Fallout New Vegas

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  1. sandbox6
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    Finally, after sitting in my files for months, the road to the Legate's camp is back!

    There's still more unused content there, but the current release should be pretty close to how things were pre-patch.
    I still think a complete overhaul of the area would be more interesting.
    (I do have the original navmeshes for Hoover Dam too, but I haven't used them yet. (2023)
  2. sandbox6
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    Maybe at some point I'll add the 2 guys who were meant to follow Pacer to the Silver Rush. They enabled the wrong ones. Added.
    I'm sure there were other bits and pieces I've found over the years that is maybe workable.

    There are so many other things that I wish I had time to get working properly. It's a shame I never gave a full release to The Tops single cell restoration. I gave a copy of it to a couple of people to try out years ago. I couldn't get NPCs to navigate to the correct door from outside. It seemed more like a limitation of navmeshes. It would've had endless compatibility problems with other mods though.

    It seems that at one point that you had to walk with Raquel to meet with Pearl but in the final game you simply get teleported straight to her after talking with Raquel at the entrance to Nellis.

    When Ranger Andy asks if you can check on RS Charlie you were supposed to be able to say you'd come back later when you know more or you could say that you're not interested in the town's problems. He has fully voiced replies for the Accept and Decline choices, but because his question is on a Goodbye line it could never have the choices.

    There was supposed to be another topic with Lorenzo or Hardin that was triggered by a condition on one of the terminals, but it barely makes sense in the final game.
    Originally you had to wait a few days for your chosen BOS Elder to take his position, it even says as much in the dialogue. Post-patch it just fades to black and it's done.

    Vault 19 seems to have a bunch of disabled content that is potentially restorable. It seems that you were originally meant to run out of the vault after placing the C4. You can even see the placed C4, but in the final game it teleports you out immediately, which misses the exit door script so you actually hear the explosion the next time you leave the vault!

    Another thing I've always thought about unpatching is the addition of the Companion Dismissal Terminals (and the metal plank behind the Gun Runners one), but I thought if anyone really wanted to disable them they could do it by themselves, and what if someone decided they actually needed to use the terminal after all. I think most of the common lost/stuck companion issues have been fixed in YUP.

    V0.92.4 Extra Collection
    Reyes may upgrade the Camp Forlorn Hope guards from Troopers to Rangers after dealing with Hanlon the best way and gives morale points that were only present in the unused version of Return To Sender VMSRSGlobalCommBreakdown.
    Taggart's unused questions about the VR.
    Some corpses at Hoover Dam weren't persistent.
    Other minor updates.

    V0.92 Extra Collection adds this and more.
    Abandoned BoS bunker items that were removed by Dead Money. Also made the bunker accessible if you don't have Dead Money.
    Foxtrot bunker enabled and floating stuff fixed.
    Arcade potentially quitting after you extort Anderson.
    Cass's pre-patch longer ending.
    Clanden's arrest.
    Jean-Baptiste's topic about his siblings.
    Jeannie May's reward for killing the ghouls during Come Fly With Me.
    Keely being in Vault 22 before starting There Stands The Grass and she drops her research notes when killed so you can give them to Williams.
    Major Polatli and Dr. Richards optional NCR$ cash rewards.
    Michelle and Samuel's topics about Primm and the 188.
    Alexander's topic to tell him about your achievements in Primm and/or Quarry Junction to try to impress him after he says you're small time.
    Oliver Swanick's barks.
    Neil's topics about Super Mutants and Nightkin. Neil sets a variable about Tabitha that was supposed to be used for the transceiver in the dish hut.
    Ultra-Luxe radio song 7 correctly plays Spring Song instead of Piano Concerto No 21. (This was added to YUP)
    Vault 3 klaxon lights that actually work when activating the door panel.
    Yes Man topics asking what his plan is for the battle before going to the dam.
    You can threaten to attack Yes Man.
    Johnson Nash's topic after killing all of the powder gangers and rescuing Beagle.
    Mister Holdout originally wore a trenchcoat.
    Lieutenant Monroe's sentry package.
    Restored a terminal in Vault 19.
    Restored one of Mayes' lines that was tagged for the press demo.
    Veronica's reaction to diverting the power to Archimedes.
    Restored and corrected Lieutenant Hayes topic for "failing" the prison attack.
    Julie Farkas' addiction treatment line.
    Nellis Array Generator tunnel lighting comes on after resetting the breaker.
    Chomps Lewis can now use his sandbox, eat and sleep packages after talking to you instead of staying in his dialogue package forever.
    Hector's topic about the water being special.
    Fisto's "Exterminate" line.
    Restored some of the cut objects from the original release, like the Repconn checkpoint items and clutter, and the RS Charlie skeleton and blood.
    Various other things.

