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. However, installing TLD after the game's ending is not recommended and might lead to bugs! -> FPGE is not a requirement, all integration between the two is achieved by indirect means.
For a list of consequences to your actions, check out the compendium in the miscellaneous downloads section.
FAQ:
Spoiler:
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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.
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 scripts running in the background. This can lead to frame drops by itself, more so if your load order is long & 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: 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. May be subject to change. For the time being 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. There also is 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. Mind that your frame rate might suffer when you have several "heavy" mods installed at once.
Specifically: - Works with TTW. - Compatible with the Frontier and Fallout: New California. - Compatible with AWOP. - Compatible with Mojave Wildlife. - *Technically* compatible with Mojave Raiders, though the population boost of having both installed may be excessive. Check the .ini.
Q: Can you please make a non-DLC version? A: No. 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: Those for whom it makes sense do. 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 the vanilla NPCs. Nontheless, the population boost will affect loot distribution. 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.
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 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.
Couple of things that may be bugs, or may be improved: 5 minutes after killing the Van Graffs a bunch of hitmen spawn when I exited a building but it seems like only one of them was hostile (Cass killed it before I could see it) the others are non-hostile. Also they spawned way too fast imo. Another thing is I killed some NCR Tourists in Nipton and became Villified with The Strip... Somehow.
Think I used Qolore's NVR2 Revised with it once and TLD's NPCs used the new textures as intended. Don't know about NVR3, which is generally less compatible with other mods out of the box, but I do recall isolated incidents of pink face for some people.
Hi there. I just installed the new update, but I don't see the shop outside of Goodsprings. I have both the main file and ini downloaded in mod organiser, and I don't see any errors, but the mod does not seem to be present. I would be very grateful for advice.
I might implement a check to see if Mojave NPCs is installed in future versions, or maybe an .ini option for MNPCs users. A *lot* of Mojave NPCs' content is pretty much just stuff that I've been planning for years but haven't yet gotten around to, so the overlap between the two will only increase with each content update.
I suppose that could be an interim solution? Not planning another update for the near future. But beyond that it'd only be fair for me to meet proper precautions, after all you got around to a lot of those ideas first (current plans include further Old World Blues stuff relating to X13, more additions to the Fort, McCarran, Hoover Dam, etc. - only sensible for me to make those optional or include an IsModLoaded check.)
Well, I had a look and I don't think the amount of dogs is necessarily overkill or worth addressing right now, and there are a bunch of places like Jacobstown, Sloan and Primm were I did not add any cyberdogs. If you prefer I have no issue waiting for TLD's next update.
I'm encountering a bug where, if I kill a cyber dog, everyone who witnesses it becomes hostile.
Edit: I don't actually need to kill the dog, as long as the dog notices me, all the other people around become hostile too. It must be a faction incompatibility with another mod.
If you comeplete all the tests, the Cyberdogs are there to protect the settlements as per the ending slide - obviously the townies will object to you killing the neighborhood guard dog. But can you give some more detail on where and under which circumstances you encountered the dogs in question?
I'm also encountering the same bug. The dog is named the X-8 Cyber Dog. The dog is hostile and if you try to defend yourself everyone in the town becomes hostile.
Ok, so I actually "solved" the problem, it's some kinda conflict with Monster Mod and Monster Mod Lite 2021 TTW-NV. When I disable those mods, the dog is no longer hostile.
Edit: I figured it out, the momod.esp edits the "NightstalkerFaction" which the cyberdog is apart of and gives it the relation "Enemy PlayerFaction".
Thanks, that's some good detective work right there, sounds like the likeliest culprit. Gotta wonder why they edited a base game faction like that when simply setting the new enemies to be Very Aggressive (as is the case for vanilla FNV's Nightstalkers) would have sufficed completely & kept the conflict potential lower. OWB's Cyberdogs are indeed in the Night Stalker faction by default, will have to look into the why of it before deciding on what to do about this.
On further investigation it appears that OWB's Cyberdogs are in the Nightstalker faction so A: they don't attack each other and B: so they are also affected by an OWB-specific perk. Bearing that in mind, I see no harm in simply removing TLD's Cyberdogs from the faction wholesale, so just uploaded a quick fix for others using Monster Mod and whatever variations there are of it.
the mod installs as read only (on the folder) by an admin account even with vortex as a non elevated user. does not deploy due to the restrictions on it. vortex as admin can delete the file, command prompt as admin cannot. not sure what to do with this information.
edit: after 4 installs under normal-user vortex its no longer read only. unsure what the issue was, probably nexus side
Someone else reported an issue uninstalling/updating this mod via Vortex yesterday, seems it might currently be having problems of sorts. IDK, I use MO2 myself.
3738 comments
- 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. However, installing TLD after the game's ending is not recommended and might lead to bugs!
-> FPGE is not a requirement, all integration between the two is achieved by indirect means.
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.
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 scripts running in the background. This can lead to frame drops by itself, more so if your load order is long & 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: 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. May be subject to change. For the time being 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. There also is 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. Mind that your frame rate might suffer when you have several "heavy" mods installed at once.
Specifically:
- Works with TTW.
- Compatible with the Frontier and Fallout: New California.
- Compatible with AWOP.
- Compatible with Mojave Wildlife.
- *Technically* compatible with Mojave Raiders, though the population boost of having both installed may be excessive. Check the .ini.
Q: Can you please make a non-DLC version?
A: No. 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: Those for whom it makes sense do. 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 the vanilla NPCs. Nontheless, the population boost will affect loot distribution. 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.
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 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.
https://www.nexusmods.com/newvegas/mods/71714
Edit: I don't actually need to kill the dog, as long as the dog notices me, all the other people around become hostile too. It must be a faction incompatibility with another mod.
Edit: I checked FNVEdit for conflicts and nothing is overwriting the cyberdog so I'm kinda lost on this one.
Edit: I figured it out, the momod.esp edits the "NightstalkerFaction" which the cyberdog is apart of and gives it the relation "Enemy PlayerFaction".
edit: after 4 installs under normal-user vortex its no longer read only. unsure what the issue was, probably nexus side