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Gribbleshnibit8
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Vending Machines of the Wastes

This mod needs the MOST RECENT version of NVSE

 

Download link: Nexus

 

DESCRIPTION:

Introducing the Vending Machines of the Wastes, a mod that brings vending machines to life. No more are they dead hulks left over from a bygone era of wealth and prosperity. Vending machines of all types have been given a new life!

Vending Machines of the Wastes includes:

  1. The one and only Ammo Vending Machine, predecessor to VMW.
  2. Working Nuka-Cola and Sunset Sarsaparilla machines.
  3. A Weapon Mod vending machine (different from WMVM, but with the same function).
  4. Magazine vending machines that will actually vend magazines once every three days. See what you get before you buy.
  5. Eat'o'tronic machines now function, though in the vanilla game they do nothing. More below.
  6. The brand new Weapon Vending Machine featured by the Gun Runners. You have to use it to believe it!


DETAILS:

For locations and other information, see the read-me.

Ammo V ending Machine:

The Ammo Vending Machine requires that you equip the weapon for which you want ammo. That's about the only requirement, that and lots and lots of caps. You'll be paying a hefty 4x premium for the semi-convenience of purchasing any type of ammo. The Ammo Vending Machine does not however, stock very exotic ammo types. You will be unable to purchase ammo for the Euclid's C-Finder.

Nuka-Cola and Sunset Sarsaparilla Machines:
These old prewar machines are amazingly still operational, usually. Unless previously tampered with, these machines usually still function, though they're running a bit low on stock. Now when activating a soda machine you are given a prompt to purchase a drink (for prewar money). You can always just pick the locks on the things though. Once they're out they're out. You're buying the existing stock. However, it's still worth cracking them open as sometimes there are caps and other goodies inside.

Weapon Mod Vending Machine:
The weapon mod vending machine in VMW is functionally identical to the one in WMVM, just written by me instead. No real reason except that I wanted one in my mod. Currently only one machine exists in the Mojave area, located at the Gun Runners Compound.

Magazine Vending Machines:
Magazine machines now sell magazines (any type) for 3x the base price. These prewar machines have been modified to accept payment in caps for the convenience of strip patrons. As well as the normal inventory, they also have a "daily special" visible behind the glass available for a discounted price (half price).

Eat'o'tronic:
These prewar machines were common in areas with a lot of foot traffic. They sold common goods like snacks, Mentats, and in rare cases Stimpaks. There are very few left in the Mojave area, and all of those were ransacked long ago for their wares. This part of the mod will only do anything for those who use TTW and are in the Capital Wasteland. However, all of the machines have built in computers that are still functional and can be hacked.

Weapon Vending Machine:
Finally, the main show, the reason for why you should even consider this mod! The weapon vending machine is a brand new, fully scripted and quite amazing device. It is capable of selling nearly every weapon in the game, including all DLC and those added by mods* (assuming the mod is made correctly). The weapon list is in categories, broken down by type and skill of the weapons, as well as DLC and mods where applicable. The machine will not sell unique, cheat, or dev weapons.

See the readme (linked above) for more details.


 

OTHER:

Vending Machines of the Wastes is the successor to Ammo Vending Machine (and replaces it). This mod includes all of the features in AVM, and should probably not be used along side it, though nothing bad will happen if you do.

* The WVM uses a whole bunch of base lists that hold all different types of weapons. If a mod adds its weapons to these lists, it'll appear in the WVM. If you do not see your favorite mod's weapons, talk to the mod author about fixing their mod.


 

KNOWN ISSUES:

  1. Occasionally a magazine will fall through the world and disappear. The machines reset every day, so check back the next day.
  2. The Nuka and Sarsaparilla machines are broken. This was a mistake in the script that breaks them. Updating to 2.1 with a clean save will fix the issue.
  3. Because of the way the WVM finds weapons, it will display uniques from mods that are not supported. Leave a comment with a mod and a link to it, and I will work on patching it to work.

 

TTW Version Compatibility: 

v2.0
v2.1
v2.2

Rating: 

0
Your rating: None
4.727275
Average: 4.7 (11 votes)
Edited by: ttw-admin on 08/27/2013 - 09:00
thermador
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Wow great mod!  Does this

Wow great mod!  Does this work just in New Vegas?  Or will it work in the Capital Wasteland too?

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Tried it, found some in

Tried it, found some in craterside supply so I would say yes!

Are you playing games with me god damnit!

