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Fallout: New Vegas mods that don't fit in any of the existing categories

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  1. (TTW) Chargen Quest Overhaul

    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

    1,006 downloads

    Submitted

  2. [New Vegas] Hair Patcher Two - 15 dec 2019

    If you never used the Hair Patcher:
    In games like FONV, when you install mods of hair / eyes / races you need to make patches to make these work together. Mind you, it's quite easy to patch them, however you could decide to let the hair patcher handle it for you. But this comes to a cost: the more races / hair / eyes you introduce, the more it slows the loading of the game. I don't mean when you load a savegame, I mean the first time you load the game, the time needed to arrive at the Main Menu.

    If you were fine with the previous Hair Patcher, you can stick with it; or, you can check the few new differences with the Hair Patcher Two, and then decide. I rewrote most of it and I feeled it was better keep them separated.
    
     
    
    Differencies with the previous one:
    Hair Patcher Two comes with a .ini file, located inside \Data\Config, called HairPatcher.ini
    You can edit it with a common text editor, like Windows Notepad, or Notepad++. These are the settings:
    [OPTIONS]
    >>> DEBUG: if 1, it will enable debug mode. You don't need it.
    >>> MESSAGE: it will show you a message on the main menu, where it tells you how much time it took to process, the quantity of hairs / eyes / races and the IDs of the mirrors, if you need them. It's enabled (=1) by default.
    >>> HAIRS: this is very important. If you set it to 0, the mod won't process the hair styles. This is very helpful when you install a mod with eyes, and you don't really need to process hairs, setting this to zero will reduce drastically the loading time.
    >>> EYES: same as for HAIRS, but for EYES. Just don't put both to zero, or the mod won't patch anything.
    >>> MIRROR: on every new save, you will always receive a couple of Mirrors, one to change hairstyle and one to change eyes. However, if you lose them, you won't receive them again, you should add them via console. This parameter is an alternative to that: if you set this value to ZERO, the next time you will load the savegame you will receive a new couple of Mirrors (assuming you don't have them already in your inventory)
    [RACES]
    This section initially is empty, it will populate on its own the first time you will load the game. Later, if you'll change your load order/add/remove mods, this section will change eventually when necessary, but well this is not important. What's important is that you can manually edit the value of the races, to exclude them from processing, greatly increasing the loading time.
    Let's make an example. After running the game, you'll find something like this in this section:
    MojaveDelight.esp:415A='Posh' #1
    MojaveDelight.esp:415C='Posh' #2
    FalloutNV.esm:424A=African American
    Now, let's assume that you installed Mojave Delight but you want to play with an African American and you're only interested on the hairs and eyes contained in that mod. All you need to do is delete the name of the race on the right, and replace it with a zero (0), like this:
    MojaveDelight.esp:415A=0
    MojaveDelight.esp:415C=0
    FalloutNV.esm:424A=African American
    The next times you'll start the game, the hair patcher won't tell you "I found 3 races", but it'll tell you "I found 1 race", and the script will only do one third of the necessary operations.


    Requisites
    - NVSE
    - JIP NVSE


    Installation
    You can both do it manually, extracting the archive inside \Data, or using a mod manager.

    284 downloads

    Updated

  3. [New Vegas] Inspector

    Description
    It's a small mod which gives you few informations about the reference you are pointing with your crosshair. These informations go from the base ID, to the position, the angle, the cell, part of the inventory (if Actors or Containers) etc.

    Examples: you find a flying tree and you don't know what mod moved it. Or, more complicated, some aspects of the game are unbalanced and you need to inspect deeper (especially when using complete overhauls)

    To activate it, just press the Hotkey while not having anything under your crosshair, you'll see INSPECTOR ACTIVE on your screen. When the UI is active, you just need to point your crosshair to some reference and if you are close enough (=activation distance) then the infos will appear on the screen. Everytime you'll move your crosshair over a new reference, the infos will automatically update. To close the interface, just go into a Menu (i.e. Pipboy, Main Menu) or point your crosshair to nowhere and press the Hotkey again. The only MenuMode exception is the console: when you open it, the interface won't close and the informations will stay on the screen.