    V0.91b fixed an issue with Sarah's dialogue, and prevented the injured soldiers from being pushed around and having 2 dog tags each.
    ------

    I've put together a huge collection of all the disabled/unused references I could find, beyond what was already included in the main files.
    If you haven't already got the LODs for the pylons or the restored Novac motel and you want them, read the stickied post below.

    This latest optional file is not just patched-out content, though I've heard that some of it was in the game right from the start.
    If you're only interested in the patched-out content you should stick to the main files.

    As always, expect bugs, performance issues, and broken things if you intend to play around with this, but it's all been checked out, seemed ok to me, and should be fine on a decent machine.

    I haven't touched the Strip NPCs, and I'm not going anywhere near the majority of the Hoover Dam battle, as there's just far too much going on there.

    Where to begin...

    Fixed a seriously huge amount of speech and barks that weren't random so you would never hear anything other than the first line. (Updated and added to YUP)
    ^ this alone is worth far more than a single-sentence description, but I'm feeling lazy.

    Bonus feature: now Raul can repair your stuff while in his shack without you having to fire him first. (This was added to YUP)
    The Van Graffs no longer become hostile once you inform Ranger Jackson of their crimes.
    Fixed: Lily's Passive Combat Tactic was set to change Raul's instead of her own. (This was added to YUP)

    And the rest...

    The 188
    1 Civilian
    1 Mercenary

    Aerotech Office Park
    Fixed refugee AI and voices
    Restored/fixed Bert Gunnarson "Who are you?" introduction
    Merchant Caravan (gave them new merchant containers as they didn't have any)

    Bison Steve
    1 Convict/Powder Ganger

    Black Mountain
    5 Mutants/Nightkin
    1 Extra Nightkin if you anger Tabitha by trying to escape with Raul.
    (Not Restored: Tabitha was originally accompanied by 6 stealthed Nightkin at the door when she thanks you for repairing Rhonda, but it ruins the scene, so I left it out)
    4 Centaur Surprise! (apparently intended to happen once every 2 weeks, but the scripting doesn't work as they respawn anyway)

    Bonnie Springs
    9 extra Vipers (originally disabled and typoed in the script)
    8 extra Cazadores! (though there's a random chance they won't all spawn)
    Fun Fact: The whole scene here with the Cazadores turning up after the Vipers have been cleared out was originally intended for Mountain Shadows Campground.
    Here's a little quote from the script "Moved this encounter to Bonnie Springs, and reduced the number of spawns, so that we can run shenanigans on adorable consoles."

    Bootjack Cavern
    3 previously unused fire geckos related to the quest "Bleed Me Dry" (1 is outside)

    Camp Forlorn Hope
    1 Trooper
    2 Cazadores (the script comment suggests they were to be turned back on after the press demo)

    Camp Golf
    4 Troopers

    Camp Golf Medical Tent
    Permanently disabled lights turned back on

    Camp McCarran (and the surrounding areas)
    Extra Patrol outside with 4 Troops
    Fixed patrol markers in the camp
    Re-enabled guard tower snipers
    4+ Troopers
    14 Fiends

    Camp Searchlight
    3 Feral Trooper Ghouls

    Cottonwood Cove
    2 Mongrels
    4 Legionary Guards
    3 Crucified Slaves (it's likely there were others that were cut entirely and not just disabled like these 3)

    Freeside
    Restored the third Rat-Chasing Child
    3 Bodyguards for hire
    Improved their "Hire me" barks without resorting to any fancy scripting, though sadly the Kings bodyguards don't have any barks. Also stopped them barking at each other, and when in combat.
    3 Drunks (much of their speech is bugged and some of the variants don't have much to say, but I've fixed up what I could)
    1 Followers Doctor
    Gambler and Squatter spawns.
    Restored scene with gambler looking for Orris, if the Kings dealt with Orris.

    Freeside King's
    7 Kings

    Goodsprings: Ghost Town Gunfight
    1 Powder Ganger
    1 Settler (if you rescued her from the geckos earlier she gets replaced with an identical 'clone' just in time for the gunfight. Perhaps not how it was originally scripted, but it gets the job done)
    Fixed AI packages (maybe)

    Goodsprings Cave
    1 Coyote

    Goodsprings General Store
    1 Beer (I wonder why this was disabled)

    Goodsprings Source
    Water Merchant moved back to here from Jean and re-enabled his 'bodyguards', also fixed 4 buckets that were underground.

