[REL] Raestloz's Ultimate Base

Post » Thu May 09, 2013 10:29 am

Raestloz's Ultimate Base

version 1
http://newvegas.nexusmods.com/mods/50238/

This mod gives you access to a player base designed specifically for gameplay convenience, located in Primm, named "The Base".

The driving motive in creating this mod is:
1) Player housings lack actual container organization, they all have generic names: wardrobe, dresser, suitcase... you can't tell which contains what in a single look
2) Player housings lack convenience: they only serve as a place to crash and store stuff, nothing more. Doctors? Workbenches? Stores? You need to go outside
3) Once you bring multiple followers, they become a hassle in navigating your house, constantly getting in the way

Which is why I created the ULTIMATE player base. One that gives you pretty much everything you need: convenience, safety, space.

Enter my Base

Features:

  • Organized, Dedicated Containers
    There are dedicated containers for pretty much everything. Since everybody has different standards, it's impossible to break down everything that suits everyone's needs, so I went with my taste, which is derived from Brumbek's Inventory Sorting system (but broken down even more). All containers are named, as seen below

    http://i232.photobucket.com/albums/ee187/Raestloz/COntainers.jpg
    http://i232.photobucket.com/albums/ee187/Raestloz/Crafting.jpg
    Armor:
    • Head (helmets and hats)
    • Face (glasses, masks)
    • Clothing
    • Light Armor
    • Medium Armor
    • Heavy Armor
    • Power Armor
    Weapons:
    • Guns
    • Energy Weapons
    • Explosives
    • Unarmed
    • Melee
    Consumables:
    • MedKit (this is located near the fridges, it's not in the screenshot because they're from older builds)
    • Ingredients (items that can be further processed)
    • Food
    • Alcohol
    • Nuka-Cola (for Nuka Colas and Sunset Sarsaparilla)
    Misc:
    • Wall Safe
    • Modern Wall Safe
    • Floor Safe Box
    • Workbench Toolbox
    • Workbench Footlocker
    • Reloading Bench Toolbox
    • Ammo Box
  • Convenient Stores
    As far as housing is concerned, the place is pretty good, but it can do much more... like... online shops!. Every shop comes with "inventory refresh" command (which does exactly what it says: reset the merchant's inventory), and all items arrive immediately (as in, that nanosecond you click "Yes, I want to buy these"). A wizard did it.

    This base features:
    1) A MkIII Auto-Doc courtesy of Followers of the Apocalypse.
    This Auto-Doc provides everything a Doctor would provide: health checkup, radiation removal, addiction treatment, even supplies acquisition! The system is connected to New Vegas Medical Clinic, although you can't install implant online. Everything comes with a price, as the Followers need funds to keep up their good work. Not to worry, you won't accidentally blow your funds on false medical check up

    2) Online shops directly to Gun Runners, Silver Rush, and Crimson Caravan
    http://i232.photobucket.com/albums/ee187/Raestloz/Stores.jpg

    What's the point of running around across Mojave just to buy a gun? With access to NCR's best suppliers at your fingertips, ordering stuff has never been easier!

    You'll be offered the same selection as if you spoke directly to Vendortron / Gloria van Graff / Blake themselves! And since not everybody are awesome repair masters, Crimson Caravan has a repair system that has a repair skill of 60.

    For the sake of convenience, even if you went a bit trigger happy and... poked a few holes in the vendors, you can still do transaction via the online shops.
  • DLC Content Access
    The DLCs offer great rewards, but getting them is quite a hassle. With 4 DLCs around, you'll need to go to 4 different places to reap your rewards. But since "convenience" is a key...

    http://i232.photobucket.com/albums/ee187/Raestloz/DLC.jpg

    Yep. If you've completed a DLC, its corresponding content will be available to you, for the sake of convenience. Merely gaining access to a DLC area will not activate them

    Dead Money: Elijah's Chemistry Set, Elijah's Ticket Dropbox, Holo Vending Machine
    Honest Hearts: Honest Jug Vendor (equivalent to Joshua Graham)
    Old World Blues: SINK Terminal (access to CIU shop and every system you've awakened, yes including SINK AutoDoc)
    Lonesome Road: Commissary Terminal


    Old World Blues special note: the base already has a sink for you to drink from. Upgrading the SINK's sink will allow you to Link the SINK's Sink to your base's sink, so you can drink and fill empty bottles too. It has to be done manually (accessible from theSINK's terminal), so if you don't want to, you can always either ignore the option or break the linkage to get your ol' natural sink back.

