An overhaul for the town of Primm which focuses on environmental storytelling to make the town feel like a proper, believable and realistic pre-war and post war settlement. New NPCs, buildings, clutter, notes, terminal entries, enemies, unique weapons and a more fleshed out settlement as a whole.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Me for the mod Obsidian for the game Bethesda for publishing the game and the G.E.C.K ElminsterAU for FNVEdit. Thank you Elminster for this indispensible tool. Fallout 3 Weapons Iron Sight -Modders Resource- V1dot3 by LORD DARIUS and Jtrainz Nifskope by the Nifskope team Launius for the 44 Snubnose mesh Quetzlsacatanango for the sign meshes The Nexus community for being such an all round great place and community where people can come together, share ideas and share their personal projects with the world in which some very talented and passionate people have come together and made some of the most awesome and unbelievably cool stuff for the games we love.
MUSIC USED : Night on the Docks - Sax Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Less Empty Primm - A Primm Town Overhaul (Polish Translation)
Changelogs
Version 1.85
Redid the entrance to improve performance and make it less cluttered. Removed the gates. I think it looks better now.
Redid the streetside cafe. Removed excess clutter to improve performance.
Some minor improvements.
Version 1.84
Fixed a gap in one of the large walls.
Some terminal changes.
Version 1.83
Added a proper vanilla style wall to the rear subarban area.
Made the pre-detective outfit more unique. Now has a unique dark gray appearance and is called the Renegade Detective outfit.
Made the posters feel less self-referential by adding motivational taglines to make them feel more like office learning posters.
Version 1.82
Fixed the rear fence LOD.
Added a sniper nest to the top of the clinic.
Removed the park near John's shack as the layout was a placeholder. The park structures are now distributed among the backyards of the ruined houses.
Gave the unique detective hat a unique bonus effect similar to the NCR beret.
A minor sidewalk placement bug fix.
Version 1.81
The main sign now has an LOD mesh.
Fixed the Buffalo Killer FP mesh.
Fixed a few typos.
Some bug fixes.
Version 1.80
Performance improvements. Removed a lot of things in hopes to improve performance.
A new game is recommended for this update.
Version 1.79
Re-did a few things so it doesn't make the town entrance feel so claustrophobic and cluttered. The doctors shack was now relocated to a building next to the detective agency and the brahmin pen was moved to an area on the edge of town. Should also reduce the junktown criticism the mod had.
Even more attempts at improving performance.
Rick rentals now has a new sign. If it looks better or worse is up for debate but this one is more performance friendly as it reduces the signs object load by half.
The Westside Butcher case file in the agency terminal can now be properly accessed.
Some other misc changes and fixes.
Version 1.78
Performance improvements hopefully. Tried making more static collections to reduce per object load. Will experiment with these further.
Fixed the overbright glowmap issue.
Fixed the Arthur Morgan teddy's broken hat mesh.
Added a glowmap to the Arnold teddy.
Version 1.77
New RDR2 teddy bear easter egg.
Decent performance updates.
The large Primm sign is now only 2 statics instead of 9 individual statics.
The spotlights now have merged static fixtures to reduce object load (by 50%). The individual spotlights used 8 objects. Now they use only 4.
Version 1.75
redid the entire detective agency and cemetery exterior area. Longer road and no longer a shack. Interior will be done later.
Some of the detective agency posters now have something written on them so that they appear more like job posters and not appear purely self referential.
Version 1.70
New signs with proper glow maps.
New teddy bear easter egg.
Minor optimizations. All textures have proper mip maps as well.
Version 1.65
Performance improvements by combining objects in Nifskope to free up resources.
New Walter White teddy bear easter egg. Might make more in the future.
Version 1.60
Overhauled the lighting inside the detective agency. It was honestly a mess and I'm surprised I didn't improve it sooner. Should look better as a whole now.
Added two new posters to the agency. Improved Scarlett's photo.
Added Scarlett's grave with a flower to the cemetery.
Experimented with glowmaps using what I learned modding Skyrim. The lamp inside the detective agency, the generic hotel lamp... now glows! So do the noir lampposts outside.
Some performance improvements.
The next update will focus around even more optimization. Gonna nifskope some statics to reduce object load. If you wanna volunteer, let me know. Nifskoping for one person is a serious pain.
