Before posting in comments with a query about what this mod does, please first read the compendium in the documentation tab.
Q. Is this compatible with CAGE or any other ending mod? A. No! This mod serves as a replacement for these mods and should not be used with it under any circumstances.
Q. Is this compatible with House/Legion - Brotherhood alliance? A. Yes, the scripts were designed with these mods in mind.
Q. There are NCR troopers at the Mojave Outpost, Kazopert why u stoopid? A. This is an intentional choice, the ending slides state that when the NCR get pushed out, they were driven back to the Mojave Outpost, hence they cannot be in Nevada per se, but still keep an eye on events in the Mojave. If anybody feels strongly about this, they're more than welcome to make a patch to remove the troopers there, the guidance is all available in the testing room, this is as much a gameplay mod as it is a modders resource.
Q. I finished the ending slides and I'm asked if I wanted to load a save or continue, Kazopert, why is your mod broken? A. It isn't. You've disregarded a message pop-up telling you the steps to remedy the issue, and if this message doesn't appear at all, you haven't installed the required versions of xNVSE, JIP LN NVSE Plugin and JohnnyGuitar NVSE.
Q. Is this compatible with armour/weapon mods that affect NCR/Legion? A. This mod uses the vanilla levelled lists, as such, any changes to them will carry over to FPGE.
Q. Your mod doesn't work, nothing changes, I can't fast travel anymore, and/or I can't move. A. You're using a version of the game that isn't in English, use the available translations to address this problem. Alternatively you're using mods that have deleted vanilla assets which make the FPGE scripts crash, in that case remove them.
Q. How do I leave the Mojave after I've concluded my business there? A. When you end the game, you have the choice of leaving the Mojave to conclude your business there for good. You can leave through 2 ways, either through the Mojave Outpost gate (Assuming you haven't nuked the Long 15) or the wreckage near Brooks Tumbleweed Ranch.
Q. Is this mod safe to update mid-game? A. Assuming I haven't put a disclaimer up saying so, yes.
Q. I use the Outside Bets version of Uncut Wasteland, do I still need both patches? A. Yes, the mods add separate assets so both of my patches are still required.
Q. Does this work with a Tale of Two Wastelands? A. Yes, a patch is provided. However, please note that this mod only supports TTW 3.3.2 and above, older versions will never be supported.
Q. FOMM is giving me a "typeDescriptor invalid" error, how do I fix it? A. Unfortunately, older mod managers have issues with FOMOD's. You have two options, you can either use a more modern mod manager, or you can manually install this mod.
Q. Can I play the DLC's after I finish the base game? A. Yes, you can. Note however that due to the fact that, chronologically, the DLC's are done before the battle of Hoover Dam, some elements the DLC's refer to will not make sense.
Q. Your mod is broken, it crashes my game on startup!!! A. No, you don't have the Lonesome Road DLC installed. You should buy it, nice DLC.
Q. Can I still complete quests after the game ends? A. All quests associated with factions will fail depending on the ending you get, unaffiliated side quests are untouched and can be played as normal. See the Compendium for more details on what fails.
Q. YUP is overwriting FPGE scripts! What do I do? A. Load the YUP ESM before this mod, as with all other mods.
Q. Is this mod compatible with The Living Desert? A. Yes. I would heavily recommend it as it complements FPGE very well with its own post-game content.
Before posting a comment, make sure you have thoroughly read ALL of the mod's documentation. This includes the description, pinned comments, and articles. The mod's features are thoroughly documented and the information available to you. We will not keep answering the same question over and over again. Read the documentation and save everyone time.
Before making a bug report, make sure it is an issue with FPGE itself or its patches. Make sure the bug is reproducible and provide detailed information about the bug. Issues with third party patches will be ignored. Issues regarding mods not relating to FPGE's included patches will be ignored. Issues regarding your setup will be ignored. Ticking everything in the FOMOD installer without reading what you're ticking and having crashes does NOT count as a bug. The bug reports section is for technical issues with the mod, it is NOT a general support forum.
Im getting a missing masters flag for Uncut Wasteland.esp. But the version of UW I have is Uncut Wasteland FSO OB.esp...There is no option for that on the installer. Is this mod not compatible with the "Plus NPCs"+Freeside Open+Outside Bets version?
Without any changes, next time I loaded the game, no errors popped up. Not even it looking for an older version of NVSE. Could of been a stray electron in the previous load as the best explanation for the popup. Was going to remove my post, but seen the reply, so added a reply. :D
Legion Mongrels still respawn in Nelson after NCR retakes it. [before initaiting 2nd battle of hoover dam] i've checked and it is spawned by the FPGE mod.
I have Uncut Wasteland + NPCs and YUP, so I ticked those boxes during the installer.