    Also, I do not give access to the SINK's garden. They rely on cell reset to grow back, which requires you to actually visit the SINK to activate.
  • Dedicated Stations For Each Follower
    One of the most annoying moment is when your follower hinders your movements by stacking up near a chokepoint (such as a door). To be frank, you don't need them to move anyway, so there will be stations for followers at the center of the room and near the Workbenches. The moment you enter the base, any vanilla follower currently following you will be immediately moved to their respective station.

    http://i232.photobucket.com/albums/ee187/Raestloz/FollowerStation.jpg

    Raul, Veronica, and ED-E will be stationed near workbenches. Lily, Rex, Cass, Boone and Arcade will be stationed near the center of the room. Arcade will specifically stare directly at the Followers' Auto-Doc

    Any mod-added follower will be stuck near the entrance, but not to worry! Because there is ample space for them to stand around at. Even with 5 followers, there is still enough space to comfortably navigate around.

    http://i232.photobucket.com/albums/ee187/Raestloz/Followers.jpg

    In order to really, REALLY make sure the followers don't budge, the whole area are not navmeshed. Theoretically speaking, you're the only entity that can move in there.

    You can also send your follower back to The Base via dialogue choice "I want you to go back to The Base", available for all vanilla followers.

Location:
The door is located directly to your right when you fast travel to Primm. If you can't find it, fast Travel to Primm and look to your right, there will be a door that shouldn't be there.

Compatibility
This mod was made with compatibility in mind. Most features only serve as proxies, which will access the corresponding vanilla content. For example, Crimson Caravan vendor accesses Blake's merchant container, and all SINK related-features actually calls the SINK personalities themselves, so if a mod changes them, the changes will be reflected too. Unless a mod drastically changes things (such as creating a double of SINK Auto-Doc and removes the original one), everything should work just fine.

This mod implements its own system for AutoDoc features, if any mod changes the price of medical services, it won't be reflected in the AutoDoc

This mod implements the Return to Base system for followers via its own quest (and its own script). Any mod that alters followers' behavior when dismissed will not be reflected when sending them to The Base.

DO NOT use the Tactical TransportalPonder (http://newvegas.nexusmods.com/mods/42990) while inside the base, especially after you access one of SINK's features. Nothing will break, but depending on what you accessed, one of SINK's personalities will be missing. This is normal.

Known Issues:
Sometimes, you won't get anything after you choose to take the daily components from Muggy. Just access Muggy again, it should work fine now.

The Divide's graffiti is invisible from afar, this is an unresolvable issue, and doesn't break anything.

Further Development:
This mod might be developed further, to provide more features, such as:

1) Interactable radio for either Radio New Vegas or Mojave Music Radio
2) Mojave Express Box
3) Currency Exchanger

However, do note that further development is not guaranteed.

Support:
Contact me via Nexusmods.com under username Raestloz. You can also contact me via PM here on Bethesda Softworks forums

User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Thu May 09, 2013 8:56 am

This sounds really awesome, and I'm definitly having a look at it. Only thing I don't like is the location, but that's personal taste.. :D

User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Thu May 09, 2013 3:20 am

The project is 99% finished and pretty much good to go. The only thing left is to connect the Followers Auto-Doc system with VDoctors quest (currently, the system has its own routine instead of calling the Doctors' main routine)

Further improvements on the mod would be around aesthetics, such as second floor for RPers and decorators. The base itself already has room for second floor.
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Thu May 09, 2013 1:28 am

Sounds really good I will try it when your close to release for testing.

Have you ever looked at the Underwater Hideout? The way it handles followers is great. While your idea of workstations is certainly good, I would like to be able to tell my followers to go to my home, like I can in the UH. Note, I don't think they need a bedroom like is provided in the UH, just a way to dismiss my companions to the home.

User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Thu May 09, 2013 1:24 am

I can certainly try that. Thanks for the suggestion!

EDIT:
I see several ideas that I can certainly use from that Underwater Hideout. Thanks for the nudge CCNA!

For example, the currency exchange and the radio (I actually forgot about the radio). They will have to wait for 1.1, but at least I have interesting stuff to work with.
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Wed May 08, 2013 7:22 pm

I can't wait for this to be released. Keep us updated :)

User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Wed May 08, 2013 11:19 pm

The mod has been released over at nexusmods.com

I've sent a message to CCNA requesting thread title change. Then, I'll provide a link to this thread
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am


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