Download - 23.45 MB
If you enjoy this mod, please endorse. Endorsed mods get support and new features, ignored mods get... well, ignored.
A portable tent to call home. Comes with a Customizable Auto-sorter, Water Purifier, Universal Companion Support and much more.
New in v2.20 (full change-log below)
v2.20 is the most script intensive update thus far (over 5,000 lines of code), as a result the chances for bugs is high. Please report any bugs to the author.
-Tent cell behaves like exterior cell
-Lanterns can be turned on/off
-Option to have lanterns turn on/off automatically
-Armor/weapon/ammo/quest item filtering on respective containers
-Safe can store any quest item (even mod-added ones)
-Individual container sorting (sneak + activate the container)
-Crafting can use items in container (sneak + activate BBQ/Workbench/etc. for options)
-Automated Ammo Breakdown
-Lost tent item can be purchased (reclaims your tent if you accidentally loose it)
-Backpack has a variety of carrying capacities
-Reload/Caliber Support (Optional Download)
-Updated ALL optional patches (Optional Downloads)
-Minor bug fixes
You can buy the tent from Chet in Goodsprings or from Cliff Brisco in Novac.
The tent is valued at 2500caps. Once you buy from one vendor, it will no longer be available for purchase from the other vendor. Note: The item is called "Camping Gear."
NVSE v1.0 beta 5 or higher, found at http://nvse.silverlock.org/
The tent will operate without NVSE, however many features will be disabled without it. Features requiring NVSE are noted below.
Very Detailed Details
The Tent weighs 150wg and has a base value of 2500caps.
You can change the tent from a crate to a wearable backpack via the terminal in the tent.
If you choose to use a backpack, you will be able to carry the tent as a backpack that gives you +150 carrying capacity which neglects the weight of the backpack if worn. Should the backpack get damaged, you can repair it with hides (Gecko, Dog, etc.). If you don't use the backpack, the tent is just a misc item that weighs 150wg.
- A customizable inventory auto-sorter
- Multiple labeled containers to help keep your gear organized
- A tunable radio that can play Mojave Music Radio or Radio New Vegas
- Workbench / Ammo Press
- Barbeque that performs campfire recipes
- Bedroll with Well Rested Buff
- Multiple harvestable plants including Cave Fungus
- Sandbox Markers for your companions
- Map Marker
- Clutter - Nothing you can't get in GoodSprings
- Terminal (see below for details)
- Water Still (purifier)
- Working chemistry set
- Mk I Auto-Doc (similar to My First Infirmary from FO3)
- Incinerator that will meltdown metal objects to scrap metal and destroy all other objects.
- Snow Globe Display
- Bobblehead Display (optional file)
- Collectible Canteen Display (optional file)
(all of the following details below can be found in the Help Menu of the terminal for your ingame convenience)
Pitching the TentIn order to set up the tent, you must be outdoors, out of combat and not swimming. Failure to meet any of these conditions will result in a fail message. First find a flat area and drop the tent on the ground from your inventory. Then activate the tent WHILE CROUCHED (sneaking). The tent will then appear in front of you. Enter the tent by activating the door WHILE STANDING (not sneaking). NOTE: You cannot enter the tent while in combat.Taking Down the TentIn order to disassemble your tent, simply activate the door WHILE CROUCHED (sneaking). The tent will disappear and be placed back in your inventory. If you are using the backpack, you can have it auto-equip upon takedown. This is configurable via the terminal.CompanionsThe main 8 companions in the game will follow you in and out of the tent, and stay there if you tell them to. If you want mod-added or temporary companions to follow you into the tent, you must first give them a buddy pass (requires NVSE). Obtain buddy passes from the terminal under Tent Options. You can also block companions from following you into the tent via the terminal under Tent Options. A Note on Temporary Companions: Some companions don't have the option to share items such as NCR rangers. To give them a buddy pass, first open up the console with the tilde key (~), then select the companion with the mouse and type "OpenTeamMateContainer 1" without the quotes. Then give them a buddy pass.AutoSorter (requires NVSE)The auto-sorter in Portable Tent is THE most advanced inventory sorter in any house mod. When you activate the terminal, you will be prompted with a messagebox. You can either sort your inventory or activate the terminal. Upon using the auto-sorter, all of your weapons, armor and ammo will be sorted to their corresponding containers and most vanilla aid and misc items will also be sorted by default. The auto-sorter is very customizable: You can choose what items get placed into what containers (including mod-added items). You can choose items that will not be sorted (such as your default exploring gear). You can even make the auto-sorter ensure you have the proper number of items. Example: Tell the auto-sorter that you want to keep 5 frag grenades and it will either add to your inventory if you have less than 5 or sort any extras if you have more than 5. See Sorting Options below on how to set up the Autosorter.The TerminalPlay caravan (requires NVSE). You can play caravan with the terminal. The amount of caps available is determined by your level. Caps are reset every 7 days. You must have a caravan deck in your inventory to play.Sorting Options (requires NVSE)
- Add to/Remove from No Sort List.
