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Fallout 3 / Fallout NV Vehicle Resource
By ---nikoli
This is a resource, NOT a direct replacer. Some skill with GECK is required to get these meshes ingame. I believe I had to raise the vehicle heights in Blender so the rims and tires wouldn't clip into the ground, but seeing as I haven't played Fallout in over five years I'm not sure...
Back in early 2012 my house was burglarized and my computer among many other things was stolen. Last week Metro called to inform me that they'd found several of my items including an external 1TB SSD drive that at the time cost me a small fortune. Being more than five years old it's now just a run of the mill drive but a TB is a TB so I tied it into my system. Much to my surprise all my files were still on it.
A couple of the meshes may have originally been other authors work. If I remember correctly, the boxtrucks and the halftrack were mashups I did in Blender. I don't know who the original authors are anymore. I do recall that I stretched the police car mesh model, remodeled a gas station to have gas pumps (or maybe it was some type of fusion pump), remade the bus, (one with skeletons inside one without), made a flatbed semi trailer model and a flatbed boxcar model, added doors to both types of the mobile home trailers (without collision), and made a new model of the frontloader with a raised bucket, other than that most vehicles now have multiple damage options, multiple texture options, side mirrors, glass, fusion type engines, rims, tires, seats, steering wheels, and the occasional skeleton inside. I also remade some of the blown up versions of them.
198 downloads
Updated
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My Clothcollection 2017 Edit
By Tietheknotbj
This file requires the original to work;
http://www.loverslab.com/files/file/46-myclothcollection-31-by-alex3874/
You should also look for every update/conversion related to the file on LL even if you don't plan on using them. Other authors seemed to have corrected errors (specifically missing textures) as well.
Hopefully this gets added to the original version as an update at sometime in the future.
I started rebuilding Fallout New Vegas after years away and I wanted MyClothCollection by Alex3874 as a possible replacer for some of the in game clothes. I remember a lot of problems in the file from the original and I wrote the author at the time with a fairly detailed correction list. Some of the problems may have been corrected but I found several are still present in the latest version I could find.
(Please note I am using the T6M conversion for the original. If you look at all the different conversion files on LL you will see different textures being added. My edit only covers what I couldn't find in the other files.)
Changes;
ESP
In the Esp I redirected the coolhair51.nif to the proper file path.
TEXTURES
Character- I added 2 body texture sets that where missing that the esp called for in game. This may be due to a download problem but it happened twice so I added them as a simple precaution.
Bikini- The American flag was backwards in my game.
Gantz- I added a left glove texture. See Mesh for reason.
Loxis clothes- The textures in zxdong seemed to be place markers. (Solid colors that made little sense.) I found what I think are the actual dds files and placed them accordingly.
Mantrapbear- The collar texture was pulling from a texture that was ok but miniture belt buckles and gaps were showing so I made a modified version.
Nida Schuuetlich- Textures missing. Pulled original from Nexus Mods.
Trooper Outfit- Boot texture missing. Copied a replacement from a exact duplicate boot texture already in the file.
Yes Mistress- LeatherCatsuit missing. Copied a replacement from a generic leather texture already in the file.
MESHES
Characters- Coolhair51.nif was pointing at wrong texture paths.
Trooper Outfit- In both Type3BB Clothes All and Falloutgamecloths every nif texture path points at "OUTFTI" instead of "OUTFIT". Corrected in both sets.
Bikinni armor- Corrected texture paths for necklace.
FO3-Oblivion- Conversions for Type3- Corrected texture path on right hip charm.
Gantz- The nif file for the left glove seemed to be missing the object. I downloaded the original from nexus and another site. All are missing the object. (I don't know if this is on purpose.) I found a similar glove in the file and used the original texture to match the right glove. It's better than nothing but not great.
Ladoutfit- Corrected texture path for the _n.dds path.
Mantrapbear- This mesh now points to the collar texture I made.
Yes Mistress Lux edition- Corrected texture paths.
Hopefully this gets added to the original version as an update at sometime in the future.
667 downloads
Updated
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Commander Shepard Companion
By JopsMan12
Commander Shepard from the Mass effect series as you own intergalactic follower.
Commander Shepard is located in Goodsprings, she has the complete companion set up including:
• Companion Wheel
• Dialogue for all options
• Fully function lip
• Idle chatter
• Custom Perk
• Combat dialogue
• and more to come in the future...
