want to let you know I'm greatful. I do have another question. I'm locked out of a cell on the Prometheus on AQFH3, a cell I previously entered. Like I use any entrance coc or even player moveto to a maintenance droid on that level, takes me to the bridge. I'm going to try your fix but for future reference What I have to do is go to this deck and insert a backup memory core into a thing called a memory module and then speak the AI, Darius. Now I can use prid and moveto in order move the objects but this doesn't move the activation location. So is there a way via console command to remotely activate objects? In a worst case if I can activate these activators from a different cell, I can bypass the need to be on that level entirely. Again, thank you for your time and patience! Use the setstage command Prior to that level, in other words that level, you start over IF you intend to break the sequences using console commands. You must have the triggers reset Just like the tenpenny tower reset functions work. I know it's a pain. How ever certain things in each level are required for upper stages on other levels. Basically leave no stone unturned. It's over 300 hours + long depending on how you play the mod. 900 hours long if you catch every item and keep your stats low. Hey I had a much simpler thing, I reinstalled the mod to make sure nothing broke and had a reload on that deck (Deck 3) and played from that without issue. Save often is good operating advice in case things go tits up. That way I lose two hours of progress and not more. So I got through it safe and sound. Thank you so much! Although 300 hours? More like 30 for the whole thing. Holy crap. BTW if you ever play the mod again, the big Cyro gun, not the little one Otto gives you is your friend for EVERYTHING on the Prometheus. It chews through Scredeks like tissue paper and unless you're at point-blank range, the gladiator suit protects you from the "frostbite" effect. Otherwise it's a damn slog. I heard Andromeda Cresent is working on the 4th one, and I'm sucker enough to play it.
  17. reinstall 3 over top of all existing mods, that will replace the bad files and allow you to continue as the last mod installed overwrites previous mods data. If other mods were install after AQFH 3 was installed? you broke some assets. There are a ton of mods that will not work with Heavens project. Oh! I will try that! I found that I had to start over and have encountered MANY bugs along the way! Hey, Purr, I want to thank you cause you've helped me a lot over the years, and I want to let you know I'm greatful. I do have another question. I'm locked out of a cell on the Prometheus on AQFH3, a cell I previously entered. Like I use any entrance coc or even player moveto to a maintenance droid on that level, takes me to the bridge. I'm going to try your fix but for future reference What I have to do is go to this deck and insert a backup memory core into a thing called a memory module and then speak the AI, Darius. Now I can use prid and moveto in order move the objects but this doesn't move the activation location. So is there a way via console command to remotely activate objects? In a worst case if I can activate these activators from a different cell, I can bypass the need to be on that level entirely. Again, thank you for your time and patience!
  18. I playing AQFH 3 going to the Pentagon Reactor, and it's all fine, I leave to complete a minor quest, I die, the system CTDs because I have 150 mods on it, that's standard. Now I can't get back to the Reactor. Every time I try and re-enter the Reactor either by loading a save in it or re-entering it, I have no saves before it on the mission due to CASM, it's all CTD. Got some advice that this sounds like a bad mesh. So what the heck is a bad mesh? Why would this cell not suffer this problem the first time but it will the second, upon reload? He said something about dragging and dropping the meshes till I find one but would not elaborate further and I have not a f*#@ing clue what he was talking about. This is a STUPIDLY long mod, I just want to get back into the cell by hook or crook and get onto the next cell.
  19. Hey man, that's another reason to download that mod! Thank you!
  20. In Fallout 3 I just a mod called Just Another Vision Mod, which can highlight all classes of pickable objects and full containers as well as bodies with loot on them. It's kinda like the Search and mark perk, but passive, if you set it on, it's on ALL the time. Is there a mod like this for New Vegas?
  21. I would like to request wigs and prosthetics, noses, and maybe some ears with the wigs and facial fair, and where appropriate and contacts with various eye colors, just the vanilla four would do. Idea being that some ghouls having some means and safety are trying to regain their taken human dignity with medical devices like real victims of amputation and such. They're still ghouls but less repugnant in the face and well, I've seen things on French World War I vets with serious facial deformities and how life-changing even obvious prosthetics were in making social interactions in their day to day lives easier. I'd like to have the assets to potentially work with that.
