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Features:
Fully voiced with 200 lines of dialogue.
Upgrades to Vault 21 including a remodeling of the player and Sarah bedrooms into a small penthouse suite and remodeling of the demolished second gameroom with a working bar and casino games from the strip's casinos.
Complete new Vault 21 Caravan deck (56 cards) using the "Official" card back of Vault 21 from the special edition card pack and a couple easter eggs.
Romance and "Vault Dweller" progression that builds off the vanilla stuff and allows you to become a permanent resident to Vault 21.
Synergy perk for Sarah that grants her additional bonuses based on which vanilla companions are in your party.
Multiple perks including a companion perk with tons of unlockable and conditioned bonuses.
Portable fully working prewar hotplate (campfire crafting).
Sarah plays caravan (with a unique "player caliber" deck) and levels up as you progress in her quest.
New Vault 21 doors based on card suits (4 unique variants).
Armored Vault 21 Suit and NEW Vault 21 Security Armor.
Quest to cure Sarah's agoraphobia.
Train her in 10 skills and vanilla perks.
She will "level up" from combat and gain skill boosts and gear rewards.

Disclaimer: This mod does not significantly expand the vanilla sexual content and is therefore not marked as "adult." It does, however, add some additional (FTB and dialogue) sexual content and it essentially requires you to spend a ton of time "kicking Sarah into gear." Be advised.

Changes At Game Start:
Sarah's base stats have been slightly improved. Her barter skills are higher so prices may be a few caps higher at first.
Vault 21's doors are now unique marked Vault 21 doors featuring a card suit motif. "No Access" doors only now remain on things that actually are off limits to guests.
Vault 21 Caravan cards may be available from Sarah's inventory in small quantities. More are added as you progress in her companion quests.
The opening mechanism from the old Vault door and its control panel are stored in the Vault 21 bunker area (Gift Shop back room) and are visible.
You will be able to craft "Vault 21 Water Chip Purified Water" from any water or empty bottles WHILE IN Vault 21. This can be done at any of several new Prewar Hotplates in Vault 21. (These are not the portable ones and can be repositioned but not put into inventory.)
There is a chance of obtaining Vault Suits from certain merchants and rarely in certain containers. Since you may want to wait to visit some of the Vaults till you have Sarah's companion perk, this is a way to still be able to get enough suits quickly for the vanilla quest without using console. Note that the perk is still "complete" and very useful in other locations, but is incredibly powerful in Vaults.
Once you have sold Sarah 30 suits she will have a much larger supply of randomized* Vault Suits, particularly 21.
The dead end in Benny's secret passage has changed from an inaccessible door to a working door leading to a hallway that ends in cement fill. All the side inaccessible doors have been replaced with doors leading to small empty rooms (no more "doors to nothing").
An Overseer's Office sign is outside Sarah's room. It can be slightly difficult to find the player room from certain directions with the closed doors if you're not super familiar with Vault 21, that's essentially the "beacon" for the player suite. Also, she is technically the overseer.
COC marker added to Vault 21 to avoid accidentally appearing in the sealed area.

*She will initially have 30 Vault 21 suits when you finish the quest and will spawn a random amount of suits if she ever has fewer than 5 Vault 21 suits for sale.

Hiring:
In order to begin the process of gaining Sarah as a permanent companion, you will first need to satisfy the vanilla conditions necessary to begin a romantic relationship. Specifically, ALL of the following is required:
Sarah AND Michael Angelo need to be alive.
You must have completed the vanilla unmarked quest "Suits You Sarah" (sold her at least 30 qualifying Vault Suits) without making her angry (calling Vault 21 a rat hole or telling her to quit yapping for example).
You must not have threatened Michael Angelo with violence at any point (pushing for more caps is ok if you're not too much of a jerk about it but no threatening to beat him up).
You must have found out from Sarah AND/OR Michael Angelo about their agoraphobia.

