As a result there have been some fairly major overhauls to the scripting in the background which will hopefully lead to a better experience on the strip. I can't support any versions earlier than 2.00 as the setup is different and arguably more complex.
A summary of changes for 2.00. a large milestone in this mods development:
- Strip activators have been made persistent objects. - Changed the dimensions of strip activators to prevent accidental non-triggering during travel. - New Cubic activators added that will deal with some randomization of the strip's NPC's / Events. - Removed some now unused and deprecated scripts - Fixed an issue where the Fort entrance script was incorrectly renamed. - Removed unused masters - Cleaned in FNV & had a manual run through of it's content to ensure no undue edits were made
Next Major Release 2.1 - Work In Progress - Released 27/08/21
As for 2.1 which is planned to be focused more on general polish and convenience. I'm planning to make the following changes:
- The current 3 script and activator solution will be swapped out with general purpose master script and cubic activator. These will use references to determine NPC spawn patterns instead of being hardcoded. - Debug messages will be added to the new script, although will be disabled for general users. - Faction reputation will be added to all relevant markers - Reputation will be added to any relevant vanilla markers: I.e Camp Forlorn Hope. - Grammatical Review - The original Crimson caravan marker will be disabled and replaced with an interior marker, scripting will be in place to ensure NPC behavior is correct there.
Future Plans
At the release of 2.1 It's very much likely that I'm nearing the end of my work on this mod. While I'll still maintain it after this point. My final priority is going to lie with making this mod a bit more modular. I'll be aiming to release versions of this mod without Strip Markers and Patches for Freeside / The Strip Open. I'm also considering having a pass through some of the DLC areas to see if there's anything I can improve there.
Hello Lime, this is a great mod, but when using simple open freeside, mick and ralphs and cerulean robotics and old mormon fort markers are not appearing, working with simple open strip tho. Wanted to let you know as one user commented simple open freeside markers work but wanted to point out only some of them do.
Simple open Freeside moves Freeside to a completely separate world-space. The markers are in the original Worldspace - which as you can probably tell is pretty much empty when you have Simple Open Freeside installed.
Simple-Open strip doesn't move everything into a new worldspace, so doesn't have this issue.
I would need to make a patch for those markers to be compatible. In the meantime, with SOF you should use the .ini to disable those markers.
There are patches for Simple Open Freeside and Open strip does work out of the box. I have been using TTW Map marker and works quite well. Keep your time and energy making great mods like you have been. thanks for such a quick reply.
Hello! I've got a suggestion for the new Cazador Nest location near Red Rock Canyon if you're interested -- since there's already a marked location in the vanilla game with the same name (Cazador Nest near Ranger Station Delta), I renamed the mod's added location "Cazador Ravine" in xEdit.
Another couple of suggestions:
- I changed "Legion Dead Drop" to "Legion Dropbox" to match the quest stage ("Find the Legion Dropbox"), added a hyphen to "Cook-Cook's Kitchen", added an apostrophe to "Squatters' Encampment" in Freeside, and changed "HELIOS One: Solar Collection Tower" to just "Solar Collection Tower" to make it shorter; same with changing "Correctional Facility Yard" to "NCRCF Yard" since I find myself always typing "NCRCF" in the Stewie Tweaks search bar when looking for it on the map. These are just my personal preferences, so you might choose not to adopt them.
- Would be nice to have the Hidden Valley map marker resituated directly in front of the BoS bunker! I always get turned around because of the radscorpion spawns, then end up going off in the wrong direction and entering the wrong bunker.
- I use your mod in conjunction with just the optional Hidden Locations .esp from Ionami's Extra Map Markers 2.0 mod (which hasn't been updated since 2016) and use your .ini to turn off the duplicates. The locations that aren't included in your mod at the moment are: Abandoned Warehouse; Boulder City Train Station; Crashed Airliner (I renamed it Crashed Cargo Plane to match the official game guide); Camp Searchlight Trailer Park (I renamed it Searchlight Trailer Park to shorten it since the wiki says it's pre-war); Devil's Throat Cavern; Fiend House; Hidden Cazador Nest; Jackal Shack; Mojave Home; New Vegas Home; Scorpion Burrow; Viper Gang Ambush.
You might like to have a look at these and see if any of them are suitable for inclusion in NVMMP! Thank you for all your great mods -- looking forward to your next update!
By chance does this mod, or any mod like it, do something to clarify when one quest has multiple markers? I have accessibility needs when it comes to directions and can spend hours wandering if I don't have clear map markers - as soon as one active quest points me more than one direction, I'm completely confused and have to look at the map every single turn.
UPDATE: In case anyone else has this problem, JIP Minimap has been my best solution so far!