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Great mod, but I came across

Great mod, but I came across a bug, it seems once you get locked out of a eatatronic, they are all blocked.

Call me Pat. Senterpat is too much to type.

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Hmm, that could happen. I'll

Hmm, that could happen. I'll have to do a reset on that terminal then. Didn't think about that.

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I can't seem to find the ammo

I can't seem to find the ammo machines in their respective places.

The cola and eatatronic machines still work well, but sometimes randomly when I press 'e' the 'Unlock Nuca Cola Machine' menu suddenly opens.

 

I guess this is because it has not yet been adapted to 2.0

I haven't tested it out in the NV portion yet.

Gribbleshnibit8
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That's because with the

That's because with the changes made in 2.0, I need to rewrite the script to use Fallout3.esm for the locations, not FalloutNV.esm. I will be working on that soon and will also add some more WVMs to the CW as well.

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Cool mod! Also just wanted to

Cool mod! Also just wanted to ask if the latest version of the mod has been adapted for 2.2a?

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Looks like it is now, good

Looks like it is now, good job Gribs!

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hey the nuka cola machines

hey the nuka cola machines are the only ones i have ran into yet, but they aren't taking my pre war money, they are taking 2 caps, which is lame cuz caps come easy and i like the idea of pre war money being used. is this just mine? how can i fix this?

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That could be me making

That could be me making stupid mistakes again. I had copied that script into another mod, where I noticed a HUGE flaw in the old version, whereby it wouldn't update the inventory. So long as you didn't exit you could purchase an infinite amount of anything (provided you had the money). So instead of rewriting the fix my lazy self copied it over and just edited a few bits. So I probably missed where it says caps instead of prewar money. I'll have to fix that.

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I love it! Thanks :)

I love it! Thanks :)

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SWEET !!!! For the love of

SWEET !!!! For the love of goats, woohoo!

Noticed a weapon vending machine in Moira's... :D

"Great - now I can build that friggin homemade assault rifle!" from Project Nevada (Equipment) since I need a .22 revolver (PN one only!).

I have been buying and hoarding .22 pistols for ages and hovering around the workbenches, and that machine lets me have a PN weapon to complete the building requirement, so thank woots!

Woohoo!

Now I need to be rolling in caps, lol ;D

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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Found a bit anoying bug: the
Found a bit anoying bug: the incorrect change menu is looped - no way out of it.

a.k.a altairmw on Nexus

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Are you going to add a Weapon

Are you going to add a Weapon Mod Vending Machien in the capital wasteland aswell? I just found the ammo machines in CW,but not the mods ones..

plumjuice
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Im pretty sure the readme

Im pretty sure the readme says where the vending machines are located. I vaguely recall a mod one in the citadel, but that may have been another mod.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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plumjuice wrote:

plumjuice wrote:

Im pretty sure the readme says where the vending machines are located. I vaguely recall a mod one in the citadel, but that may have been another mod.

The WMVM (different mod) adds one in the citadel.

I haven't seen a weapon mod machine yet by this mod... :(

I had to download the ttw converted Weapon Mod Vending Machine (on the nexus; ttw - Fallout NV patches) to get mods. :(

The Weapon Vending Machine and the Ammo Vending Machine (added by this mod) is absolutely !!AWESOME!! :D

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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Copypasta from the /very/

Copypasta from the /very/ easy to find readme.

Weapon Mod Vending Machine:

The weapon mod vending machine in VMW is functionally identical to the one in WMVM http://newvegas.nexusmods.com/mods/41267, just written by me instead. No real reason except that I wanted one in my mod. Currently only one machine exists in the Mojave area, located at the Gun Runners' kiosk. It is combined with the WVM in a terminal that replaces the companion fire terminal.

The only real difference between the two mods is that my version gives you a confirmation dialog before purchase, so that you don't accidentally purchase a mod you don't want.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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Yeah, but that means you have

Yeah, but that means you have to go into the Mojave to get them...

Im staying in the Capital Wasteland until I have finished exploring and doing the DLC, so only in the Mojave doesn't help right now, lol ;)

Once I get to the Mojave, I can drop the other mod ;)

Its a pity that there is not a location for them in the CW :(

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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I was really liking this mod

I was really liking this mod up until I saw NVSE required.

Also, a version that doesn't change anything, but only adds the weapon and ammo vending units would be better IMO. I like the fact I can pillage a vending machine.

