Other
Fallout: New Vegas mods that don't fit in any of the existing categories
48 files
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Simply: eyeglasses w/ Helmets
By P0188
This is going to require some explaining:
The Four eyes "trait" is considered an "enchantment" and has a single slot available to any headpiece for whatever enchantment needs to be on that headgear (i.e glasses have the Four Eyes Trait and the Riot Helmet from the Lonesome road DLC has a special enchantment that enables the player to effectively have night vision)…
naturally I could not overwrite previous enchantments without losing what makes them special so I removed a tag that overrides the eyeglasses slot, did a brief bit of testing with the NCR Ranger Helmet (with good results) and in theory the same change having been made to all other helmets (let me know if I missed one) should have the same effect.
… its a shame I cant make the eyeglasses invisible with the condition that they are under the helmet (I might be able to but I haven't found a way yet)
TL;DR - eyeglasses can be worn with helmets to appeal to those who took the four-eyes trait.
also - this mod was made with THIS mod in mind
60 downloads
Updated
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YRegen - a regeneration mod
By ylenard
1. SHORT DESCRIPTION:
A small mod I made when learning how to use MCM and timer scripts.
I decided to create a regeneration mod, since I never found one with all the features I wanted.
2. CURRENT VERSION: 26.03.2020
3. FULL DESCRIPTION:
The mod offers an ability to control the regeneration of the character. Configurable through MCM.
It allows you to:
set the base Healing Rate of the character set an Endurance multiplier and choose it's type (either Endurance value or Fallout 1/2 Healing Rate) set a multiplier for Fast Metabolism perk make regeneration only work out of combat set a bonus regeneration for sleep set a multiplier for Well Rested perk turn on and off limbs regeneration set limb regeneration multiplier turn on and off crippled limbs regeneration allow sleep to heal crippled limbs set minimum hours of sleep required to heal crippled limbs You can set the multipliers to either multiply each other or to be added together so that you can emulate Fallout 1/2 style Healing Rate.
Healing Rate of 1 means regeneration of 0.066 HPs per hour.
4. CHANGELOG:
Let me know if you find any bugs or have ideas how to make it better.
321 downloads
Updated
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[New Vegas] Hair Patcher Two - 15 dec 2019
By A.J.
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.
282 downloads
Updated
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[New Vegas] Inspector
By A.J.
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
361 downloads
- better console
- find conflicts
- (and 2 more)
Updated
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Pace Yourself
By DoctaSax
WHAT IT IS
Pace Yourself is a small utility that you can use to remind yourself you've been playing for a certain amount of time and should probably stop for a while. You can then simply dimiss the message, choose to be reminded again later, or leave yourself a note that will be displayed next time you start the game in order to remember what you were about to do.
REQUIREMENTS
NVSE 5.1.4
JIP 55+
JohnnyGuitar 2+
CUSTOMIZABLE
Both the messages you send yourself, and when they should be displayed, are easily customizable in the .ini file that comes with it. You can be as passive-aggressive to yourself as you like.
Every section in the ini comes with the following fields:
Msg=the actual message that is displayed to you.
Time=after how many minutes it should be displayed since game start (FirstMsg) or the last time you got a message (the Reminders).
DismissOption=the text for the button where you simpy want the message to go away
SnoozeOption=the text for the button where you ask to be reminded again later
NoteOption=the text for the button where you want to leave a note
By default, there is one first message, and 3 reminding messages for when you hit the proverbial snooze button before. You can actually add more reminding messages if you want: simply follow the conventions of the previous ones, and leave the SnoozeOption empty for the last one.
PERMS
Dedicated to the public domain with CC.0
DISCLAIMER
Whipped this up in about an hour. Untested, I have other things to do. Should be fine. If not, I'll hear about it. If you want it to do more, or less, or do things differently, you're welcome to do it yourself, see Perms.
CREDITS
As always, kudos to the coders who made the script functions I use.
68 downloads
- player utility
- restraint my man
- (and 1 more)
Submitted
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RaceBodyMorph (NPC BodyMorph Randomizer) 1.0.2
By asdasfa
RaceBodyMorph (NPC BodyMorph Randomizer) (Could use a better name, but meh...)
A simple BodyMorph plugin that I originally made for myself causing me to learn scripting in GECK.
