[Relz] Lucky 38 Suite Expanded

Post » Mon May 10, 2010 3:07 am

Mod is located here:
http://newvegasnexus.com/downloads/file.php?id=35861

Enjoy!


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Lucky 38 Suite Expansion by Marksman
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Change Log:

Version 1.2
-Removed background music
-Changed Bed Name to 'My Bed'
-Added Well Rested perk to Bed
-Replaced Ovens to fix overlap (please remove any items you have in the 2 ovens before upgrading to this version)
-Repositioned Fridges to sit on the floor instead of hovering 2 inches above it.
-Added a working computer terminal to the bedroom which allows control of radio stations and performance lighting.
(Please Note: The Master lighting is only a method to allow use of 5 light sources instead of all the original light sources, the original lighting can still be turned on and off if the master lights are enabled or disabled)
-Added an optional compatible bobblehunt.esp (version 1.15) to download (all credits to Galahaut and LePropugnator, original version can be found here: http://www.newvegasnexus.com/downloads/file.php?id=35110)
-Changed installation method to install files directly into the data folder rather than the New Vegas folder.

Version 1.1
-Added and fixed the NavMesh

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Lucky 38 Suite Expansion by Marksman
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Installation and Use:

-To install this mod simply extract the files folder into your Fallout New Vegas DATA folder
(Typically located here: \Steam\steamapps\common\fallout new vegas\Data)

-Then enable the 'Lucky 38 Suite Expansion.esp' in your launcher under Data Files.


About this mod:

This mod completely overhauls and expands the Lucky 38 Presidential Suite, when I first arrived at the Lucky 38 Presidential Suite I was very dissapointed with what I saw, as a result I completely redesigned the layout of the suite making it more functional for a wasteland explorer. With a significant increase in storage added plus the many crafting features this mod now gives you the player a true base of operations in a upper class environment, this mod is everything the Lucky 38 suite should have been! Many of the changes within this mod have been built into the Upgrade Terminal within the suite, the new upgrades are not free and the original upgrades have been repriced to more realistic levels, it may be abit more expensive but its worth it!

Features include:

- Added Camp Grill Upgrade
- Added Ammo Bench Upgrade
- Added Infirmary Upgrade
- Added Chemistry Set Upgrade
- Added Crafting Storage Upgrade
- Added Ammo Storage Upgrade
- Added Food Storage Upgrade
- Added Weapon + Armour Storage Upgrade
- Added Nuka Vending Machine Upgrade
- Added Jukebox Upgrade

- Added Map Marker to front of Casino
- Added Light Switches for each room with vastly improved lighting
- Redesign of all rooms including changing the entrance hall into a small display room
- Added Workshop room
- Removed Dust Particles
- Priced and Repriced all original upgrades and new upgrades to more realistic costs
- Added a computer terminal to the bedroom which allows you to enable low lag lighting and change the music station on all the radio's

- Created a compatible version of the Bobblehunt mod by Galahaut
- (Original version can be found here: http://www.newvegasnexus.com/downloads/file.php?id=35110)


Known Issues:

- Sometimes when purchasing the 'Lucky 38 Upgrades' from the terminal the upgrade goes into your inventory instead of automatically installing, if this happens drops the upgrade (by right clicking in your inventory) and pick them up again, this will install your upgrade.

- The Jukebox Upgrade will not be affected by changing the radios via the bedroom terminal and is currently set to the Mojave Radio station only.

- When enabling the Master Lights via the bedroom terminal the light switches will not work on the first click, the second click will set them back to normal.



Conflicts:

Any mod that changes the interior of Suite 38.


Any feedback, sugggestions or problems please leave a comment and if you enjoyed this mod please endorse :)
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suniti
 
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Post » Mon May 10, 2010 3:01 am

I have a bunch of followers in my suite right now, should I dismiss them before installing? I also bought all of the vanilla upgrades. Wondering if they'll be a problem with that.

Should I remove my items from containers and placed around my house by hand too?
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Teghan Harris
 
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Post » Mon May 10, 2010 11:05 am

I have a bunch of followers in my suite right now, should I dismiss them before installing? I also bought all of the vanilla upgrades. Wondering if they'll be a problem with that.

Should I remove my items from containers and placed around my house by hand too?


It shouldnt be a problem with your followers, however you just reminded me i need to add a navmesh to the new room (updated NavMesh Version 1.1 is available now). To ensure you dont have any problems with your followers make sure you save before activating the esp.