Companion Quest:
Once all the vanilla requirements are met, you will get a popup message that the quest "More Than Just A Classy Chassis" has begun.
Actually getting her to follow you, however, is a somewhat involved process seeing as she can't even cross the street at this point.
First, you will need to spend time with her and gain her trust. This is initially accomplished through the vanilla romance/sex dialogues and your responses during her vanilla dialogues. This begins to reward you "trust points" which continue the quest progression.
Once she trusts you enough, the quest journal will direct you to talk to her about her agoraphobia. Convincing her that it's worth leaving the Vault sometimes will unlock additional dialogues and allow you to build her trust more quickly. Depending on your actions and how often you "kick Sarah into gear" before unlocking her quest, this may either happen almost immediately or take several days/"leatherworking sessions". Dialogues will begin unlocking as you progress so the best (only) way to move the quest forward is to keep going to Vault 21 and talking to Sarah.
When you reach the next level of trust, Sarah will send you a message telling you that there is a Vault Tec medical book that describes how to treat agoraphobia in Vault Dwellers, but that Vault 21 didn't get a copy. After talking to her about it, you will need to obtain one from Dr. Usanagi for 500 caps or find one in Vaults 3, 11 or 19). Once you get the book from any of these locations, you will also receive the "Vault Shrink" perk (+5 Speech and Medicine, -25% addiction duration).
After you have obtained the book from any location, and you have reached the next stage of trust, you will be prompted to follow the book's advice and escort her to see her brother. When you reach the location, you will be able to talk to Michael Angelo about how you're helping his sister cure her agoraphobia and mention that the Vault book may help him as well. You will then be able to escort her back to Vault 21. When you arrive back in the Vault, you will be able to talk to her about the experience. This will improve your relationship and increase her trust.
Once you have done this and you reach the next trust stage you will be able to ask Sarah to accompany you to a show a the 4 Aces. When you arrive there and a show is in progress, you will be able to escort her back to Vault 21 again. If no show is in progress, she will sandbox in that cell until a show of any kind is in progress. If you have not done any of the objectives for the vanilla quest "Talent Pool" the only option will be to see the Rad Pack perform at 6 PM. Note that a Tops show will only ever start if you are not actually "waiting" at that time so using the wait button to wait until after 5:59 will "skip" it until the next day. If you have done any of the objectives for TP, any of the acts you recruited will trigger the quest progression when they take the stage. When you arrive back at the vault after the show, you will be able to talk to her about the experience. This will improve your relationship, increase her trust, and activate the vanilla sex scene variables (you will still need to go to the room as usual).
After you have done all that and her trust is at 50, you will unlock her as a TEMPORARY companion. What that means is that you will now have a dialogue option to ask her to follow you and she will, but this is still not considered "hiring her" and she will not have a working wheel or most of her companion features. She WILL, however, begin combat leveling at this point.
If you try to take her outside The Strip or Freeside (or into the Lucky 38 Penthouse or Cocktail Lounge) she will immediately fire herself and go back to Vault 21.
This also allows the mod to see her as being with you when you engage in vanilla quest related dialogue in these areas (Strip and Freeside) which increases her trust further.
There is no guide to what triggers this as it's basically everything in Freeside and the Strip and some of the things that trigger it are repeatable (exploitable). Any quest dialogues or progressions that involve you being impressive (and not super evil or overly prudish) or any dialogue that gives you backstory/news about New Vegas, Freeside, or the Mojave will reward points. She likes anything that shows you being trustworthy, suave, helpful, or smart. She also really likes the FOA.
When you reach the max level of trust, you will unlock her as a FULL companion. This will also have the vanilla Securitron appear in the Gift Shop when she is a companion. It will NOT offer the player vanilla services if Sarah is alive.
A series of Bobbleheads will unlock on the Vault 21 player room's desk as you hit 10, 20, 30, 40, 50, and 100 "trust points."
Develop your relationship:
Developing your romantic relationship with Sarah will unlock additional dialogues that make her other progression variables increase faster and unlock additional features. You will be able to discuss your relationship twice per day in total until you reach 50 points and then you will gain the ability to do all possible daily dialogues in a single day (there's two TOTAL chances to talk about it at all and each possible thing you could say has different availability, variations, and rewards).
The vanilla seduction speech challenges award 1 relationship point each and the vanilla daily sex dialogue adds .25.
Once you have 5 points you will unlock a daily repeatable flirt topic that rewards .25 relationship and .25 confidence.
At 10 points an additional daily topic unlocks.
At 20 points a third daily topic unlocks with multiple variants. This is also required to start unlocking Vault Dweller features.
At 50 points a third daily topic unlocks, with multiple variants and a substantially larger reward of 1 relationship point and 2 confidence points.
At 100 (and once you unlock her as a full companion) you gain access to a daily sex dialogue accessible in any non-trespassing interior.
A series of Bobbleheads will unlock on the Vault 21 player room's desk as you hit 10, 20, 30, 40, 50, and 100 "relationship points."
The total amount of time this should take can range from about 1-3 in game weeks.

