Thanks everyone for checking out Dry Wells - Legion Expansion!
Many hours of work has gone into developing this new worldspace and quests, and I hope you all like it!
Please read the FAQ! It has very important information on how to ensure this mod runs smoothly for you and will improve your experience.
Compatibility: This mod is compatible with just about anything under the sun. It changes almost no vanilla records at all, aside from Gaius Magnus's character in the Dry Wells nuked location and a couple very minor things. Almost all leveled lists are unique, so even mods that change weapon lists often won't affect Dry Wells.
Reminders:
SAVE OFTEN. New Vegas, while a great game, is nearly 15 years old and on an extremely janky engine. Sometimes packages misfire, scripts run incorrectly, or NPCs don't want to go where they are supposed to - and that isn't even beginning to mention bugs from things I might have missed.
PLEASE do not try to break the quests on purpose. If you don't let an NPC complete their travel package, rush through something where the mod clearly wanted you to wait for an NPC to speak to you, etc. you WILL be able to lock yourself out of quests. I can guarantee it (as I've done it many times during testing).
There are guardrails in place but please be patient with this mod and understand that this was a labor of love, with most GECK development (outside of custom armors and textures) completed by a single person. Not everything will be perfect, but I strive for it all to be "good".
this mod is fantastic! no issues with the quests everything worked as intended as was fully functional. only issue i ran into was the hunters carbine reward for helping the hunters guild retake their cabin has broken jumbled textures. I'm guessing it's an incompatibility with either WMIM, WRP or WAP depending on which one it's supposed to use. any ideas on how to fix that issue would be awesome. Thanks
First real mod review I ever do, but here it goes nonetheless [Spoiler Warning, no way to spoiler so apologies in advance.]:
The mod itself shows a very good visual presentation using the base game and dlc assets, such as the buildings which come from dead money- they fit and do not stand out amongst the desert and create a unique look for the fan dlc as I will refer to Dry Wells as. I never found myself questioning or even judging the map or the design of it, and the small, compact size of it was deliciously perfect- no running around empty deserts like in the original. All voice acting was done very well, with clear tones and I could tell constantine's voice actor was someone I knew, but I couldn't pin point who exactly... Anyways, the whole mod is an example of a quality mod with nothing to actually critique downright, except the autumn trees which I found off-putting a bit personally.
Now for the plot: I chose to side with Magnus aka the evil route since it was the one I stumbled into by accident. I noticed so many quests failed when I did that, which gave me the idea the two storylines were worth pursuing. I will give praise to the writers of this mod: I genuinely would take this quality as on par, if not better at some points than what Obsidian did with quests in the base game- it feels in line with what the legion is and the new faction feels mostly cohesive, although the yao guai quest does make me question why they would allow someone to do something so dangerous, when even the legion in this mod fails to do that, but it's nothing more than a notice- something to consider, but nothing needing change. The final quest- the extinguishing of hope and the way it allows you to be pure evil- glorious if I do say so myself, especially since you're not 100% locked into a certain path from what I could tell. The evil route ending is nice, but I have yet to play the constantine route- which I will do later one and perhaps also make a post about. Quests designs in this mod were unique for what they could be, as well as interesting enough to keep me engaged. I'll definitively replay the mod to see the second side. As for difficulty, then I cannot say anything as my character is level 20+ and has the 12.7mm smg which is so broken in FNV it's actually not funny.
The slave quest showed how cruel the legion truly is- asking and judging each person to free them, and the initial paula freeing quest was very pleasant to play through. I do intend to see the other side of this mod, but I was alligned with legion initially so I definitively missed some quests that require constantine to live. I will check out the author's other mods such as the followers or the raider overhauls. For everyone else, this mod is very worth playing and my time was not wasted in the slightest. On more personal thoughts, I feel bad that the author got a lot of hate for making this mod, and I can 100% relate to the feeling of it, as I myself create mods for a different game- people tend to forget that mods are made for free and can't get any money from it legally, so I try my best to appreciate what is present and how the author took their time to make something everyone can enjoy.
This is a very well made, and much needed, mod. I've mixed it with a few other expansions, and the Mojave is now quite the lively and unpredictable experience. Thank you.
I entered the location well after I had become an enemy of the Legion, is there a way to *find* Gaius without the quests, or am I just running around exploding soldiers in fun, fun vain?
Correct, Gaius appears part way into the questline intentionally. If you want to get to Gaius, you’ll need to either nuke the area or complete a couple quests.
