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Announcements
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SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
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Other
Fallout: New Vegas mods that don't fit in any of the existing categories
38 files
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NVSE Extender (aka NX)
By prideslayer
This is a plugin for NVSE, providing new script functions for modders.
!!! FOMM REQUIREMENT !!!
This FOMOD install requires my custom FOMM build from right here @ loverslab. The original/vanilla FOMM will not install executable files like dll's. At least, if I remember correctly, it won't. I don't know if NMM will install them either.
!!! NOTICE !!!
NVSE 4.5b7 or newer. The latest NVSE is available from this bethesda forum thread -- the version on silverlock is usually a few releases behind, and other mods may require a newer version.
Extender Version: 16
Released: 21-Mar-2015
Project source code: nvse extender. Send myself or jaam a message here or there if you'd like to contribute to the project. We are both admins.
What does it do?
NVSE Extender provides additional functions available to modders. Some will provide information via the console as well. It uses the save/load notifications to save (and load!) its data whenever the game is saved.
How do I install it?
Download the FOMOD for the version you want and install it with FOMM. You do not need the other files, and you only need ONE fomod.
Advanced users:
What functions are available?
There are many functions available. I need to redo this documention to list and explain them all.
Current implemented function list:
Can I include this with my mod, upload it elsewhere, etc?
Sure. You can do whatever you want with it.
If you screw up your players by installing an older version than they already have, you deserve a slap. If you upload it somewhere else and claim to be the author, you can field the bug reports and write the fixes, while rotting in hell.
I'm all about letting people do whatever they want with stuff I create, but be responsible about it and don't be a dick.
What does the future hold?
Many other functions are planned, they are discussed in the support thread.
103,545 downloads
Updated
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SmallerTalk
By astymma
SmallerTalk version 1.2.6
I have taken ownership of Prideslayer's SmallerTalk and have added a few new features to it that will, and this has been proven fairly
extensively through testing some very hard to talk to NPC's, make SmallerTalk a replacement for SmallTalk for any mod that needs the
functionality SmallTalk provides.
Why use SmallerTalk instead of SmallTalk?
SmallTalk overrides vanilla records, SmallerTalk does not.
SmallTalk is huge and causes you to watch the entire load sequence, SmallerTalk does not.
SmallTalk does not handle dialogues it doesn't have a replacement for, SmallerTalk does.
SmallTalk cannot fix NPC's that have forced goodbyes, SmallerTalk can.
SmallTalk propagates all vanilla dialogue errors fixed by community and official patches/dlc's, SmallerTalk does not.
How SmallerTalk works:
SmallerTalk has a non-vanilla greeting and a non-vanilla response. It hooks the use of the ActivateControl (typically the "E" key) and if the target is not
in combat, is not a creature, is not dead and IS an actor... it performs "StartConversation player, SmallerTalkGreeting" and sets a variable that is used by the greeting as a selection criterion so the NPC uses it. It does NOT in any way alter activation so it won't mess with activation scripts nor stop standard dialogue whatsoever. What it does do is cause a conversation with an NPC who has nothing but "goodbye" flagged dialogue responses that proceeds as follows:
NPC: What's up?
YOU: Nothing much... and you?
NPC: Same ol', same ol'...
...
and then it does not close the dialogue. Any mods you have that hook into GREETING that would display options such as SewerSlave, SexoutSex,
HowAbout, UseableCigarettes and other mods of that type will then display their dialogue topics.
More Information
NEW In 1.2.6... Prefaced all debug messages with "SmallerTalk: ".
NEW In 1.2.5... Ability for mods to have NPCs ignored by SmallerTalk. 2 options... add NPC to SmallerTalkIgnoreList (formid list) or SmallerTalkIgnoreFaction (faction) with rank 0.
NEW In 1.2.4... Randomized dialogue (10 random greetings and 10 random responses) available as an MCM option, default is OFF
In 1.2.3... Conversation after companion wheel use is now an MCM option and defaults to ON
In 1.2.2... Reverted to armor tokens so they could be set non-playable and not appear in vendor inventories.
In 1.2.1... Fix for weapons disappearing and becoming unusable.
In 1.2.0... PROPERLY checking for GetSleeping now
In 1.1.9... Can set timer delay from 1 to 10 seconds in MCM screen (default = 3).
In 1.1.8... entirely new dialogue initiation code using a dialogue token, won't stomp on vanilla dialogue that was flagged as both SayOnce and Goodbye.