The Vanilla upgrades are still in the suite and generally untouched (script wise) they have just been repositioned better, in addition any stored items should be perfectly safe, just make sure you save the game regardless, just incase.

Let me know how it goes :)
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Sammie LM
 
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Post » Mon May 10, 2010 4:22 pm

Alright, time to test this puppy out then.
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Nice one
 
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Post » Mon May 10, 2010 4:16 pm

Alright, back. Took me longer to test because of the save corruption bug in "Come Fly With Me." I reverted my saves from before I started the quest, and tested it out. It is very well to do. The containers are great, and the ammo work bench is awesome too. Good job.
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Sunnii Bebiieh
 
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Post » Mon May 10, 2010 4:33 pm

Added Version 1.2 which makes improvements to lighting and radios plus a few additional fixes, also added a compatible version of Bobblehunt.
enjoy :)
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Arrogant SId
 
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Post » Mon May 10, 2010 2:34 pm

How do you enable the file? Can you give step by step instructions, this is my first time modding.
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Matthew Warren
 
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Post » Mon May 10, 2010 4:06 pm

How do you enable the file? Can you give step by step instructions, this is my first time modding.


1. Go to this link .. http://newvegasnexus.com/downloads/file.php?id=35861
2. Click the files tab and download the main file
3. Once downloaded, extract the .rar file into your Fallout New Vegas\Data folder (usually located here: \Steam\steamapps\common\fallout new vegas\Data) (you will need WinRar for this: http://www.rarlab.com/download.htm )
4. Open the Fallout New Vegas launcher and click Data files, if everything has been done correctly you will see a new window with Lucky 38 Suite Expansion.esp with a tick box in front of it, make sure its ticked and click ok
5. Click play in the launcher and your good to go :)

If you want to use the optional file too (Bobblehunt) download that and also extract it into your data folder and make sure thats also ticked when you click Data files in the launcher,
it will add a bobblehead display to the suite with bobbleheads randomly placed throughout the game for you to collect.
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ZzZz
 
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Post » Mon May 10, 2010 1:48 am

Very nice work man, but is there any chance you'd consider changing the bed back to the rectangular variety? The round beds look pretty awful. Also, the additional upgrades don't seem to be working.

The light switches are a really nice touch by the way. Is this the mod you were asking about mannequins for? Because I think they'd look pretty weird standing right there in the hall (assuming that's what the little pads were intended for), thought about a walk in closet at all?
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stacy hamilton
 
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Post » Mon May 10, 2010 10:48 am

Very nice work man, but is there any chance you'd consider changing the bed back to the rectangular variety? The round beds look pretty awful. Also, the additional upgrades don't seem to be working.


If you check your inventory for the upgrades under misc you can right click them to drop them, there will be a static holotape in front of you, if you then pick it up it will install the new upgrades. This only happens in certain circumstances due to a scripting bug in the GECK which affects the OnAdd function (same one that affects the caravan cards) If you havent entered the suite ingame yet this bug doesnt exist, no idea why.

About the Mannequins, aye this is the one :) and your right, the pads in the entrance hall were/are planned for them, however i think they would lag the hell out of the suite, having all the display stuff right in the middle of the place isnt the best option. Im currently working on another mod at the minute but i have been thinking about redoing this mod to use 2 cells instead to ease the load, maybe even add an outside/inside area (windows/balcony etc) but it might not be possible due to its location, steping out and seeing the entire (real) strip in all its glory from 100foot up isnt possible because of the way they split it up into 3 sections but i might be able to create an alternative 'setting' which gives the impression you are.
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Trevor Bostwick
 
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Post » Mon May 10, 2010 7:09 am

If you check your inventory for the upgrades under misc you can right click them to drop them, there will be a static holotape in front of you, if you then pick it up it will install the new upgrades. This only happens in certain circumstances due to a scripting bug in the GECK which affects the OnAdd function (same one that affects the caravan cards) If you havent entered the suite ingame yet this bug doesnt exist, no idea why.


Yeah I just saw that on the Nexus page sorry. http://lh6.ggpht.com/_z1odMghQc7A/TNRXigfjg8I/AAAAAAAAAIU/yOx1SrNIWuw/s1152/ScreenShot40.jpg, also regarding the light switch bug. Hitting the switch twice with the main lights on just turns the room lights on on top of the main lights for uber brightness so that's not really a workaround :P Also, the infirmary, and the chemistry set seem a little on the cheap side. Rads and injuries weren't a big deal in FO3 so it didn't matter, but you need to think about them a lot more in New Vegas and those additions slghtly trivialise them. Couple this with the fact that caps are so much easier to get in New Vegas (good condition guns sell for several thousand) and I think 5000-10000 caps wouldn't be unreasonable.