This is seeming less and less like a patch solution and more like a warez distro fix.

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What could you possibly have

What could you possibly have against NVSE? And exactly how would a pillageable weapon vending machine actually work?

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

Gribbleshnibit8
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Since this mod actually

Since this mod actually wouldn't even be possible without NVSE (and more scripting than I care to even think about), you can either use it or not. I guess it depends on how badly you want to be able to buy any weapon.

If you don't like the other changes it makes, I invite you to make your own vending mod. Or, you know, a patch to remove the changes you don't like from this one. As it's my mod though, I added things I wanted, cause that's what I do.

You see, I made this mod as a challenge to see if it was possible to make the Eat'o'tronic machines sell the displayed world contents. It was, and I kept going.

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I love this mod and have zero

I love this mod and have zero issues with it. Keep up the amazing work. 

So I take it that this mod did not include the computer in Moria's shop that gives the ability to buy weapons and mods? Cause my game does....weird.

I wonder what mod did hmm.

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GoreMaster wrote:

GoreMaster wrote:

So I take it that this mod did not include the computer in Moria's shop that gives the ability to buy weapons and mods? Cause my game does....weird.

I wonder what mod did hmm.

This mod. Its great :D

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Oh ok lol, I knew I was not

Oh ok lol, I knew I was not crazy when others were saying that the "Mod" vendors weren't showing. I have not been to NV yet so I am guessing that it would  be the green vending machines or are they all like the computer one in Moria's? 

Kinda dont want to know just so I could discover them myself lol.

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As far as i know, eatatronic

As far as i know, eatatronic and nukacola work slightly different;

Weapon vending machine (pc) and ammo vending machine (thingy saying 'ammo') are near gun merchants. ;)

Just noticed the weapon vending machine also actually gives out mods for the weapon equiped...

Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

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Yeah, I was lazy and did not

Yeah, I was lazy and did not update the description here to account for the latest changes. I decided to just say screw the realism of it, since I'm adding computers that magically sell you any weapon, and put them in useful places. If people don't like them they just don't have to use them. Pretty simple really.

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Its not the most ideal or

Its not the most ideal or realistic way of doing this but again the mod is very balanced and not over powered in anyway. I am still trying to save up for a decent gun on the huge list of guns that this mod provides. My game is so unforgiving though that most of my caps are spent buying Surplus ammo or to repair the guns to at least 30% health.

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Not sure if it's been

Not sure if it's been reported but the weapon vending machine doesn't think the sniper rifle has mods.

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Kayden wrote:

Kayden wrote:

Not sure if it's been reported but the weapon vending machine doesn't think the sniper rifle has mods.

It's still something wrong with your setup. Not TTW and not Grib's mod. I told you, and FNVEdit told you. Please stop blaming other people for your issues when you wont even listen to how to deal with it.

My project Dash is on Kickstarter!

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tjmidnight420 wrote:

tjmidnight420 wrote:

Kayden wrote:

Not sure if it's been reported but the weapon vending machine doesn't think the sniper rifle has mods.

It's still something wrong with your setup. Not TTW and not Grib's mod. I told you, and FNVEdit told you. Please stop blaming other people for your issues when you wont even listen to how to deal with it.



I posted this before I found out that it wasn't this mod and again I never blamed TTW, I forgot to update this to say that it wasn't this mod's problem.
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Which one should I download?

Which one should I download, V1-1 or V2-2?

2-2 was uploaded before 1-1, so I don't know which is the most up to date.

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They're not newer/older

They're not newer/older versions of exactly the same mod. One is for TTW, one is not. You are the only person who knows which one you should download.

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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Huh. I thought they were both

Huh. I thought they were both for TTW, but one was a FOMOD version.

So I should get 1-1?

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plumjuice wrote:

plumjuice wrote:

One is for TTW, one is not.

Are you using TTW?

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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Darian Stephens wrote:

Darian Stephens wrote:

So I should get 1-1?

That would be the one clearly marked "For Tale of Two Wastelands users"

My project Dash is on Kickstarter!

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GoreMaster wrote:

GoreMaster wrote:

 

Its not the most ideal or realistic way of doing this but again the mod is very balanced and not over powered in anyway. I am still trying to save up for a decent gun on the huge list of guns that this mod provides. My game is so unforgiving though that most of my caps are spent buying Surplus ammo or to repair the guns to at least 30% health.

lol... a great number of things about fallout are not realistic, but if i can get weapon mods in CW i am not going to complain. it would be cool to see a couple npc's that run around restocking these machines. regardless great mod. thank you!!!

asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

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Will the fixes that AltDunmer

Will the fixes that AltDunmer posted be implemeted?

