- TLD should be loaded after YUP in order to implement one particular script-based quest consequence for 'Come Fly With Me' that would be overwritten otherwise. - TLD's position in the load order relative to FPGE is no longer relevant, as their only direct friction point has been removed in v2.6. However, installing TLD after the game's ending is not recommended and will lead to bugs! -> FPGE is not a requirement, all integration between the two is achieved by indirect means.
For a list of version-specific changes: Please check out the changelog in the 'Logs' section. For a list of consequences to your actions, check out the compendium in the miscellaneous downloads section.
FAQ:
Spoiler:
Show
Q: Can I install this mod mid-playthrough? A: Yes. The majority of events and quest consequences will be triggered retroactively. For FPGE users, installation after the game's ending is not recommended and will lead to unintended results as the pre- and post-game scripts will fire simultaneously, conflicting with each other.
Q: I'm having performance issues. A: That's not a question. Anyway, this mod adds many NPCs constantly wandering all over the wastes, as well as a few scripts running in the background. This can lead to frame drops by itself, even moreso if your load order is long and your game unoptimized. Check out the Viva New Vegas guide to see if there's more you can do to improve your game's performance and stability or check out their 'mods to avoid' section to ensure you don't have any broken files installed.
Q: Can you make a TTW version covering D.C.? A: I am currently occupied with other projects, but never say never.
Q: Can you also do something for Freeside, the Strip and the Casinos? A: For the time being, I've largely left these areas out for the sake of compatibility with mods such as Freeside Open, the Strip Open, various quest mods, etc. This may be subject to change. For the time being, however, I can recommend sandbox6's Uncut Wasteland in order to repopulate Freeside specifically, while BlooperReel's Casino Crowds is a great mod to add some more life Vegas' gambling halls. For people who insist on opening Freeside up, I recommend using Qolore's Simple Open Freeside. He also has an equivalent for the Strip.
Q: Is this compatible with (XYZ)? A: This mod should generally not have any game-breaking incompatibilities with other mods, unless specifically declared otherwise. Generally, your framerate might suffer when you have several performance-intensive mods installed at once. The worst you should expect in terms of incompatibilities is stuttering upon entering an area, or that NPCs will start fighting each other.
More specifically: - Yes, this works with TTW. - Yes, it is compatible with the Frontier and Fallout: New California. - Yes, it is compatible with AWOP. - Yes, it is compatible with Mojave Wildlife. - Yes, it is compatible with Mojave Raiders (unless you want to enable TLD's take on the settlement of Underpass in the mod's .ini, in which case there is a patch on Mojave Raider's modpage).
Q: Can you please make a non-DLC version? A: That is not technically feasible. Lucky for you, the Ultimate Edition is very cheap and many other great mods rely on it as well, so it's a worthy purchase.
Q: Do your NPCs respawn? How do they affect the game's balance? A: Yes, those for whom it makes sense do respawn. Many also level with you and get better armor, equipment and stats over the course of the game. Most are based on similar vanilla NPCs in terms of stats and equipment, so they generally won't plough their way through hostile vanilla NPCs. Nontheless, the greater amount of NPCs will have an effect on loot distribution, especially since there are more random battles throughout the world, making it easier for you to loot the bodies without firing a single shot. You may want to consider using a rebalancing mod to slow down your XP gain, like JSawyer etc. or to simply not cheese the game if you care about balance that much.
Q: What's next for this mod? I want to fix any remaining or emerging bugs and improve performance, as well as adding more reactive content while still trimming off fat where needed.
If you have any suggestions for future versions, feel free to share them in the comments!
Thank you for your support, and please consider checking out my other mods.
Hey there, in my current playthrough I knew about Khans hitsquad after I killed them in boulder city showdown, so I went to route 188 and mojave outpost, slept and waited for ages for them to show up, but they never did. In my previous playthroughs they did appear in route 188 so I know mod is working.
How long does it take after until they normally appear, and is there a requirement like a level limit or something? I doubt it but maybe they got killed on their way? I'm playing with no savescumming/reloading mods so I'd really hate to get ambushed by them but I also don't want to turn off hitsquads as a whole lol
Since a number of versions ago, there are restrictions in place regarding where they can show up - the 188 and Mojave Outpost are such places, to ensure no quest relevant NPCs are killed. There is also a certain reputation threshold that needs to be crossed for them to spawn in, though I'm guessing you must be well below it if you killed everyone In Boulder City.
Maybe you were wearing faction armor, or the NCR Troopers scored all the death blows? This game can be funky sometimes. Anyhow, good to know it's resolved, then.