Apart from that (and the horrible round bed) it's pretty great.
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Sabrina Schwarz
 
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Post » Mon May 10, 2010 1:12 pm

I just need to say I love what you did with the suite. Before this mod I would always just use Novac.
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Project
 
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Post » Mon May 10, 2010 9:45 am

Just checking out the description and pics, looks like a very well done and thought out expansion for the suite... looking forward to checking it out soon! :)
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lolli
 
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Post » Mon May 10, 2010 2:28 am

Yeah I just saw that on the Nexus page sorry. http://lh6.ggpht.com/_z1odMghQc7A/TNRXigfjg8I/AAAAAAAAAIU/yOx1SrNIWuw/s1152/ScreenShot40.jpg, also regarding the light switch bug. Hitting the switch twice with the main lights on just turns the room lights on on top of the main lights for uber brightness so that's not really a workaround :P Also, the infirmary, and the chemistry set seem a little on the cheap side. Rads and injuries weren't a big deal in FO3 so it didn't matter, but you need to think about them a lot more in New Vegas and those additions slghtly trivialise them. Couple this with the fact that caps are so much easier to get in New Vegas (good condition guns sell for several thousand) and I think 5000-10000 caps wouldn't be unreasonable.

Apart from that (and the horrible round bed) it's pretty great.


Wow that Veronica is rude lol, wonder how she got up there, there isnt a navmesh under the table either, from what ive experienced myself the entire navmesh in the whole place is abit shoddy, i only edited the parts in the new room mostly but ill have a bash at redoing the lot, it wasnt hard to see how quickly the entire place had originally been created by Obsidian as even light fittings were not on the walls properly.
About the master lights, yep the light switches will work with the master lighting regardless if its turned on or not, the idea was to provide master lights as an alternative instead of having to use the light switches for performance reasons as not everyone has a beefy computer, however i suppose it wouldnt be too hard to actually disable the lightswitches themselves when master lights are enabled and reenable them if its turned off.
About the pricing, i thought they were a good medium, there is still expensive stuff in the game to buy (without going into too much detail, implants and some armour is still out of my price range at lvl 26) but now that you mention it the infirmary in particular has been very useful, ill adjust the price in the next update or make an alternative expensive version. there is still lots of potential for this suite so thanks for all the feedback Ringosis :)
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Jessica Stokes
 
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Post » Mon May 10, 2010 5:26 am

About the pricing, i thought they were a good medium, there is still expensive stuff in the game to buy (without going into too much detail, implants and some armour is still out of my price range at lvl 26) but now that you mention it the infirmary in particular has been very useful, ill adjust the price in the next update or make an alternative expensive version.


I dunno I've got about 40 barter at level 24 and I've bought all 9 implants and a few pricey guns and I've got 24,000 caps left over. I'm playing on Very Hard/hardcoe and I'm going for the highest karma playthrough, no stealing, giving caps to anyone who asks for them and never taking the "Give me more money or I'll punch you" options. So the upgrades basically feel like their free to me at that price but maybe I'm just a hordeing freak.

Oh and I had an idea. Purely for personal taste, how about adding the round bed as an upgrade or having it default and adding a rectangular bed as an upgrade? Sorry I just really hate that bed ^_^

Oh (no 2) and shouldn't the weapon lockers be Melee, Energy, Guns? or perhaps Pistols, Rifles, Heavy Weapons? Small and Large seems a little ambiguous.
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jeremey wisor
 
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Post » Mon May 10, 2010 7:44 am

I dunno I've got about 40 barter at level 24 and I've bought all 9 implants and a few pricey guns and I've got 24,000 caps left over. I'm playing on Very Hard/hardcoe and I'm going for the highest karma playthrough, no stealing, giving caps to anyone who asks for them and never taking the "Give me more money or I'll punch you" options. So the upgrades basically feel like their free to me at that price but maybe I'm just a hordeing freak.