Some other things I forgot.
Version 1.55
A 'Girls best friend'now has a unique mesh and texture to increase compatibility with WMX.
Added a photo of Scarlett, aka Blake's late wife to the agency. Now she has a face that players can connect to. Blake's memoirs/journal entries are in the works.
Working on new case files for people to read about in the agency. The 'Westside Butcher'and the 'North Vegas Rapist'. WIP.
Improved the aft area of Primm with the bloatflies.
Some typos which were left have been fixed.
Version 1.5
New unique diner sign. No longer individual letters. This was done to improve performance. Have to add a red bulb though so the weird neon S on the top is a placeholder.
New posters for the Detective Agency interior. Pulp noir inspired.
Minor improvements to the rear street and houses area.
Removed the Tenpenny wall near the roller coaster. It was out of place and it didn't align right.
Overall performance improvement.
Version 1.4
Major redesign of the mod. Greatly reduced object load around Primm in an effort to increase performance while maintaining the core of the mod. Changed a few areas with more thoughtful designs etc.
Removed the parking lot and replaced it with an estimate of the cut trees at the front of the Bison Steve. This was done to boost performance mostly and the vanilla wall meshes had seams which I despised.
Corrected some typos in the notes. I may have overlooked some because of the sheer amount of notes added by the mod. Report any typos you come across.
Improved the rear gate and houses at the rear of the town.
Improved Mindy and Mitch's house.
Removed some convict spawns because Uncut Wasteland does something similar. This also boosted performace because of reduced NPC load.
A few other things but I can't remember. I made this over the weekend so I've probably forgotten a few things.
Version 1.3
Added more notes. This time from the perspective of the little girl Amy.
Improved some exterior cells, mainly the rear entrance of the town.
Added a note to the detective agency regarding the UltraLuxe.
Improved some interiors. Added some new statics and new assets.
Version 1.2a
Added the ESM flag to the esp to prevent mismatched bodies and faces like all versions of the mod (was an oversight on my end).
Version 1.2
Complete redesign of the Bison Steve area. Removed the excess clutter to increase performance. The new layout is based on the pre-release footage and is an approximation of the original uncut Bison Steve entrance.
Performance is greatly improved in this update which was a major complaint of the mod.
Replaced some static barrels for non-static ones.
Version 1.1
Major optimizations to the mod. Feedback on performance is appreciated.
Fixed the floating crops issue.
Changed a lot of statics and merged some structures to reduce object load.
Version 1.0
Will probably be the update for a while. New updates will mostly be bug centric and focused on optimizations if required.
A new terminal was added to the Sheriff's office.
A new jailhouse was made near the roller coaster.
The resthouse, jailhouse and detective agency now all have signs.
Some more additions like banners and flags were added. Changed some NCR posters to other ones instead. Some more clutter changes.
Version 0.997
Made further imrpovements to the back of the town. Some notes to find and read.
Tried to make some more performance improvements.
The detective agency now has a unique noir style poster.
Adjusted some cluter here and there.
Version 0.996
Made some optimizations. The individual wood planks that made up the cafe sign now has textured letters instead to reduce objects loaded in the game world.
Made a new main sign for the entrance. Comment on this if you like this or preferred the old one.
Added some houses to the back of the town, mainly in the cell 'Primm Houses' like Obsidian had originally intended.
The detective agency interior now has it's own music which is a variation of the music which plays outside the agency.
Version 0.995
Some minor bug fixes and optimizations.
Added some more unique music to the mod. The music plays mostly around and inside John's shack. The music is in the style of music found in games like 'Last of Us' and 'This War of Mine'.
Moved some clutter here and there.
Version 0.991
I've tried my best to improve the performance and I'm noticing gains running on my setup. I've removed quite a bit of the excess clutter and also the lantern tree near the brahmin pen along with a few other things. Chances are you probably won't notice any major visual differences but hopefully a performance increase will definitely be noticable.
Very minor exterior edits mostly regarding trees. One circle tree planter was changed.
Some changes to item ownership.
Some minor bugfixes. A few other improvements.
Version 0.985
Replaced all of the round cement tree planters with more appropraite square ones.
