Fallout New Vegas

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About this mod

Travel to Storm City to help the Brotherhood Chapter currently locked in a stalemate with super-mutants. A fully voiced mini DLC mod which features one and a half to two hours of content. With four new weapons.

Permissions and credits
  • Mandarin


The Deterrent is a fully voiced medium sized quest mod. It contains a brand new world space to explore along with several new characters and several new quests integrated seemlessly into the base game. A Brotherhood Of Steel chapter is embroiled in a bloody war with remnants of the master's army over an incredibly dangerous piece of technology in a mysterious place called Storm City. It's up to the player to decide how it all turns out!

It features around 800 fully voiced lines of dialogue. I'd like to thank the wonderful voice actors who collaborated with me for
all their hard work!


  • 1h 30m - 2h of gameplay
  • Multiple ways of solving each objective, allowing a decent amount of replayability
  • Fully voiced quest with several new characters
  • New small worldspace to explore
  • Four new weapons: American Assault Rifle, Chinese Carbine, Trench Shotgun, Double Pump (special thanks to Camon and his team, with permission). These guns can also be found in the Camon Pack Complete.


Extract the contents of the data folder from the archive into your New Vegas data folder. Using a mod manager such as Vortex or Fallout Mod Manager should automate this step.


This is a fairly difficult mod. I recommend starting at level 20 but it can definitely be done before that if you have the resources.


  • Chinese Carbine by Camon/ApocalypticGirl: A Chinese Assault rifle used by the Chinese prior to the Great War.
  • Cowboy Shotgun by Camon/ApocalypticGirl: A lever action shotgun with a stock attached. Reminiscent of Terminator 2.
  • American Assault Rifle by Camon/ApocalypticGirl: A G3A3 used by the Americans prior to the Great War. Reminiscent of the Fallout 3 Assault Rifle.
  • Double Pump by Camon/Scottmack/Fext: A pump action shotgun with two barrels instead of one. Fires both barrels simultaneously.


Feel free to bring any companions as the cells have been fully navmeshed.

Getting Started:

Go to Hidden Valley and speak to Scribe McCann in the scribe workshop. The base game quest: "Still In The Dark" must be completed first.


Front Page Illustrator - Front Page Art taken from Alchestbreach's video series (with permission).
Mutant Leader Character Writer - Ki McKenzie
Weapons - Camon, Scottmack, Fext, ApocalypticGirl
Supermutant Upgrades - lordinquisitor

Testing - Arccharger

Here is the assets used in the mod that can be found elsewhere:

Thanks to my v1.10 or before voice actors. Without you guys, this mod would not be what it is today:

  • Paladin Jameson - Tyler Davis
  • NDS-001 - qenosa
  • Elder Jackson - Sir Fritz
  • Paladin Redding - VaultHuntersUnion
  • Head Paladin Dawn - Allan Quinton (PsyenceOG)
  • Quartermaster Mayes - Benjamin Tuttle
  • Head Scribe Darrius - Scott Brown

Thanks to my v1.11 or after voice actors:

Thanks to my  v2.0.0 voice actors:

Finally, thank you to the Creator's Network for helping me cast new voice actors. They are a large community that aims to bring content creators together with voice actors to help create better pieces of work. An overall mutual beneficial relationship. Join the Creator's Network's discord:


This changelog was made before a proper versioning standard was adopted by myself. Don't worry too much about the strange numbers.

