About this mod

Roll up your sleeves and grab your copy of DIY: Made Simple, its time for a house renovation quest mod! Follow in Easy Pete's footsteps and fix up your new home across several chapters. Don't forget to link your Pip-Boy to your new Decotron and watch as it decorates your home, unlocking trinkets and surprises as you complete 388 in game actions!

Requirements
Permissions and credits
INTRODUCTION
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Nearly 10 years ago (ouch!) I made a new theme for the Megaton safehouse in Fallout 3 The Lone Wanderer Theme. It was inspired by Jimmy's room in Bully and would evolve throughout the lone wanderer's journey as you unlock over 190 trophies by completing quests, discovering locations, obtaining items etc. since then I've always wanted to make a bigger and better one for New Vegas. 

I started this mod in 2021 and after stopping and starting for various reasons, I really got back into it June last year and I'm proud to finally release it!


UPDATES
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v1.4E / 05.03.25

+ Decotron will now provide commissary services (trade and repair) if you've finished Lonesome Road
+ Sound deleted from bathtub water

v1.3E / 11.02.25

+ .esp mod file is now flagged as an .esm, to help with performance and avoid save bloat. Don't install this if you are running a previous version - see files tab
+ Mod is now compatible with Securitrons On Alert, this is a compatibility fix that prevents securitron models like Muggy, Victor and Yes Man from coming in at the wrong scale. Thanks to ItsMeDrifty for troubleshooting.
+ Removed water sound effects from inside house
+ Replaced grating decotron idle noise with securitron idle noise which is more subtle
+ Added additional storage containers in house:
  • replaced static crate under bar with working container
  • 4 usable kitchen cupboards
  • reloading bench storage container (if you have completed the quest this will remain disabled, if you don't want to enable it in the GECK, use the CC "prid xx083e60" then type "enable" - replace the xx with the position of the mod in your load order)

V1.2 / 02.02.25

+ .esp mod file is now flagged as an .esm, to help with performance and avoid save bloat.  THIS CAUSED CRASHES FOR PEOPLE WHO UPDATED FROM PREVIOUS VERSIONS
+ Mod is now compatible with Securitrons On Alert, this is a compatibility fix that prevents securitron models like Muggy, Victor and Yes Man from coming in at the wrong scale. Thanks to ItsMeDrifty for troubleshooting.


V1.1 / 25.01.25

+ Collision mesh removed from Doc Mitchell's cork board to make it easier for players to pick up Trudy's note
+ Chapter 3: Steel Front Door recipe altered. Swapped out the Empty Sunset Sarsaparilla bottle for a Drinking glass which makes this mod compatible with bottle replacer mods such as Water Overhaul.

V1.0 / 17.01.25

+ Mod released


DESCRIPTION
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There’s an old house near Goodsprings schoolhouse, abandoned for who knows how long. Easy Pete’s hung up his tools, leaving you to pick up where he left off.

Take over his workshop and dive into DIY: Made Simple. Across seven chapters, you’ll transform the derelict house into the home of your dreams. From fixing the roof and restoring power to crafting all the essentials, you’ll soon have a cosy haven, but if anything a little bare…

Enter the Decotron! RobCo’s cutting-edge prototype robot, an expert in both home management and interior design. Stand back in amazement as it syncs with your Pip-Boy data, to manufacture unique trinkets and trophies that celebrate your adventures across the Mojave.


FEATURES
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This mod is two things, an expanded New Vegas version of my Fallout 3 mod, but also a renovation quest mod inspired by the classic Afterschool Special. This short quest transforms an abandoned house into your forever home, blending hands-on renovation and material crafting, with a lore friendly backstory:

  • Start a new playthrough or dive in with a higher-level character. Completing the quest takes 45-60 mins (if you have the right skills), rewarding you with a permanent, fully equipped player home.

  • Early-game gear changes often sideline the Repair skill - this mod puts it front and centre. Progress at your own pace; the low-combat quest fits naturally into regular gameplay, as you keep coming home to tackle the next task.

  • While ideal for new characters, this mod avoids making the early game too easy, keeping the renovation process rewarding while holding back things like the infirmary to later chapters.