Added a new outfit to the detective agency for the player called the Pre-War Detective Outfit. It's based on the Mysterious Stranger Outfit and it gives minor boosts to Perception, Charisma and Guns.
Some minor exterior edits. Added some newspaper dispensers to the detective agency street. Improved the stats of the Sheriff duster you find at the sheriff station (now equivalent to leather armor along with the minor stat boosts).
Version 0.99
Compressed the files into a BSA.
Some minor exterior edits.
Replaced the white Tranquility Lane lampposts outside the Bison Steve with new custom ones that better match the colour scheme.
Version 0.98a
Compatibility with Puce Moose's Tales from the Burning Sands. Mindy and Mitch's house was moved to the right and the old destroyed house was restored in it's place which will be handled by Puce Moose's mod. For users without Tales from the Burning Sands, the destroyed house should reappear after a cell reset. Report that this is working would be appreciated.
A small graveyard with dynamic graves was added near the water tower. Now the dead NPCs will recieve a proper burial and new graves should appear once Primm starts to get back on it's feet.
Version 0.98
Ol' John and Little Amy are now proper NPCs and will show up once the casino opens. They are basic NPCs at the moment and have generic dialogue. John will be outside his house and Amy will sandbox around town. They have basic Sleep and sandbox packages.
Some edits to the town exterior and tried to optimize the lighting in some exteriors. Some edits to some clutter.
Ol' John and Little Amy are now proper NPCs and will show up once the casino opens. They are basic NPCs at the moment and have generic dialogue. John will be outside his house and Amy will sandbox around town. They have basic Sleep and sandbox packages.
Some edits to the town exterior and tried to optimize the lighting in some exteriors. Some edits to some clutter.
Added some more facegens, mainly for the dead bodies in the detective agency.
Version 0.97
I had accidentally gotten the folder order wrong for the meshes so some meshes didn't show up. I've fixed that and everything should be as it was meant to be now. I urge everyone who previously downloaded any previous versions to use this version. Any more bug reports would be appreciated.
Improved the exterior of the detective agency (again). More unique lamp posts were added based of the key bridge lights. Now they are dark grey instead of green to blend in better with the noir feel.
Some improvements to the exterior of Primm. Moved some clutter here and there.
The dead casino guards body with the warning note has been placed close to the entrance to the town as a warning to any would-be heroes.
Some minor adjustments to the various notes added by the mod.
Version 0.96
The resthouse now has an interior with some dead NPCs and some notes in terminal form to help add some backstory.
The bodies will now disappear once the casino re-opens. Thanks to Sandbox6 for this tweak.
Some minor adjustments here and there.
Version 0.95
Ol' John's shack has an interior now.
Rick'c corpse should show up now (tried to fix it, again). His body is located a little beyond the right wall of the town, where the bloatflies are. Would appreciate if someone can confirm if his corpse shows up now.
Improvements to lighting outside the detective agency.
Added some booths to the diner and a unique Mrs. Handy (destroyed though).
Version 0.94a
0.94a
The unique weapon 'A Girl's Best Friend' is now properly flagged as a holdout weapon.
Moved and added some streetlights. Removed those white lamp posts around the Vikki and Vance and the Bison Steve.
0.94 Changelog
The interior of the detective agency has been overhauled and finished. A terminal has been added with case notes. A unique weapon with a unique appearance was also added.
Minor edits to the exterior of the agency. Removed the Sierra Madre poster. Made new lampposts for the mod without replacing the old ones. The white ones didn't fit in so I made new black ones like those seen in classic noir films.
The diner now has a neon sign. I'll add notes to explain who the diner belonged to along with other things in the coming updates.
Rick's corpse should now show up properly.
Version 0.93
Huge revamp of the detective agency exterior. Now has an old derelict diner instead of a simple wall. It now feels more like a street from an old noir movie. The location also has it's own smooth sax noir jazz background music now.
Minor improvements to some other exteriors.
Added Rick's corpse to the rear of the town with a note explaining things.
Tried to optimize the mod by reducing some excess clutter.
Version 0.92a
There was a bug with Mindy and Mitch's dialogue. They would only trade if Primm Slim was made sheriff. I had to redo the dialogues and they seem to be working now. Mindy can also cut the player character's hair now after 'My Kind Of Town' is completed.