After you select this option, close the terminal and a container menu will appear. Any item placed in the container will either be added or removed from the No Sort List. Close the container to complete the process and all items will be given back to you. Anything added to the "No Sort List" will not be sorted. Note: Adding a modded weapon will prevent all forms of that weapon from being sorted.You can choose between Add to No Sort List "ALL or Quantity." If an Item is added to "ALL", the item will be completely ignored. If an item is added to "Quantity", the number of the items placed in the container is saved. The autosorter will attempt to make sure you have the correct number of that item by either only sorting extras of the items from the Player's inventory (if you have more than the saved amount) or by adding to the Player's Inventory from the containers in the tent. Note: Weapons and Armor cannot be set to quantity; mines, grenades and throwing weapons are the exception.
- Add to/Remove from Category.
You can change what items get sorted to what containers. The process is the same as the No Sort List. If you are adding to a category, the items will be placed in that container. You can open up the console for confirmation, all changes are noted there. Note: You cannot add weapons or armor to other categories; they can only be sorted to their designated containers. Grenades, Mines and Thrown Weapons are the exception.
- Enable/Disable Single Container Sorting.
By default, if you activate a container while sneaking, items designated to that container will automatically be sorted to that container only.
- Auto-fill water still.
Selecting this will automatically remove all dirty/irradiated water from your inventory and place them in the water-still when you use the auto-sorter. The purification process will not start until you exit the tent so you can still retrieve your clean water before leaving.
- Print List to Console.
Here you can print out your category and No Sort Lists. Open up the console to view them. Use the Page Up and Page Down keys to scroll. If the list is very long, you won't be able to see everything on it. Open the console using the tide key (the key below Esc on most keyboards)
- Block/Allow companions from following you into the tent.
- Adjust Tent Setup/Takedown time. Instant, 30min, 1hr, 2hr, 3hr or 4hr.
- Container Filtering. (Requires NVSE) Enable/Disable container filtering on certain containers.
- Enable/Disable Auto-Lights. When active, the lanterns will turn on and off automatically depending on the time of day.
- Enable/Disable Automated Ammo Breakdown.
- Enable/Disable Quest Item Placement in Safe.(Requires NVSE) If enabled, you can place any quest item into the safe, including mod-added items.
- Obtain Buddy Pass. (Requires NVSE) Give to your companions to allow them into the tent.
- Switch to backpack/non-backpack versions. Changes the crate to a backpack and vice-versa.
- Change Tent Weight (requires NVSE). Weightless, 50wg, 100wg, 150wg, 200wg 250wg or 300wg
- Change Carrying Capacity Bonus: 0wg, +25wg, + 50, +100, +150wg, +200wg
- Turn on/off Backpack Auto-equip. If turned on, the backpack will automatically equip when you take down the tent.
Save Options. Here you can make the game automatically save when you enter and/or exit the tent. You can choose between autosave or create a new saveCollectible Options. Self explanatory, controls display options for snow globes, bobble heads and collectible canteens.