    Gomorrah
    26 fluff NPCs (there is another disabled one, but he's only there for scripting purposes)

    Hidden Valley
    4 BoS Paladins

    Hoover Dam
    14 Dead bodies
    Bonus Feature: The power plant trusses, generators etc. in the lower part of the dam are now visible all of the time, instead of only being enabled whilst you are down there. Swapped generators with the wired version.
    The bridge and fencing on the East side of the dam is now enabled all of the time.
    Many, many more fluff NPCs and troops both before and during the battle.

    Hoover Dam: Oliver's Compound
    1 unused section of forcefield glow
    1 radio

    House Tools
    2 Turrets

    Las Vegas Boulevard Station
    1 Securitron

    Legion Raiding Camp
    4 Legionaries + patrol
    (the original AI packages for the guards had them all trying to stand on the same spot, so I fixed that too)

    Mojave Outpost Barracks
    Re-enabled many drinks and glasses on the shelves

    NCRCF
    Extra Troops for the assault (though not all 17 if siding with the NCR as it doesn't make much sense)

    Nellis
    Loads of extra Boomers (including bearded ladies)

    Nellis Tunnel
    Extra traps!

    Nelson
    Extra troopers and corpses

    Nipton
    3 Crucified Powder Gangers

    Nopah Cave
    Up to 8 new Fire Geckos spawn once the initial batch have been killed (1 Gecko was missing from the script, and the Activator and Codebox were completely missing so this would never happen in the stock game.)

    Primm
    Extra Troop Patrol plus Deputies.

    Primm Prospector Den
    1 extra Prospector (was commented out in script)

    Jacobstown
    More Nightkin (I have a feeling these extras were originally intended to appear after the end of the game, but as we all know, that doesn't happen)
    5 Bighorners

    Ranger Station Charlie
    1 Dead Trooper (there's another duplicate one here, but he's in the wrong cell. Clearly, some mistakes were made when they split Charlie into 2 cells)

    Red Rock Canyon
    4 Great Khans

    Repconn HQ
    1 Mr Handy

    Sharecropper Farms
    3 Farmers

    The Tops
    3 Lamps at reception (Bug: if the greeter has moved from his default position and one of the lamps gets in the line of sight between him and the player, he may not be able to initiate conversation. Use tcl or enableplayercontrols if this happens, or disable the lamp)

    Ultra Luxe
    1 Speaker moved back into the room. (there are other speakers both here and at The Tops used for ambient music, but fixing this one makes sense)

    Vault 3
    7 Fiends

    Vault 21 Gift Shop
    1 Securitron (if Sarah is dead)

    Vault 22
    Extra Mantises and a surprise attack (2 scripts were set to enable the same mantis so I switched one so it makes the most sense)

    Randoms
    5 Bloatflies
    11 Cazadores
    1 Dead dog
    9 Random Spawns (bugged?)
    12 Fire Geckos
    7 Fire Ants
    1 Prospector's Dog (bizarrely placed, perhaps used by some other cut content or quest or other, gets killed by ants anyway, so sad)
    5 Ravens (best of all)

    Various other stuff I've probably forgotten about or is barely worth mentioning, or has been included before.
    There's a heck of a lot to keep track of.
    And yeah, I really need to clean these pages up, but lazy.
  3. sandbox6
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    I think I've more or less got to a stage where everything of worth that was patched out has now been put back in its rightful place.
    There is some more missing stuff that has been spotted in the unpatched xbox version, though I don't have access to these records.*
    * I now have a copy of the records. There's not much over what had already been restored, but there might be something worth adding. It turns out that all of the disabled NPCs and creatures that I restored in the Extra Collection were actually enabled in the unpatched xbox version.
    Anything else that remains was cut before release.

    There may be the odd NPC who doesn't behave as expected, but I don't think they should be any worse than they already were.
    Let's face it, the AI in this game is clunky at the best of times.
    I may decide to remove a few of the NPCs if it turns out they are behaving badly or have any problems.

    The sniffer dogs are probably more of a nuisance than anything, and I'd guess that's why they were patched out.