  • Once the quest is completed, your Decotron robot companion becomes a crafting powerhouse, capable of creating decorative static items that celebrate your in-game achievements. Unlock mementos tied to 388 different actions, all tracked via an in-house terminal:

Completing quests: 109 unlocks
Recruit companions: 8 unlocks
Discover locations: 62
Obtain unique weapons: 37 unlocks
Obtain apparel: 16 unlocks
Collectibles and inventory: 65 unlocks
Challenges: 38 unlocks
DLC content: 53 unlocks


If you're a collector or completionist, this mod is for you! Check the docs tab for a full detailed list of unlockables.


FAQs
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How do I start the quest?

There's a note from Trudy pinned to Doc Mitchell's cork board.

Do I need to start a new game?

No you do not. However, some post quest actions may not be unlockable under normal means if you have misplaced an inventory specific item or locked yourself out of quests.

Where can I find all these crafting materials?

This mod uses a lot of vanilla items as crafting materials, but also adds new ones. You can find what you need without ever leaving Goodsprings. Read the notes and check the locations carefully. If you're really struggling here's a list of what you need and where you can find it.

Spoiler:  
Show
Many materials can be found in containers which randomly spawn loot, but I wanted to make sure that enough materials are actually available and visible in the game world.

Below is a list of locations and what can be found in each, but many vanilla materials can also be bought from Chet or Trudy.

Doc Mitchell’s house:

3 boxes of detergent
2 hot plates
1 medical brace
1 metal cooking pot
1 pilot light
1 surgical tubing
1 yeast

Easy Pete’s house (first house directly south of Prospector Saloon):

2 bags of cement (outside)
36 flamer fuel
1 pilot light
1 scrap metal
3 scrap wood

Goodsprings gas station:

1 box of detergent
1 doctor's bag
1 dirty water1 duct tape
2 maize
1 motorcycle handbrake (outside)
2 nail boxes
1 purified water
2 scrap metal (outside)
9 scrap wood (outside)
1 turpentine
1 wonderglue

Goodsprings General Store:

2 maize
1 metal cooking pot
1 scrap electronics
1 scrap metal
1 yeast

Goodsprings Schoolhouse:

1 box of detergent
1 leather belt
3 scrap metal
10 scrap wood
3 nail boxes
1 toy car
1 wonderglue

Prospector's Rest:

3 duct tape (1 outside)
1 empty sarsaparilla bottle (outside)
1 hot plate (outside)
3 nail boxes (2 outside)
4 scrap metal (2 outside)
10 scrap wood (outside)
1 steam gauge assembly (outside)
2 turpentine (1 outside)
2 wonderglue (outside)

Prospector Saloon:

5 glass pitchers
5 scrap wood (outside)
5 vodka

RobCo Truck:

1 duct tape
1 scrap electronics
1 scrap metal

Victor’s shack:

1 box of detergent
1 conductor
1 fire hose nozzle
2 fission batteries
2 scrap metal
1 sensor module 
1 weapon repair kit

Outside generally:

2 coyote hides - found under the porch of a boarded up house north of saloon
2 gecko hides - found in trailer located south of saloon

I’m struggling to see what the quest markers are pointing to, can you help?

The first two chapters use a lot of quest markers, which can be tricky to follow. If you’re really struggling I recommend you install JVO - Just Visual Objectives.

Are all containers "safe storage"?

Every container in the trailer and the house is safe storage.

What's a "fully equipped player home"?

Think of the amenities of you could get in the Megaton player home and more - chemistry set, infirmary, workbench, crafting oven, reloading bench, plenty of safe storage, a bed that will give you a well rested bonus and a robot butler who can give you water, haircuts and unhelpful advice. The decotron robot will also trade and provide repair services once you complete Lonesome Road.

Why can't I pick up *this* or *that*?

Every item crafted by your Decotron will be static, this is intentional so it keeps looking as intended.

Is it possible to complete every action in one playthrough?

Yes! As a completionist myself, I wanted to make sure it was possible to unlock every item on one playthrough.* You may need to get creative with factions and use disguises, but it's possible! Where quests diverge on the same path, such as You'll know When it Happens and Arizona Killer, both quests work to unlock the same memento. There's also a backup if things go very wrong, the way the scripts are written mean that if a quest is failed, the memento still unlocks.

*If you have a female player character there is one unmarked quest that cannot be completed. Check the docs tab for Laurifier Gladiator.

How do I know the requirements for unmarked quests?

The names for these have been taken from the Fallout Wiki. I've provided a list in the docs tab you can follow, which mirrors the in game terminal. The list will also tell you where each item will be once crafted and additional notes on criteria for unlocking unmarked quest mementos.