Oh and I had an idea. Purely for personal taste, how about adding the round bed as an upgrade or having it default and adding a rectangular bed as an upgrade? Sorry I just really hate that bed ^_^


There ya go, there is an optional file with a different bed :)
http://newvegasnexus.com/downloads/file.php?id=35861

I know what you mean about the weapon lockers, i have moved the original weapon containers to be right next to the lockers in that corner which ive personally been using for explosives and melee but when i start redoing the whole mod (probably in a week) ill redo the storage to be better, i have been trying to figure out how to add item sorters to armour and weapon storage but im stumped so far because of item conditions, crafting items and food are easy to do because they dont have condition so you can simply remove and readd but with weapons and armour you end up with full repaired items. ill figure something out tho.
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Michelle Chau
 
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Post » Mon May 10, 2010 6:45 am

There ya go, there is an optional file with a different bed :)
http://newvegasnexus.com/downloads/file.php?id=35861


Hah, awesome, thanks a lot man.
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XPidgex Jefferson
 
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Post » Mon May 10, 2010 8:12 am

Any chance of creating a working balcony? I'd love to be able to look down onto the strip. Windows would also be great, though they wouldn't have to look down on anything, just let some light it.
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W E I R D
 
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Post » Mon May 10, 2010 9:28 am

Any chance of creating a working balcony? I'd love to be able to look down onto the strip. Windows would also be great, though they wouldn't have to look down on anything, just let some light it.


Ive been toying with this idea for a few days now, i had a look at the strip in the geck and potential balcony locations on the tower didnt look very promising due to how its meshed, basically if you look down on the tower it has no top plus lots of other gaps, filling the gaps in wouldnt be a problem, what would be a problem is adding the other 2 sections + the wasteland to the view, the best option would be to edit the wasteland cell for it rather than the actual StripWorld cells but then you have to import the actual strip content as it doesnt exist in the wasteland cell. According to the GECK the suite is on floor 22 which will put it under the observation lounge. I think the easiest and potentially problem free option would be to have the balcony facing the wasteland rather than the strip with some well placed visual barriers so you cant actually see the strip below, only freeside.
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Lucy
 
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Post » Mon May 10, 2010 4:20 pm

That'd still be great, especially if there were windows looking out onto the balcony - the main thing about that suite is the lack of any kind of external light, it's sort of claustrophobic and dark. I'm pretty sure DC interiors was able to make working windows by recreating a simplified version of the exterior on the other side of the windows - if the balcony itself was blocking the view of anything distinguishable from within the suite, that exterior could be really simplified.
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Dan Scott
 
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Post » Mon May 10, 2010 9:30 am

http://lh6.ggpht.com/_z1odMghQc7A/TNSX_0_eeXI/AAAAAAAAAJQ/ERXTYfoxr2Y/s1152/ScreenShot46.jpg, thanks! :D
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Iain Lamb
 
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Post » Mon May 10, 2010 11:22 am

http://lh6.ggpht.com/_z1odMghQc7A/TNSX_0_eeXI/AAAAAAAAAJQ/ERXTYfoxr2Y/s1152/ScreenShot46.jpg, thanks! :D


Uh...I just notice...check out the bookshelf/sofa on the right :-/

Also, turning the main lights on doesn't turn off the lights in the hall and I think the light switch lights could do with being toned down a little. They are a little bright, makes everything look unnaturally saturated.
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April
 
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Post » Mon May 10, 2010 2:39 am

Hey I bought all the upgrades at once, and they didn't distribute themselves into my suit
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Kirsty Wood
 
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Post » Mon May 10, 2010 5:44 am

Uh...I just notice...check out the bookshelf/sofa on the right :-/

Also, turning the main lights on doesn't turn off the lights in the hall and I think the light switch lights could do with being toned down a little. They are a little bright, makes everything look unnaturally saturated.


gah that bloody GECK, i deleted that bookshelf ( http://i209.photobucket.com/albums/bb34/yorkforce/lucky38geckexample.jpg ) I have to leave a gap between the sofa and the corners because there are NPC robots that can potentially use those gaps. As you play and save and resave etc it will fix itself, nothing i can do about it unfortunately its a GECK bug.

Are you using both the master lights and the light switches/room lights? if so your only suppose to be using 1 or the other, the main entrance hall i havent added a light switch, they are on all the time but ill have a look at it when i redo the mod
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Steven Nicholson
 
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Post » Mon May 10, 2010 6:01 pm

Hey I bought all the upgrades at once, and they didn't distribute themselves into my suit


They will be in your inventory Sam, drop them on the floor (they are all named 'Lucky 38 Upgrade') and pick them up again, another GECK bug unfortunately
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Blackdrak
 
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