    By default, the Hotkey is the bar on the numpad ( / ), but it can be changed with a key (see later), or replaced with the Control for Aim / Blocking (default Alt or Right Mouse button)

    Some references (Actors, Creatures, Containers) can have more pages of informations. To access them, stick with your crosshair on them and press the Hotkey ( / by default) more and more to turn the pages. Since this could be complicated if you're doing it on a moving actor, you can target it and see the first page of the inspector, and then immediately open the console so the game will stop and you can browse through the pages (again, with the Hotkey) safely.

    I did it few days ago as request from a user, I ended up adding few more features I needed myself. If you need to add few extra infos, please let me know and let's see if it's doable.


    Options
    You can set them on MCM. If you don't use MCM you can edit with a notepad the config file inside Data\Config\aDT\Settings.ini
    - Enable Mod: when you disable this, the hotkey will stop working
    - Debug Mode: will spam something in console, don't use it if unnecessary
    - Modifier: if you choose HOTKEY, in the next option you can choose to assign whatever key on your keyboard (default is / on the NumPad). If you choose CONTROL, the hotkey will be the Control for Block / Aim (default is Alt, or Right Mouse button)
    - Vertical Alignment: the number of pixels from the top of the screen to the Inspector's informations
    - Horizontal Alignment: it can be Left, Middle or Right
    - Vertical Line Spacing: you can decide the space from a line to another, in pixels. This is useful to tweak when you change font. Default is 22 for Font 3
    - Font: allows to use one of the 8 fonts.
    - Alpha Background: the transparent black background you see on the Inspector, 0 is invisible and 255 is full black.
    - All the other flags under Interface Options: they decide what to output on the Inspector

    The same options are basically replicated inside Data\Config\aDT\Settings.ini, for those not using MCM. In the INI, the hotkey will always take precedence: to switch to the Aim/Block control you must set Key to 0 (zero).


    Requisites
    - NVSE
    - Latest JIP (release 30/11/19)
    - UIO
    - MCM (Optional)


    Installation
    You can both do it manually, extracting the archive inside \Data, or using a mod manager.


    Known Issues
    There's a bunch of meshes which can't be targeted, so the Inspector won't find them. Fortunally I found not many for now. I'm still thinking what to do with them.
    I.e. treejoshANV.nif, some cactus
     
    Changelogs
    V5
    Added new page "Active Effects" for creatures and actors. Corrected small error in previous version.
    V4
    Added check if a reference has a script attached, with the ref ID of the script. It's on the bottom, in the group of the Extra var.
    Rearranged few lines of script.
    V3
    Added recipes for MISC items (abraxo, egg timer etc.) and ALCH items (food, drinks etc.), they're in second page
    V2
    Added Export button on MCM, so that you can save your actual configuration and you won't have to reconfigure it next time you'll start a new game. Small fix on a script. If possible, make a clean save.
    V1
    First release

    363 downloads

    Updated

  4. 50 Caps A Day

    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.

    230 downloads

    Submitted

  5. AutoClicker

    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)

    59 downloads

    Updated

  6. BodyMorph 1.x [Fallout NV]

    This is the continuation from THIS THREAD, separated for a matter of practicity.
     
    >Short summary
    BodyMorph is a framework which allows to change the aspect of in-game humans (PC and NPCs). The core handles the changes, but it doesn't do anything by itself. So, to see its effects you'll have to install specific plugins for that, which will be located in separated pages (i.e. BodyMorph Selector And RaceBodyMorph)


    >Avaiable Plugins:
    RaceBodyMorph - A fully configurable plugin to randomize npcs. Requires latest NVSE and MCM
    BodyMorph Selector - A basic tool which allows to target a NPC (or PC if noone is targeted) and edit the single bone values via hud. Requires latest NVSE, MCM and UIO
     
    >Skeleton:
    The mod comes with custom 1st and 3rd skeleton. It is compatible with the major skeletons (Astymma, Thaunx BnB body, probably BnB extended too). It is *not compatible* with extra peculiar bones (i.e. tail or wings from Deedes' "The skeleton", resize bones of Malos' resizer - or more in general with any extra bone that I don't know, give me a holler if you need some compatibility added).
     
    FOR MODDERS: DO NOT RIG or DO NOT ANIMATE with this skeleton. This is not law, it's just a suggestion, this skeleton's not made to be used in that way. But you probably already know it.
     
