Fallout New Vegas
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Falkner1992

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Falkner1992

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About this mod

My first FINISHED quest mod. :)

Requirements
Permissions and credits
Join a powerful mercenary outfit and carry out assignments for money. To start, speak with Ellie Williams at the Mojave Outpost.

NOTE:
You may remember me as the author of the Network quest mod (those of you with particularly long memories). I unfortunately borked the mod file for that one during an experiment to get rid of the whole white bodies problem and lost all progress. Since the mod wasn't nor would it ever be finished, I decided to take down. Moral of the story: never count your chickens before they hatch or upload an incomplete project to the Nexus. :)

This is my first proper and FINISHED quest mod. I may make some add-ons in the future, but the mod can be considered complete in its current status. Any feedback is welcome and remember to report any bugs. I hope you enjoy, and if you do, please take the time to endorse! Thank you.

VERSION 1.1 UPLOADED. It includes:
- A bugfix that prevents the message box at the end of the quest from constantly popping up.
- A new assignment to pad out the mod a little bit. You'll have to restart the questline from the beginning to get it.

VERSION 1.11 UPLOADED. It includes:
- Optimized navmeshes.
- Fixes to mod-breaking bugs from Version 1.1.

NOTE:
Don't I feel like a fool, I upload a new version to fix a tiny little bug and add a little extra padding to the mod and in the process, bork it six ways from Sunday. This new version should fix every bug from version 1.1 but if you run into any bugs that I accidently let slip, be sure to notify me. :)

VERSION 1.2 UPLOADED. It includes:

- New quest "The Hounds in Freeside". In order to get it, you have to have completed the main questline and sided with Duncan, then go to Freeside to start it (anywhere in Freeside).
- Adjustements to make the final fight of the main questline against Ellie a little more challenging and boss-like.

VERSION 1.21 UPLOADED. It includes:
- Mod file converted to ESM. No more creepy pasty-white bodies! Yay! :D

NOTE: I've finally figured out how to convert an ESP file to an ESM without completely borking it in the process. Hurray for me! The file extension is still .esp, but the game will recognize it an ESM for all intents and purposes, meaning no more textureless bodies for NPCs! HOWEVER, for those of you out there with previous versions of my mod, in order to prevent any conflicts from happening, I strongly recommend you load up a fresh save. This is important, I'm not responsible for any conflicts or problems that might arise if you load up the newly-converted mod file while halfway through the questline.

VERSION 1.22 HAS BEEN UPLOADED. It includes:
- Fixes to minor bugs, typo corrections and balance adjustements.

Well, I've had a lot of fun making this mod and learned a lot about the GECK and Bethesda modding tools in the process, but honestly, I'm kinda burned out right now. I may make more add-ons later, but first I'm gonna take a little rest. I hope you continue to enjoy the mod and please remember to continue to report any bugs you encounter. If there are any, I'll be sure to come out of my rest to fix them. Until later, guys! ;D

VERSION 1.23 HAS BEEN UPLOADED. It includes:
- The fix to a mod-breaking bug from the past version.

NOTE: There, NOW it should be bug-free! Phew, this is harder than I thought... but it's worth it! :D

VERSION 1.24 HAS BEEN UPLOADED. It includes:
- Fixes to make the mod compatible with someguy2000's Inheritance (hopefully).
- Corrections to grammatical errors and typos in the dialogue.

VERSION 1.25 HAS BEEN UPLOADED. It includes:
- The fix to a mod-breaking bug from version 1.24 (which I really wish someone told me about before).
- Adjustements to make the final fight against Ellie even more challenging.

KNOWN INCOMPABITIBILITIES:
- Inheritance. If the fact that one of the mods by the author who first inspired me into modding New Vegas is incompatible with my first released mod ever isn't the definition of irony, I don't know what is. I'd like to say my mod is worth letting go of Inheritance, but it honestly isn't. If you want to try this out and still keep Inheritance, I suggest you deactivate the latter while you play, then switch it back on when you're done with my little mod.

The new version should hopefully fix the the compatibility problems with Inheritance by changing Michael Turner's room door so it doesn't conflict with Joe Sellers'. Just to be on the safe side though, be sure to make it so that Inheritance loads AFTER this mod.