Possible bug... possibly just a foulup on my part. This post contains spoilers; I'll put some distance between this paragraph and the next for those who don't want to be spoiled.
Here goes:
If you have companions and leave them inside the Hunter's Guild Lodge before you start the 'conflict between Constantine and Magnus, when you go back to the Hunter's Lodge to recruit the Hunter's Guild, you won't be able to retrieve your companions from inside the lodge, because (this is just a guess, but it seems like a solid guess) the lodge interior will have changed from the version with a basement door to a version that's been cleaned up and has the basement door boarded over.
EDIT: My suspicion was right; the two interiors are separate cells. To get back into the first version: coc adwHuntersLodgeDestroyed. Then you should be able to retrieve anything/anyone you shouldn't have left in there. lol
Yes, it is a new interior haha. That was the best way to clean up the lodge, I never considered someone telling their companion to wait in there. Interesting bug!
421 comments
Many hours of work has gone into developing this new worldspace and quests, and I hope you all like it!
Please read the FAQ!
It has very important information on how to ensure this mod runs smoothly for you and will improve your experience.
Compatibility:
This mod is compatible with just about anything under the sun. It changes almost no vanilla records at all, aside from Gaius Magnus's character in the Dry Wells nuked location and a couple very minor things. Almost all leveled lists are unique, so even mods that change weapon lists often won't affect Dry Wells.
Reminders:
Thanks all!
Join us on Discord!The mod itself shows a very good visual presentation using the base game and dlc assets, such as the buildings which come from dead money- they fit and do not stand out amongst the desert and create a unique look for the fan dlc as I will refer to Dry Wells as. I never found myself questioning or even judging the map or the design of it, and the small, compact size of it was deliciously perfect- no running around empty deserts like in the original. All voice acting was done very well, with clear tones and I could tell constantine's voice actor was someone I knew, but I couldn't pin point who exactly... Anyways, the whole mod is an example of a quality mod with nothing to actually critique downright, except the autumn trees which I found off-putting a bit personally.
Now for the plot: I chose to side with Magnus aka the evil route since it was the one I stumbled into by accident. I noticed so many quests failed when I did that, which gave me the idea the two storylines were worth pursuing. I will give praise to the writers of this mod: I genuinely would take this quality as on par, if not better at some points than what Obsidian did with quests in the base game- it feels in line with what the legion is and the new faction feels mostly cohesive, although the yao guai quest does make me question why they would allow someone to do something so dangerous, when even the legion in this mod fails to do that, but it's nothing more than a notice- something to consider, but nothing needing change. The final quest- the extinguishing of hope and the way it allows you to be pure evil- glorious if I do say so myself, especially since you're not 100% locked into a certain path from what I could tell. The evil route ending is nice, but I have yet to play the constantine route- which I will do later one and perhaps also make a post about. Quests designs in this mod were unique for what they could be, as well as interesting enough to keep me engaged. I'll definitively replay the mod to see the second side. As for difficulty, then I cannot say anything as my character is level 20+ and has the 12.7mm smg which is so broken in FNV it's actually not funny.
The slave quest showed how cruel the legion truly is- asking and judging each person to free them, and the initial paula freeing quest was very pleasant to play through. I do intend to see the other side of this mod, but I was alligned with legion initially so I definitively missed some quests that require constantine to live. I will check out the author's other mods such as the followers or the raider overhauls. For everyone else, this mod is very worth playing and my time was not wasted in the slightest. On more personal thoughts, I feel bad that the author got a lot of hate for making this mod, and I can 100% relate to the feeling of it, as I myself create mods for a different game- people tend to forget that mods are made for free and can't get any money from it legally, so I try my best to appreciate what is present and how the author took their time to make something everyone can enjoy.
[Sorry if the whole thing reads weird.]
(i killed vulpes early this time and need to dig my way out cause the hit squads are annoying lmaooo)
Here goes:
If you have companions and leave them inside the Hunter's Guild Lodge before you start the 'conflict between Constantine and Magnus, when you go back to the Hunter's Lodge to recruit the Hunter's Guild, you won't be able to retrieve your companions from inside the lodge, because (this is just a guess, but it seems like a solid guess) the lodge interior will have changed from the version with a basement door to a version that's been cleaned up and has the basement door boarded over.
EDIT: My suspicion was right; the two interiors are separate cells. To get back into the first version: coc adwHuntersLodgeDestroyed. Then you should be able to retrieve anything/anyone you shouldn't have left in there. lol