Uninstall Optional Files. Used to uninstall some of the compatibility patches if NVSE is not running (see below).
asically the readme available ingame.
You can purify water by adding Dirty/Irradiated water to the water still. Dirty water takes 12hrs to purify and irradiated water takes 24hrs. Adding more water resets the timer. Whenever you add dirty/irradiated water to the still, all the water in the still becomes contaminated, thus you cannot get pure water from the still while it is purifying. Once the water has been purified, you can either drink directly from the still or you can bottle all of the water. To add water to the still place pure/dirty/irradiated water into the container. If you put anything else in the still, it will be returned to you.
You can make a variety of chems with your chemistry set. Chems take one day to make. The higher your science skill, the more chems that are available for you to make with stimpak being the lowest at 25 skill. At any level, you can randomly mix chemicals and get a random result that may not be available normally. However, if your science skill is too low, the results may be less than desirable (saving the game is suggested). Failure is random, but having a high science skill and luck reduces the chances of failure. Note: Failure occurs when you try to receive the chem after the 1 day wait but is determined when you first mix chemicals.
MK I Auto-Doc
The auto-doc can do everything a doctor can. There are item requirements for each function and the items are consumed in the process. You do not need to have the items on you; they can be in their corresponding containers. The Auto-Doc uses items in the containers before using the player's items.
You can use the incinerator to destroy any item that you no longer want. Simply open it up, place all your unwanted goods inside. Activate the incinerator and select "Start Incinerator." All weapons, ammo and metal misc items will be converted into scrap metal, everything else will be destroyed. The amount of scrap metal you get is determined by the weight of the items destroyed. Producing scrap metal requires NVSE.
Quest Item Storage
Upon opening the safe, all of the quest items that you have on you will be turned into normal items. When exiting the container, they will be turned back into quest items. This allows the player to safely store their quest items in the tent. The feature can be turned on/off at the terminal under Tent Options. This feature is turned off by default.
The Weapon Locker, Armor Locker, Ammo Box and Safe can be filtered to only show certain items. For example, you can choose to only see 2-handed melee weapons, only ammo for your current weapon or only items that can repair your current armor. Filtering can be turned on/off at the terminal under Tent Options. This feature is turned off by default.
Note: Quest Item filtering (the safe) and weapon filtering should be 100% accurate for mod-added items. However Ammo and Armor filtering will not be due to limitations of NVSE. The filter will make a best guess at how these items should be filtered.
As time progresses, the lighting in the tent will mimic lighting outdoors. As night approaches and the tent becomes darker, you can choose to have your lanterns turn on automatically and then off in the morning at the terminal under Tent Options. The lanterns can also be manually turned on and off. This however, will cause them to ignore the auto-lights option on an individual basis.
Automated Ammo Breakdown
Place any ammo that you want to breakdown into the Ammo Breakdown Box under the workbench. Then activate the Universal Bullet Puller hanging on the left side of the bench. All ammo in the box will be broke down into their individual components. Breaking down ammo is hard-coded, therefore will not be compatible if you are using a mod that alters the breakdown recipes of ammo. A patch is available for Reload/Caliber; I am willing to make patches for other ammo overhaul mods, if requested.
If you have Portable Tent - Reload.esp active, activating the Bullet Puller twice will breakdown all of the bullets into lead.
Crafting with Containers
Crafting will use items in the containers in addition to the items that you have on you. Activate the BBQ/Workbench/etc. while sneaking to bring up the container crafting options. From there, you can choose what containers to include while crafting. You can turn off this feature by making it so no containers are included. This feature is turned off by default.
Note: The way this works is by giving the player all of the items from the containers. After crafting is complete, it sorts back into those containers using the constraints setup in the Auto sorter. This is important to realize because if you are crafting Gecko Steak, there will be no Gecko Steak in your inventory after you finish crafting. It will instead be in Food Box or whatever container you have designated for Gecko Steak (unless Gecko Steak is in your No Sort List).