In 1.1.7... the MCM config option to disable SmallerTalk while sneaking.
In 1.1.6... critter support with body language dialogue in place of speaking... can be disabled(default)/enabled through MCM
Altered Companion Wheel functionality response to disregard Cass so you won't see "we done?" , you'll get the SmallerTalk greeting-response, this is
because Cass was EXTREMELY resistant to SexoutSex dialogue.
Some NPC AI was locking up after using SmallerTalk on them. This is an attempted fix, please let me know if you have any more AI lockup issues.
Added double protection AI reset Token. Fixed code error.
With MCM you can enable or disable the mod from the MCM menu.
With MCM you can enable or disable debug messages from the MCM menu.
MCM is NOT required by the mod but the mod does support its use.
SmallerTalk can display debug information. Typically it can be displayed by typing "set .doDebug to 1" or turned off (default) by typing "set .doDebug to 0".
One
situation with the companion wheel has a special handler... in the case
of trading using the companion wheel, I have set SmallerTalk to NOT do
its conversation and instead respond with "We done?" and exit the
dialogue. This was an unintuitive use of SmallerTalk and was
disorienting to testers so it was changed. Cass exempted from this.
If tapping the activate key (typically the "E" key) does not start the SmallerTalk conversation or an NPC proves unwilling to start the conversation... simply hold down the activate key for 3 seconds while keeping your crosshair on the NPC and then release... that WILL initiate the SmallerTalk conversation even with the most recalcitrant NPC's who possess factions like ForceNoGreeting like wastelander template NPC's, AWOP Wastelanders, freeside generics, and such.
Modders wishing to test SmallerTalk versioning from within their code to see if the user is using the right version can check the global value "SmallerTalkVersionNumber" and/or the mod description. The mod description will be in the form "v1.0.0" and the global will be a float such as "1.00". The two will be kept in sync with each new release as they happen.
Feel free to provide feedback, testing results and bug reports in this thread.
63,180 downloads
Updated
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Shake The Dope Out
By Odessa
D- ...do you have any jet? Jet.
Massively expands Jet. Adding multi-dosing, comedowns, like in FO2
- 6 Levels of Jet High (Minor buzz -> overdose)
- 5 Levels of Jet Comedown (minor hangover -> dangerous)
- 10 Levels of Jet Addiction (Tolerance)
- 4 Levels of Jet Withdrawal (minor -> mind destroying)
Taking Jet boosts you jet levels, the higher it is, the better the high. High levels give big stat bonuses, and occasionally extra perks in combat (bullet time, DR, low health regeneraton). Over time it decreases, and when it gets back to zero you get the comedown, which sets it to a negative value. You can take a load more jet then to get back up, but you can't run from the comedown forever.
Your tolerance level (addiction) starts at 0, as you take more it increases (game days limits speed). The higher your tolerance, the lower jet boosts you, the faster it wears off, and the worse the comedowns get.
After developing addiction and going cold turkey, withdrawal sets in at varying speeds and increasing levels, dependent on addiction level. At severe levels, expect insomnia, hallucinations and impulsively starting conversations with NPCs asking if they have jet. If they do, you may be unable to say no. You're going to have to trade something.
Jet is very moreish, with addiction you may impulsively take jet if you have it.
After going Cold Turkey for a while, your jet addiction level decreases slowly back to 1. It can never return to 0.
A new chem pusher is added in Freeside, Westside and North Vegas Square.
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This mod is great for anyone who always fantasized about being a desperate hard drug fiend!
Or... well, it is fun too. Maybe.
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Requirements
NVSE 4.5.7 or later
Optional
NX
Sexout '84 or later
Conflicts
This mod must be loaded after anything that modifies the vanilla items: Jet, Dixon's Jet, and UltraJet. (SexoutDrugging does not, so no issues there).
TTW
It will work, although it is NV focused.
1,850 downloads
Updated
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Updated
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Orphan Tycoon
By Odessa
Let's not beat around the bush, everyone wants sex but not everyone wants a baby 9 months down the line. Sure, "you should have used contraception", or "couldn't you have gotten an abortion?", all too commonly, it is a bit late for that. Horror stories are whispered of babies being discarded in dumpsters or sold to cannibals, but we pretend not hear them and tell ourselves "What else can be done? It's not my problem. It can't really be that bad".