Vault Dweller:
After you have obtained the book during her companion quest and you have at least 20 relationship points, you will be invited to become a resident of Vault 21. The immediate effect of this is that the vanilla scripts will stop resetting ownership of the guest room (including beds and storage), you now have access to mail on the terminal in your room, and there is now a map marker directly outside Vault 21 to enable quicker fast travel home. The actual room rental dialogue is untouched as this is the only way to trigger the (vanilla) sex scene.
This unlocks the first "rank" of the Vault Dweller perk, granting you a 5% critical chance bonus and your enemies a -10% critical chance penalty in any interior cell.
This will also give the player a working portable prewar hotplate (CAN be put into inventory) and move the Mojave Express dropbox (the one in the monorail station) to the Vault 21 Gift Shop's lobby. The hotplate will only open the crafting menu if you activate it WHILE SNEAKING otherwise activating it will simply pick it back up.
There are some trophies (mostly posters) and terminal entries that will begin to unlock as you progress in your relationship, making the room slowly feel more like "your room." There are a few trophies that unlock in Sarah's room as well.
Even though you are in the Vault 21 factions, the items and containers in the Gift Shop area remain owned by Sarah and will count as theft for Karma purposes. The main Vault is all yours.

When you have taken her to a show at the 4 Aces as a part of her companion quest and have at least 50 relationship points you will also unlock access to HER room, the containers in her room become "safe," and her beds are replaced with a "King Size" Vault bed that has the well rested perk. This will also replace the vanilla player bathroom with a small hallway connecting your room, her room and a new slightly larger bathroom for two. There is also a small area in the hallway for Rex and Ed-E who can now be dismissed to Vault 21 when fired in addition to their other dismiss options.
Sarah's original bathroom is repurposed into a small lounge, crafting area, and dinette with additional working hotplates (including one more fully portable one). Note that while the modular nature of Vault construction makes this technically lore friendly, it is slightly immersion breaking especially if you're in the room when it unlocks.
This unlocks the second "rank" of the Vault Dweller perk, granting you a 25% movement speed bonus while aiming and a 10% critical damage bonus with Vault weapons (10mm pistol and SMG, laser pistol).

Once you have unlocked her as a full companion, reached 100 relationship points, and either completed "The House Always Wins: IV" (fails NCR and Caesar MQ) AND/OR you have killed Mr. House for any reason. You will unlock working casino gear in the newly remodeled second game room. The debris and broken furniture will be removed and the tables plus a small bar and lounge will be installed. There will also be new Vault 21 Guests, two Dealers/Croupiers, a Pit Boss, and a working Bartender added to the newly opened area.
This unlocks the third and final "rank" of the Vault Dweller perk, granting you a 10% critical chance and 25% movement speed bonus while aiming with rifles and a 10% overall speed bonus in any interior cell.
A "Cashier-O-Tron" will allow you to trade chips from Any of the Strip's casinos or the Atomic Wrangler for caps. You will always trade all your remaining caps for a particular casino and cannot buy more. When you hit certain thresholds you will automatically receive comps. Since this is for CASHING IN chips not winning them, this will not require you to do any of your gambling in Vault 21 and you can still cash in there for the comps.
Comp 1 (1000 caps) - Some Prewar Scotch and Vault 21 Water Chip purified water.
Comp 2 (2500 caps) - Some random tokens for various Strip services (note that these are simply named items valued at the approximate cost of their respective item and are not actually bound to any merchant or item).
Comp 3 (5000) - Vintage Vault 21 Suit that has 7 DT and the speech clothing effect rather than the standard Vault Suit effect.
Comp 4 (7500) - Overseer's Laser Pistol (same base stats as Sarah's pistol).
Comp 5 (10,000) - Luck Bobblehead that buffs Luck and Crit Chance while carrying.

If you have reached level 3 of the Vault Dweller progression and have satisfied certain additional conditions, you will also unlock access to the portion of Vault 21 connected to the Tops and will get a key to the elevator to the 13th floor. This also changes the "escape" end of the tunnel so that it connects to a newly enabled manhole cover in the Tops section of the Strip.
The conditions are:
1. Finished the vanilla quest "Ring a Ding Ding" and/or killed Benny
and EITHER of the following
2. Killed house
OR
3. Completed "The House Always Wins Part 4," have a LOW enough fame (generally no higher than "liked") with NCR and Caesar and a HIGH enough rep on the Strip ("Idolized").
This will also move the Tops version of Yes Man to the new area of the Vault and enable a small computer lab for him.

Note that there is technically only 1 actual perk rank to the Vault Dweller perk. There are conditions that lock out some of the features until you meet the requirements. You will not see a perk rank number in your PipBoy but the new features WILL unlock.