Note: Fixed random Shepard voice
Example video:
2114 downloads
- Mass Effect
- Companion
- (and 3 more)
Updated
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O'Connor
By derpin
I know i was silent for a long time about this companion, but i actually have made a lot progress and would love for all to see! Unfortunately though, this companion will not be continued due to all my files somehow being deleted (which means Ive lost all progress) and life has gotten in the way!
If anyone wants to use this companion and do something (i have no idea what you could actually do with him) with him, be my guest as long as i am credited for the original creation! Thank you!
This is a fully voiced companion for Fallout New Vegas, he can be found at the 188 Trading Post. Please note (Nothing is final) the voice actor and the companion will change in the future.
Bugs!
Not teleporting to the lucky 38 when told to get lost but walking instead!
Not switching to melee when prompted!
Inventory wont open sometimes!
...there are probably more bugs, but i haven't even done any testing in a awhile so i wouldn't know!
100 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 or later
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)
888 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.)
653 downloads
Updated
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AutoClicker
By DoctaSax
Index finger cramping up on you? Annoyed at having to click on things all the time when in menus? Try AutoClicker, the tiniest mod I ever made.
When in any kind of menu, AutoClicker will try to click on any clickable button that you hover over, about once a second. Feel free to adjust the quest frequency in the geck to suit your tastes - I'm not making an MCM menu for something this small.
Don't start complaining about how AutoClicker clicks on stuff without waiting for you to give the go-ahead, that's exactly the point. You can, however, stop it from clicking at any time by holding the key you use to crouch.
It won't work on menu elements that are not clickable, or have no <id> tag. (Sadly, this includes many mod-added menus, such as MCM sliders and the like). Still, it *should* work fine in most vanilla menus. And if not, well, then not. At least it saves you some RSI-inducing clicks in others.
Tested fine in the main menu, the pip boy, & the skills & perks menus that show up on level-up. I have no idea if it somehow messes up other sorts of menus like lockpicking and hacking. If so, I'll probably hear about it.
Requires NVSE 5.0.3+ & the JIP plugin (18+, but hey, download 34 while you're at it).
Kudos to hlp & JIP.
Public Domain.
(Image used is PD too, from http://www.clker.com/clipart-3730.html)
66 downloads
- anti-RSI
- auto-click
- (and 1 more)
Updated
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Unlocked MCM: advanced MCM scripting templates
By DoctaSax
What it is:
This is a script template resource designed to help FNV modders create complicated MCM menus that don't stretch out over multiple, simultaneously running quest scripts. Its main feature is that it keeps the entering of the information entirely separate from the handling of it.
This reduces the amount of code processed when the MCM menu is displayed or anything is adjusted, improves readability & navigation for the modder, allows for almost any aspect of your MCM menu to be adjusted in-game, and avoids silly mistakes on your part when it comes to specifying UI strings because you no longer have to.
The handling of it is done in a compact handling script, which should really be all you'll ever need no matter how many options, submenus or even menus you have. It is entirely set-and-forget. (The standard script provided assumes you have your intel in quest variables, but the system can easily be adjusted to read from and write to any other type of variable storage, see the 'advanced use' folder.)
The entering of it is done separately in a UDF and becomes a one-time deal, unless you change or add options in a mod update, in which case you simply run it once again. A few other aspects that don't need to run all the time, like adding the MCM items to the formlist and creating submenus, have been exported to UDFs as well.
What it ain't:
- a replacement of MCM: you still need MCM
- a patch to or modification of MCM: it's just an alternate way of doing the scripting that you have to do in your own mod
- an actual mod: don't try to install this package to your game folder with a mod manager
Why I did it:
- script size
Rather complicated mods need lots and lots of different types of options for the player to manipulate in MCM. Creating MCM scripts isn't terribly difficult if you follow pelinor's manual & have some basic knowledge of scripting, but you soon run into problems with size and have to splice the code over multiple running scripts, several times in fact as your mod grows and you keep adding new options. This is mostly due to the fact that so far each and every bit of UI intel for every option needs to be entered in manually, using string parameters to the UI functions, and all of that takes up quite a bit of 'compiled script size'.
- readability, ease of use
If you have multiple types of options scattered over multiple submenus, keeping track of what everything does and stands for becomes a headache. Got distracted for a second, now I'm gawking at some intel pertaining to option 5, let me scroll back up - oh yes, submenu 3..., what was that again?, and what section am I in - default or defaultscale... Crap. Separating the handling of the intel from the entering of it drastically improves readability in itself. The only script you need to navigate is the map population script.