    This skeleton is compatible with this mod
     
    >Installation:
    Same as for the previous version. It's a FOMOD, so if you use a mod manager like FOMM you should be able to install it with a click (suggested). Alternatively, you can extract the content under Data using 7zip (not suggested)
    Requisites:
    - Latest NVSE (5+)
    - NVSE Extender (NX)
    - MCM (maybe not mandatory but strongly recommended)
    - Lutana (Optional)
     
    >Compatibility and downsides:
    Mods that alter skeleton.nif could not be compatible. It's not always easy to understand if a skeleton is or is not compatible, between 2 mods, so don't forget to ask for advices to the modders who did the mods or to some user who knows about it.
    Skeleton's compatible with Sexout, it should be the same one.
    It is also compatible with BnB, it shares the same bones.
     
     
     
     
    IMPORTANT NOTE: ACTUALLY THE WHOLE LOWER BODY IS NOT ACTIVE, i.e. you can't morph thighs, or at least you can change values but you won't see any difference. This should be solved in the future, but it requires a pretty heavy patch and the introduction of a custom body replacer.
     
    >MCM:
    MCM has plenty of options, but I'd want to spend few lines about the bones selections. It is strongly suggested that you deselect all the bones that don't interest you. For example, you find that shoulders are useless? then deselect them on MCM. You only want to tweak the arms on the player, while the npcs should be randomized in all the bones? then select only the arms for the player and all the bones for the npcs (options are separated on MCM). Same thing for the bones which are typical for gender (i.e. breast for fems and penis for males), selecting "Both" wouldn't make sense. In game, you won't see the effect anyway, but deselecting them on MCM is important to optimize the performances of the whole mod.

    18,057 downloads

    Updated

  7. BodyMorph Selector [FO NV]

    >Description
    A small plugin for BodyMorph which allows to modify values for actors' bones (both PC and NPCs).
    You aim someone, tap the hotkey, it will blink red, then you hold the hotkey for a couple of seconds and the menu will appear in game. If you don't aim anyone, then the player will be selected (it will blink green).
    You can browse the node list with forward / backward (W / S) and change the values with left / right (A / D)
    The list of nodes is picked from the filtered list on the MCM menu, means that if you disabled "arms" you won't be able to select here too.
     
    When you change value, it won't be instantaneous, it requires a variable quantity of time which could be 1 second or more. You can decide to not wait for the changes and simply choose your value, i.e. if you need to pass from 0 to -10 you don't have to wait for every step, just reach -10 and wait for the last morph queued and see if you like the result.
     
    When you've finished, jump (default space) will quit the menu. The menu will also be force quitted if an enemy engages you while you're editing, however it's not a bad idea doing it in a calm place.
     
    When modifying NPCs, you can experience an issue where the morph seems not working. It's not so uncommon, it usually happens if the npc is already doing something, i.e. leaning on a wall.
     
    > MCM
    Enable / Disable mod: ...
    Hotkey: allows to define a new hotkey to tap / hold
    Hud aspect: will allow to configure the small hud position on the screen. It will be always centered horizontally, you only will be able to move it vertically. You can also change the font and the space among lines - this is useful for users with DarnUI or other font replacers, so they can adapt the hud to whatever font they want. All the keys to use these options are specified in a message when you click on the MCM option.
    Hold time: the amount of time you must hold the Hotkey to let the menu appear.
    Debug mode: it spams my messages on console - you should disable it if you don't have problems.
     
    > Install
    Use a mod manager or extract the content under Data.
    Requisites:
    - Bodymorph 1.1.0+
    - Latest NVSE (5+)
    - UIO
    - MCM (shouldn't be mandatory but it's useful)

    6,870 downloads

    Updated

  8. Bribe The NCR To Reduce Infamy

    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)

    748 downloads

    Updated

  9. Bug Fix - Birds of a Feather: Baptiste Won't Kill Cass

    Bug Fix / Fan Patch
     
    There is a bug in the quest 'Birds of a Feather' (VMS29a) when you bring Cass to Jean-Baptiste. He will say "Well, looks like you came through after all. She's not half bad looking, is she? It's almost a shame...", and then the conversation ends and nothing happens.
     
    I believe Obsidian intended to remove this greeting dialog, as it's result script is commented out, as is the one on its follow up topic. If it worked, he would kill Cass immediately.
     