If you somehow manage to loose the tent inventory item after buying one, you can fix the problem by buying an "I Lost My Tent" item from Chet in Goodsprings or from Cliff Brisco in Novac. The item will be found in your Aid section; use the item to get your tent back. In most cases, it will just pitch your tent in the last place it was setup.
Optional Compatibility Patches
em>The following can be found in the optional downloads section on the Portable Tent page on FNV Nexus. Ensure they are all loaded after Portable Tent.esp and their corresponding mod(s).
Portable Tent - Bobbleheads
Allows you to display your bobble heads from Galahaut's Bobblehunt mod, found here: http://www.newvegasnexus.com/downloads/file.php?id=35110
Installation instructions are included in the .rar file. READ IT, installation requires extra steps. Requires Bobblehunt v1.26 or later.
Portable Tent - Collectible Canteens
Allows you to fill your canteens via the water-still and display your canteens from my Collectible Canteen mod, found here: http://www.newvegasnexus.com/downloads/file.php?id=37960
Portable Tent - Reload
Allows the ammo breakdown feature to use the recipes given by Reload & Caliber, found here: http://www.newvegasnexus.com/downloads/file.php?id=36104 Also adds a smelting pot to the tent and the new ammunitions to their correct filter lists.
Portable Tent - More Complex Needs
Patch for Imp's More Complex Needs, found here: http://www.newvegasnexus.com/downloads/file.php?id=37254
-Allows water-still and the auto-fill to use big water bottles
-Auto-Doc can cure Stim dependency (Cure Addictions) as well as pump stomach (cures food poisoning, water intoxication, food coma, lowers BAC and cures stim damage)
-IMCN items added to corresponding sort list
-Adds coffee maker (uses container crafting)
-Prevents RobCo Cold Fission Froster from being removed while crafting.
Portable Tent - Craft Overhaul
Allows the chemistry set to craft recipes from Craft Overhaul, found here: http://www.newvegasnexus.com/downloads/file.php?id=35919
Portable Tent - Time for Bed
Compatiblity patch for See you - Time for Bed. Found here:http://www.newvegasnexus.com/downloads/file.php?id=39188
Portable Tent - Powered Power Armor
Adds the charging devices to the tent from Powered Power Armor. Found here: http://www.newvegasnexus.com/downloads/file.php?id=37983
Note: Collectible Canteens and Imp's Improved Needs are not compatible with each other at this time (I'm working on a patch�). If you use both, load Portable Tent - More Complex Needs.esp after Portable Tent- Collectible Canteens.esp. You will not be able to fill the canteens at the water-still but you will be able to display them.
Realistic Portable Tent
I have created an alternative version that is more realistic and serves more as temporary housing compared to this mod. You can find it here: http://www.newvegasnexus.com/downloads/file.php?id=38301
I'm taking a break from developing this mod, don't expect any new features any time soon. I'm going to do some development on my other mods, then continue working on a new mod. However, I will continue to provide support, bug-fixes and compatibility patches for Portable Tent.
Upgrading from 2.xx to 2.21
Simply replace the .esp and .bsa files
*Some moveable items may clip with the new features. Simply pick up or move the items after installation.
IF your last save was inside the tent, you will need to exit the tent and re-enter to update the lighting.
IF you are using the ANY optional compatibility patch found under Optional Files, they need to be updated as well.
IF you are using the optional Cash Register addon in v2.0:
Remove all items from cash register prior to updating & delete Portable Tent - Cash Register.esp as it was incorporated into v2.10
Upgrading from 1.xx to 2.20, REQUIRES CLEAN SAVE
1. Prior to installation, remove all items that you want to keep from the tent, including items in the containers. Don't leave your companions in the tent. I suggest doing this in Novac or Goodsprings so that you don't have to carry all your stuff very far.
2. Exit the tent
3. (optional) Take down the tent and sell it to the vendor to get some of your caps back.