Description:
Allows randomization of NPC body morphs based on minimum and maximum values for each bones that can be set for each race and gender via the MCM.
Use Ctrl+M to quickly access the Activation Menu.
Requirements:
BodyMorph 1.1.0+, of course.
NVSE.
NVSE Extender (NX).
Mod Configuration Menu - Needed to activate and setup the plugin.
Weighted body, like T3F Body with BnB (look in Files section).
Weighted armors or clothing, like Bouncing Breasts Type 3 Armors.
Or T3FBBR BnB Body Replacer + Rough Outfit Conversions.
Notes:
There are alot of changes as of version 1.0.0 (January 3, 2016). To avoid issues from updating from an earlier version, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so:
Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph.
Updating RaceBodyMorph or the core BodyMorph to a new version will deactivate the mod and reset all settings on load, so be sure to use the mod's Save/Load Settings function to save time.
Changelog:
7,362 downloads
- racebodymorph
- bodymorph
- (and 6 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.
217,162 downloads
Updated
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NVSE
By prideslayer
This is a custom build of NVSE, required by the alpha/beta versions of the NVSE Extender.
It will remain here until ianpatt or one of the other Silverlock guys updates the official NVSE download page with this version, or a newer version with the features from this one.
I do extremely minor work on this myself, you can thank jaam for most of what gets done here! I'm only making the download page to keep the question/support issues about this version of NVSE in the Extender support thread to a minimum.
1,419 downloads
Updated
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NVSE Extender (aka NX)
By prideslayer
This is a plugin for NVSE, providing new script functions for modders.
!!! FOMM REQUIREMENT !!!
This FOMOD install requires my custom FOMM build from right here @ loverslab. The original/vanilla FOMM will not install executable files like dll's. At least, if I remember correctly, it won't. I don't know if NMM will install them either.
Extender Version: 18
Released: 5-Jan-2019
Requires NVSE 4.5.7 or later
Project source code: nvse extender. Send myself or jaam a message here or there if you'd like to contribute to the project. We are both admins.
What does it do?
NVSE Extender provides additional functions available to modders. Some will provide information via the console as well. It uses the save/load notifications to save (and load!) its data whenever the game is saved.
How do I install it?
Download the FOMOD for the version you want and install it with FOMM. You do not need the other files, and you only need ONE fomod.
Advanced users:
What functions are available?
There are many functions available. I need to redo this documention to list and explain them all.
Current implemented function list:
Can I include this with my mod, upload it elsewhere, etc?
Sure. You can do whatever you want with it.
If you screw up your players by installing an older version than they already have, you deserve a slap. If you upload it somewhere else and claim to be the author, you can field the bug reports and write the fixes, while rotting in hell.
I'm all about letting people do whatever they want with stuff I create, but be responsible about it and don't be a dick.
What does the future hold?
Many other functions are planned, they are discussed in the support thread.
347,182 downloads
- nvse
- nvse extender
- (and 2 more)
Updated
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50 Caps A Day
By NexusVetX94
hey everyone this is just a simple mod that gives the player character 50 caps every 24hrs. the reason i made this was for immersion reasons and was only intended for my personal use so if you like it great if you don't just skip it.
if anyone wants me to add more values simply leave a comment and ill eventually upload any number of caps you like.
and one last thing anyone saying "oh but we have console commands har Har har" i don't care this was intended for me because i dont like having thousands of caps at level 1 and there may be more people like me so here you go.
,falloutveteran
dont use my esp anywhere else without my permission which is pointless anyways.
230 downloads
Submitted
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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)
740 downloads
Updated
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Remote Control Explosive Car - Beta
By A.J.
SHORT DESCRIPTION
If you want to try this, just watch this video AND read KNOWN ISSUES below
https://www.youtube.com/watch?v=_jmdZja36hI&feature=youtu.be
UPDATE
It now requires this to be downloaded separately, to increase compatibility. You place it inside your Data folder, activate it and put it before in your Load Order.
LONG DESCRIPTION
While waiting for Nina, I did this mod as a proof of concept, it was a nice way to test the reliability of some UDFs I did few days ago. This is classified as Beta because I just uploaded to have more tests on the "core" itself, trying that on other NV installations. Anyway, if it will work fine, this "bomb" will be craftable and I will hide the schematics inside a short quest involving some fiend bloodbath.