    There is a similar second Greeting topic with more or less the same conditions which allows player response of 'kill her' or 'I won't let you kill her' instead, and works, but it can be blocked by the other.
     
    This patch simply adds an impossible condition to the broken line, so it always picks the correct one.
     
    This fix is not in NVEC, as of v3.4DD.

    139 downloads

    Updated

  10. Bug Fix: Et Tumor Brute - Caesar Stuck in Coma

    Update: This fix is now included in NVEC bugfixes since v3.4c. You don't need this if you use that, which I recommend.
     
    ------
     
    When completing the quest Et Tumor Brute by talking to Lucius and offering him Arcade Gannon there is a show stopping bug in the vanilla game:
     
    - The Quest 'Et Tumor Brute' shows completed and you get the experience reward
    - BUT: then a message box pops up regarding you operating medically on Caesar
    - Caesar stays in the coma and the same message box will keep showing if you try to interact with him.
    - It is now impossible to wake Caesar up. Ever.
     
    -------
    I found the exact issue, 100%. They forgot to include 3 lines of code in this particular quest outcome script which are in the other outcomes.
     
     
     
    I have seen various posts around the interweb of people describing this bug but surprisingly no one seems to have made a fan patch for it yet (its not in NVEC).

    107 downloads

    Updated

  11. Clean Quick Saves

    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+.

    1,481 downloads

    Updated

  12. Creature Test Area

    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)

    1,023 downloads

    Updated

  13. Deserted Radio Station - Couriers Home

    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

    396 downloads

    Updated

  14. FEEL - Facial Expression Editor (Limited *pfft*) [FONV]

    - UPDATE -
     
    09/04/2017
    V.4 - Added a correction on the code during the initialization.
     
    23/03/2017
    V.3 - REQUISITES CHANGED, check description. Introduced new check version with JIP and corrected small typo on player selection with R
     
    27/02/2017
    V.2 - Added a full reset. Now when you press DEL to reset the values, it should also reset your face.
     
    - DESCRIPTION -
    An in-game facial expression editor, if you used something like that in Skyrim then you're already used to it.
     
    You open an Edit mode, it goes in TFC (Fly cam), an UI with the list of phonemes appears on the screen, you choose a phoneme, you choose a value, you apply it, your character's face will change.
     
    So why "limited"? because after a while that you are using it, you probably will start wondering "what if..." "can you..." - well, the answer is 99% of times No. Just because what was viable was already made. And I'll add, "unfortunately", because it could have given a lot of pretty opportunities. However, while I can't change the game engine's behaviours, I can still change the "mechanics", the way I wrote the editor, if it helps the user's experience, so please drop me a line with a feedback if you have an idea to share.
     
    - KEYBIND -
    All the keys can be changed via MCM. Here's the default ones:
    I - Enters / Exits the Edit mode, to edit the facial expression. It also calls the TFC (flycam) if you're not on it.
    Up / Down arrow - browses through the list of the phonemes
    Left / Right arrow - decreases / increases the value of the highlighted phoneme
    Left Shift - Hold it to speed up the previous actions
    Return (the main one, not the one on the numpad) - Applies the highlighted value
    Del - Zeroes all the values (which doesn't mean it resets your facial expression v.2 should reset the face too)
    Page Up - Changes category / page .There are 3 categories: phonemes, modifiers, expressions
    Numpad numbers 1-6 - They allow to store a preset. To STORE a new preset, you must HOLD the key for a couple of seconds, until you hear a sound and a message on top right of the screen will warn you. To LOAD a preset, you must TAP the key and you'll hear a different sound, and a message on top right of the screen will warn you.
    R - cycles through the targets in the list (see later). The selected npc will have a blue cloud on it for a couple of seconds.
     