Until now. Introducing: Orphan Tycoon
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Now you can find a new home for your unwanted little urchins, and hopefully feel a little less guilty about it.
- Sister Assumpta can be found at the old Mormon Fort, and runs an orphanage in Freeside.
- The Legion run orphanages in the East, and Marcus Drusus at the Fort is always interested to acquire new souls.
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Requirements
Sexout Pregnancy
NVSE 4.5 or later
387 downloads
Updated
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Clean Quick Saves
By Odessa
Reusing the same save game slots causes an increasingly severe performance drop, due to the shoddy Gamebryo engine.
This simple mod allows you to make clean quick saves in a new slot each time, and also quick load them via keys bindable in MCM.
Save game names are in the format "Location Date Time"
You can use the vanilla F5 / F9 keys, just make sure to unbind them in the vanilla options or they'll both trigger at once.
Requires MCM and NVSE 4.5+.
658 downloads
Updated
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RaceBodyMorph (NPC BodyMorph Randomizer) 090915
By asdasfa
RaceBodyMorph (NPC BodyMorph Randomizer) (Could use a better name, but meh...)
A simple BodyMorph plugin that I originally made for myself causing me to learn scripting in GECK.
Description:
Allows randomization of NPC body morphs based on minimum and maximum values for each bones that can be set for each race and gender via the MCM.
Requirements:
BodyMorph, of course.
NVSE.
NVSE Extender (NX).
Mod Configuration Menu - Needed to activate and setup the plugin.
Weighted body, like T3F Body with BnB (look in Files section).
Weighted armors or clothing, like Bouncing Breasts Type 3 Armors.
Or T3FBBR BnB Body Replacer + Rough Outfit Conversions.
Notes:
There are alot of changes as of version 062815 (June 28 2015). To avoid issues from updating from an earlier version, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so:
Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph.
Updating to a new version will deactivate the mod and reset all Male and Female settings on load, so be sure to use the mod's Save/Load Settings function to save time.
Changelog:
Spoiler - 090915
Merged both Female and Male settings into one MCM menu.
Now creates a settings ini in the Data/Config directory for editing slider limits to easily accommodate future changes to the core mod without updating.
Removed Parts settings.
- 080715
Added GetInSameCell check on the scanner instead of the previously removed GetInGrid.
Some minor script modifications.
- 080415
Removed GetInGrid check from the scanner.
Now uses a dummy armor for the AddItem bug workaround instead of leather armor that should prevent removal of NPCs' leather armor when resetted.
- 072015
Fixed dead cleanup not working.
Minor script modifications and optimizations.
- 071715
More foolproofing on the scanner.
- 071615
Minor modifications on the scanner.
Changed default scanner smoothness from 0.05 to 0.5.
Unsetted biped slots of tokens. Tokens shouldn't be equipped anymore.
- 071515
Rewritten and improved scanner script.
- 071215
Just minor logging changes.
- 070615
Added settings for toggling parts. (This will affect the Reset function, for example, disabling a part will prevent that part from being reset to 0)
Made the dead cleanup toggleable. (Default: Off)
Added 2 more slots for saving settings, making a total of 3 slots.
- 070415
Modified script for race determination. Will now check if a race name contains the name of a base race. For example, a custom race with the name "Custom Asian" will now be processed under the "Asian" category instead of "Others". This makes proper support for DLC races.
- 063015
Minor script changes.
- 062815
Added "Others" category for custom races.
Added settings for toggling races.
Added Save/Load Settings.
Refactored a lot of variables.
Replaced the misc token with an unplayable armor item to make it invisible from inventory.
- 062515
Added cleanup for bodymorph data of dead actors. This should keep the size of the nvse cosave file down.
- 062415
Finally fixed the unresponsive combat bug. It is caused by the AddItem function's bug that causes the weapons of the NPCs to become unusable.
Added some cleanup code.
- 062215
Will now ignore actors that are alerted, alarmed or in combat and actors that are within the same cell and are hostile towards the player.
- 032215
Reset function will now only reset actors that are enabled in the menu.
Fixed children not resetting. Forgot to remove a flag.
- 031915
Added Same Cell Scan.
Use ScaleUp and ScaleDown instead of ScaleAbs.
Forgot a bone in the reset script. Fixed.
- 031815
First release.
