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sinisterchipmunk

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sinisterchipmunk

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About this mod

Rescue Nova from a life of prostitution -- or profit from it. As of v1.1: You can now convince her to move to Tenpenny Tower if you are about to nuke Megaton.

Permissions and credits
Saving Nova

Rescue Nova from a life of prostitution -- or profit from it.

1.4:
Converts Saving Nova into a master file, which be used for extending her original Saving Nova functionality in other mods. You do not need to download this file if you do not intend to take advantage of this functionality. However, future releases of Saving Nova will be made using this new platform.


1.3.2: BETA promoted to full release status. Also, fixed an issue that could allow an NPC to leave the house after going there.

1.3.2 BETA: Attempts to solve an issue with Nova not going where she belongs for some users. Not required for users experiencing no issues. (1.3.1 is also available until I know for sure whether 1.3.2 is going to work!)


1.3.1:

Fixed a major issue that would cause Nova not to go to Tenpenny Tower before the bomb was detonated.


v1.3:

Fixed an issue that would prevent you from convincing Nova to head to Tenpenny Tower if you had already rigged the bomb to explode.

Nova now drops to her knees during the suggestive fade-to-black...
(Thanks to trebtreb for suggesting which animation to use.)


v1.2:
By popular demand, made it possible to alter Nova's inventory (and therefore her attire) after she has joined you at your house. Speak to her about what she's wearing.

Added a line of random dialogue. If it shows up, it may hint at things to come...

Improved the mod's compatibility with other mods by incorporating reliance on the Lovers Resource file (included). Be sure to activate this file before starting your game!

Fixed a bug which caused a dialogue option to appear, allowing Nova to be sent to the Tenpenny suite even though the player had already saved Megaton (and therefore gotten the Megaton house).

Moved all dialogue options up in the list.


v1.1.2:
Fixed an issue preventing some users from being allowed to direct her to Tenpenny Tower prior to nuking Megaton. Also, fixed a dialog issue which would prevent her from doing any favors for the player if Colin Moriarty was dead (via nuke or other methods).

v1.1.1:
Nova will now Force Run to her destination whenever she's not in one either Moriarty's, or one of the two Player Houses.

v1.1:
Now you can convince her to go to Tenpenny Tower, even if you don't yet have the deed. (This was an issue in 1.0 because if you had the deed, you had to have blown up Megaton, and Nova would be dead already!) Note that she'll be in the player's house, so if you don't come up with the deed, you can't get to her. However, if you change your mind and defuse the bomb, she'll hear about it on the radio and meet you at your house in Megaton. For this dialogue sequence, you must have spoken with Burke about the bomb and he must have given you the Fusion Pulse Charge.

[As for categorization -- it's too small to be a Quest, but could arguably be called an Adventure.]

To begin, simply talk to Nova at Moriarty's.

(Note: If it seems difficult, it is because after some research I've found that Nova has a lot of reasons to stay. She does not want to, but she feels she needs to. In light of that, I could not make myself make her "easy". Besides, Fallout needs more difficult speech checks.)

Scroll down for SPOILERS.

Installation:
Copy the ESP file to your Fallout 3\Data directory, and enable it before running the game.


Uninstallation:
Delete (or disable) the ESP file.

Compatibility:
This plugin will be incompatible with any plugin which modifies Nova's dialogue or AI packages. However, no changes are made to her script itself, so any plugins modifying that should be reasonably compatible. (I say "reasonably" because after she is "saved", her original script becomes a non-issue. One might see this as an incompatibility.)






















































KARMA - There are 3 Karma adjustmenst made.
1. If you tell Nova that she doesn't have to do this any more, and you can convince her to join you, then you will gain +30 Karma.
2. If you tell Nova that you will split half of the profits with her, and you can convince her to join you, then you will lose -15 Karma.
3. If you tell Nova that you "are a nice person" (this is a hard check to make, but if you make it, you will keep 100% of her profits in the future), you will lose -25 Karma.

PAYMENT - After joining you, Nova's weekly income is 450 Caps. You will gain either 225 or 450 each week. This is only available if you had her "work for you" instead of telling her she "doesn't have to do this any more". (Considering my character is 18 game days old and has several thousand Caps, this seemed a reasonable amount.)

FAVORS - After joining you, you can speak to Nova about how much she costs. Even if she is no longer actively servicing the town, she feels compelled to do "favors" to you, in return for all you've done for her. This has the mechanical equivalent of sleeping in your bed. It does not apply when you rent a room at Moriarty's.


Nova can't be recruited as a follower in this plugin. She's not a fighter, after all.