Fallout New Vegas

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Dylan Hollis

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JacobWhinwright

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1546 comments

  1. DylanHollis
    DylanHollis
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    Be sure to download the latest update in addition to the main resource file!
    - Mod is 2019 certified
    - Please download & install manually!
    - If you have/are playing this mod in 2019 - Would you ever play a sequel to this mod considering this game is so old?

    Translations!
    русский
    Deutsche
  2. sketch21
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    A very good quest mod, I personally liked it - kinda wishing it would have been longer, but for what it was, it was a really good mod.

    Good job on the voice acting, especially coming from one person(?)
    Technically it was good, not perfect, but very few technical issues or bugs (that I ran across),
    there was one during the last mission in the sub where the quest's objective is not visible - but I lucked out and guessed correctly, though this could be a major issue.

    Another issue I have is the forced companion - as another reviewer had mentioned, no means to communicate/interact with the follower.
    This was a huge issue as the follower would jump into action - and my play style/combat approach usually involved some strategy.

    (note: disabling the follower or turning of its ai [tai] does help)

    But other than that, the mod itself is not too far from being one of the top quest mod for New Vegas,
    add a few more voice actors, develop the character, personality, as well as the quest itself, it has the making of one of the great,
    I did enjoy the mod and happily endorsed it -

    Thanks for making this great mod!
  3. GreyPoupon13
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    Im streaming a playthrough of my modded fallout NV and im hitting a wall with this mod , after final preps i get to the point where they give me the "link to the old world" quest but it does not trigger. my prior save would make me lose a good 2hrs of progress so i wanna know if something can be done 
    1. GreyPoupon13
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      i fixed my own problem rather easily actually.. so the quest a link to the old world was active and after talking to goldwater everybody just stood there. the fix is a console command : "resetquest PursuitSeven" and voila all fixed up
    2. wal666
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      didnt work for me
  4. Ijustneedthisforlog
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    I really do like this mod. It's got a some standout issues though. And I mean they're really bad.
    This mod started off as being not great and stayed that way for a while, it suddenly got really good for one area right before it left the Mojave map, held up well as you leave the Mojave... and then started getting less fun once the gamebreaking bugs started in about half way through the next zone. My enjoyment picked up again after I managed to bypass a loading gate zone that would crash me every time I tried to use it by coc'ing back to the Mojave and then resuming from there, and the next zone was also very fun, but the next one quickly became tedious and weird. Then the downright painful fourth zone once you fought your way inside.
    I'm probably going to give up playing this mod and just console command coc out of the mod entirely because I'm trapped behind a door loading gate that crashes me to the desktop if I try to use it. This is the second time it's happened. And the only reason I'm not going to just uninstall and go back to an earlier save is because I really like the weapons in this mod. Those are great.

    Pros:
    Cool new weapons that are good enough to just add to the game by themselves, and which I absolutely would take as a standalone mod.
    Very pretty new environments, several new areas.
    Cool video dlc "intro" slides that are very nice.
    Worthy enemies. Unique enemies.
    Semi-decent story. It's a solid 'meh', an excuse plot isn't necessarily a bad thing.
    Lots and lots of loot. Like, thousands of pounds of power armor. Tons and tons of ammo for energy weapons.
    The mod is actually surprisingly good at horror. Like, I'd be interested in a pure horror mod made by this author, though after trying to play Descent and then probably giving up on Pursuit here because of crash loading doors, I probably wouldn't actually take it. But I'd be tempted.


    Neutral:
    The mod author has some funny ideas about how to use the 'owned item' tag. Walk into a town of Brotherhood Outcasts and loot them to the bedrock? Sure, nobody cares. Take everything not nailed down in the NCR Deserter navy group? Sure, why not, you want a Nukacola with that?
    Collect some 200 year old loot from a ghoul infest bank trapped underground and which hasn't seen a regular human since the apocalypse? Collect loot from an abandoned town that everyone died in? No, that's immoral. At least killing all those feral ghouls will give you a ton of karma back.