HOW IT WORKS
Take this bomb inside a trunk just in front of Doc Mitchell's house, on a wall. They are "ingestibles", it means you will find them under "Help" (or is it Aid?) in GECK, just like food.
When you use it and close the pipboy, you will be forced to equip a detonator, there's no way to remove it. After 1-2 seconds (it varies by game delays), a small buggy will be deployed on your feet, you will hear a sound like something that falls on the ground. DON'T CLICK your left button! or it will detonate just on your feet
At this point, you can decide to go a bit more far and detonate it, so it can be used just like a remote control mine, just like C4, or you can point your crosshair on the little car and activate it. A small menu will allow you to take the car back (so the detonator will be removed by your hands) or start driving the car (with the option Activate).
To drive you can use WASD just like you move your character. Still, if you press Fire, the car will detonate.
On top left there's a small hud that shows the damage of the car hull. If a monster will attach the car, when the health reaches zero it will detonate automatically.
Also, if while you drive the car your character with the remote control is attached by an enemy, the controls will go back to you and the car will detonate automatically (so be careful).
If you deployed the car and an enemy is attacking you, you won't be able to Activate it and drive against him, no matter if he's very far, if he's in the Combat condition you can't drive the car.
I guess that's all.
FUTURE PLANS (if everything works fine, much or less)
- Solving known and unknown bugs
- Putting a small quest to gain the schematics so that the car will be craftable
- Nerfing the explosion (fatman explosion is just a placeholder, it was nice to see)
- Putting a max range of the controller, definetely shorter in interiors
- Increase compatibility
INSTALLATION
Requires last NVSE, what is it... 4.2something.
Drop the content inside your Data folder, activate both the ESM (CamUtil.esp) and the ESP (BoomBoom.esp).
If some program tells you "hey it's marked as esm but it's an esp!", answer it that yes, you can read.
UNINSTALLATION
.(pse.mooBmooB) PSE eht dna (pse.litUmaC) MSE eht thob etavitca ,redlof ataD ruoy edisni tnetnoc eht porD
Basically, do the contrary of what you did when you installed it.
KNOWN ISSUES
- Since it's a beta, when you deploy the car till you detonate it, your console WILL SPAM A LOOOOT OF MY MESSAGES! can you disable them? yes but I don't tell you how. They don't hurt you and could help me if something goes wrong with you.
- ALMOST FULLY INCOMPATIBLE WITH PIPBOY REPLACERS! for now I'm sure that Readius works fine (next thing I'll fix) should be fixed
- INCOMPATIBLE with non-vanilla companions, just leave them grazing at home (next next thing I'll fix, at least for the most common ones) should be fixed
- PROJECT NEVADA: if you sprint with the detonator on your hand, the car will detonate, so CAREFUL!
- I can't really call it "script intensive", but well there are scripts running. If your installation is slow, something could not work fine. If you're unsure, please create new savegames and don't overwrite old ones.
A good way to understand if you're in danger: if the car doesn't do what it's supposed to do, like in the video, you're in danger.
At that point, really, DON'T overwrite your savegames. Please.
CREDITS and PERMISSION
Doctasax for his wonderful UDF tutorial
REZ for his wonderful buggy mesh resource
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.
210 downloads
Updated
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Jogging [New Vegas]
By A.J.
A small request, maybe someone else could find it useful.
This script introduces a force in the opposite direction when you are running. As consequence, you will run slower, but your animation speed will be the same. This more or less tries to emulate the different speed effect you achieve with controller pads.
It only slow downs forward and backward movements, side movements will be at the normal speed.
To slowdown the run just hold the hotkey (default Q, can be redefined via MCM)
You can change the amount of speed on the MCM >>> higher Smoothness = lower speed
To install, just unpack it on Data, as always, and check the ESP on the Load Order (or use a mod manager). Position on the Load Order is uninfluent.
To uninstall, just remove the ESP from the folder and make a clean save.
Recent NVSE (4+) is required.
MCM is optional, it's required to reconfigure the parameters.
No vanilla ID modifies - I can't think to any possible conflicts.
Comparative video to show what I was meaning, if it's not so much clear:
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
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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.