- script overhead
If you have multiple MCM scripts iterating over x elseif conditions, checking out in which submenu you are or what option you're manipulating for every section you're in, you're really always running chunks of code that are not applicable for the situation at hand. This system only ever processes code that is applicable to the current submenu (reset & default sections) or the current option (all other sections). Not that MCM scripting was ever considered a resource hog because it's in menumode 1013, but every little bit helps.
- adaptability
Because none of an option's parameters are manually entered in the handling script anymore, but kept in a map structure, it's now possible to change any of them on the fly from another script that adjusts the information in the map structure itself. Any option's title, type, the variable it refers to, a scale's min/max/incr/decimal parameters, or the strings associated with types 1 and 7 - it's all entirely adjustable. The same goes for the number or ordering of options per submenu, or display parameters like indentation, highlighting and coloring. This allows MCM to be used to create dynamic systems.
- some extras
The templates are set up to automatically set all your variables to the default values you stipulate in the maps when your mod first initializes, and do the same for any new options you add when you update if you mark them as being new.
The system allows for the state switching of both options and submenus by consulting an optional UDF.
For each option type associated with a single variable (1/2/2.5/4/5/6), the handling script will also call an optional UDF when the value changes, providing a lot of intel as its parameters. This is necessary for the state switching of submenus, but can be of use for any number of things (see 'adaptability').
Kudos:
pelinor for MCM
hlp for NVSE4+, as always
Odessa for most of the 'start log' script and her work on the GECK wiki these past few years
Needed:
NVSE 4.6.3+, ideally 5.0.3 because you should always use the latest version
MCM 1.5
Recommended:
A sense of what UDFs are.
A sense of what arrays are.
Failing that, the ability to follow instructions and follow a template should at least set you on your way.
Permissions stuff: public domain
355 downloads
- FNV
- MCM scripting
- (and 3 more)
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.
259754 downloads
Updated
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Deserted Radio Station - Couriers Home
By MorganRiggs
Welcome to the Deserted Radio Station - Couriers Home Mod
Version 1.0
by Morgan Riggs
About
The Deserted Radio Station is my first mod for Fallout New Vegas. It is a smaller but organized and functional player home.
The home includes the absolutely amazing mod "Sortomatic - Modders Resource" by tunaisafish and Gribbleshnibit8, for sorting equipment from your inventory to your home.
The Radio Station is a lore friendly home with a cozy vibe to it. It is located between the strip and Vault 34 upon the hill of Vault 34.
THIS MOD IS NO LONGER BEING UPDATED AND IS CONSIDERED COMPLETE.
Other mods I've made
WoSD - Weapons of Sex Destruction
Boxing Gloves retexture - RENO
ATTENTION!
When you are updating to newer versions please make sure that you equip all your stored items and move your character out of the building and area.
This is in case of updates that could interfere with your placement of your character or storage of items.
Features
A lore friendly home for you character
Fully functional equipment sorting system to sort your inventory to containers in the radio station for both the lower and upper floor. (See the Sortomatic mod for more information on how to use it)
A nice view overlooking the strip, Helios and Lake Mead
A map marker for fast travel
A small quest that gives some history of the place and its previous owner
A unique weapon found later in the quest. It is slower than the original weapon but has more of a kick to it and uses a different kind of ammo!
A bird pet static in the radio station
Compatibility / Requirements
This mod is using various items and clutter from four different expansions of Fallout New Vegas it also uses Sortomatic Mod.
Expansions
Dead Money
Old World Blues
Honest Hearts
Lonesome Road
Mods
"Sortomatic - Modders Resource" by tunaisafish and Gribbleshnibit8
NVSE
BUGS / ISSUES
If you would notice or experience any bugs please do contact me via private message or in the posting section of this page. All feedback is greatly appreciated!
Try to get photos or video capture of the bug that you've experienced.
Credits
Many thanks goes out to
- tunaisafish and Gribbleshnibit8
For making an excellent mod tunaisafish and Gribbleshnibit8, Sortomatic - Modders Resource
- Mike Hancho
For making some excellent mods and tutorials on youtube that actually got me started modding Fallout New Vegas
I hope that you will enjoy this new home, and please take a moment to endorse and give me some feedback so that I can improve and become a better modder.
mod by Morgan Riggs
470 downloads
- home
- player home
- (and 1 more)
Updated
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Kendo 2's Sexy Leather for Type3
By Kendo 2
THE REPLACER VERSION adds a reworked version of the vanilla female leather armor. The waist has been narrowed, more definition added to the ass, and the man-hand leather gloves replaced with my personal versions based on dimon99's smaller female hands. There is an optional file that adds sexy elevator boots too. There is NOT a male model replacer.