Version 0.92
The NPCs facetints are now packaged properly and will show up properly for the NPCs.
More convicts have been added. Check the description for more information.
Some more clutter here and there.
More improvements to the Vikki and Vance exterior. A new dead casino guard with a note attached added.
Some refinements to the parking lot.
Improved ol' John's shack. Added a landmark tree to give an idea of wastelander justice. A small shooting range added near his house for reasons that will be explained later.
Version 0.91
Mindy and Mitch now have proper AI packages and will be able to barter with you once 'My Kind Of Town' is completed. Mindy will be at the cafe in the day and Mitch at night. Mindy sells food and stims and Mitch sells alcohol and chems.
Improvements to the outside of the Vikki and Vance Casino. Added spires to the roof like how it is in real life Primm.
Changed the layout of the roadside cafe.
Improvements to the outside of the detective agency.
Improved some faces, notably Mindy's.
The bodies of the generic dead residents will eventually disappear like most bodies in the vanilla game. Still on the fence about making all bodies disappear.
Version 0.9
0.9
A lot of changes, both big and small.
Converted the esp to ESM so that bodies and faces of NPCs aren't mismatched.
Added Mindy and Mitch as NPCs, They are like regular Primm residents at the moment. They'll sandbox inside the Vikki and Vance until 'My Kind Of Town' is completed. They have their own residence.
Added a dead gambler/traveller to Rick's Rentals with a note to flesh out why he's there.
Moved furniture and statics in the roadside cafe so that Primm Slim can patrol without walking into stuff and teleporting if he is chosen as Primm's sheriff.
Improved the Brahmin pen gate.
Another guard tower with working ladder.
Some minor cosmetic fixes here and there.
Version 0.8 - 0.88
Version 0.88
Added a brahmin pen and small plantation.
Some small improvements to the detective agency exterior.
Improved the liquor store sign.
Added a note for the doctor's clinic.
Hopefully fixed the glitched bodies.
Some minor fixes here and there.
Added some more clutter where I thought it was needed.
Added a few light sources where they were needed.
Version 0.87
Removed the dense fog outside Blake's and replaced it with a less intrusive ground fog. I think it looks alright and I'll try to improve it in future updates.
Blake's has an interior but it's hardly complete. Think of it as an alpha really.
Fixed typos in notes.
Version 0.86a
Added a detective agency called Blake's detective agency. No interior yet. The area it's located at has been given a film noir vibe, or so I've tried. Report performance as it seems to be affecting fps on my machine but I need more people to confirm this.
Improved the lighting at the cafe by adding light sources.
Moved a few trees and shrubs to fit better.
Rick's rentals now has a note to flesh out it's purpose.
More clutter and some bug fixes.
Version 0.85a
Remade the Entrance sign and I think it looks a lot better now.
A few more guard towers and a few more dead NPCs here and there.
Added a few mobile homes. I'll flesh these out later. They existed to serve as places to stay for the night for those people who lost all they had at Vegas and can't even afford a bed at the commons house. Makes sense huh?
Updated the various teddy bears you find behind the Bison Steve which are doing different things, representing different characters and people. I made these for fun and these are there just for fun.
Version 0.8
Improved the guard's note.
added another dead guard with a sadistic convict's note.
The roadside cafe now has a sign. The cafe is called the Mindy and Mitch cafe.
Improved the area outside the Vikki and Vance. More clutter
Version 0.7
Improved the ladder and fixed the ladder sounds
Added a dead guard with a note to further flesh things out
Improved the entrance of the Bison Steve to actually feel and look like an entrace
More clutter and vehicles etc
Fixed placement of a few statics
Version 0.6
Removed the fire truck and revamped the area outside the Bison Steve
Added a ladder to the guard tower which could not be accessed
Improved the roadside cafe. More clutter in general
Removed the lights on the sign because I didn't like them. They looked out of place
Version 0.3
Completed the back wall of Primm to further encase the town and make it feel like a settlement
Added a sitting area near the Casino
Tried to remove remaining wall seams
Version 0.2
Improved the fence
removed seams in the parking lot walls
added a gate to the back fence at the Vikki an Vance Casino
More clutter
Version 0.1
Initial release
LESS EMPTY PRIMM - A PRIMM TOWN OVERHAUL
900 Endorsements. Thank you guys! :)
MOD SHOWCASE VIDEO :
Video by AlChestBreach. The mod is featured around the 4:00 minute mark. Big shout out and thanks to Al for featuring my mod.