So I recently discovered your mod from a mod list after trying and failing to install Viva New Vegas (another long story but let's skip back to what's relevant), I think it looks real good and promising for any of my future playthroughs; but, I do have some questions regarding a particular event that happens in the game.
I haven't gotten far enough in my current session to have started "The White Wash," nor did I ever made the choice to reveal Westside's secret in any previous playthroughs; but, I do recall that exposing the secret will have Boyd sending NCR troopers to Westside to redivert the water back to the sharecropper farms. Since having NCR soldiers in Westside was not listed in the compendium, I thought it was a vanilla feature until I tried looking it up and not seeing any screenshots or relevant results of NCR soldier npcs being physically present in Westside. I feel compelled to ask because Hard Luck Blues' effects on the sharecropper farms were listed but not the previously aforementioned quest (mainly because both quests seem to heavily impact the NCR farms depending on what you choose to do).
So are the NCR soldiers present in Westside an obscure vanilla feature that's hardly recorded or did I miss something while trying to look it up? Is that scripted event already in the mod but is not listed in the compendium? Or was that scripted event never made in the mod due to circumstances beyond your control? Thanks for your time if you're able to get back to me on this! (Also excuse the long middle paragraph if it went on for a while, it felt like necessary context).
You can find out where an NPC or object comes from by clicking on them in console mode - the first two symbols of their ID correspond with the load order position of the plugin that added them. For what it's worth, I don't recall adding such an encounter.
I was lurking about on Reddit a few days or so back, and I ran across a post from someone who was positively astonished about a particular event related to There Stands the Grass and the handing over of certain scientific data to Dr. Hildern.
They were pretty adamant that it had to be undiscovered vanilla content. That right there has to be one of the highest compliments of your work, ELPascal.
For some reason, I can't seem to use this mod. When I DO try to use it and load up NV, it just removes my cursor and doesn't let me use the menu. It's possible that because I use Claim the Mojave's patch for this it's interfering and causing this somehow. I also tried searching how to fix not having a cursor, and I did literally everything, restarted, plugged a controller in and unplugged it, verified the integrity of the game files, everything. And when I use this mod then NV just forgets about cursors, can someone tell me if I'm just stupid or how to fix it?
Some people were having a problem like this because they were using an outdated patch for Claim the Mojave, so I suggest you try updating it to see if that's the culprit.
I attempted to reinstall it two different ways via vortex. However this DID show my mouse cursor in fullscreen, but it was a timeglass and never clicked into NV. I did also try windowed but that just removed my cursor entirely. Unsure if this is just a massive skill issue or something.
Well, that outdated patch is the only cause of such an issue related to this mod that I'm aware of, so if that's not it you may have to do trial and error by disabling individual mods until the problem disappears.
Regarding those NCR snipers occasionally falling down from the towers during combat, I believe ticking the No Combat Alert and Continue During Combat flags in their AI packages should prevent that.
Right, I think that's because those towers are unmanned normally. Thanks for the pointer! I'm planning to begin full production on 2.7 before the year is over, so I'll make sure to fix it then.
hey 2 things 1. i think some faction troops spawned by your mod dont trigger fame penalties or rewards, ive noticed it primarily with Legion, idk if thats conflict with another mod as 1 mod i have is Leave no Witnesses (only thing i can think of if it is mod conflcit) and 2. there are 2 NCR prospectors up the train tracks from Nipton, one of them has power armor, for some reason they get hostile when you get close even when your loved by NCR, they also didnt occur any penalties for killing as mentioned before
Not receiving any penalties for killing if you leave nobody left alive is the whole point of 'Leave No Witnesses', that doesn't really have anything to do with TLD.
You might get NPCs walking into objects or starting fights with each other, but nothing absolutely game-breaking. Most of this mod's caravans are actually set up to circumvent Nipton, as they believably would.
Thanks for the heads up. What about the fires, do they go away after a while? I guess if it's the vanilla fires they would, but if he added any extra fires, they would remain.
That I don't know, I've actually never heard of that mod before you brought it up. Normally set dressing fires in this game do not go away until specifically scripted to, so it depends on whether the mod author did as such.
3601 comments
Compatibility note:
- TLD should be loaded after YUP in order to implement one particular script-based quest consequence for 'Come Fly With Me' that would be overwritten otherwise.
- TLD's position in the load order relative to FPGE is no longer relevant, as their only direct friction point has been removed in v2.6. However, installing TLD after the game's ending is not recommended and will lead to bugs!
-> FPGE is not a requirement, all integration between the two is achieved by indirect means.
For a list of version-specific changes:
Please check out the changelog in the 'Logs' section. For a list of consequences to your actions, check out the compendium in the miscellaneous downloads section.
