Cool! I was looking for a mod that simply does what It says. As much as I like FPGE's concept, I rather just take a simpler mod and make the changes separately through other mods and/or console editing when and where I need them. Also, this mod doesn't disable any NPCs or quests to "fit in the lore".
Maybe I want to finish Raul's quest after all the DLCs and quest mods in my headcanon, for e.g.
Problem is that mod is super incompatible with a lot of other mods it also requires xNVSE which is also incompatible with a lot of mods plus for people like me who use regular NVSE it's not really an option unless it still works for that as well (Haven't beat the game so IDK if it works)
There is literally no reason to use the old NVSE given how many useful mods that've come out in the last couple of years use xNVSE. FPGE should be used instead of this buggy, dilapidated mod and xNVSE should be used instead of the old silverlock one. Anyone who says otherwise is wrong lmao.
As much as I like FPGE's concept, I rather just take a simpler mod and make the changes separately through other mods and/or console editing, tbh. It's a long list of things that FPGE changes and disable, so, no thx.
I beat the Legion with the Enclave remnants, and, with this mod, both Judah Kreger and Orion Moreno stay with me now as companions. I'm unable to dismiss them, and they go with me to the Sink when I use the Big Mountain Transportalponder!
I don't know why so many people are in here bashing this mod. It works exactly as advertised. I actually prefer this to the alternative precisely because it DOESN'T make a bunch of post-game changes to the world.
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Maybe I want to finish Raul's quest after all the DLCs and quest mods in my headcanon, for e.g.
FPGE - Functional Post Game Ending at Fallout New Vegas - mods and community (nexusmods.com)
Also I'm using over 200+ mods XNVSE hasn't broken any of them. When I first updated to XNVSE I had a noticeable performance boost.
There is literally no reason to not use FPGE & XNVSE over CAGE