256 downloads
Updated
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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
368 downloads
Updated
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Stamina [FONV]
By A.J.
- 03/06/2016: CRITICAL UPDATE - v2.5 is up; added safecrack to manually force PN values after uninstall if something goes wrong
- 28/5/2016: CRITICAL UPDATE - v2.4 is up
Description
A mod that introduces a stamina / fatigue bar in the game, with its own hud on the screen, fully configurable via MCM. You'll get tired while doing normal actions, like run, sprint (if PN is installed, instead than using APs), swimming, grabbing items, wearing heavy armors or heavy weapons, shooting (because of recoil) etc. etc.
Can be used by other mods, no need to be a requisite.
Compatible with Project Nevada Sprint
Fast start
- Load the game, wait few seconds, then go on MCM and activate the mod under GENERAL(picture)
- Go under ADVANCED and choose IMPORT (picture)
- Whatever list of files you'll find, select ANICE.INI and load it (picture)
- Go on MCM, under PLUGINS, check that everything is alright (picture)
- Under ADVANCED, check that DEBUG is NOT selected (picture)
- Play! Play!
Purpose
I had two main purposes. One was trying to introduce some mechanics that were allowing me to differentiate more the character's builds, because in my game I wasn't feeling enough differencies between a trained / strong character and an untrained / weak-but-smart character (leading to high INT as an easy choice and a better deal). The second was coming from Skyrim, and how I'm completely in love for my gameplay there (mainly based on Requiem), so I'd love to bring some of its features on NV, introducing few extra features concerning realism and immershun.
Actually, I still make tweaks and add features, so I don't expect that everything is perfect and smooth.
Here's an ingame test of v2.1 (the previous one), with old options based on Anice template:
(The bar's on top right, the first one is not much visible at low resolutions when the sun is shining and I turn my ENB off to grab videos)
MCM
The mod's prenty configurable, there's many options in MCM to tweak better the game experience.
- GENERAL
General aspect and basic options.
Picture
- OPTIONS
It contains the parameters (consuption) used by the formulas in the scripts, for the interaction between the environment and the stamina bar.
Picture
- ADVANCED
This section contains advanced tweaking. Some of these parameters shouldn't be touched if you don't really know what you are doing.
Picture
- PLUGINS
This section shows relationships with external plugins
Picture
Install / Uninstall
Install requisites:
- Latest NVSE (mandatory)
- MCM (mandatory)
- JIP UIO (mandatory)
- JIP NVSE (strongly recommended)
- Lutana.
Then install the mod, check under PLUGINS if everything is fine, eventually check console to see if there are issues.
To make a cleaner uninstall, go under ADVANCED, then click the option UNINSTALL. Follow instructions on the screen, save, quit, uninstall, reload that save, make a new save.
v2.5 - I introduced a safecrack to prevent that Project Nevada AP draining isn't restored after the uninstall.
To manually force its value, open console and write PLAYER.CIOS xx00FC2D, where xx is the number of the stamina mod in the load order.
That ID is also written in MCM (under Plugins), if Debug mode is active. Also described during the uninstall.
Updates
Due to the scripted nature of the mod, I strongly suggest a clean save everytime there's an update. Since most of the options can be exported, it shouldn't be too much a chore.
Interactions
- You can import / export your personal settings (templates).
Templates are located on Data\Config\Stamina. To create a new template, simply copy paste one of these and rename it.
Ten files is the max that will be loaded, in alphabetical order.
- You can use a custom bar without making a replacer. Put 2 files (a foreground and a background) inside the proper folder, located in
Data\Textures\interface\Stamina.
The files must be named with a specific prefix, see Picture. Size is 320x40.
Ten files is the max that will be loaded, in alphabetical order.
The fish bar I included is more like a joke.
- For modders:
A small example ESP is included in the download section.
A bunch of infos in this TXT
Credits and Permissions
hlp for NVSE
JIP for JIP NVSE and UIO
Luthien Anarion for Lutuna
Pelinor for MCM
Adam, TommInfinite, CK for testing
The two wondrous Daytunas' sisters of ARES, for being such kind testing scapegoats
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.
