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NPC Project - Bitter Springs

Category - Companions,NPCs
1
Mod version:0.9
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

I added a few NPCs (refugees) to Bitter Springs and changed other details of the area to add a sense of a refugee camp. I present this Population mod from my NPC project. His goal is to add many new NPCs to the Bitter Springs refugee camp. Remember when the NCR soldiers at Bitter Springs asked how many refugees were in the camp? In fact, there were six refugees (!), including children. It was. We decided to remove that feeling, because if the number of refugees in the camp were so small, people would think it was a joke. I didn't just throw in NPC, I had to work hard to make NPCs dressed exactly in the clothes I gave them, NPCs with day and night rhythms, AIs that would be hard-wired to stable work throughout the camp, etc., because GECK is a pretty tiring engine to get stable work done! It was not easy, but in the end we managed to tame the beast, and we are pleased to introduce you to the mod for the population, which is not only created with great care, but also has a clean "code" and (probably) completely free of errors. The main changes are as follows: - 34 refugees have been added to the region. 13 of them are children. - Carefully worked out the faces of all NPCs in Bitter Springs: - Lieutenant Markland, Captain Jill, NCR Trooper in Bitter Springs. - New idle markers - improved AI packages for almost all NPCs. - Added day and night rhythms for all refugees. - Added, removed and edited scatters to make them look better. - Fixed no smoke over fireplaces. - These NPCs are duplicates of several old NPCs, and in fact all of them have the right dialog.

Copy the contents of the zip file to the DATA folder (for example, 'C:◆SteamApps◆Common◆Fallout New Vegas◆Data'). Then activate both esm and esp files. That's it - you're done. IMPORTANT - If you are using more than one NPC Project mod, make sure you have the latest NPC Project.esm file. At the top of the page, you will always see which mod contains the latest NPC Project.esm file. This is because for each new NPC Project mod, the .esm file, which serves as a "container" for NPCs added to GECK as brand new entries, must also be updated. The reason to do this is that there is a system error in GECK that leaves the skin of the new NPCs faded. The only way to solve this problem is to convert files to esm, and since we don't want to bother with creating a new esm for each mode, we decided to create a common container for all NPC project modes. For example, esm for Freeside mode contains not only NPCs used in Freeside mode, but also NPCs used in other NPC project modes (such as Aerotech Office Park or Bitter Springs), but we do not use these NPCs. Using" these NPCs is the task of the esp file of the corresponding mod. Did I explain it well?

If you are not using a different mod or see a mismatch between body and face colors: 1. go to the Fallout: New Vegas directory (for example, D:◆SteamSteamApps◆Common◆Fallout New Vegas) 2. open the Fallout_default.ini file and look for the following line: change bLoadFaceGenHeadEGTFiles=0 to bLoadFaceGenHeadEGTFiles=1 3. save and exit; 4. go to another Fallout: New Vegas directory (for example, C:◆UsersKing Rat ◆Documents ◆My Games ◆FalloutNV) open the Fallout.ini file and look for the bLoadFaceGenHeadEGTFiles=0 line, change it to bLoadFaceGenHeadEGTFiles=1. If it is not convenient for you to change the .ini file, make a backup copy.

Problem 1: Those of you who were in Bitter Springs could see that all the refugees were walking limping, and since it wasn't possible to solve this problem with G.E.C.K., we had to either give them sandbox behavior so they would walk limping, or run my AI package to make them limp. I had to decide not to make them lame. I chose the latter. Solution: You can use the console to fix it. Turn on the console, stand a few meters away from the NPC you want to fix, click on the NPC in console mode, type "moveto player", and exit the console. While the NPC is walking, execute this disable/enable command once or twice, and the NPC will start limping after typing the script. Problem 2: If your PCs have already visited Bitter Springs, they may encounter NPC refugees walking in sandbox mode. They will appear only if they have already slept! If you started a new game or haven’t been to Bitter Springs, they won’t be there, but if you’ve already been to Bitter Springs, strangely removing them won’t make them. Solution Use the console again in sandbox mode (aimless wandering) or click on the NPCs that are not in place and type "disable" to remove them from the game. As mentioned in another fashion (188 Trading Post Revisited), I applied this to Markland and Gilles using the facial adjustment of New Vegas Redesigned.

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Game Version *

all (ESM and ESP-42555.rar)