Fallout New Vegas

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dhellfox

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dhellfox

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About this mod

Expands your NV botherhood experience by adding more content to their bunker and various locations around the world.
dead forever but...

Permissions and credits
19/ oct 2021 well haven't been here for a long time. the mod is basically dead as i have little interest in modding nv anymore. what this means it open for free use as a source to build so long as you give credit.

if you have good modding skills, time and a desire to see my design to a closer conclusion, i no longer have my design docs anymore (lost 4 destroyed computers go...) but i can give you ideas where things were meant to go and roles for rooms, just message me (and hope i pass through nexus again lol)

9/dec/15 nexus had a secuity breach and a few mods have been altered, please virus scan before using! this mod should not have any .dll files


Description:
Expands your NV botherhood experience by adding more content to their bunker and various locations around the world.
ATM i'm only working on the bunker itself and level three is currently in the WIP state.


news:

(1/June/13)
Well F*** my graphics card corroded again (the problem of living next to the ocean: high salt content i the air) so all work on the mod has stopped again until i save up for a replacement. at the latest i will be getting an entirely new machine in October.

(6/April/13)
since my last news post i haven't really done much on the mod (aside from some fixes trying to get some functions to work for the cook which isn't working) I'm having a hard time deciding the layout for the experimental training labs since the enclave base resources i originally wanted to use is only in the FO3 GECK.

also i will be away for a month (so no geck work). wish me luck.

(21/march/13)
had to release the version early to combat some reported stability bugs so everyone can check out the current build for the mess hall.

(15/march/13)
Good news. I decided to try to finish this mod off so look forward to new stuff!

(25/jan/12)
sorry its taken so long to reply I've have a long series of unfortunate events that have prevented me form using my computer.
today I'm switching the mod to a source file so anyone can use/ complete it since i don't have any time to spend on it.

just make sure to reference me :P
(8/nov/11) atm the mod is halted due to a game breaking error. I'm going to have to go backwards through all my backups to find the source then rebuild from there

Features:
*Your own home inside the BOS base (unlocks when you have joined the Brotherhood:- safehouse key). Atm since i don't know how to script it, dismissed sidekicks cant be sent there.
*An armory:- fully furbished with a variety of weapons and some 'classics' modified weapons from my fo3 mod: vault130. Note these are meant to be faction bound so if you intend to steal them make sure nothing is watching.
*expanded bunker
*hidden outposts out in the wilderness (where did you think where the bos locked out went?)
*more features yet to come.

Version notes:

WIP.0000005 (early release)
*rebuilt the nav points for the detention center (hopefully fixed the map error)
*added some lighting effects to the interrogation room.
*moved the light stand out of the way in L1 to L3
*added the mess hall (no Nav points for bots atm and lighting is still in alpha)

WIP.0000004
*decided to finish this mod. Realized i lost so much data (a whole area) when i wiped my com.
*fixed the bug medical lab bug (i think).
*Also fixed the door between floor 1&3

WIP.0000003:
*Finished the Detention Center (atm prisoners not included)
*added a outpost hidden outside new vegas. its approximately north of the gun runners, find it if you can.
*Fixed the server room scribes

WIP.0000002:
*added server room where the start point for future BOS (Recon) quests will be generated from.
*adjusted some minor idles in the factory.
*began work on the detention center (never understood why the BoS bunker never had one of these for integrations).

WIP 0.0001
*Release with minimum basic facilities for Alpha testing.

Known issues:
*Need to learn how to script the Energy fields around the stasis pods to be toggle (on/off) {So basically if you can reach the armor you can have it though they originally meant to be for show}


Find any bugs or you have questions pm me in nexus