THE FULL VERSION adds two new models for both Type3 (CaliBoobs) and Breeze Males (it will work with vanilla males too). Both sexes get reworked textures and normal maps. I also included a matching eye patch for both sexes.
The armors are available from a fully-voiced vendor on the street in Freeside, close to Mick and Ralph's.
Credits:
dimon99 for Type3 and the smaller female hands meshes
humannature66 for the manicured nails meshes
Breeze for Breeze Males
Kendo 2 for everything else
Permissions:
None. This is not a resource.
Effective 13 March 2016
I will no longer be providing mod support or otherwise communicating publicly on Lover’s Lab. All support questions and other comments will be handled HERE. My absence from Lover's Lab either by accident or design is not to be interpreted as permission to use my uploaded content as resource material. This shall commence immediately, effective 13 March 2016.
2833 downloads
Updated
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Sinblood Venomous Armor Type3 Cali Boobs
By Kendo 2
This is NOT a full NV version of Sinblood's original FO3 mod. The only meshes I redid are the outfit, the gloves and a new ground mesh for the collar.
The outfit and collar are located in the Goodsprings School House, on top of the safe.
Credits go to dimon99 for the original Type Cali body, Luchaire for TypeV and Sinblood for original FO3 outfit.
DO NOT upload this or any of my other work to Nexus.
Effective 13 March 2016
I will no longer be providing mod support or otherwise communicating publicly on Lover’s Lab. All support questions and other comments will be handled at Bad Apple Mods. My absence from Lover's Lab either by accident or design is not to be interpreted as permission to use my uploaded content as resource material. This shall commence immediately, effective 13 March 2016.
2118 downloads
Updated
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BodyMorph
By prideslayer
A new version of this mod is available here.
Introducing for your modding pleasure, BodyMorph, by A.J. and myself.
This is a body modification library that allows body parts to be scaled, in realtime, for the player and for individual NPCs. You can think of it as a sort of "back end" that allows adjustment up and down of 16 (at present) bones. Note that as this is a beta/wip, not all bones yet have morphs, and some that do exist may not work correctly.
The interface is primarily UDF driven with very few functions required for basic support.
Of course, the full sourcecode is hosted here on git.loverslab.com and the wiki is already populated with enough documentation to get rolling.
INSTALLATION
Just use FOMM and let it overwrite what it needs to. This will, at most, be the skeleton -- A.J. has created us a new custom skeleton, with all the bones we believe we need, as well as a ton of new ones that this mod uses to achieve the actual bodypart scaling.
USAGE
Players will need a "bodymorph aware" mod for this to do anything for them, it's similar to sexout in that regard, though if they wish to experiment with it the console can be used to manipulate the NX variables on the player or any other actor.
Please see the first reply in the support thread, by A.J., for a demo plugin that can adjust the player scales -- and a fancy video!
Modders should see the wiki for more detailed documentations and a simple example.
CURRENT STATUS
- 13 bones (Breasts, ForeArms, Hands, Head, Neck, Neck1, Pelvis, Penis, Shoulders, Spine, Spine1, Spine2, UpperArms)
- 13 sizes per bone, from 0.70 to 1.30 in steps of 0.05.
- Large morphs, or many small morphs on one character, result in subtle height changes. We are working on thi
CREDIT
A.J. deserves all credit for this, as simple player-only morphing is something I and many others struggled with in FONV for a long time, and got nowhere. The skeleton and all the morphs are painstakingly created by A.J., I'm just the code monkey that wrote the ESP scripts, and an FNVEdit script to make my ESP authoring easier.
8801 downloads
Updated
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Old World Blues Self Cannibal
By xtremer
This is a simple mod that lets you eat your Brain , Heart and Spine after you obtain them in Old World Blues. Message me or post on the topic if there are any bugs in the mod. Ensure its near the end of the load order.
Download Link: https://userscloud.com/idlo9rtg4fjm
120 downloads
Submitted
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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.