Companion Features:
Note that unless specifically stated otherwise, none of these bonuses apply until after you FULLY unlock her and are not available when she will only follow you around The Strip and Freeside.
Companion Perk ("Deep and Wide"):
Added when she is hired and removed when she is fired.
5% bonus to AP regeneration rate and 5% reduction in AP cost.
50% bonus to critical damage and critical chance, and increased ammo in loot ONLY WHILE IN ANY VAULT CELL (including securitron vault for everything but fast travel).
1 Luck and 5 Speech bonus ONLY WHILE IN ANY STRIP OR FREESIDE CASINO (Luck also applies in The Thorn).
10 point bonus to Science when hacking terminals if you trained her in Science.
25% reduction in drinking rads if you train her in Science AND Repair.
50% damage bonus against Fiends if you have discovered the fate of Vault 3's inhabitants.
5% reduction in item prices at all merchants if you have completed the Vault Dweller progression AND trained her in barter.
Note that the Luck/Speech bonus in casinos part of the perk IS available when she is still only following you around The Strip and Freeside (NOT during the MA/Tops visits) but all the other portions of the perk are locked out.

Synergy:
Sarah (not the player) will have the following additional perks depending on which vanilla companion(s) are currently hired.
Arcade - 5% critical damage and 10% critical chance boost with energy weapons.
Boone - 25% more damage against Legion, 10% range boost with guns.
Cass - 10% damage increase and 25% spread reduction with guns.
Lilly - 25 Sneak buff, silent running, stealth field when sneaking.
Raul - 10 Repair and 5 Guns, 5% faster attack speed with Guns.
Veronica - Paralyzing Palm and 10% unarmed weapon damage.
Rex or ED-E - 10% reduction to enemy critical chance.

Caravan:
Sarah will play Caravan with you once you BEGIN her companion quest. She has a custom caravan deck that is at the maximum 108 cards. It contains a complete Vault 21 Deck and a fairly powerful mix of other cards.
Playing with her also has a once per day bonus that adds random Vault 21 caravan cards to her merchant inventory. Note that her Caravan topic is "unlocked" and will NOT disappear if you play enough times, but the cards for sale bonus will only occur (randomly) once per day.
As soon as her companion quest begins, you will be able to play her at "normal" difficulty for 5% of her total caps with a once per day reward of cards added to her sellable (merchant container not teammate container) inventory.
When you unlock her as a temporary companion in Freeside and The Strip her available caps go up from 5% of her total to 10% with a once per day reward of cards added to her sellable inventory. The daily (cards for sale) hand will be played at the "hard" difficulty, but the repeatable one will still be played at "normal."
When you unlock her as a permanent companion her available caps go up significantly from 10% to 25% (with the once per day variant allowing her to bet 33%) and ALL hands will now be played at the "hard" difficulty.
Since you have access to her inventory once you unlock her as a full fledged companion and she is now playing at max difficulty with a really well stacked deck, this essentially allows you to play a difficult game of Caravan for whatever stakes you want at any time by adding/removing caps to her inventory.
Note that there is a random (10-50%) chance of being rewarded a small amount (.1 to .5) of trust and/or relationship points when playing Caravan with Sarah the rewards and chance increase as you progress in her companion quest. The random daily bonus (always highlighted in dialogue) has a 100% chance of granting a reward with a small chance of an additional bonus. Basically, playing Caravan with Sarah should speed up the quests a bit but you'll need to play a LOT of it to "level up" that way.

Combat Levels:
On entering combat, Sarah will gain combat experience. When she reaches certain milestones. she will "level up" independently of any player interaction. There will be in game messages when this happens. Any skill bonuses are "before training" and will stack if you have already done the training in that skill,
Level 1 - Her Confidence is raised from "cautious" to "average" and her endurance is raised by 1. She also gains 25 more health.
Level 2 - Her Strength is raised by 1, her health is raised an additional 25, and her base Guns and Unarmed are raised to 50. You also both get a set of custom Vault 21 Security Armor with slightly better stats (than the vanilla 34 armor) and a scripted effect that boosts your Luck, AP and Rad Resistance at a cost of Agility.
Level 3 (max) - All her SPECIAL skills are raised by at least 1 with additional bonuses to endurance and luck. She also gets an additional 50 health and her confidence increases to "brave." If you have done the "master training" topic for Guns she will also unlock a unique playable Marksman Carbine. Note that this WILL also unlock automatically if you train her after she reaches Level 3.

