Jump to content

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

35 files

  1. Neko Gameplay Changes

    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

    278 downloads

    Submitted

  2. TTW - Mojave DC Makeover

    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.

    1178 downloads

    Updated

  3. Shake The Dope Out

    D- ...do you have any jet? Jet.
     
    Massively expands Jet. Adding multi-dosing, comedowns, like in FO2
     
    - 6 Levels of Jet High (Minor buzz -> overdose)
    - 5 Levels of Jet Comedown (minor hangover -> dangerous)
    - 10 Levels of Jet Addiction (Tolerance)
    - 4 Levels of Jet Withdrawal (minor -> mind destroying)
     
    Taking Jet boosts you jet levels, the higher it is, the better the high. High levels give big stat bonuses, and occasionally extra perks in combat (bullet time, DR, low health regeneraton). Over time it decreases, and when it gets back to zero you get the comedown, which sets it to a negative value. You can take a load more jet then to get back up, but you can't run from the comedown forever.
     
    Your tolerance level (addiction) starts at 0, as you take more it increases (game days limits speed). The higher your tolerance, the lower jet boosts you, the faster it wears off, and the worse the comedowns get.
     
    After developing addiction and going cold turkey, withdrawal sets in at varying speeds and increasing levels, dependent on addiction level. At severe levels, expect insomnia, hallucinations and impulsively starting conversations with NPCs asking if they have jet. If they do, you may be unable to say no. You're going to have to trade something.
     
    Jet is very moreish, with addiction you may impulsively take jet if you have it.
     
    After going Cold Turkey for a while, your jet addiction level decreases slowly back to 1. It can never return to 0.
     
    A new chem pusher is added in Freeside, Westside and North Vegas Square.
     
    ---
     
    This mod is great for anyone who always fantasized about being a desperate hard drug fiend!
     
    Or... well, it is fun too. Maybe.
     
    --------
     
    Requirements
     
    NVSE 4.5.7 or later
     
    Optional
    NX
    Sexout '84 or later
     
    Conflicts
     
    This mod must be loaded after anything that modifies the vanilla items: Jet, Dixon's Jet, and UltraJet. (SexoutDrugging does not, so no issues there).
     
    TTW
     
    It will work, although it is NV focused.

    5457 downloads

    Updated

  4. 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)

    888 downloads

    Updated

  5. 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)

    1078 downloads

    Updated

  6. NVSE Extender (aka NX)

    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.

    406541 downloads

    Updated

  7. NVSE

    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.

    1779 downloads

    Updated

  8. 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).

    118 downloads

    Updated

  9. 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!

    469 downloads

    Updated

  10. SmallerTalk

    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.

    259694 downloads

    Updated


×
×
  • Create New...