“Beyond the reach of human rage
A drop of hell, a touch of strange ...”
- The Gunslinger

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chasing wrote:Will the fixes

chasing wrote:

Will the fixes that AltDunmer posted be implemeted?

They will be. I'm in the process of rewriting another mod, and this one is next on my list. It'll probably be a couple more weeks still, but it will happen.

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Awesome, tyvm

Awesome, tyvm

“Beyond the reach of human rage
A drop of hell, a touch of strange ...”
- The Gunslinger

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I downloaded this mod. I was

I downloaded this mod. I was running 3b2. It said I wasn't running the latest version. I downloaded the bet 4.2b3, and the damn mod STILL won't work. I saw this thing at the bottom:

Scripts written with these new commands must be created via the G.E.C.K. after it is launched via nvse_loader. Open a command prompt window, navigate to your NV install directory, and type "nvse_loader -editor". Alternately you can create a shortcut to nvse_loader.exe, open the properties window and add "-editor" to the Target field. The normal editor can open plugins with these extended scripts, but it cannot recompile them and will give errors if you try.

I don't understand a word of it, except it seem to say scripts need to be reformatted, in which case this shouldn't be a problem for me. Up till now NVSE has been very much plug and play, and this is the only mod that's ever given me trouble. What gives?

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I very much doubt you need to

I very much doubt you need to worry about that, as it isn't your mod.

In what way exactly did the mod not work?

Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help

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Well, it's working now. It

Well, it's working now. It didn't work last night, but it worked this morning. This may be related to the other problem I've been having where not all scripts fire all time when they should. I had one game where my character had 125 crates of counterfeit caps in the possession and I played 20 hours without the script for them unpacking didn't fire, among other things. Suddenly after sleeping with Red Lucy, the game nearly locked up on the next load up as each one of them unpacked. The evil karma sound was reduced to a hiss. I turned the sound off and made myself a sandwich. And all was right with the Wasteland.

But it IS working now, and a wonderful thing it is. Easy EXP, and lore practically requires it.

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Just as a nice little bit of

Just as a nice little bit of news, I'm revisiting this mod with Jax's help, and we're going to design a fully custom, awesome interface for interacting with at minimum the weapon related machines. Once that framework is in place, it should be easy to expand to the others.

I don't expect this to be anything like a fast process, it will more than likely take a couple of months to get things working in a state I'm happy with. I'll try to remember to post screens of the progress as it happens.

chasing
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Would it be possible to

Would it be possible to update the current implementation with the fixes suggested by AltDunmer that we can use in the mean time?

“Beyond the reach of human rage
A drop of hell, a touch of strange ...”
- The Gunslinger

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Yes, I've got that made and

Yes, I've got that made and just need to test to be sure. I'll try to get that up tonight or tomorrow, depends on how quickly I can trigger the issues to make sure I've got them fixed.

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Cool, thanks!

Cool, thanks!

Looking forward to checking out the redesign too!

“Beyond the reach of human rage
A drop of hell, a touch of strange ...”
- The Gunslinger

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Well, it was a bit faster

Well, it was a bit faster than expected. Spending all your free time on something gets it done pretty quickly.

Currently still WIP, as there are no buttons for purchasing and still a bunch of data missing from the view, but here's the Weapon and Mods interfaces.

 

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That looks cool as heck.

That looks cool as heck. People will be able to see the icons, and that pleases me quite a bit.

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A quick update on what I've

A quick update on what I've been up to the past few days. Very busy working on interface. Learning a lot and it goes faster the more I learn.

The weapon selection and mod view interfaces are pretty much done:

 

 

There are several other features I've implemented. Skill categories work, and although technically big guns isn't a skill anymore, I separated them out because of the general power and expense of those weapons.

 

 

While not shown in a current screenshot, I also take advantage of Project Nevada's NVSE plugin to get explosion data, so explosive weapons display actual damage values, same as they would in the Pip-Boy. There is also detection for multiple projectile weapons, and damage is displayed accordingly.

 

 

So, right now the only thing working is the weapons screens. My next goal is the ammo stuff, and I've already got a very early WIP on it. Let me know what you guys think any any design changes you might suggest.

 

The 3rd Type
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