A trophy isn't unlocking, but I've completed the action? / I've misplaced a unique item? / I've locked myself out of a quest?

I have play tested unlocking each trophy, but people play with lots of different mods so each person's game is different and issues are bound to happen. Once the Decotron is set up, if your Science skill is high enough (80) you can initiate the failsafe.exe through the Decotron's terminal dialogue to manually unlock items which are not working. Use with caution!

Is it possible to skip the trophy unlocks and get the 100% completed house?

You mean you want to bypass all my scripting hard work and hours of play testing?.. of course you can! Once the Decotron is set up, if your Science skill is max (100) you can initiate the endgame.exe through the Decotron's terminal dialogue to unlock all items. Use with caution!

You must still renovate the house and set up the Decotron by completing the quest, this cannot be skipped.

Will this mod affect my game performance?

The house uses room bounds and portals to help with performance, but some rooms when fully completed will affect FPS. My PC achieves 90-95 FPS in an incomplete house, and drops to 80-85 when complete, this is with minimal mods installed, so if you're using an enb or texture packs expect a bigger hit. My friend did not notice a visual drop in performance and he was on a Steam Deck.

I would at the very least recommend using FNV 4GB Patcher

Do I need any DLC or mods?

This mod does not rely on other asset or resource mods, but does require the four main story DLCs.


VOICE ACTOR REQUIRED

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I put up posts on Reddit, Nexus Mods and the Forums requesting a Protectron-esque voice actor and have had nothing back. Hopefully now the mod is out there, it will gain a bit more interest.

This mod utilises voice samples that were generated from xVASynth. The model was trained on the Fallout 3 Protectron Protectron Voice Model for xVASynth. Ethically, AI voices are a grey area for me. I would rather have an actor lend their voice to the mod. If that's you and you can replicate the Protectron voice effects we all know and love, or come up with something different please send me a message! Consider the one on this mod a placeholder!


COMPATIBILITY
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Compatibility with other mods will mainly concern the world space in Goodsprings. Rather than trying to work around any of the hundreds of mods which change Goodsprings, it has been designed in isolation exactly how I want it to be. If people really have some gripes and enough people complain about it I may make some patches.


I have cleaned the .esp using FNVEdit, there’s no duplicates or deleted references. If you do your own digging you’ll see some unavoidable vanilla edits:

  • added references to some location map markers which had none before, so they can be called upon in scripts
  • vanilla scripts were edited for the DLC snow globes as the GetHasItem script function doesn't work as they are instantly removed from inventory
  • Added references to some doors for the visiting locations mementos
  • swapped out some of the movable static pieces of wood in Goodsprings Schoolhouse for scrap wood
  • edited navmesh around the house in Goodsprings and around the truck, original is placed beneath


BUGS / GLITCHES

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If there are any experienced GECK users or scripters that could help me with any of the below, send me a message. You will be credited:

  • during chapter 1 the game would occasionally crash when hanging the wall clock last. I have tweaked the scripts and made them more efficient. I've not been able to replicate it since, so hopefully no longer a bug. If it does happen, make sure you activate the clock in the lounge first.
  • during chapter 1 not all quest markers display. Not a bug, there is a set amount of quest markers that the compass can display at one time, as you work through chapter 1 the missing ones become visible.
  • the brahmin milk uses the same .nif as the vanilla milk bottle. When dropping the vanilla milk bottle item in game sometimes the Havok physics don't work and it will float. This isn't in every area of the game, but I've noticed it around Prospector's Rest. If this is a bug, it's a bug with the vanilla .nif.
  • companion statues move when reloading a save from inside Prospector's Rest. This was a bug that was present in my Fallout 3 mod. I don't believe there's a permanent solution. Quick solution is to exit and re-enter the house for the scripts to work. 
  • the bathtub water gives radiation. Not intentionally! I could not find any way to edit it. I've seen a forum discussion where someone had a similar problem, I could not find a solution.


ACKNOWLEDGEMENTS
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Seddon4494 and others whose decade old GECK tutorials are still as helpful today as when I first started making mods. Those other Youtubers who keep me entertained in all things Fallout when I'm not playing AlChestBreach, MATN and Gopher. The Fallout Wiki which was invaluable in the planning stages and just generally as a reference guide. And finally Pat, Dom and Mary for playtesting and feedback. 

Mods used for screenshots:

Screenshot Helper
Minimal ENB