876 downloads
Updated
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Wild Wasteland Perks
By pepertje
Just a fun little mod I made because I lost a bet to someone a while ago. I figured that instead of keeping this on my Nexus, I could upload it on LoversLab as well because we all appreciate a good laugh every once in a while.
Questions you may have:
What does this mod do, exactly?
It replaces the descriptions of all perks and traits to something more goofy. That's all, really. There's two versions: the Vanilla and GOTY. Download Vanilla if you don't have all DLC's, download GOTY if you want all descriptions of the base game and the official DLC's to be changed.
What's happening with the mod from here on out?
Not much. Unless, of course, people show high demand for stuff like a TTW version, in which case I'll probably make one of those as well.
Why nothing sex related?
Because I can.
114 downloads
Submitted
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TTW - Mojave DC Makeover
By Nessa
TTW Mojave DC Makeover
Prettifies some FO3 NPC's using Mojave Delight resources.
Requires
TTW
Mojave Delight Resources only. The esp is NOT required!
A Type3 compatible body. Such as this, or TypeN. Anything that has Type3 compatible textures.
FAQ
What about TTW - Fallout 3 Redesigned? Doesn't that do the same thing?
That covers a lot more NPC's than mine, however: I handle a lot of NPC's not touched by FO3 Redesigned. (I modified a lot of the DLC NPCs for instance.) I use both together myself. Just pick which you prefer to take precedence and either load mine last or FO3 Redesigned.
So if the other one exists why update this?
Any further updates to this will be NPC's not covered by FO3 Redesigned. Chiefly DLC NPCs primarily.
453 downloads
Updated
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Heaven's Motel
By UberWanderer
Welcome to Heaven's Motel.
A nice FALLOUT 3 megaton style house (or whatever you wanna call it)
Its located near repconn HQ (one with the "demons" inside), you cant miss it walking to repconn HQ after the Checkpoint its to the right when going down hill
Requires Fallout NV and Honest Hearts DLC.
This mod is not to be released anywhere else then Loverslab and Gunetwork. If found else where Send me a message VIA inbox.
42 downloads
Submitted
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NVSE
By prideslayer
This is a custom build of NVSE, required by the alpha/beta versions of the NVSE Extender.
It will remain here until ianpatt or one of the other Silverlock guys updates the official NVSE download page with this version, or a newer version with the features from this one.
I do extremely minor work on this myself, you can thank jaam for most of what gets done here! I'm only making the download page to keep the question/support issues about this version of NVSE in the Extender support thread to a minimum.
995 downloads
Updated
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Wasteland Stress
By pepertje
Adds a Stress mechanic to Fallout: New Vegas's Hardcore Mode.
How it works:
-Stress piles up every second you spend breathing. (5 Stress/second)
-Six tiers of stress, with 2500 Stress for every tier.
-Stress increases even faster under certain conditions (being in combat, having low health, radiation poisoning or low weapon health)
-Stress can be decreased by either sleeping, using alcohol/relaxing chems or playing a minigame (caravan, blackjack etc.)
-If you can't keep your stress low, you will experience debilitating side effects (the vanilla hardcore diseases are nothing compared to this.)
94 downloads
Submitted
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Sprint Mod (uses Stamina bar) [FONV]
By A.J.
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Description
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The small sprint resource I uploaded some time ago, with few modifies, to let the Stamina bar working properly.
It can work WITH or WITHOUT the Stamina Mod.
- WITHOUT STAMINA MOD
Pressing SHIFT and Forward, the player will sprint. The speed is about 160% of the normal speed. It's not huge but noticiable.
You can see a preview of the Sprint animation here, around 15 seconds:
https://www.youtube.com/watch?v=LF0jZD_9VRQ&feature=youtu.be
- WITH STAMINA MOD
Same as before, but it will cause a stamina consumption.
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MCM
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- Without Stamina Bar installed, the only option you are able to do is enabling / disabling the sprint.
- With Stamina Bar installed, you will be able to enable / disable the stamina consumption and the amount of stamina consumed while sprinting.
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Limitations
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This was made to work in third person, I mainly play in third person. The first person sprinting effect was a workaround to allow people to use this mod also in first person, but it uses a different method. I don't want to go in deep with it, but let's just say that if you hear two different step sounds when in first or third person, it's perfectly normal. It could be annoying, but it can't be changed.
Note that some keys will be disabled while sprinting, for example F, so you won't be able neither to switch 1st/3rd person nor to rotate the camera in the usual way, you must stop sprinting to do that.