FAQ:
A: Yes. The majority of events and quest consequences will be triggered retroactively. For FPGE users, installation after the game's ending is not recommended and will lead to unintended results as the pre- and post-game scripts will fire simultaneously, conflicting with each other.
Q: I'm having performance issues.
A: That's not a question. Anyway, this mod adds many NPCs constantly wandering all over the wastes, as well as a few scripts running in the background. This can lead to frame drops by itself, even moreso if your load order is long and your game unoptimized. Check out the Viva New Vegas guide to see if there's more you can do to improve your game's performance and stability or check out their 'mods to avoid' section to ensure you don't have any broken files installed.
Q: Can you make a TTW version covering D.C.?
A: I am currently occupied with other projects, but never say never.
Q: Can you also do something for Freeside, the Strip and the Casinos?
A: For the time being, I've largely left these areas out for the sake of compatibility with mods such as Freeside Open, the Strip Open, various quest mods, etc. This may be subject to change. For the time being, however, I can recommend sandbox6's Uncut Wasteland in order to repopulate Freeside specifically, while BlooperReel's Casino Crowds is a great mod to add some more life Vegas' gambling halls.
For people who insist on opening Freeside up, I recommend using Qolore's Simple Open Freeside. He also has an equivalent for the Strip.
Q: Is this compatible with (XYZ)?
A: This mod should generally not have any game-breaking incompatibilities with other mods, unless specifically declared otherwise. Generally, your framerate might suffer when you have several performance-intensive mods installed at once. The worst you should expect in terms of incompatibilities is stuttering upon entering an area, or that NPCs will start fighting each other.
More specifically:
- Yes, this works with TTW.
- Yes, it is compatible with the Frontier and Fallout: New California.
- Yes, it is compatible with AWOP.
- Yes, it is compatible with Mojave Wildlife.
- Yes, it is compatible with Mojave Raiders (unless you want to enable TLD's take on the settlement of Underpass in the mod's .ini, in which case there is a patch on Mojave Raider's modpage).
Q: Can you please make a non-DLC version?
A: That is not technically feasible. Lucky for you, the Ultimate Edition is very cheap and many other great mods rely on it as well, so it's a worthy purchase.
Q: Do your NPCs respawn? How do they affect the game's balance?
A: Yes, those for whom it makes sense do respawn. Many also level with you and get better armor, equipment and stats over the course of the game. Most are based on similar vanilla NPCs in terms of stats and equipment, so they generally won't plough their way through hostile vanilla NPCs. Nontheless, the greater amount of NPCs will have an effect on loot distribution, especially since there are more random battles throughout the world, making it easier for you to loot the bodies without firing a single shot. You may want to consider using a rebalancing mod to slow down your XP gain, like JSawyer etc. or to simply not cheese the game if you care about balance that much.
Q: What's next for this mod?
I want to fix any remaining or emerging bugs and improve performance, as well as adding more reactive content while still trimming off fat where needed.
If you have any suggestions for future versions, feel free to share them in the comments!
Thank you for your support, and please consider checking out my other mods.
Follow me on Bluesky where I sometimes show off my WIPs and subscribe to my YouTube channel, which serves the same purpose.
My Nexus DMs are open.
How long does it take after until they normally appear, and is there a requirement like a level limit or something? I doubt it but maybe they got killed on their way? I'm playing with no savescumming/reloading mods so I'd really hate to get ambushed by them but I also don't want to turn off hitsquads as a whole lol
I haven't gotten far enough in my current session to have started "The White Wash," nor did I ever made the choice to reveal Westside's secret in any previous playthroughs; but, I do recall that exposing the secret will have Boyd sending NCR troopers to Westside to redivert the water back to the sharecropper farms. Since having NCR soldiers in Westside was not listed in the compendium, I thought it was a vanilla feature until I tried looking it up and not seeing any screenshots or relevant results of NCR soldier npcs being physically present in Westside. I feel compelled to ask because Hard Luck Blues' effects on the sharecropper farms were listed but not the previously aforementioned quest (mainly because both quests seem to heavily impact the NCR farms depending on what you choose to do).
So are the NCR soldiers present in Westside an obscure vanilla feature that's hardly recorded or did I miss something while trying to look it up? Is that scripted event already in the mod but is not listed in the compendium? Or was that scripted event never made in the mod due to circumstances beyond your control?
Thanks for your time if you're able to get back to me on this! (Also excuse the long middle paragraph if it went on for a while, it felt like necessary context).
They were pretty adamant that it had to be undiscovered vanilla content. That right there has to be one of the highest compliments of your work, ELPascal.