    Cons:
    The Follower the mod forces on you who cannot be spoken to, directed, and does not engage in stealth ever, for any reason. Who you can't tell to back up, and will wander off to pick fights with every hostile thing he detects even if you're trying to stay out of fights. The follower who won't let you access his inventory without needing to pickpocket him, and who will pick up world loot to use for himself. The follower who tried to exclusively use a dinky little 9 millimeter pistol against everything up to and including a Deathclaw Matriarch until I stole it off him and forced him to use his 12.7 mil pistol and his Laser RCW. The follower which can't even be dismissed, and who I'm getting awfully tempting to just remove with console commands...
    Crashes on loading doors which make the mod inoperable because you just can no longer pass that fucking door, even if you delete and reinstall the entire goddamn mod.
    Getting jumpscared by the sudden video transitions that take you to the next zones.
    The dialogue is literally one note for pretty much of the time with little to no variation and does not get better. You're awfully servile to that dumb-ass mayor.
    Only one voice actor (the mod author), and sometimes should have just gone silent.
    Fetch quests. Help us Courier, you're our only hope, because none of us can take action for ourselves even though we're a ludicrously well armed and armored force of badasses! Seriously, every single one of our default guys is in power armor, we're like an entire mobile Brotherhood chapter, but god forbid we actually do stuff without you being there to hold our hands or do all the scouting for us.
    The fucking AI voice which breaks the speaker and cannot be understood and is thus best skipped past entirely. It's like the charlie brown teacher but made of anger and poor mic quality. I don't know that I've ever encountered any mic as bad as those recorded lines.
    A door that required being console force unlocked in the sewers to progress because it wouldn't open otherwise.
    Some areas which you can fall down that has no way back up, which thus requires you to tcl your ass back up.
    Lore breaking: The Legion just ignored everyone camped out east of Nipton huh. They set up a guard tower and two buildings! And the NCR having submarines, let alone access to the Great Lakes. The Soldiers being dressed in modern camo, which doesn't seem to be a widely used thing in Fallout.
    The in game pipboy map contradicts which way is north in the snowy zone, which means navigating is fun until you realize what is wrong. It honestly wasn't that big of a deal but once you notice it it's baffling.
    Poor quest direction. The author says it's a stylistic thing, but honestly I don't care for the style then. The local map is only semi-reliable, half the time the area is vertically stacked on top of itself so you navigating by it is a pain.
    Level design and quest design. You need to do a lot of fetch quests, backtracking, and tedious retreading your own footsteps. Like when I cleared out the entrance to the Superstructure through the sewers and then had to go ALL THE WAY BACK (which is like 5 minutes of walking through confusing tunnels and through like 7 loading zones) through the sewers to get the group, do a little fight section, and then take them ALL THE WAY BACK THROUGH AGAIN. A much better choice would have been using the functioning intercom system the AI is on to just tell them to come to me, or exiting the building and having a door on the exterior of the building being unlocked that would lead to the hub area rather than needing to go through the entire sewer complex another two times.
    Have I mentioned the door loading zones that abruptly can no longer be used that will crash you to desktop? That's real fun.
    Being really fucking dark in a lot of zones. It's not as much an issue for me due to having lots of cateye and having a nightvision helmet mod, but damn, it is DARK. It was done well in one early segment before you leave the Mojave, but afterwards it's just aggravating.


    Edit: Eventually managed to make it through this mod after discovering the movetoqt (moveto quest target) command and thus being able to just skip straight back to the general and bypassing the impassable load door. From there was able to beat the mod. Still a great many issues, including a new one! Needing to force your way out of a cutscene with enableplayercontrols command because you stand there after the general has stopped talking to you and nothing happens because the ship captain won't approach you to talk and trigger the end of the cutscene dialogue for whatever reason.
  5. GoArray
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    Only a few minor issues here.  

    Game "froze" though-not-really at the end. There's a couple post final quest pop-up [Ok] messages (which were very helpful!), but, if you talk to paddington after "okaying" the messages they pop up again and the game appears to freeze after okaying again. It's not, it's just stuck in menumode.  
    Use: ~ closeactivemenu  

    The companions. Well really only Clemmins for me, just keeeep on following.. jip force and dismiss didn't work. Resurrected and he still draws the "follow" package. What did work:  

    ~ removeallpackages 
    resurrect
    Recruit with jip and dismiss (or don't recruit and just leave him standing wherever without a mind lol).  

    One kind of not really conflict, Nipton Rebuilt. Both mods intersect there for a quick quest, an unexpected but welcome suprize! 