889 downloads
Submitted
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F:NV - DW7 Ma Dai Modern DLC Playermodel
By kazzy
Got too excited when I saw the new koei game, looked around and found out the Warriors games are rippable
This is a test drive, and it works perfectly for Fallout New Vegas.
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Found within the lockers of GoodSprings Schoolhouse
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Models rights go to Koei Tecmo
98 downloads
Submitted
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Life is Strange Facemasks
By kazzy
Facemasks from Life is Strange
They have no facial animations and are best used with a seam concealer
I'll continue to update this, as I extract more characters and port them :v
~1.0~
Chloe & Max
They're within Goodsprings Schoolhouse Lockers
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credits to Dontnod Entertainment for the models
828 downloads
Submitted
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Heaven's Motel
By Lovely Rose
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.
250 downloads
Submitted
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Home101
By Lovely Rose
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.
189 downloads
- Player Home
- Home
- (and 1 more)
Updated
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Searchlight Airport Home
By Lovely Rose
This Player home is located in Searchlight Airport, But to get there you use the helicopter next to the gas station in good springs.
Raz mods are no longer needed and come with the Rar included in the download, I put it as a mirror cause apparently loverslab didn't want me uploading a giant file and ran into problems >_<
Install this mod like you would install anything through NMM. The raz folders go directly in the right place.
Also, bug fixes ha.
Screenshots
This mod is intended for LoversLab and Gunetwork. For use of my mod in other mods PM me
Also dont go posting it on other places!
311 downloads
- Home
- Playerhome
- (and 3 more)
Updated
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Gun Runners Home
By Lovely Rose
5th mod on Loverslab!!
Gun Runners Home
Located next to Gun Runners Store
Uses Dead Money house textures!
Uses OWB television (thats the only reason it needs OWB lol )
Hope you enjoy!!
The pictures are dark due to my ENB. (nevada skies enb stuff)
Requires: Fallout New Vegas
Dead Money and OWB
Do NOT release this mod or alter it in ANY way.
284 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
1069 downloads
Submitted
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TTW Colored Tranquility Lane
By pepertje
Just a simple mod which adds color to the Tranquility Lane Simulation so you can have all the bright colors the assets deserve to catch.
Sorry for the interiors still being black and white, now fixed
399 downloads
Updated
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Butch Deloria Companion for New Vegas (fully voiced)
By nkAlex
Butch Deloria Companion for New Vegas
(fully voiced)
Description
This mod brings back Butch Deloria from Fallout 3 to Fallout New Vegas as a player companion.
Comes equipped with a brand-name Butch Deloria appearance, Tunnel Snakes outfit, Butch's Toothpick and a 10 mm pistol.
Fully voiced, all badass, and cocky, and arrogant as ever!
You can find him sitting at the bar in Prospector Saloon in Goodspring and after a short dialogue you can hire him.
If fired, he'll return to the same place.
I tried to voice all of the possible interactions, but regarding this comes from Fallout 3, there might be some slight inaccurancies, like him talking about going to Rivet City for a beer
Installation
It's a .fomod package, so just use FOMM
There are two package files in the archive: Butch.esm and Butch Override.esp. The first one adds Buth the way he is in Fallout 3 by default. The second one adds some overrides:
karma checks removed so that you can hire him with any karma; he's set to essential so that he surely won't get killed.
The .esm file is obligatory, while the .esp is optional and should be unchecked if don't wish to use overrides.
Uninstallation
Delete all of the mod files from your game directories... meh, better use FOMM or any other mod manager to do all this boring stuff automatically
***
This is actually my first and only try to make a game mod, and the version is 0.1, so there might be some bugs and stuff... However, I've been playing with him for some time already and haven't encountered any problems.
It's a (one and only) mod I've made a long time ago and had it posted on some Fallout mod site which I can't even remember, so I decided to give it a new life here As I remember, it was deleted from Nexus because it contains some audio files from the original Fallout 3 (Butch's dialogues, obviously). I've been told by some people that Butch doesn't immediately appear in Prospector Saloon and may take some waiting and/or wandering off to other locations for a while for him to actually appear in the game. I've looked into it but couldn't find anything wrong, although I probably didn't really know what to look for... Since the only actual work done by me consisted mostly of some extensive copy-pasting and file renaming, I don't claim any rights on this mod, and you can use or modify it in any way you want without asking for any permissions, although sharing a link to your will be appreciated, I'm curios
807 downloads
- Fallout 3
- Fallout New Vegas
- (and 4 more)
Submitted
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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.
905 downloads
Updated