INTRODUCTION AND BASIS FOR THE MOD One of the first things I noticed when I arrived in Primm was the ungodly amount of empty space in the town. It was just too barren. This was probably due to the time constraints the developers had and the limitations of the consoles and the engine itself probably. The town in itself didn't feel complete.
There was just too much empty space, especially outside the Bison Steve. Also, the roller coaster being way it was made no sense. By the looks of things, before the war, people could just go where they wanted. Including standing on the tracks....... directly in the path of a speeding roller coaster........... waiting to be reduced to mush....... yeah. The whole thing seemed poorly thought out, in my opinion. Maybe there was a fence around the coaster but there were no remnants of a pre-war safety fence either. It wasn't practical or realistic and don't get me started on everything else.
I have tried to improve Primm by adding logical additions that enhance what was already there and still keep the same feel and vibe the developers originally wanted. I wanted to enhance Primm but in a lore friendly. This mod is meant to further heighten your immersion and make Primm more believable and realistic. I used photos of the actual settlement for ideas and layout. For a full features list and what's added, go to the 'FEATURES' section below.
The mod strives to make Primm a proper settlement, as opposed to just two large buildings facing each other. Primm felt like it was ambushed by convicts on day one. This is how it always was, the whole town existed solely for the player. It wasn't a self sufficient or a believable settlement. It existed simply to apply the over-used RPG cliche 'We are a town under siege' thing.
The lore itself states that Primm is supposed to be the other New Vegas and the lore itself calls it that after all (and Vanilla New Vegas wasn't much to begin with either but that's a different story). This doesn't mean I make Primm a whole new New Vegas. This mod takes what was there and enhances it so it lives up to that name. A simpler, more budget New Vegas.
It also makes the town seem a little more post-apocalyptic (something that was kinda missing from F:NV and yes I know that was mainly because Vegas and the surrounding area wasn't hit that badly by the nukes thanks to Mr.House). It doesn't make it post apocalyptic in an over the top way. The mod tries to feel un-intrusive, like this is how it should have been from the start, a part of the game from the beginning. I have tried to make the additions well thought out, that seem to blend seamlessly with the base game.
The mod started out to just add a fence around the roller coaster but grew into a lot more when I saw all the empty space. Vanilla Primm wasn't the settlement it could and should have been. It was clearly rushed due to the small development time Obsidian was given. This mod tries to rectify that and enhances Primm.
TL;DR Primm was too barren and empty and I decided to do something about it.
FEATURES
PROPER GATES, TOWN WALLS AND ENTRANCE : A proper gate and entrance for Primm with a sign along with a basic wall around the whole perimeter of Primm to give some semblance of a settlement. There is another gate to the right of the main entrance which would have been used by merchants and caravans from the Mojave outpost and the other settlements.
IMPROVED EXTERIORS FOR THE CASINOS : Improved the exterior of the Bison Steve by adding trees, benches and lightposts. Also Improved the Bison Steve entrance to add some semblance of a proper entrance. Also improved the entrance and surrounding of the Vikki and Vance Casino. The entrance is now more prominent and the building itself has been improved with more signs and clutter. A NEW PLACE TO EAT AT AND RELAX FOR THE TRAVELLERS AND LOCALS : A roadside cafe near the Vikki and Vance (Mindy and Mitch's roadside cafe) has been added that is run by the two siblings Mindy and Mitch. They will re-open once the law is brought back to Primm. The siblings each have seperate AI packages and will be holed up in the Vikki and Vance like the rest of Primm's remaining residents until the law is brought back to the town. They also have their own house to live in. Mindy sells food, water, stims and can cut the player character's hair. Mitch sells alcohol, chems and can repair the player's gear.
Also, there are differences in prices for goods depending on who was made sheriff. If Meyer's was made sheriff, the siblings will offer no discount. If the NCR were brought in to protect the town, they will charge 10% extra in their prices due to NCR taxes. If Primm Slim was made sheriff, they will offer a 10% discount.