4. Save and exit the game.
5. De-Activate Portable Tent.esp either in FOMM or under Data Files in the game launcher.
6. Load your last save and click yes at the message prompt and wait about 30sec.
7. Save and exit the game.
8. Install the latest version of Portable Tent
9. Buy a new tent in Novac or Goodsprings.
This needs to be done with every character that you have saved if you want them to use the tent. For multiple characters, first do steps 1-4 with each character, then 5-7 with each character, then finally 8-10. Step 10 is the most important; let me know if you are having problems with it.
You can also go ahead and delete any loose files associated with Portable Tent, as it now uses a .bsa file.
1. Extract the files to (install folder) Fallout New VegasData
2. Start Fallout New Vegas Launcher, click 'Data Files', place a checkmark beside Portable Tent.esp
1a. Remove any items that you want to save from the tent and it's containers.
1b. If you are using the backpack, make sure it is not equipped.
2. Save the game while outside of the tent.
3. Delete the files/folders associated with the mod:
Uninstall optional files
Simply delete the .esp files.
If you are not using NVSE, an extra step may be required. Select Uninstall Optional Files from the main screen on the terminal, then select the file(s) that you want uninstalled. Only the bobblehead, canteen and reload optional files require this extra step.
Companions Sandbox Mode by Povuholo
A Pack Brahmin Companion by Elyon http://www.newvegasnexus.com/downloads/file.php?id=37723
Sunny Smiles Companion by gurk_meja: Cheyenne will not follow you in or out of the tent if she is set to follow at a long distance. This is because she is not actually following you, she is accompanying you.
Known Issues or Bugs
-Floating objects, containers being in weird spots, no companion entering tent, autosorter only sorting ammo, weapons and armor. All caused by not doing a clean save when upgrading from v1.xx to v2.xx. Do a clean save to fix.
-The Pinto Beans are not animating correctly, I think this is a vanilla bug.
-Trying to filter repair parts on the weapon or armor lockers will crash the game if your equipped items do not have a repair list.
-AutoSorter removes ownership flags on most items. Not fixable
-Sometimes the Tent Door will not work, activating it will do nothing. I'm not 100% sure what causes this, most likely something interfering with the script like an autosave, messagebox, etc. This can be fixed by: Opening up the console and select the tent door with the mouse. Type 'Disable' without the quotes then hit enter. Then (without doing anything else), type 'Enable' without the quotes.
-If you load a save game that previously used NVSE and you are no longer running NVSE (due to a game update, etc), if you try to use the tent doors shortly after loading, the doors will freeze up and do nothing. Avoid this problem by waiting at least 30sec before using the doors. It takes time before they realize NVSE is no longer running. This holds true for any feature of the tent that use NVSE.
If you find any others, please PM the author on the nexus forums. The more info you can provide, the better. I can't fix bugs that I can't replicate.
Meshes & Textures
LordInquisitor: All of the reloading clutter and the ammo press
Tumbajamba: The backpack mesh and texture resources.
FritZ_FretZ: Bobblehead stand
lindMalice & Sivlord: Helping me beta test
Mr_J1982: Creating a German translation for this mod
ReluktanSkeptik: Pointing out that "parting ways" with companions leaves them in the tent. *No long works with the new FNV patch.
Cosmina and Rookie: Creating original Automated Ammo Breakdown, which my scripts are based on.
Ripperjack: Suggesting the water-still idea
Vortaka: Suggesting the backpack auto-equip idea
PeryRH: Suggesting the trash incinerator
Therax: Suggesting the Collectible Canteen Showcase
Therax & Ghussak: Suggesting an alternative to the campfire.
Grunok: Suggesting the cash register.
ClayTanner: Catching a bug in v2.0 that required NVSE to takedown tent
Sivlord: Suggesting single container sorting & More Complex Needs Patch
Paradiseluz: Suggesting Craft Overhaul Patch
Ghussak: Suggesting dynamic lighting, On/off lanterns & container crafting
Programmers & Webhosts
NVSE Team: Expanding the possibilities of Oblivion, FO3 & FONV.
Bethesda & Obsidian: Creators of Fallout 3 & Fallout New Vegas.