    There's still the issue of the glitchy utility pole wires for some people, so I'll try to leave their options open.
    It'll usually stop glitching after a reload anyway.
    I've added an optional patch file that will remove them. It will work with any version as long as it is loaded later.
    Ideally you'd want to delete their records from the main file if you want to keep your load order numbers down.
  4. sandbox6
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    If you want the LODs for the pylons you can extract the original files from...
    Fallout - Meshes.bsa\meshes\landscape\lod\wastelandnv\blocks
    (You obviously don't need to do this if you're generating your own load LODs)

    You need to extract these 4 files
    wastelandnv.level4.x12.y0.nif
    wastelandnv.level4.x12.y4.nif
    wastelandnv.level4.x16.y0.nif
    wastelandnv.level4.x16.y4.nif

    Then just put them in your data folder at the following path
    Data\meshes\landscape\lod\wastelandnv\blocks

    Novac Motel was originally made from one large mesh, but it was later split up into 3 smaller meshes.
    This splitting up also cut out a couple of water troughs from the front of the lobby building.

    You can restore the original mesh by extracting the following file...
    Fallout - Meshes.bsa\meshes\architecture\novac\novac_motel.nif
    And that goes in...
    Data\meshes\architecture\novac

    You'll also need to disable the records for the 2 remaining smaller sections of novac motel, which in the English version are...
    17b99d
    17b99e
    The El Rey motel will also be affected so you'll need to disable these too, though they don't clip all that much.
    17b9aa
    17b9ab

    (I hate records starting in 17b as they have different IDs for different languages)
  5. Bigdumpsowhat
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    Is there a file that doesn't have the npcs that's compatible with outside bets and freeside open?
  6. Dnaero
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    So, am I able to have have Uncut Wasteland, Uncut Wasteland plus NPCs FSO/OB, and Uncut Wasteland Extra Collection FSO all at the same time?
    1. sandbox6
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      You only need to use one version of Uncut Wasteland. and then you use the appropriate version of Extra Collection.
  7. Meatballis1
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    Is this safe to update mid-playthrough?
    1. FrEAksHoW512
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      You generally don't want to update mods mid-playthrough since it has a chance of breaking something. The best time to update mods is before starting a new game.
    2. Meatballis1
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      okay thanks
    3. EMMArse
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      Yes. It's just recommended not to add SCRIPT heavy mods midgame
    4. Meatballis1
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      Gotcha ya
  8. OnlyWaylan
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    does this work with simple open freeside and related or not?
    1. sandbox6
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      There are Simple Open Freeside compatible versions.
  9. tethersever7
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    For a while I've been using Viva New Vegas' or Wasteland Survival Guide's versions of your mod. Is there a reason why you've kept it an esp instead of an esm or esm'd esp?
  10. IXREDMENACEXI
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    so im confused i want to use this but not sure if uncut wasteland is apart of extra cllection or if i need to use both cause uncut wasteland has  the extra npcs option but dont see it for extra collection im trying to get as much cut content (that makes sense) 
    1. sandbox6
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      You can use both.
    2. IXREDMENACEXI
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      ok thanks
  11. AVeryUncreativeUsername
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    Do you plan to update the mod with the latest YUP changes? 
    1. sandbox6
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      Yes, along with a few more new additions. I think I've finally managed to fix all of the issues I was having with restoring the two guys that were meant to follow Pacer to the Silver Rush. They left a bit of a plothole with their absence as Pacer actually talks about them if you threaten him while he's talking to SImon. The devs enabled the correct ones, but left them in the NPC dump and they left the other Pacer thugs in their place.
      Some or all of it will probably end up in YUP.
      You should be able to get further away from Simon if you fight Pacer without it having Simon aggro. The trigger was prevented from running during the fight with the bomber, so I've done something similar.
      The bodies were all getting placed in the dumpster at the same position so they'd often end up in a tangled mess.
      Simon also needed to be fixed to use the correct line if all of the bodies were gooified or disintegrated.
      The other guys were already setup to run away if Pacer died before they did, but they were running to an alleyway near Freeside's North entrance instead of going back to The Kings.

      I'd still like to restore the other guys as they were meant to follow Pacer and cower near him during the fight at the train station, but I think that a bit more complicated as they don't seem to be set up properly.

      I hope it doesn't take too much longer to get right or I'll just drop the train station guys.
      I'd also like to get Pacer's greetings and questions working properly too, but I doubt that will happen.
  12. NKtheGamer2018
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    does this work with https://www.nexusmods.com/newvegas/mods/84284
  13. cowpiepizza
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    There are just way too many obsolete versions in the files section to know what is compatible with what, it desperately needs to be decluttered of older versions.
  14. UfaManRussian
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    It seems that the script that disables Forlorn Hope/Nelson random attackers doesn't always trigger correctly. I just had a situation at the end of Restoring Hope where a dozen NCR soldiers were already mowing down legionaries with superior numbers when I arrived in Nelson with the assault squad.