A PLACE TO SPEND THE NIGHT FOR THE TRAVELLERS AND GAMBLERS COMING FROM AND GOING TO THE STRIP : A commons house/resthouse that used to be run by an old lady by the name of Ms. Tao Okashima. Another place to sleep, a trailer park type area (Rick's Rentals) where travellers could rent cheap beds to spend nights, especially travellers going back to California or travellers from the other settlements going to Vegas via the I-15.
A MORE REALISTIC ROLLER COASTER : A chainlink fence now surrounds and goes around the entire roller coaster track like it does in real life roller coasters and the actual one in Primm. There is also an alternate and realistic entry or exit area where visitors would get on and off the roller coaster along with an outdoor roller coaster operator station. Added a couple of photo booths and a couple of benches at the left of the Bison behind the operator station to give an idea of pre-war Primm.
MORE BELIEVABLE SETTLEMENT SECURITY, MORE NPCs AND A MORE BELIEVABLE SETTLEMENT IN GENERAL: Some new dead residents to show the aftermath of the convict attack and that some casualties were suffered to make the attack feel realistic and believable. A couple of dead town guards and notes to help flesh things out about the attack and explain why the town fell. A few guard towers have been added which have working ladders. A dead casino guard with a note was added to the town entrance as a warning to the NCR and any other would be heroes.
A proper settlement like this which would have gotten a large influx of travellers both from the strip and other settlements so it makes sense it would have had a medical clinic so a clinic was added but due to a reduction in travellers in recent months it closed down and the doctor moved on as did a few of the other settlers.
A town with a decent population needs a source and some form of sustenance and can't rely on just trade alone so a Brahmin pen and small plantation was added to give the idea that the local populace could grow their own food and not rely solely on external trade.
Added extra billboards, streetlights and bus stops with proper bus shelters to portray Primm as an old pre-war settlement. In some areas it felt like certain things like streetlights were just missing. More clutter in general to remove the overall sparseness.
Improved the gas station by adding a few cars and a trailer with beds which would have acted as a place to sleep for the guards that once lived in the town. Added a liquor store sign to the building near the gas station (goes extremely well with New Vegas Interiors Project Addon).
More NPCs have been added to give an idea of a decent settlement population but within limits of the existing lore (this mod doesn't make Primm a metropolis with npcs and houses crammed everywhere). For now it includes a couple of dead residents, a couple of dead town guards and a dead casino guard (the casino should have had at least one guard), Mindy and Mitch and a couple of dead farmers. Ol' John and Little Amy are two new NPCs that will enable once Primm has been saved and the casino re-opens. Why they weren't there in the beginning has been explained in the game via notes.
MORE CONVICTS, BUT WITHIN BELIEVABLE LIMITS AND A SUB-BOSS : A few more convicts have been added to the town worldspace and you will find them prowling around the town. They will be more spread out unlike the two lone convicts wandering outside the Vikki and Vance. The number of convicts hasn't been increased to insane levels and you wont find an army of convicts running around but there are just enough to make you feel like the town is definitely riddled with convicts and the NCR although spread thin couldn't reclaim the town due to the number of convicts skulking about. The Addition of a few more enemies will improve the gameplay and challenge element and help invoke a sense of accomplishment.
A convict sub-boss called Bad Bill has also been added inside the new parking lot. He'll have a unique double barrelled shotgun (The Buffalo Killer). It's a good weapon for beginners and isn't over-powered. The fight itself should be challenging. Expect a game of cat and mouse and remember to take lots of cover using the car bodies and try not to get too close to him or let him get to close, he'll probably tear you to shreds.
A DETECTIVE AGENCY : Added a detective Agency (Blake's detective agency) with a classic film noir vibe. It's located at a classic noir style street located at the rear of the city, near the water tower. A jazzy noir track plays around the location (only at night to boot) for that noir vibe. It's meant as a way to add some worthwhile additions and meaningful establishments to the town outside of just shacks and ruined houses and not seem out of place at the same time. The agency has an interior and a terminal with some case files at the moment. There is also diner outside the agency (Scarlett's Diner). Things about the diner are explained in some notes around town and more notes will be added later.
The dead receptionist has a unique weapon on her called 'A girl's best friend'. It's a unique .22 magnum revolver with decent stopping power and is meant to be used as a holdout weapon mostly.