Last, for obvious and known reasons, loved by all the animators (... ...), when sprinting in third person the left / right keys will be used to rotate your Z angle: basically you will still be able to change direction, but in a different way, just like if you were a speedboat. Like a speedboat.
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Requirements
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- NVSE 4.6+
- Optional: Stamina Bar
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Installation
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Unpack everything inside Data, flag the ESP and you're ready to go. Or use a mod manager.
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Permissions
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This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
534 downloads
Updated
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Bribe The NCR To Reduce Infamy
By Odessa
This is a very simple mod, but I thought someone might like it.
When you have high infamy with the NCR, you get the rangers threatening you and warning you have 3 days to improve your reputation or they are bringing you death.
It can be quite difficult to improve your reputation, especially if you have already done a lot of NCR quests, and lore wise, the NCR has plenty of corrupt politicians and brahmin barons exploiting the system. You can't bribe the rangers, they're too clean, but you can go to the Mojave Outpost and talk to Major Knight, who is authorised to sell treasury bonds which is essentially bribing the official justice system. They don't give you fame, but for every 1000 caps you spend, it reduces your infamy by 4%.
Requirements
NVSE v4.2
Why does it require NVSE at all? No good reason, purely to force anyone still using V2 to upgrade, since I feel that having most people still using old versions holds the modding community back
(The screenshot is just to make the page more interesting, its actually from a dream in Another Kick in the Head)
224 downloads
Updated
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Creature Test Area
By Omega0
description:this mod just adds a sewer grate behind goodsprings gas station that leads to an underground area populated by a few non-hostile creatures to do with as you please
possible uses: 1.test out any changes made to the affected creatures 2.easy loot (cheater) 3.(recommended) sexout tests or "tests"
note: with the exception of the creatures found in the thorn and the mutant, i had to create special versions of all the creatures found in the test area; i pretty much just copied the thorn creatures to make the rest
note2:the small gecko & the coyote won't stop running away (and mysteriously dying), the cazador wasn't meant for indoor use so it'll periodically fly and clip through walls, and the spore plant wouldn't play nice so i just removed it's "weapons"
requirements: umm... final fantasy 10... no, wait... sonic '06... no... skyrim... no... i remember now: just new vegas
installation: just drop it in your data folder
anybody can do whatever they want with this, a little credit would be nice though
version 1.1:added/changed a few of them for better alignment purposes (still not perfect though)
645 downloads
Updated
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Havok Bouncer for Deedes' "The Skeleton" [FONV]
By A.J.
An OPTIONAL file for Deedes' wondrous "The Skeleton".
It's a very small script that can be used INSTEAD of the TheSkeleton-CorpseFix.ESM
Differencies:
- It doesn't modify any vanilla ID
- It solves the "raising dead" glitch on corpses from mods too
- It works at runtime, so it's slower to start: it requires about 1-2 seconds to poke every corpse everytime you change cell.
I did a small video that shows the difference in game:
https://www.youtube.com/watch?v=zWorbN8O5IQ&feature=youtu.be]
Requirements:
- NVSE 4.5+
- MCM
Install:
Unpack the content inside Data, or use a mod manager. It's a single file, so to uninstall it you simply delete the esp.
The first time you go in game, it must be ACTIVATED in MCM, because it is DEACTIVATED BY DEFAULT.
Remember: use this one OR Deedes' Skeleton-Corpses Fix, not both. While it won't cause troubles, it will create an additional work for your system that could be avoided.
Technical:
It's a simple scanner, whose frequency can be configured on the MCM. Everytime there's a cell change, it scans with depth 1 for corpses and fills an array. Later, it will walk the array in gamemode (frequency configurable via MCM, under the voice "smoothness") and will poke every raised corpse, so that it will bounce back on the ground. The impact should be very minimal on your system, however I would love feedbacks.
Incompatibilities:
I can't think to any possible incompatibility right now.
Credits:
All the credits go to Deedes, hlp and Pelinor.
116 downloads
Updated
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Jogging [New Vegas]
By A.J.
A small request, maybe someone else could find it useful.
This script introduces a force in the opposite direction when you are running. As consequence, you will run slower, but your animation speed will be the same. This more or less tries to emulate the different speed effect you achieve with controller pads.
It only slow downs forward and backward movements, side movements will be at the normal speed.