    - USAGE -
    I will describe the usage with an example, so you can understand part of the limits by yourself.
    - I press "I" and I go in edit mode, to change the player's expression.
    - I put my freecam in front of the face, I modify the Aah phoneme value, I press Return to apply it.
    - I don't like it, so I increase that value, I press again Return to apply it.
    - I move on another phoneme, i.e. Big Aah, I select a value, I press Enter to apply it.
    - Now I want to see how the Big Aah would show without the Aah, so I go back on the Aah, I select a zero value, I press Return to apply it.
    - I proceed in this way until I find a good expression, then I HOLD the Numpad 1 for a couple of seconds, until I hear the sound and the message tells me that it's stored.
    - Now I want to make a new expression, I press Del to zero all the values, BUT FIRST I memorize which ones I changed, i.e. Aah, Big Aah and Ooh, because I will have to go over them one by one and apply the zero pressing Return and since v.2 this should also reset my facial expression.
    ...
    - Now I stored some expressions. I prepare myself to make a screenshot, I load back the first stored expression TAPPING Numpad 1, the sound effect and the message on top right will tell me that it's loaded, but the face won't be changed - to do that, I will have to browse through every single modified phoneme and press Return to apply them.
     
    - TARGETING -
    If you simply press I, you'll go in Edit mode and the player will be the only target.
    If you press I while having a NPC on your crosshair, you'll go in Edit mode with both the player and that npc as viable targets.
    If you press I and you are using Sexout, it will load Sexout's targets (actor A, B and C) in the list of viable targets - UNTESTED, please report issues.
     
    - PROBLEMS / LIMITS -
    - If you Apply two values too fast, the second one will reset the previous. The necessary time for the game engine to apply it, is about a second.
    - If you Apply many values too fast, even if only the last one will be applied, every command will still be queued and will need (number of operations x 1 second) seconds to end up the queue. Queue is persistent through saves, so don't think to trick it loading a save, you just need to wait
    - A facial expression is PERSISTENT THROUGH SAVES: if you have a open mouth, you'll have to close it. If you don't, and you simply load a previous game, you still will see the mouth open.
    - A facial expression is NOT PERSISTENT if you exit the game or go back to main menu. This also clues you something important - whatever you do, you can't do any real damage, don't be scared.
    - It shouldn't clash with any mods that use Special Idles, so it should be compatible with them (i.e. Sexout)
    - It should clash with FAFF and any other mods that introduce a reset of facial expressions inside an animgroup (i.e. I can think to... uhm... animated chems or something like that). If they give you troubles, remove the added animgroups (like, mtidle etc.)
    - There could be some cases where some specific expressions don't apply - you could need a different skeleton, let's talk about it.
    - My ARES doesn't morph Eee phoneme. Didn't inspect too much the reason.
     
    - REQUIREMENTS -
    - Last NVSE
    - JIP NVSE
    - MCM (optional but strongly recommended)
    - JIP UIO
     
    - INSTALLATION -
    Extract the content under Data and activate the plugin, or use your favourite mod manager.
     
    - PERMISSIONS -
    I guess it's a final version, you can do whatever you want with it, if it's non-commercial / doesn't involve money.
     
    - CREDITS -
    hlp for NVSE
    Pelinor for MCM
    Doctasax for uMCM
    JIP for UIO and JIP NVSE
    panthercom for testing

    506 downloads

    Updated

  15. Flags - Placeable Map Markers [FONV - TTW]

    -----------------
    Description
    -----------------
    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)
     
    --------------
    Location
    --------------
     
    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!
     
    --------------
    Banners:
    --------------
     
    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
     
    -------------
    Crafting
    -------------
    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)
     
    --------
    MCM
    --------
     
    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.
     
    -----------------
    Installation
    -----------------
     
    - Install NVSE (Mandatory 4.5+ something)
    - Install Lutana plugin (Mandatory 9+, uploaded 11/02/2015 or newer)
    You can find a temporary copy here. It must be manually copied inside Data\NVSE\plugins
    - Install MCM (Optional, but recommended)
    - Use a mod manager to install the archive or unpack manually everything under Data, as you usually do.
     
    As from version 1.2, TTW was made compatible. If during the first initialization TTW is found in your LO, the script will automatically moves the ruined building near Megaton. Also, the cheat chest is moved outside Vault 101.
     
    --------------
    Conflicts
    --------------
     
    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.
     
    ---------------------
    Known issues
    ---------------------
     
    - 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.
     
    -----------
    Credits
    -----------
     
    - Jaam and Luthienanarion for the script extenders
     
    ------------------
    Permission
    ------------------
     
    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.
     