Training:
(Note that some of these topics may have the red highlight indicating a fail even if you pass due to multiple conditions on the challenges.
If the actual displayed text says [Pass] at the beginning you DO pass even if the text is "red.")

If you have reached a certain threshold with certain skills (usually 75 or 80), you will be able to train Sarah in those skills. Some will have an additional "master training" topic available if you max that skill (>= 100). A few also allow you to train Sarah YOUR perks (or their equivalent for an NPC).
Guns - You will be able to train her 5 points if your skill is at least 75 and an additional 10 at 100. If you have trained her at least one time and have the Gunslinger perk, you will be able to teach it to her as well.
Energy Weapons - You will be able to train her 5 points if your skill is at least 75 and an additional 10 at 100. If you have trained her at least one time and have the Laser Commander perk, you will be able to teach it to her as well.
Melee Weapons - You will be able to train her 10 points and 5 melee DAMAGE if your skill is at least 80.
Science - You will be able to train her 10 points if your skill is at least 80. This adds a 10 point science bonus when hacking terminals to her companion perk. This will also unlock additional campfire recipes.
Medicine - You will be able to train her in medicine if your skill is at least 80. This increases her health by 30 and unlocks a daily Vault Survival Pack dialogue. This will also unlock additional campfire recipes.
Repair - You will be able to train her 10 points if your skill is at least 80 (unlocking her daily repair dialogues) and an additional 20 at 100. If you have trained her at least one time and have the Jury Rigging perk you will also be able to unlock an additional bonus and a daily workbench dialogue.
Survival - You will be able to train her 10 points if your skill is at least 80 which unlocks her 3x daily water dialogue and a daily Vault Ration - Light Lunch dialogue. She can receive an additional 20 points when you train her at 100 which also unlocks her daily Vault Lunch - Full Lunch dialogue (plus a second Light Lunch daily). Training her in Survival also unlocks additional campfire recipes. Both times you train her you will receive a portable Vault 21 hotplate if you do not currently have one in your inventory.
Unarmed - You will be able to train her 5 points if your skill is at least 75 and an additional 10 at 100 (this also gives her a unique, playable, FO2 reference spiked knuckles). If you have trained her at least one time and have the Khan Trick perk, you can train her unarmed an additional 10 and her agility will increase by 1. If you have trained her at least one time and have the Paralyzing Palm perk, you will be able to teach it to her as well and her unarmed damage will be increased by 10. Note that if you have done all these things and her combat level is maxed, she will be an incredibly powerful unarmed fighter.

Repair Dialogues:
After you have trained her in Repair she will unlock two dialogues when hired as a companion.
The first unlocks after the first training challenge (80) and grants a daily repair dialogue.
The second ("master training" topic) will allow you to access a workbench once per day.

Vault Gear Dialogues:
After you have trained her in Survival she will unlock two dialogues for Vault supplies when hired as a companion.
The first unlocks after the first training challenge (80) and grants a 3x daily dialogue to obtain a bottle of Vault 21 Water chip purified water and a once daily dialogue to get a Vault Tec Light Lunch.
The second grants access to an additional dialogue to obtain a Vault Tec Lunch and Coffee ration and a second daily Light Lunch.
If you have trained her in Medicine, you will also have access to a daily dialogue to obtain a Vault Tec Emergency Surface Stim that is essentially a more powerful super stimpack with radiation removal and AP boost effects thrown in.
Note that many of these items can be crafted if you meet certain requirements and have done the training (in some cases not required).
All items are hardcore aware.

New AI Routines:
She will sandbox in the Vault 21 Gift Shop from 8A to 8P every day. If she has been dismissed to the Vault (or she went home after waiting/relaxing too long) and she is not currently in the same cell as you she will teleport there automatically between 9A and 7P.
Monday 8P to Midnight - Walks around the Strip (Vault 21 and Tops sections) if you took her to 4 Aces.
Tue 8P to Midnight - Follows Michael Angelo around his shop if she visited him with you.
Wed 8P to Midnight - Goes to the 4 Aces if you took her there.
Tue 8P to Midnight - Follows Michael Angelo around his shop if she visited him with you.
Fri 8P to Midnight - Follows Keely if she's moved in else hangs in the new Vault 21 casino if enabled else just hangs out in the Vault.
Saturday and Sunday 8P to Midnight - Hangs out in Vault 21 Casino if it's enabled.
If she has been dismissed, it is her "shift" in the Gift Shop, and she is not currently in the same cell as the player or anywhere in Vault 21, she will teleport there and begin her merchant package any time during the hours of 9A to 7P. If you can't find her just wait till that time and check the bottom of the stairs down from the Gift Shop to the Vault, she's on her way up.
If you complete "There Stands the Grass" without making Keely hostile (or dead) and have unlocked the new areas of Vault 21, Keely will move into a mini lab/bedroom in the upstairs part of the previously inaccessible small atrium area (the "theater"). She will sandbox in the Lab Monday Wednesday and Friday, sandbox in the vanilla life support lab area Tuesday and Thursday, and sandbox anywhere in Vault 21 on weekends. Sarah will hang out with her on Friday nights when fired to the Vault.
Once you complete the visit Michael Angelo portion of the quest and complete "Classic Inspiration," Michael Angelo will follow Sarah around the Vault during his evening sandbox (11PM to 2AM) rather than sandbox in his warehouse. She will also follow him around on Mondays in his warehouse.