To slowdown the run just hold the hotkey (default Q, can be redefined via MCM)
You can change the amount of speed on the MCM >>> higher Smoothness = lower speed
To install, just unpack it on Data, as always, and check the ESP on the Load Order (or use a mod manager). Position on the Load Order is uninfluent.
To uninstall, just remove the ESP from the folder and make a clean save.
Recent NVSE (4+) is required.
MCM is optional, it's required to reconfigure the parameters.
No vanilla ID modifies - I can't think to any possible conflicts.
Comparative video to show what I was meaning, if it's not so much clear:
https://www.youtube.com/watch?v=uZSRlHSGgVM&feature=youtu.be
Permissions:
This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
93 downloads
Updated
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(TTW) Chargen Quest Overhaul
By pepertje
Overhauls parts of the Chargen Quests in Vault 101, with the center of attention being neat goodies you can get once Amata wakes you up.
Changes:
-During Baby Steps, you're now given a child's outfit so it doesn't look so awkward when using a 1st person camera mod.
-During Future Imperfect (where you take the GOAT), your normal haircut will now show, rather than the default hairstyle.
-When Amata wakes you up during Escape!, there is a unique piece of equipment somewhere in your room (either clothing or a weapon), this is different for every job you're assigned as result of your GOAT exam, so be sure to pick different options every time you play
229 downloads
Submitted
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50 Caps A Day
By NexusVetX94
hey everyone this is just a simple mod that gives the player character 50 caps every 24hrs. the reason i made this was for immersion reasons and was only intended for my personal use so if you like it great if you don't just skip it.
if anyone wants me to add more values simply leave a comment and ill eventually upload any number of caps you like.
and one last thing anyone saying "oh but we have console commands har Har har" i don't care this was intended for me because i dont like having thousands of caps at level 1 and there may be more people like me so here you go.
,falloutveteran
dont use my esp anywhere else without my permission which is pointless anyways.
81 downloads
Submitted
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Modest Start
By Nessa
Modest Start
What Does it Do?!
Adds a non-armored patient gown from OWB to your character in the beginning so Mole Butt isn't a total pervert.
Modifies the two headgear items in OWB to NOT hide hair.
Doesn't modify any vanilla quests and should be compatible with just about everything.
So... YAY! No more awkwardness in the beginning!
Requirements
Old World Blues baby!
302 downloads
Updated
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Goodsprings Home
By UberWanderer
This player home today will be located in Goodsprings!
To find this gem, you just need to follow the road going to the Gas Station from the good Doctors house
Screenshots:
This house comes with my Usual set up. Bedroom/Kitchen/Armory!
Requirements
Fallout New Vegas
Old World Blues DLC
My mods are not to be released or altered in any personal way without my permission.
Bugs:
Plants outside are consider stealing. Will change tomorrow. Lol forgot to change it XD
219 downloads
Updated
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TTW - Train Station Access Via Inventory
By nyaalich
Cheat mod that will allow you to purchase or simply take a train ticket to or from each wasteland and transport you into the train.
Use it to verify that you've installed TTW correctly, because you have to constantly create new characters for testing or some other reason, or because you feel like being a dirty, dirty cheater.
If you start in the Capital Wasteland, the [TTW Train Pass] is added under the Aid menu of your pip-boy after you have exited Vault 101 and the Following in His Footsteps quest has started. The DC to Goodsprings option will only display if you have completed Doc Mitchell's Ain't That a Kick in the Head quest.
If you start in the Mojave Wasteland, the [TTW Train Pass] is added under the Aid menu of your pip-boy after you have finished Ain't that a Kick in the Head.
NOTE: If you transport from DC to Goodsprings or from NV to Vault 101, the travel does not account for time the way that the train ride, which takes two weeks, does. It is instantaneous. Additionally, a ticket is NOT added to your inventory if you select one of these options as that you are effectively skipping the train.
Vault Girl Images are NOT included in this mod. If you're interested, download the Complete Vault Girl Interface mod by tragiverse.
397 downloads
Updated
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Flags - Placeable Map Markers
By A.J.
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Description
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Flags is a small mod I did the past days using some map marker functions of Lutana plugin. If you own the miscellaneous item "Flag pole" (introduced by this mod), then a new option under the Apparel pipboy section will appear, named "[Place flag]". This option grants you the possibility to plant a flag on the ground. A new map marker will appear in that location and you will be asked to put a name for it. To avoid excessive spam of markers, there's a condition which says that another map marker can't be closer than 3000 units.