    -----------------------------------------------------------------------------------
    Everything that could happen in game with this mod
    -----------------------------------------------------------------------------------
     
    [FLASH]


    [/FLASH]

    209 downloads

    Updated

  16. FPS Counter [FONV]

    ----------------
    Short description
    ----------------
    A simple-but-fully-configurable in-game FPS counter, to check the framerate, mainly for statistic and debug purposes. Or to make fun of your friends with bad rigs, showing them how high your FPS counter can go.
     
    This counter tracks down the time a frame leasts inside an effect, so it's strictly related to script execution and nothing about graphic. However, since graphic and scripts are related on their owns, you should see similar values to those you could see (for example) with Fraps.
     
    ------------
    MCM Options
    ------------
    - Enable FPS Counter: pretty explanatory... it allows to enable/disable the mod. The first time you load the mod it's disabled by default.
     
    - FPS Counter Position: clicking on this option, you will be kicked out from MCM and you will be able to decide the hud position. All the controls are written on the screen once you select this option, so don't worry to remember them, however the keys are: arrows or the control movements(WASD) move the hud, speed up the hud movement keeping Run pressed (SHIFT), change the font using Activate / Reload (E/R), enable / disable the infos on the screen using Grab (Z), confirm with Jump (SPACE) or Pipboy (TAB), reset to default pressing Auto-Run (Num Lock).
     
    - Mode: you can choose between FPS (frames per second) or MS (milliseconds, the time every frame leasts)
     
    - Refresh time: this parameter could be controversial, so please be careful to its interpretation. If you are unsure, just keep it very low (0.05-0.1), as per default.
    I introduced it only to catch spikes and understand their intervals. The way the mod works is grabbing EVERY frame time and choose the smallest value among the <Refresh Time> interval. This means that if you set the max value (2 seconds) you could notice that the FPS value drastically drops down. THIS DOESN'T MEAN YOUR FPS IS THAT LOW, this means that during the interval of 2 sec. you had at least one frame with that low framerate (= a "spike").
     
    - Threshold: under this FPS value, the counter will become red. It's just a way to catch the low values more easily.
     
    -------------
    Requirements
    -------------
    - NVSE 4.6+ (note: in date 12/05/2015 it is the Beta version on Silverlock)
    >>>> It wouldn't be bad installing the most recent one, you can find it on hlp's thread on Beth forum (note: in date 12/05/2015, it is the link to v5.0 beta 1 from his Dropbox).
    - UIO
    - MCM
     
    Personal note about requirements: if, in general, you feel you dont' want to install requirements like the ones stated above, for whatever reason you could have ("they're not safe!", "my computer's old and slow!", "once my cousin installed it and it broke his level 50!", <insert here some other unfounded excuse>), if you love modding then you should really start to think about it seriously. Requirements like these are top-notch modding, made by professional modders, created to break the barriers of common modding, introducing new wonderful features. And this is the same for every other extension you can find around, like JIP or Lutana. In my opinion, they should be considered on the same level of VANILLA, when people make a NV installation.
     
     
    -----------
    Installation
    -----------
    Unpack everything inside your Data folder. To uninstall, remove those few files and make a clean save.
    Please report if you have issues so that we can solve them together.
     
     
    ------------
    For modders
    ------------
    aFPSLowFPS event dispatched everytime it goes under the threshold value.
     
     
    ------
    Video
    ------
     

     
     
     
    -------
    Credits
    -------
    hlp for NVSE
    JIP for UIO
    Pelinor for MCM
     
     
    -----------
    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.

    380 downloads

    Updated

  17. Goodsprings Home

    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

    793 downloads

    Updated

  18. Gun Runners Home

    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.

    256 downloads

    Updated

  19. Hairs - Races Auto - Patcher [FONV]

    24/03/2017 - Added JIP NVSE version.
     
    Description
    Everytime you install custom hairs or custom eyes, if you want them to be used in your favourite custom race you must open the GECK and add them in the list - basically you must patch them manually.
     
    This small script does it for you, everytime you load the game.
     
    You'll be able to load any hairstyle and eyes, and it will spread it on any race you have installed. IIl will execute when you load the game, when you'll arrive in the main menu - the game will freeze when loading the arrays, and when it has finished it will show you a message box. NOTE: if you'll open the console at this point, you'll be able to see how many eyes / hairs were added to records.
    If you have slowdowns / freezes after the message box, they're not caused by this mod. How much time it will take? it varies by some factors. It makes many operations, it can make *some thousand* operations. I tried with ARES + Mojave Delight + Mojave Delighted + Mikoto, it took about 4 seconds to load everything. Considering how big Mikoto is, it was a very fine result for me. If your loading times are too high, then consider to reduce the number of races / hairs or not use this small mod.
     