  • Minor terrain fixes
  • Several areas that could be used to exit the game world have been patched out.
  • The map marker for "Steel Be With You" now points towards High Scribe Darrius as intended.
  • Terrain which popped through certain buildings has been altered to function as intended
  • The player could exit the Sunstorm Recreation Room via a hole in the world, effectively glitching themselves out the game world. This has been patched and is no longer possible.
  • The Brotherhood Of Steel in the tunnels would randomly attack the player. This was due to them being in the Brotherhood Of Steel faction from Fallout: New Vegas. This has been altered to allow all players access to the content.
  • The final battle was criticized for being anti-climatic. The main criticism was that it was two Paladins versus two super mutants. Several more NPCs have been added to give it more of a realistic feel.
  • The "Computer Room" was criticized for not looking like one. Several mainframe computers and other clutter have been added to give it more of the atmosphere intended.
  • Deputy Beagle from Primm was accidently duplicated during development in an absurd mistake. This has now been fixed and the vanilla Primm quest works as intended.
  • The mod's interiors were criticized for being too similar to vanilla interiors. Several new interiors have been made, replacing all the ones in question.
  • New terminals, providing back story, have been added to the world.
  • The sandstorm which sweeps across the city now produces ambient sound. This adds a significant amount of atmosphere.
  • One new unique weapon, unique variant of the American Assault Rifle.
  • Two new interiors added to the Civilian Evacuation Tunnels. This makes the journey to Storm City feel longer and better paced.
  • Several interior updates to include new clutter, making the interiors feel more lived in.
  • Johnson Nash now has voice acting as he hands you the note to begin the mod.
  • The sandstorm often produced graphical glitches, making ENBs look unpleasant. This has now been fixed and ENBs actually look acceptable.
  • Weapons added to leveled lists and vendor inventories.
  • The metro was often very claustrophobic. You'd often get caught on Paladin Jameson and any other companions you brought. These interiors have been modified to make it more companion friendly.
  • The navmeshes in the Industrial area of the city often bugged out. Causing the mutants to run into walls. Overall, the path finding was not very good. This has been addressed in this patch with multiple navmesh edits in this area.
  • Further navmesh fixes to both the Industrial Area and the Town Centre. This will make NPCs path find better and will have the added effect of making combat more interesting.
  • The terrain in the exterior of the power plant was floating in the air. This has been addressed in this patch. This is now ground level.
  • Interior navmeshing fixes. New clutter has been added to the interiors to make it seem more lived in.
  • Refactor some variable names to make maintenance easier
  • Further navmesh fixes to both the Industrial Area and the Town Centre. The conversion to an esm makes pathfinding better.
  • File converted from esp to esm.
  • A bug existed where I accidentally patched out various voice acting from the vanilla game. This is now fixed and works as intended.
  • Every character has been rewritten.
  • Every character has been revoiced.
  • Two new interiors added to the power plant.
  • A new fully voiced Mutant Leader character.
  • A brand new ending.
  • Fixes the previous crash to Desktop caused by the player entering Doc Mitchell's house.
  • Various edits to exterior worldspace cells to add more clutter, making Storm City feel more lived in.
  • Add more lightbulb static objects which make the lighting feel more natural and realistic.
  • The Leader's boss battle has been improved with a new boss arena and redesigned mechanics.
  • Added the textures and meshes to .bsa archive files. This will improve performance and fix the "Black body, white face" NPC bug which was previous fixed by editing your .ini file. This fix will make this .ini fix no longer needed.
  • American Assault Rifle and Chinese Carbine now support ammo subtypes such as AP rounds. This was in response to feeback from OllyOxen's mod review series.
  • Interior cells had various tileset mistakes with overlapping textures and seams into the abyss. All have been fixed in this update.
  • Hidden Valley Sandstorm Ambient Sound bug has been fixed which caused the sandstorm sound effect to be played in daytime in the Hidden Valley exterior.
  • FNVEdit's Autoclean functionality has been run on the file so hopefully other issues have been fixed that I'm unaware of.
  • Tale Of Two Wastelands Dialogue issue fixed where Fallout 3 Super Mutants and Raiders were silent.
  • Edited inventories and stats of all Storm City Brotherhood members to be more realistic.
v2.0.0 (new versioning standard adopted):
  • Mod integrated more seemlessly into the base game. Dependance on completion of "Still In The Dark" added. The Deterrent can only be completed if the Brotherhood approve of the player character and their choices
  • New characters added
  • New ways to complete the mod's quests added
  • Several dungeon changes to make it feel less claustrophobic.
  • New quest added.
  • Conflict with Saxxon's quest pack resolved
  • Several bad references removed which should fix crashing for some users.
  • Quartermaster Mayes Dialogue priority raised to 55.
  • The American Assault Rifle and its unique variant can now be properly repaired.
  • Missing Icon added for Cowboy Shotgun
  • Several Worldspace Changes, such as extra clutter added, to improve the realism of Storm City
  • Several 100 lines of dialogue added.
  • Immersion Breaking Messages removed.
  • Bug Fixed where Scribe Darius' quest would break if the player drinks the Rare Absinthe.
  • Several "dirty" references removed. Some doors won't trigger scripts relevant to Hoover Dam or Hidden Valley like they used to. Honest Hearts dialogue topic reference fixed.
  • Double Pump mods removed which shouldn't have been there.
  • Invisible wall at left hand side of Storm City Metro Carriage removed.
  • Seams in Vegas Emergency Metro Tunnel fixed and removed.
  • Muffled sandstorm ambient sounds added to tents to maintain immersion
  • Fence added around Power Station in Brotherhood HQ. Electricity and Power Armor does not go well together!
  • Usable beds added to tents for hardcore players.
  • Gatling Laser added (upon suggestion) to The Leader.
  • The exit from Brotherhood HQ would become permanently locked if the player was rude to Paladin Dawn. This is due to a bug and has been fixed.
  • Harry had a chance to not properly say his greeting which would behave awkwardly with the game engine. This has been fixed.
  • Fixed tent floors having a tile not rendering.
  • Inaccessible ammo box next to Liquor Store fixed.
  • Known 100% durability weapons in world reduced to a more reasonable number.

My Other Work:


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