After your flag is on the ground, you will be able to interact with it, clicking on its pole. You will be able to rename the map marker, change the icon on the pipboy, change the banner on the flag (see below), remove the flag and check how many flags are avaiable.
To obtain flag poles, you can craft them at the workbench, but the recipe will appear only if you own the book "You're C.A.R.P.E.N.T.E.R." in your inventory.
Everything you need to start using this mod is located south of Goodspring, inside a buried building, near the place where Barton Thorn asks you to kill geckos. However there's a "Cheat Trunk" that you can enable via MCM or console, it will spawn a chest with all the items in front of Chet's shop in Goodspring.
(note: after enabling the cheat flag, if the chest doesn't spawn, it could be necessary to save / reload or fast travel somewhere / back)
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Location
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An unmarked buried building south of Goodspring, near the place where you need to kill geckos for Barton Thorn. It was once a workshop used by carpenters to craft things. In this place you can achieve the book "You're C.A.R.P.E.N.T.E.R." which allows you to craft the new items. If you go there by night, it's very dark and somewhat scary. If you have a follower, probably it won't follow you down there, they'll remain outside and laugh because you felt down inside the building. Not a big deal, it's just a couple of rooms, you probably will remain alone for no more than 25 seconds, don't be sad!
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Banners:
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When you first plant a flag, it will have a black banner, but you can change it choosing from a small list of factions. It is mainly aesthetic, but it could be used to gain an extra buff if you enabled the Buff option inside the MCM. Different faction >>> different buff.
On MCM there's also an option to visualize the buff effect: the ones affected by the buff of the flag will light on - it was mainly to test who and when someone is affected.
The player will always receive the buff, no matter what faction he is friend or what. But the near npcs, they will receive a buff concerning their factions. So for example if there's a war between NCR and Legion, and you put a Legion flag, the Legion characters in range will receive an extra buff.
The buff range has a radius of 2000 units and it leasts about 30 seconds when it's active. It won't stack (i.e. you can't take a buff then change fast the flag so you take another buff)
List of factions and relative buffs:
> Black flag - No buff
> Brotherhood of Steel - Increase Fire / Poison / Rad resistance by 15
> Great Khan - +25 Damage Resistance; +10 Action Points
> Legion - +1 Agility; +1 Perception; +5 Melee Damage
> NCR - +1 Endurance; +1 Strenght; +5 Damage Threshold
> Followers of Apocalypse - +1 Intelligence; Restore Health +2/sec
> Lucky 38 - +2 Luck; +5% Crit.Chance
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Crafting
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The pole flags can be crafted, along with few other general goodies. Even if you can craft all the flags you want, there's a max limit in how many
of them you can plant. This limit is 50, and you can see the remaining flags using the option on the flag menu "Avaiable flags". This limit could be increased in the future, for now I thought it was big enough.
I introduced the possibility to craft few other items, like crates, barrels, a portable bedroll and even some flammable barrels that will explode if you shoot them, so I could make a better small camp near my flags.
All these items more or less require Spare Parts (=Scrap Metal), so I also introduced new recipes to breakdown common clutter to scrap metal.
They can be crafted at the workbench and they have their own category to be filtered, but since the crafting list is always cluttered with thousand recipes and I can't suffer that, I made all the recipes dependent by the crafting book called "You're C.A.R.P.E.N.T.E.R.": if you have this book in your inventory, then you will see the recipes. If you drop this book, then you won't see the recipes anymore. I placed 2 copies inside the buried building, be careful to not loose them. In case, there are more copies inside the Cheat Trunk.
These new "special items" you can craft, they are scripted. You should only drop a quantity of 1, everytime, because if you'll use the slider and put a higher quantity, only one will appear in game and you will loose the other ones, so be careful.
When one of these items is on the ground, if you activate it standing up you will interact with them (i.e. sleep on the bedroll, open a crate to put things inside etc.), but if you activate them when you are sneaking then you will pick them again. If you placed some things inside a container, these things will go back automatically in your inventory.