Easter Eggs:
You can craft unique Boxing Tape from Vault Suits while IN Vault 21. You can make 3 from any Vault suit but cannot make any more if there are currently any in either your or Sarah's inventory. It is somewhat OP... but it is still just Boxing Tape.
If you get 1,000 relationship points you will be able to access Sarah's (mod added) sex dialogue in any location (including exteriors) and it is no longer restricted to once per day.
Yours and Sarah's vault dresser get a "Well Oiled Leather Armor" when you complete the second stage of Vault Dweller.
The 4 of Diamonds ("Sarah's card") Vault 21 Caravan card has the front image from the special edition set (all cards use the back).
A 3rd V21 joker with the Courier image and a 4th with Yes Man are hidden in unlockable areas of the Vault.
In accordance with the nature of Vault 21, there are random chances of gaining a small extra relationship or trust bonus on almost any of the daily dialogues that have a reward.
Unlocking Keely as a Vault Dweller also unlocks an additional campfire recipe.
"Miria's Wrath" is a reference to Miria from FO2 who is, in many ways, similar to Sarah. She's a straight forward love interest with an overpowered libido and a sweet but no nonsense demeanor who you wish was more useful as a character because she's (almost accidentally) incredibly freakin cool. Why do you think the Modoc music is playing in vanilla V21?
Yeah, that's totally President Eden working as a cashier but in Vault 21 :)
There is a copy of every vanilla vault suit from FO3 (not ported, they're in the NV GECK) hidden in a TCL area of Vault 21 (near a new area).
The terminal entry about new services in Vault 21 references FO1 and FO2 and the Quo Vagis series of mods.
There is a very small chance that Sarah will spawn a Vault 24 suit for sale. Vault 24 is cut content and all that exists of it is that suit in the game files. This happens if you "roll" a 24 on a 1-99 random number generation.
There is a random "lock out" chance for her non vanilla romance topics. The conditions required to get locked out are incredibly specific to the point of being almost impossible (specific amounts of specific items in inventory while wearing specific things at specific stats with a specific radiation level at specific times of day on specific days of the month) and are not something the player has much control over. You will receive a brief in game message "it's not you, it's me" letting you know if this has happened. Meeting Sarah for the first time will "lockout the lockout." The idea is to add some realism where, through no fault of your own, Sarah just doesn't want a serious relationship with you and there's nothing you can really do. Once you have met Sarah in game (or talked to her after installing the mod if you already met her) this cannot trigger after that point. Note that this does not actually lock out the vault dweller stuff or the actual romance quests, it just eliminates the extra romance dialogues making it significantly more difficult (time consuming) and somewhat less deep. If you get this and it really bugs you load a prior save and strip naked (your character at least :) ) then wait till the time you got the message passes. (you could also just pop a radaway but that's less fun :) )


Cheats:
NOTE: Doing massive console cheats can cause things to get "skipped" or happen out of order. It is advised that you actually do the things that are unlocked at the milestones before using console to reach the next one.

Console useable variables (Sarah):
fTrust - Trust/quest progression variable. Milestones at 10, 20, 30, 40, 50, 100.
fRelationship - Romance/Vault Dweller progression variable. Milestones at 5, 10, 20, 30, 40, 50, 100, 1000.
CombatSkill - Number of times she has entered combat. Milestones at 25, 50, 100