So I encountered a problem where no NPCs spawn after I traveled to the Strip markers. Going through another area in the Strip manually seems to fix this, but it kinda defeats the purpose of this mod. Is there anything I can do to fix it?
There are indeed some issues with the scripting. Unfortunately the strips NPC spawns are a total mess and I don't really have the time to invest working on it further.
My recommendation is to use this mod with simple open strip or disable the strip markers using the included .ini file.
154 comments
I've just updated this mod to version 2.00.
As a result there have been some fairly major overhauls to the scripting in the background which will hopefully lead to a better experience on the strip. I can't support any versions earlier than 2.00 as the setup is different and arguably more complex.
A summary of changes for 2.00. a large milestone in this mods development:
- Strip activators have been made persistent objects.
- Changed the dimensions of strip activators to prevent accidental non-triggering during travel.
- New Cubic activators added that will deal with some randomization of the strip's NPC's / Events.
- Removed some now unused and deprecated scripts
- Fixed an issue where the Fort entrance script was incorrectly renamed.
- Removed unused masters
- Cleaned in FNV & had a manual run through of it's content to ensure no undue edits were made
Next Major Release 2.1 -
Work In Progress- Released 27/08/21As for 2.1 which is planned to be focused more on general polish and convenience. I'm planning to make the following changes:
- The current 3 script and activator solution will be swapped out with general purpose master script and cubic activator. These will use references to determine NPC spawn patterns instead of being hardcoded.
- Debug messages will be added to the new script, although will be disabled for general users.
- Faction reputation will be added to all relevant markers
- Reputation will be added to any relevant vanilla markers: I.e Camp Forlorn Hope.
- Grammatical Review
- The original Crimson caravan marker will be disabled and replaced with an interior marker, scripting will be in place to ensure NPC behavior is correct there.
Future Plans
At the release of 2.1 It's very much likely that I'm nearing the end of my work on this mod. While I'll still maintain it after this point. My final priority is going to lie with making this mod a bit more modular. I'll be aiming to release versions of this mod without Strip Markers and Patches for Freeside / The Strip Open. I'm also considering having a pass through some of the DLC areas to see if there's anything I can improve there.
- Lime
Thanks again
Simple-Open strip doesn't move everything into a new worldspace, so doesn't have this issue.
I would need to make a patch for those markers to be compatible. In the meantime, with SOF you should use the .ini to disable those markers.
Will disable in the ini then
Thanks for the very quick reply. I love your safehouse overhaul and fort open mods. Keep up the good work!
Have a good day
Open Mojave AIO:
https://www.nexusmods.com/newvegas/mods/83510
This should work fine with simple open strip. Simple open freeside likely needs a patch.
Another couple of suggestions:
- I changed "Legion Dead Drop" to "Legion Dropbox" to match the quest stage ("Find the Legion Dropbox"), added a hyphen to "Cook-Cook's Kitchen", added an apostrophe to "Squatters' Encampment" in Freeside, and changed "HELIOS One: Solar Collection Tower" to just "Solar Collection Tower" to make it shorter; same with changing "Correctional Facility Yard" to "NCRCF Yard" since I find myself always typing "NCRCF" in the Stewie Tweaks search bar when looking for it on the map. These are just my personal preferences, so you might choose not to adopt them.
- Would be nice to have the Hidden Valley map marker resituated directly in front of the BoS bunker! I always get turned around because of the radscorpion spawns, then end up going off in the wrong direction and entering the wrong bunker.
- I use your mod in conjunction with just the optional Hidden Locations .esp from Ionami's Extra Map Markers 2.0 mod (which hasn't been updated since 2016) and use your .ini to turn off the duplicates. The locations that aren't included in your mod at the moment are: Abandoned Warehouse; Boulder City Train Station; Crashed Airliner (I renamed it Crashed Cargo Plane to match the official game guide); Camp Searchlight Trailer Park (I renamed it Searchlight Trailer Park to shorten it since the wiki says it's pre-war); Devil's Throat Cavern; Fiend House; Hidden Cazador Nest; Jackal Shack; Mojave Home; New Vegas Home; Scorpion Burrow; Viper Gang Ambush.
You might like to have a look at these and see if any of them are suitable for inclusion in NVMMP! Thank you for all your great mods -- looking forward to your next update!
https://www.nexusmods.com/newvegas/mods/64981
If that's the case TMM 1 will still show all markers including those added by this mod.
UPDATE: In case anyone else has this problem, JIP Minimap has been my best solution so far!
I'm not sure what you mean when a quest has multiple markers? I don't think it does based on the above (?) But maybe some more details will help me.
If it's within my skillset to make something that does this though I can look into it for you.
Going through another area in the Strip manually seems to fix this, but it kinda defeats the purpose of this mod.
Is there anything I can do to fix it?
My recommendation is to use this mod with simple open strip or disable the strip markers using the included .ini file.