List of clutter you can dismantle to obtain Scrap Metal: Pot, Dog Bowls, Coffee Kettle, Firehose Nozzle, Hammer, Iron, Lawnmower Blade, Leaf Blower, Lunch Box, Paint Guns, Pan Cooking, Pressure Cooker, Steam Gauge, Tin Cans, Bent Tin Cans, Toaster, Vacuum Cleaner, Wood Chipper
List of items you can craft: portable bedroll, small and big wooden crate (container), ammo crate (container), dufflebag (container), wooden barrel (container), pole flag (...), flammable barrel (explosive)
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MCM
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MCM is not mandatory but it's strongly recommended. The few options inside allow you to enable / disable debug mode in case of problems, the buff effect of the flag, the visual magic effect and enable the cheat trunk. This is a trunk in front of Chet's in Goodspring, it contains every item added by the mod, so you can avoid the small quest too if you are not in the mood.
If you don't own MCM, you can still set variables using the console, to 0 (Disable) or to 1(Enable):
Set "xx000ae7".bDebug To 0 / (or 1) >>> Disable/Enable the debug mode, descriptions spamming on console.
Set "xx000ae7".bBuff To 0 / (or 1) >>> Disable/Enable the buff provided by the flags
Set "xx000ae7".bBuffEffect To 0 / (or 1) >>> Disable/Enable the visual effect you see on actors when they are affected by the buff
Set "xx000ae7".bCheatTrunk To 0 / (or 1) >>> Disable/Enable the cheat trunk in front of Chet in Goodspring.
...where xx is the index of the mod in the load order.
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Installation
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- Install NVSE (Mandatory 4.5+ something)
- Install Lutana plugin (Mandatory 9+, uploaded 11/02/2015 or newer)
- Install MCM (Optional, but recommended)
- Use a mod manager to install the archive or unpack manually everything under Data, as you usually do.
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Conflicts
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The only vanilla cell which was modified is outside the playing zone, so basically no vanilla record were changed. I can't think to anything else right now.
RECOMMENDATION: don't forget that it's always a good idea to not save while a scripted sequence is running. For this reason, avoid saving during those 5 seconds from where you click on the option [Plant flag] to when the flag is really planted.
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Known issues
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- When you drop one of the new scripted items (crates, barrels etc.etc.) you can't do it in a quantity higher than 1. For example, if you want to drop 4 crates, you must drop 4 times 1 crate. If you choose 4 in the slider, you will loose the other 3. Flag poles are the only exception.
- There are cases where the cheat trunk doesn't appear, it should be enough to fast travel somewhere and then fast travel back in Goodspring, or Save / Reload the game.
- When you name the flag, you will see "enter character name": this is because I'm using the player's name box to change it, that description can't be changed.
- When you slip down inside the buried building, probably your companion won't follow you automatically. Not a big deal, there's only a couple of rooms down there.
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Credits
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- Jaam and Luthienanarion for the script extenders
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Permission
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This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod must share the same policies. There are no exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
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Everything that could happen in game with this mod
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https://www.youtube.com/watch?v=DB4o18VL_q0&feature=youtu.be
60 downloads
Updated
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Home In The Mojave
By UberWanderer
This player home is technically not a home at all. but the courier basically takes it in as there home.
It's an Abandoned NCR Armory!
It comes with a box for Each armor type, Each ammo type, Each weapon type, and an extra box! cause you can never have to many boxes!
Spoiler here if you cant figure out how to get into the Armory
This one is located in Boulder City
Screenshots:
(if the screenshots dont work heres links, they wasn't showing up for me!)
http://i.imgbox.com/d8XEhySC.png
http://i.imgbox.com/KQgoi9NY.png
http://i.imgbox.com/hherjSLa.png
http://i.imgbox.com/CmgwCD8b.png
http://i.imgbox.com/a9xKizTr.png
Requirements:
JUST Fallout New Vegas
No other mods/DLC
My mods are NOT to be released anywhere else then LoversLab.
Ask for Permission of use if you want to mod them
71 downloads
Submitted
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Home101
By UberWanderer
This is a mod i made awhile back but its an updated version never before released.
It is a simple players home with plenty of storage.
It is located in-front of Aeritech Office Park
http://fallout.wikia.com/wiki/Aerotech_Office_Park
Go straight back from the door its the house on the left (not the big one, the small one with white fence in front.
Please comment feedback!!!
What you would like to see in the next house!!
Requires All DLC for Fallout New Vegas besides the weapon packs.
Just main 4 DLC + Gun runner Arsenal
This mod is not to be released anywhere else then Gunetwork and Loverslab.
46 downloads
Updated