Gameplay Strategies:
Since her companion perk is extremely overpowered in Vault cells (any of them including Securitron Vault) it is a good idea to avoid Vaults 34 and 22 (possibly 3 as well) until you have her with you if you want to get the most out of the perk in heavy combat. The damage against Fiends bonus for maxing her combat skill stacks with this so you can go full on slaughterhouse on the Fiends in Vault 3 if you play it right.
Many of the progressions require you to physically return to Vault 21 and some require you to go to the player room. If something feels like it should be triggering, "kicking Sarah into gear" should trigger everything that may be waiting to trigger.
Unlocking the Vault Dweller maximum rank (casino upgrade and Tops passage) requires you to either solidify your alliance with House (complete "The House Always Wins IV") or kill him. Plan your MQ progression accordingly.
"Cheating" Sarah's vanilla suit sales and doing it all in one go misses out on a chance to gain a small amount of trust points. The dialogue itself triggers the bonus (+ .5), not the number of suits sold; so doing it all in one go lets you start the companion quest faster but will make the early stages take slightly longer. If you are going to try and sell the suits one at a time, be aware of vanilla bugs and check the Vault Wiki if you have any issues.
If you complete all of the Unarmed training and Sarah's combat skill is maxed, she will be an incredibly powerful Unarmed fighter. Since her perk also gives her unarmed damage bonuses while Veronica is hired, you can have the two of them basically KO a deathclaw in one shot.* Giving her a powerful Unarmed weapon is likely to be very OP. They don't call her "The Vault Dweller" for nothing.R
Completing the quest "Ring A DIng DIng" while Sarah is with you at the Tops during that part of her quest will essentially guarantee you unlock the next stage almost immediately if you do all the Swank, Benny and Yes Man dialogue you can. Almost everything of importance that happens on that quest rewards major points as do casino comps.
Doing "Classic Inspiration" before you meet Sarah can unlock her new dialogues much quicker but the reward is slightly higher if she is a temporary companion when you do it. Either way has advantages. It is also possible to start the quest without her present to get a minor early boost then finish it with her as a temp follower for the extra bonus.
* = Vault Tec's comprehensive medical and dental plan does not cover injuries sustained by engaging in fist fights with massive mutated creatures with the word "death" in their common name.