Nexus.com: The one-stop-shop resource for authors and players.
Cipscis: Creator of the Script Validator
LHammonds: Creator of the Readme Generator that this file was based on.
DDS Converter 2
Change Log / Bug Fixes
-Fixed bug in optional file: Portable Tent - Time for bed
-Bug Fix on adjust Tent Weight
-Bug Fix Caravan
-Bug Fix Auto-Equip Backpack
-Container crafting can now be turned on/off at terminal
-Container Crafting, Single Sorting & Filtering are now off by default
-Added new sorting option: Print List to Console
-Fixed weapon filtering
-Changed weight system update (for backpack & crate)
-Reorganized Terminal Menus
-Added Radio Exit Button
-Cell now behaves like exterior cell.
-Added Auto-Lamps Option
-Lanterns can be turned on/off
-Armor/Weapon/Ammo/Quest Item Filtering
-Safe can store ALL quest items, even modded ones
-BBQ emits smoke
-Individual container sorting
-Binoculars can now be added to categories/quantities
-Crafting uses items in containers
-Automated Ammo Breakdown
-Lost Tent item can be bought from same NPCs.
-Backpack has a variety of Carrying capacities
-Replaced Tent mesh with a custom one so you can see the sky.
-Playing Caravan with terminal now requires a caravan deck in the player's inventory
-Added compatibility patch for Reload/Caliber
-Updated ALL compatibility patches
-Other minor bug fixes and script tweaks
-Added compatibility patch for Imp's More Complex Needs
-Added ability to add quantities to No Sort List
-Adding an item to a category now removes it from other categories
-Reduced time requirement for water-still and chem set by half.
-Fixed bug that caused tent weight change to not persist after game restart
-Added a variety of tent setup/takedown times, 0, 30min, 1hr, 2hr, 3hr, 4hr
-Added a variety of tent weights, 0 - 300wg in 50wg increments
-Added Cash Register (nothing sorted to by default)
-Added optional file, Portable Tent - Collectible Canteens.esp Allows player to display their collected Canteens from my mod Collectible Canteens
-Modified Portable Tent - Bobbleheads so it will be compatible with Portable Tent - Collectible Canteens.
-A few cosmetic changes
-Replaced Liquor Crate Mesh to have static havoc
-Replace campfire with usable barbeque
-Modified Nav-Mesh near barbeque
-Updated Help Menu for new features
-Added features for upcoming addon - Automated Reloading, currently disabled
-Bug fix, Removed NVSE requirement to takedown tent
-Increased price to 2500caps
-Rearranged tent interior, too many changes to list
-Re-added Universal companion support
-Added Terminal with autosorter
-Added Water Still
-Added Snowglobe display
-Retextured most containers
-Retextured tent crate
-Combined workbench and reloading bench
-Added new inventory icon
-Adjusted radio to play a little louder
-Added Tent Options
-Added Pinto beans to planter
-Added additional containers: Drugs & Chems and Dufflebag
-Added optional .esp to display bobbleheads from the mod "Bobblehunt"
-Made Chemistry Set usable
-Added "pickable" cave fungus
-Added playable Caravan via the terminal
-Combined meshes & textures into a .bsa
-Removed NVSE scripts, they were causing a couple of bugs
-Added Universal Companion Support (requires NVSE), now any companion will follow you into the tent.
-Renamed Backpack & Tent to Camping Gear so not to be confused if using new realistic version
-Changed value of Tent from 500caps to 1500caps
-Removed 1st person check in order to set up tent, it was needed in beta version, now its not.
-Combined Backpack & Non-Backpack versions. Player can now choose which they would prefer upon purchase.
-Added Realistic Portable Tent.esp
-Fixed Missing Meshes
-Added alternative version that has no backpack.
v1.00, 11/03/10, Initial Release
Do not upload to other sites, other than that, do whatever you want, just give credit where credit is due. And of course, I am not responsible for any negative outcomes that may come from this mod; I'll take credit for the good stuff though.