    Tips: Bring lots of cateye lol

    Overall.. HOW DID I MISS THIS MOD? It was a great shootem up step away from the mojave, thanks Dylan!
  6. TwitTwatTit
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    Ran this mod in a 244 mod plugin for (playing it for the 7th time again cus its awesome) with mostly companion, weapon and armor mods, B42 stuff and Viva New Vegas stuff and it worked great with little bugs and no gamebreaking stuff. Love this mod and it's challenging especially with Jsawyers patch and Bleedless and it's still hard even if you bring an army of companions as long as their damage is nerfed down 40 percent. Would definitely recommend this mod to play over and over.
  7. AranRReed
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    (2021)

    Unfortunately the negative issues are too bad for the positives to shine.

    Pros-
    -The story is quite good and I thoroughly enjoyed it.
    -The locations were super fun and unique.
    -Crockers appearance had me laughing the entire time.
    -The enemies actually had enough health too make this engaging as everything else died in a shot or two, I had a level mod installed and was level 74 at this point.

    Cons-
    -I was so excited too get too the facility but it was MASSIVLEY ruined by the shitty AI voice and quality. I have over 3k hours on cs:go, over 1k in valorant and 1000s more on other online games and I have never encountered anyone in that time as bad as this. It was that bad I ended up playing a large portion of this area with my game muted which just ruined this whole area.
    -The follower is so fucking annoying and just gets in the way constantly and you can not dismiss him. I ended up using a console commands too delete him entirely from the game.
    -I ran around for ages wondering why I couldnt speak too the overseer for ages to continue this story and it turns out I had a quest given right at the satart that HAS to be completed before every other quest but there is no indication too this.
    -The leader of the small settlement you get too in the snow area couldnt be spoken too and when i tried it just zoomed out, I used console commands and none of them worked so I had too reset the entire story too redo this. Turns out he was just stood in the wrong place and wouldnt sit down so i couldnt interact with him.
    1. TwitTwatTit
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      Wtf are you even saying in the first point of your cons section....
  8. DarthAwesome117
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    Aight, prolly won't get a response, but I have a problem: the Metro Tunnel for the quest "The Pilgrimage" explodes before I trigger the explosion, thus leaving me in a state where I have to trigger an event that already happened. I can't progress. I have the 2014 update. If you have any advice on what to do, or a potential solution, I would be happy for your help. If not, I'm uninstalling this mod in a couple days and never looking back.
    1. DarthAwesome117
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      .... I just left and came back accidentally and the requirement completed.
  9. TheMach
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    Just finished a 50-hour, stable playthrough with 86 mods, this being one of them.

    I have very mixed feelings about this mod. On one hand, it was the most expansive, well-fit, and creative mod on my modlist. However: many prospects are executed poorly, either due to the game's jank or the mod's messiness (lack of quest markers in certain sections can be agonizing at times). The new environments were very pretty, and the story was awesome. Yet the voice acting was questionable (Sir Paddington hurt my ears) and the dialogue was meh (not very conditional, not headcanon-friendly, not fitting with vanilla very well either). I was not expecting the scary sections, which were surprisingly well-done (MINUS later in the manor quest, which felt more confusing/aggravating than scary). It has bugs, and one too many fetch quests. But it's a trip.

    Would I do it all again? No.
    Was it one of the mods of all time? Certainly.
    Would I recommend it? Yes. If you're patient (and willing to use "enableplayercontrols 1" at a certain part of the story).
    Would I play a sequel? If there are lessons taken from this mod, I'd like to see a sequel.
    My advice? Learn from the Half Life vent section, in that those sections are never well-executed.
  10. venivinnivici
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    Does this mod do anything to the Gomorrah? I've played it two years ago but can't remember if it did. I got a bug which made gray screens in front of doorways and some walls in Gomorrah making the textures obscured, and it got fixed when I turned off this mod specifically.
    1. Sonicbullet534
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      Mod seems to have compatibility issues with Functional Post Game Ending...
  11. nbp8698
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    Quite shocked to see the negative reviews down through here. I have never experienced any of the negative points some of these users have mentioned. For any newcomers wondering about this mod - try it! Heck it's not much but try the Rockwell Descent too that came before this mod. This is a fun mod with cool locations, an interesting main quest, and lots of different stuff to shoot! One of the few mods that can actually give a challenge near the end too. Voice acting sounds fine to me, didn't encounter any bugs through the whole mod each of the several times I've played, the locations are great. I only wish some of them were a bit bigger though. Just some stuff to explore. Can't remember the name but the ghost town could certainly use more to explore. Dylan, if you're still reading comments this mod was great and I would LOVE a sequel to this! Perhaps the player is notified the super structure is under attack again and the player must venture back to save the day again? Being able to explore a bit of Vermont would be cool.