  22. Well, this is where I have real problems with the lore. NCR isn't short on resources, they're corrupt and misallocating them. I also believe that Oliver is deliberating f*#@ing over the Mojave to lure Ceasar into his "trap." THe other thing is Vegas lore is tarded if only here, and not just on this account because of two words: Desert Rangers They would have made Vegas their capital, de facto if not de jure, stripped-down every industrial piece they could, relocate it to a place they could wall off and manage, LA is a trading route and they got water and the means to grow crops. So this notion of a city of warring gangs makes no sense at all, it would cut into the profits of the Ranger that they would need to train equip and care for Rangers. A government like that would be like DC under the Brotherhood, a defacto Crusader State, which would need to inculcate and protect a merchant class to equip itself. Way I figure the best and only way to square the circle is the Desert Rangers were broken years ago by civil upheaval in Vegas, The Vegas gangs were essentially ambitious alderman, King's types who thought they could rule alone. Fruimentarii are Luciferian like that, they need only stroke the head and out bursts the sin. They didn't count on House though coming online in the years between. These so-called tribals in Vegas are not bone noses, they understand civilized life. Even the Kings, even the Omertas. Not Arroyo people. But the idea to frame maybe some Boulder CIty missions around the graff and corruption of the construction? Some real Chinatown stuff? That could be really cool. But like I said, I make no apologies for making a semi lore-friendly Vegas in terms of what people would actually do with 200 years on their hands and rediscover paster and carpentry and garbage goes in a garbage can. If they can make wallpaper by hand in the 16th century they can make wallpaper by hand in the 24th.
  23. True. And there's always the overpass system, which frankly SHOULD be totally intact given the pre-war over engineering the lack of nukes hitting the city and that there's nothing to errode or load break them but sand and grit
  24. No no,m Vault 22 is the bio experiments, 11 is the sacrifice Vault. If I'm pulling it together the experiment ended a lot sooner because the people were smarter and the Vault scientists were a lot more humane. If it were a reclaimed Vault it doesn't actually stretch NCR resources: if the government doesn't have the funds, someone in NCR does: it's an impregnable medical facility and storefront, so for a merchant, it's an ideal place to do business, being air-conditioned, secure and right off the highway. So it might belong to Hub "merchants" who are effectively crime lords, I dunno. I'm still going with retconning most of the experiment. And building quests from there.
  25. I've made it a goal this year to learn to mod FNV, and let's just say it's both not post-post apocalypse enough for me and not enough of a western for me. So I want to make Vegas in certain parts nicer, much much MUCH nicer and rebuilt and my options are kinda limited, but not necessarily. I can do quite a bit with Goodsprings, a hell of a lot with Primm, and I actually wanted to make a coherent vision of Freeside using a couple of pre-existing mods. North Vegas should probably be as it is, barring a Helgan reborn fixim up storyline and so should Westside. The ones I really wanted to focus on are Boulder City. Vault 11, and the east side of New Vegas, for the following reasons: 1. Boulder CIty is such an NCR stronghold that it makes sense that that place would be the model town for Calrk Couty, the one NCR could devote money to as a showcase of what NCR patronage could do. For story reasons, I would have to leave the city center alone except maybe put some construction equipment around but could have new buildings around the city center as a show that the town is well protected and prosperous 2. I've ALWAYS hated the Vault Experiments, and this one is particularly stupid but even if all the Vault Residents did die, it's too valuable real estate for people/NCR to not use as something. It's a fully functional Vault, it has POWER, and water purification systems, etc. 3. It's tricky but there's a big space out there with many run-down houses. I figure with a good wall or towers with snipers in them, the fiends will learn their place. It's cheaper than Vegas itself, safer than east or freeside, so it's underdeveloped. I'm hoping to get some thoughts and other suggestions for places on the map that might make good towns. I'm leaving Bonnie Springs and Nipton alone because of mods. I'd like to do something with Henderson but it makes no sense with the Aerotech HQ building sitting right there just asking for schumcks to come in and die.
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