Known Issues:
It is strongly advised that you not do Sarah's vanilla sex scene or Vault tour dialogue while she is currently following you in any capacity. Her packages should check if she's supposed to be going to the room or on the tour (vFreeformTheStreet01.Coming == 1, vFreeformTheStreet01.SarahTalks == 0, and vFreeformTheStreet01.OnVaultTour <= 0) but this may still cause conflicts or strange behavior.
Vault 21's new game room may cause an FPS hit, particularly on older systems, as it adds new items and NPCs in a very lightly optimized area. Leaving and reentering the Vault will often improve this but will likely not entirely resolve it.
Sarah is not immune to vanilla bugs related to the player buying large numbers of Caravan cards. The [url=http://www.nexusmods.com/newvegas/mods/34855/?}caravan card fix[/url] mod is strongly recommended but not required.
Sarah may, in some rare instances, take a "detour" on her way to meet you in your room. She will spawn in the correct location, then turn around and go upstairs to the atrium top level before returning and starting the sex scene as normal. There are safeguards in the vanilla and mod added scripts to keep her from disappearing, but in some cases you may need to enable player controls, leave the room, walk back down the hallway, and return to the room.
Some of the vanilla vault guests (and in some cases Sarah herself) may cluster in the new game room before it is accessible. This should resolve itself in 24 hours. Sarah will still go to workby 9 even if the other residents remain a bit longer. This should become a non issue when you unlock that room through the Vault Dweller quest, however the new NPCs will tend to gather near or behind the bar at times.
While she is physically in Vault 21 or the Gift Shop Sarah will mostly "act vanilla." Her AI packages will still know if she's hired or not and you will have access to her mod added dialogue but her vanilla linked greetings will still fire. This means you will ONLY have access to most of the vanilla dialogues while in those cells. This does not lock out mod functions, it just buries most of them behind an additional menu (you need to pick the mod "lets talk" topic then use "nevermind" to access the mod added top level dialogues).
Sarah may fail to stop following you after you return from Michael Angelo's or the 4 Aces. Engaging in her agoraphobia dialogue should fix this, if it does not you will need to reload a prior save game.
It is possible to lock yourself out of unlocking the Tops passage. Killing House will someimes still trigger this but it still sometimes remains locked out.
The Tops, Ultra Luxe, and Gommorah pit bosses/floor managers will likely seek you out in Vault 21 if you hit a comp while there. This may be addressed in future updates.
It may also be possible to "connect" to her vanilla dialogue while she is hired and lock out the mod added stuff. Simply saying goodbye and talking to her again will fix this.
This mod should not trigger, and in some cases reduces, the chance of vanilla Sarah and 4 Aces bugs. It also, however, probably has you doing the vanilla things that can trigger the bugs more often. Be advised that Sarah's vanilla sex scene and vault tour dialogue can "lock up" and so can a stage show at the Tops. Save often.
It is advised that you do the Vault Tour before progressing too far with Sarah as some new AI packages may fail to check if it is in progress under certain cirumstances and freeze her in place at certain points in the tour.
If Sarah's unarmed training and combat skill are maxed she will be extremely overpowered with unarmed weapons, often scoring a 1 hit kill against weak enemies. This will likely be tweaked in future updates.
You can kill Sarah or her brother after progressing in this mod and the survivor should engage in normal vanilla behavior at that point but this is not advised as it was not thouroughly tested and some scripts may assume she is alive when they fire. She is flagged as essential when she becomes available to follow you (if you are not plaing in hardcore) but Michael Angelo is NOT. Killing him after unlocking Sarah as a companion will retroactively fail the quest and may cause CTD.
She will not disrobe/redress during the vanilla sex scene if still wearing armor from being a companion. This is actually vanilla behavior but is more lilely to occur with this mod (you don't need to pickpocket her to change her outfit). Remember that the vanilla stuff checks if she is wearing either a Vault 21 suit or Sexy Sleepwear. By the same token, she will also now sleep with her PipBoy.
There will often be a brief frame rate "hiccup" when proceeding down the stairs into the main part of Vault 21. This is due to many of the trophy script triggers being contained in the vanilla trigger on those stairs. In very rare cases this can cause CTD.
Some of the new Vault 21 doors may have the "no access" pattern visibly "painted over" with the new texture.
It is possible that you will still get the paid room rental dialogues after unlocking permanent ownership. You should not actually get charged caps if you are a Vault Dweller.
The navmesh in the player/Sarah/bathroom area may be slightly wonky before you unlock all the new changes to Vault 21. The architecture changes during Vault Dweller in such a way that NPCs may try to walk through the wall between the rooms. There may also randomly be NPCs in the rooms (gamblers or Carlitos).
The area connecting Vault 21 to the Tops sub basement is not fully navmeshed and companions may not follow you through the area. They should usually re appear after you enter the Tops or Vault 21 main areas and should always re appear after you go through a load door. Due to the nature of Benny's escape route and the near impossibility of preventing Vault 21 guests from having strange wander behavior, this will probably not be fixed.
It is intentional that her follow distance while a TEMPORARY companion is always very close. She's still freaked out just being outside and will stick super close to you.
The vanilla securitron that takes over if you kill Sarah is enabled when you hire her as a companion and disabled when she physically returns to the Vault. You will not be able to interact with it as you would if she were dead however and it is only done for immersion. If you do kill Sarah after using this mod it should function normally.
Vanilla room rental before doing any of Sarah's quests (mod and/or vanilla) will get you temporary ownership of the containers in Sarah's room while you are allowed access to the player room. They are now faction owned (V21Private) rather than NPC owned (Sarah). This is the easiest way to avoid worrying about items lost by swapping containers so it will likely not be fixed.
You may rarely receive training fail topics with a pass dialogue. If it says pass, you pass even if it's "red."
The craftable vault suit boxing tape will not have the unique texture when dropped.
The nevmesh in between the Vault 21 gambling tables where the dealers usually are is slightly wonky and the new NPCs may cluster there when they enable.
Using console to cheat through the vault dweller stuff directly may cause major issues. If you are console "cheating" use the trust and relationship varaibles NOT the actual vault dweller variable.
Her mod added sex topic may not correctly play the FTB "sex noises" and may leave you frozen for a few seconds after the fade back in from black.
She will follow you anywhere in The Strip or Freeside when she is a temporary follower for the purpose of going to Michael Angelo's or The 4 Aces. It is not advised you do any quest stuff outside those areas (I definitely tested assassinating Benny then calmly going back downstairs to take in a show with Sarah though :) ).
Some new NPCs (particularly the pit boss) will likely have the "head body mismatch" issue.

Credit:
While some of the actual films depicted in the new Vault 21 movie posters may still be protected by copyright, all of the poster images used in this mod are marked as belonging to the public domain.
Thanks to Jedininjafuq for the [url=http://www.nexusmods.com/newvegas/mods/35151/?]JNF Portable Camping Gear Mod[/url] which was used as a reference to figure out why my portable campfire wasn't working correctly (onactivate blocks can be weird, I was trying for a scripted default activation rather than just nuking the item and adding a new one to inventory). None of the assets or scripts were used in this mod in any way, but thanks all the same.