Fallout New Vegas Player Homes Mods

6/2/2019

This is very much a work in progress mod; at the moment it only adds a player owned home to Goodsprings, and a player owned Bungalow in Novac. I do intended to work on this over the next few weeks when I can, so that there are more homes accessible to the player. This page contains information on the various gameplay mods available for Fallout: New Vegas. Installing mods often involves tampering with core game files. Always be sure to verify that your mod.

  1. Fallout New Vegas Player Homes Mods Download
  2. Fallout New Vegas Best Player Home Mods

Fallout New Vegas Player Homes Mods Download

I'deb like a weapon collector/display mod. Essentially weapon racks that can become bought and autopIaced in the pIayer homes (or included with custom homes).

The shelves would possess empty slot machine games to accomidate all the named weaponry and probably an example of each un-named tool. Maybe prolong the concept to clothing/armor and misc products as well. I anticipate these being scripted as containers where each NiNodé in the rack mesh currently consists of each version and only 'displays' the display model if/when the product is actually in the box stock. IOW the rack is noticeably unfilled to start but if you down payment weapon1, weapon1 NiNode is usually then made visible to the player.Articles: 3315 Joined: Fri Jul 28, 2006 11:01 feel. You wear't need a screenplay extender if you perform it with various items. You may need a script extender if you do it the way the OP defined (a one.NIF file with all the various weapon models added to it and proven/hid at can) - not even sure if that's feasible at all also with a software extender. Making it placeable is much more hard, of training course - I'meters not sure why you'd desire to do that anyways, since the factor would end up being the dimension of a medium-sized space.Content: 3439 Joined: Sun Feb 18, 2007 8:46 pm.

There's lots of hidden areas concealing food and weapons.But there's a dilemma - it's not that good. Rise of the triad download.

You wear't require a screenplay extender if you do it with various objects. You may require a software extender if you perform it the way the OP described (a solitary.NIF file with all the different weapon versions added to it and proven/hid at can) - not really even sure if that's achievable at all also with a script extender.

Making it placeable can be much more challenging, of training course - I'meters not certain why you'd need to do that anyways, since the factor would end up being the size of a medium-sized space.You put on't need it. I have got a walls gun rack in one óf my FO3 móds. I did this for my modded guns.This is certainly what you dó:Make an activatór out of á wall structure (or some toned surface, I used woodwallchunck01).Whatever weaponry you desire displayed on the wall structure, open thém up in nifSkope ánd eliminate the collision mesh and conserve them as wéapwhateverStatic. That will make them static and you can spot them anyplace you want and they gained't shift. Make certain you remove the videos, looks better.In the GECK, use static weapons to make activators, and position them any way you want them on your wall structure (activator). Make certain to give each a referrals, as you are going to need that in your screenplay to 'mount/unmount' the weapon on/off the wall. You wear't need it.

Fallout New Vegas Best Player Home Mods

I have got a wall structure gun rack in one óf my FO3 móds.

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