Mr. House Assassins
⚪ Last updated 2023⚠️ Install Order · 5 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 0.0% endorsement rate
- 🏆 #4 of 18 Guilds/Factions mods in this game by downloads
📋 About This Mod
Adds Mr. House Assassins. If you work against Mr. House, Assassins will be sent after you. Every 2-3 days a group of RobCo robots will spawn that will attempt to chase you down. Victor, random Securitrons, and Protectrons in an alternating cycle.
It always seemed a bit odd that Mr. House does absolutely nothing when betray him. If you threaten to destroy the Securitron Bunker he'll even say that you'll have no safe haven. And yet, he does nothing. There is no change outside of the robots in the Lucky 38 going hostile.
This mod seeks to rectify that. Now when you betray Mr. House or attempt to attack him Assassins will be spawned that'll stalk you throughout the mojave.
V 1. 5 Fix provided by Sweet6Shooter:
Fixes the Securitrons not upgrading
Adds "House" prefix to the assassins
*Adds scripting to disable the assassins when Mr. House dies
Technical Stuff:
The assassins will start spawning after Victor outside the Lucky 38 or Mr. House at the Securitron bunker go hostile
Adds a chair to the Lucky 38 casino(this is an alternate spawn point for the assassins)
Adds a marker and the Creature/NPC Assassins to the Strip world space outside of the lucky 38
Known Issues:
I have tried several ways to upgrade the Assassins, given the possibility of the securitrons being upgraded before you betray Mr. House, but have not found a way that works. Either the script that is adding items isn't working or the condition
if VStoryEventSecuritronsUpgraded == 1
isn't working. Who knows. (Should be fixed with V 1. 5)
BowmoreLover's Lazy Voice Finder:
https://www.nexusmods.com/newvegas/mods/63317
Sweet6Shooter for providing a fix for the securitrons upgrading:
https://www.nexusmods.com/users/2443503
Adds Mr. House Assassins to Fallout: New Vegas. If you betray Mr. House, RobCo robots (Victor, Securitrons, Protectrons) will spawn every 2-3 days to hunt you down. A simple but effective consequence mod for players who double-cross the Mojave's most enigmatic tycoon.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Turns betrayal into a real gameplay consequence—no more walking away scot-free.
- Lightweight and simple: no new assets, just clever use of existing robots.
- Decent community support with 150 endorsements and over 300k downloads.
⚠️ Cons
- Only triggers if you betray Mr. House—if you're loyal, this mod does nothing.
- Spawn cycle is fixed (every 2-3 days) and may feel repetitive after a while.
- No config options mentioned—you can't adjust spawn rates or robot types.
For Fallout: New Vegas players who love role-playing consequences and want to feel the heat after double-crossing Mr. House. If you're a loyalist or prefer pure exploration, this mod won't add much to your game.
💡 Beginner Tips
- Make sure to install after you've started a new game or loaded a save before the betrayal—otherwise the mod may not trigger correctly.
- If you're using a mod manager like Vortex or Mod Organizer 2, let it handle the file placement to avoid conflicts.
- Keep an eye on your compass—the assassins will spawn nearby and chase you, so be ready for a fight.
📊 Mod Details
- Game
- New Vegas Mods
- Author
- clanky4
- Version
- V1
- Downloads
- 300,805
- Endorsements
- 150
- Category
- Guilds/Factions
- Created
- 8/6/2020
- Updated
- 1/25/2023
🔧 How to Install New Vegas Mods
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Visit the official mod page for specific installation instructions for this mod.
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