A new unique outfit can be found at the detective agency called the Pre-War Detective Outfit. It's based on the Mysterious Stranger Outfit and it gives minor boosts to Perception, Charisma and Guns. The outfit itself is in the cabinet and the hat is hanging on the hatstand behind the door.
FIXED SOME VANILLA BUGS : Fixed a few bugs I came across. These were mostly clipping issues like plants clipping through fences or floating statics like a floating fire barrel. These are fairly minor and most people wouldn't notice these minor issues in the first place. As far as I checked, YUP doesn't fix these.
NOTES AND TINY DETAILS : Added a lot of notes to help flesh things out. Added some easter eggs and some things you're only likely to discover if you explore a bit. Some things are there simply to add some much needed atmosphere to the town like the Hangman's tree near John's shack or the various teddy bears around town put there by Amy. The bodies of the various dead npcs added by the mod will disappear once the law has been restored and the NCR deserters are dealt with. This will add a dynamic mechanic to the mod. More noticable changes to show that the town is slowly getting back on it's feet.
REQUIREMENTS None. Vanilla Fallout New Vegas only. All mod releases are cleaned before release. No ITMs or UDRs. Might make YUP and the DLCs a requirement in the future. RECOMMENDED MODS FNVLODGEN - Needed to generate the required LOD for the new buildings added by the mod. Little Fair in Primm - Awesome mod that adds a lot of atmosphere to another empty area in Primm and fully compatible with this mod. Highly recommended. New Vegas Interiors - Essential, Nuff said. NV Interiors Project Addon - Another great mod you should try. More places to explore is a good thing. ENBoost - An essential utility for F:NV. Really helps with stability and memory issues, not just with this mod but in general. FNV 4GB Patcher by Roy Batty - LuthienAnarion - Essential for anybody playing F:NV on pc NVSR - Essential, same as above. YUP - Essential for any F:NV playthrough. Fallout New Vegas Redesigned 3 - Pure awesomeness personified. Less Horrendous Vikki and Vance Casino LOD - Shameless self promotion :P (https://www.nexusmods.com/newvegas/mods/63956/?)
FUTURE PLANS This is my first settlement mod using the CK/G.E.C.K. I hope you guys like it. Let me know what you guys think in the comments section. Do comment if you like or don't like something and if you have any ideas or suggestions, do share them. ISSUES/BUGS Do report any bugs you come across. COMPATIBILITY The mod is compatible with almost all mods except for mods that directly change Primm like Primm Reborn etc.
Compatible with The New Bison Steve Hotel and Lucky Casino and Electro city out of of the box. No compatibility patches needed. Compatible with Puce Moose's Tales From the Burning Sands.
Not compatible with Better New Vegas. The reasons are that the Better New Vegas mod is old and removes too many things that my mod depends on like walls and other structures. Better New Vegas is a good mod and I actually like what it does to Primm but I think it goes against the lore and real life Primm isn't that big to begin with. The additions made to Primm should have been for Westside or something imo. Anyway, Sorry to Better New Vegas fans but it’s unlikely a patch will be made.
SCREENSHOTS Feel free to upload some screenshots, good screens are always appreciated. Before/After screens are given in the images section.
CREDITS Me for the mod Obsidian for the game Bethesda for publishing the game and the G.E.C.K ElminsterAU for FNVEdit. Thank you Elminster for this indispensible tool. Fallout 3 Weapons Iron Sight -Modders Resource- V1dot3 by LORD DARIUS and Jtrainz Nifskope by the Nifskope team Launius for the 44 Snubnose mesh Quetzlsacatanango for the sign meshes Lilwayne1982 for LilWayne1982s Modders Rescources for his comic resources Sandbox6 for how to get the bodies to disappear without scripts. Paper texture : https://www.brusheezy.com/textures/48605-badly-crumpled-brown-paper-texture Pxhere.com - Stock photo The Nexus community for being such an all round great place and community where people can come together, share ideas and share their personal projects with the world. Amazing projects in which some very talented and passionate people have come together and made some of the most awesome and unbelievably cool stuff for the games we love.
MUSIC USED : Night on the Docks - Sax Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
Night on the Docks - Trumpet Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/