May 2016: this mod is still updated by me
372 downloads
Updated
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SuperCola
By Halstrom
I'm not wanting this to be a god mod, I want to make it a balanced way to progress a more melee path without bulking up in armor & big guns. But it's Super Powers, not necessarily Lore friendly. maybe if it proves popular I'll make a MCM menu with sliders for the effect of Level vs Karma vs Radiation etc.
It basically endows your Player or any NPC drinking it with buff effects to their Abilities, Resistances & Healing based on their Karma, XP Level, and Sunlight. To a lesser extent powers are also effected by Drug use, Pocket Picking, People Killed, Eaten & Pants Exploded.
There's an evil version cola that works in reverse of course, powers are dependant on bad karma, darkness and people killed etc. Both are found next to Doc M's chemistry set.
Radiation is the weakness of both Power Sets. Radiation, by Centaur Spit, Glowing Ones, Radioactive Ponds etc.
You don't need it but might want to add one of the following:
It checks NX variables for Lust and Arousal too and applies them positively or negatively depending on if you are good or evil. I think it checks against some SCR formlists but doesn't require SCR. These functions have no effect if neither SCR or Spunk/Lust is installed.
Superman Outfit:
http://newvegas.nexusmods.com/downloads/file.php?id=41072
SuperGirl Outfit:
http://newvegas.nexusmods.com/downloads/file.php?id=41077
This is a vast improvement on my old version which was full of issues, but I haven't done a great deal of testing so am interested to know how people find it so I can make further improvements. Unlike the old version this won't screw up your stats, you can just turn off or uninstall to remove all the effects.
http://www.loverslab.com/files/file/1892-supercola/
81 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
1,001 downloads
Submitted
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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)
59 downloads
- anti-RSI
- auto-click
- (and 1 more)
Updated
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Bug Fix - Birds of a Feather: Baptiste Won't Kill Cass
By Odessa
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
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TTW - Mojave DC Makeover
By Nessa
TTW Mojave DC Makeover
Prettifies some FO3 NPC's using Mojave Delight resources.
Requires
TTW
Mojave Delight Resources only. The esp is NOT required!
A Type3 compatible body. Such as this, or TypeN. Anything that has Type3 compatible textures.
FAQ
What about TTW - Fallout 3 Redesigned? Doesn't that do the same thing?
That covers a lot more NPC's than mine, however: I handle a lot of NPC's not touched by FO3 Redesigned. (I modified a lot of the DLC NPCs for instance.) I use both together myself. Just pick which you prefer to take precedence and either load mine last or FO3 Redesigned.
So if the other one exists why update this?
Any further updates to this will be NPC's not covered by FO3 Redesigned. Chiefly DLC NPCs primarily.
1,112 downloads
- TTW
- Mojave Delight
- (and 1 more)
Updated
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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.
216 downloads
Submitted
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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.)
569 downloads
Updated
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Neko Gameplay Changes
By Minoumimi
This will change some in-game settings
No auto aim
Higher jump
Faster run when unarmed
More Gore Explosion and blood
Camera Angle and View distance minimum and maxed changed
That new Minimum Fov is so nice in 3rd person
it is almost first person but its not xD
i really like it so hope you enjoy!
View video for moaaar info
https://www.youtube.com/watch?v=7ZVTcuHwfC0
you do not need it but i made this for the nekomimi project have a look
259 downloads
Submitted
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Creature Test Area
By Omega0
description:this mod just adds a sewer grate behind goodsprings gas station that leads to an underground area populated by a few non-hostile creatures to do with as you please
possible uses: 1.test out any changes made to the affected creatures 2.easy loot (cheater) 3.(recommended) sexout tests or "tests"
note: with the exception of the creatures found in the thorn and the mutant, i had to create special versions of all the creatures found in the test area; i pretty much just copied the thorn creatures to make the rest
note2:the small gecko & the coyote won't stop running away (and mysteriously dying), the cazador wasn't meant for indoor use so it'll periodically fly and clip through walls, and the spore plant wouldn't play nice so i just removed it's "weapons"
requirements: umm... final fantasy 10... no, wait... sonic '06... no... skyrim... no... i remember now: just new vegas
installation: just drop it in your data folder
anybody can do whatever they want with this, a little credit would be nice though
version 1.1:added/changed a few of them for better alignment purposes (still not perfect though)
1,015 downloads
Updated