    The mod also provides you an item under Apparel, named [Mirror-Hairs ] and [Mirror-Eyes]. f you click on them, it will close the pipboy and after 1-2 seconds it will open the barber menu for hairs and the plastic surgeon menu for eyes, so you'll be able to change your hairstyle.
     
    Requisites
    - NVSE 5+
    - JIP NVSE
     
    Installation
    Drop the ESP under Data and activate it. To uninstall, simply remove it and make a clean save.
     
    Issues and Conflicts
    Sincerely, I can't think to any possible downsides right now. Let me know if you'll have issues posting your experience on the thread.
     
    For hairs, maybe you could have some improper hairstyles if you play with child races, it's not made for child races. If you find any issues please use the thread to warn me.
     
    A note about eyes: there are some mods that introduce a new kind of eye, with a different UV. Basically, its texture can't be adapted over a vanilla eye and vice-versa. Translated in practical terms, it means that since this mod knows nothing about which model you install and it only merges them all together, you'll find yourself with some eyes that look well and some other eyes that have obviously a wrong texture over them. You can't do anything about it. To use a fantasy comparison, it's like if you install UNP body on Skyrim and then you want to use CBBE textures over it.
     
    Update: there are essentially a couple of issues I managed to find during further tests.
     
    - One is well known since always, you can read about it on some race pages too (i.e. Mojave Delight if I remember well). It is about the fact that under some circumstances you can't change eyes and hairs together. If you want to change eyes, you should first choose some vanilla hair and then change eyes and then change hair back to your custom model. I say "under some circumstances" because for Mojave Delight and its eyes / hairs it always happened to me, but on other races it doesn't, so I still can't say what's the real cause.
     
    - The second is a lil more strange. It's still about eyes, they cause me random freezes if I change them on the fly in game. As it is, it seems game engine related, and it depends by the kind of custom race I'm using. For example, with vanilla race and custom eyes + hairs I didnt' have problems, while on ARES I had it often.
     
    This, for me, means that you probably will be able to use every hair and eye you want (but keep in mind the point number One for some races) during the character creation, but changing them later could lead to problems, so save your game before changing something to avoid to loose where you arrived, because of the freeze. This also means that you probably could avoid further freezes if you swap race, but it causes other downsides, in every Bethesda game changing race resets things like attributes / skills etc.
     
    TL;DR THERE SHOULDN'T BE ISSUES DURING CHARACTER'S CREATION, BUT THERE COULD BE SOME IF CHANGING THE ASPECT LATER. I'LL LEAVE THE TWO MIRRORS ON THE PLAYER'S INVENTORY, BUT BEFORE SWAPPING YOUR ASPECT ON THE FLY (mainly eyes), PLEASE MAKE A SAVE FIRST.
     
    Also, it could be that some mods like NVAC or some specific tweaks / settings could reduce or avoid this issue, it could be nice to make further tests with these.
     
    Credits
    hlp for NVSE 4+
    JazzIsParis for JIP NVSE
    Luthien Anarion for Lutana
    raschau on Nexus for the idea of adding eyes
     
    Permissions
    My general rule on permissions - you can do whatever you want but not for commercial use; if it's marked as Beta/WIP, then do not use it, it's better if you contact me and we cooperate; if you use something from my mods, some credit would be nice, but if you can please inherit the permissions, so that others will be able to use your mod too, mods deserve to be spreaded.

    1,339 downloads

    Updated

  20. Havok Bouncer for Deedes' "The Skeleton" [FONV]

    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:
     

     
    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.

    297 downloads

    Updated

  21. Heaven's Motel

    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.

    217 downloads

    Submitted

  22. Home In The Mojave

    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

    218 downloads

    Submitted

  23. Home101

    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.

    159 downloads

    Updated

  24. Jogging [New Vegas]

    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:
     

     
     
    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.

    254 downloads

    Updated

  25. Modest Start

    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!

    445 downloads

    Updated


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