There is a third greyed out option that is automatically ticked in the installer. It is for "A Very Uncreative Collection of Mod Patches". When I finish the installation via MO2, it shows that I have two plugins now in my load order: Functional Post Game Ending - Uncut Wasteland Patch.esp and Functional Post Game Ending - Uncut Extra Collection Patch.esp
The second one, Functional Post Game Ending - Uncut Extra Collection Patch.esp is throwing a flag saying "Missing Masters: Uncut Extra Collection.esp"
Is this normal?
Also, when I enabled the mod MO2 gave a log entry: "[2024-04-21 20:49:37.408 E] failed to restore load order for Functional Post Game Ending - YUP Patch.esm"
I followed the viva new vegas guide and got the base part up and running no problem. I added the extended portion today with this mod and now when I start the game, I get a black screen and also a fatal error says I am missing Functional Post Game Ending - TTW Patch.esm plus all the Fallout 3 esms...I don't use TTW
You're right. I went back and removed the mod and the evem patch and reinstalled both. Made sure to only check YUP and the uncut wasteland. No problems this time around. It did give me an error "failed to restore load order for FPGE - Uncut Wasteland Patch (VNV).esp" but not sure what to do about that. The game is running so I'm happy lol
3913 comments
Before posting in comments with a query about what this mod does, please first read the compendium in the documentation tab.
Q. Is this compatible with CAGE or any other ending mod?
A. No! This mod serves as a replacement for these mods and should not be used with it under any circumstances.
Q. Is this compatible with House/Legion - Brotherhood alliance?
A. Yes, the scripts were designed with these mods in mind.
Q. There are NCR troopers at the Mojave Outpost, Kazopert why u stoopid?
A. This is an intentional choice, the ending slides state that when the NCR get pushed out, they were driven back to the Mojave Outpost, hence they cannot be in Nevada per se, but still keep an eye on events in the Mojave. If anybody feels strongly about this, they're more than welcome to make a patch to remove the troopers there, the guidance is all available in the testing room, this is as much a gameplay mod as it is a modders resource.
Q. I finished the ending slides and I'm asked if I wanted to load a save or continue, Kazopert, why is your mod broken?
A. It isn't. You've disregarded a message pop-up telling you the steps to remedy the issue, and if this message doesn't appear at all, you haven't installed the required versions of xNVSE, JIP LN NVSE Plugin and JohnnyGuitar NVSE.
Q. Is this compatible with armour/weapon mods that affect NCR/Legion?
A. This mod uses the vanilla levelled lists, as such, any changes to them will carry over to FPGE.
Q. Your mod doesn't work, nothing changes, I can't fast travel anymore, and/or I can't move.
A. You're using a version of the game that isn't in English, use the available translations to address this problem. Alternatively you're using mods that have deleted vanilla assets which make the FPGE scripts crash, in that case remove them.
Q. How do I leave the Mojave after I've concluded my business there?
A. When you end the game, you have the choice of leaving the Mojave to conclude your business there for good. You can leave through 2 ways, either through the Mojave Outpost gate (Assuming you haven't nuked the Long 15) or the wreckage near Brooks Tumbleweed Ranch.
Q. Is this mod safe to update mid-game?
A. Assuming I haven't put a disclaimer up saying so, yes.
Q. I use the Outside Bets version of Uncut Wasteland, do I still need both patches?
A. Yes, the mods add separate assets so both of my patches are still required.
Q. Does this work with a Tale of Two Wastelands?
A. Yes, a patch is provided. However, please note that this mod only supports TTW 3.3.2 and above, older versions will never be supported.
Q. FOMM is giving me a "typeDescriptor invalid" error, how do I fix it?
A. Unfortunately, older mod managers have issues with FOMOD's. You have two options, you can either use a more modern mod manager, or you can manually install this mod.
Q. Can I play the DLC's after I finish the base game?
A. Yes, you can. Note however that due to the fact that, chronologically, the DLC's are done before the battle of Hoover Dam, some elements the DLC's refer to will not make sense.
Q. Your mod is broken, it crashes my game on startup!!!
A. No, you don't have the Lonesome Road DLC installed. You should buy it, nice DLC.
Q. Can I still complete quests after the game ends?
A. All quests associated with factions will fail depending on the ending you get, unaffiliated side quests are untouched and can be played as normal. See the Compendium for more details on what fails.
Q. Is this compatible with mod A or Mod X?
A. I have a variety of patches in my installer, but if what you need patching isn't in there, feel free to check this patch collection by Trooper: A Very Uncreative Collection of Mod Patches at Fallout New Vegas - mods and community (nexusmods.com)
Q. YUP is overwriting FPGE scripts! What do I do?
A. Load the YUP ESM before this mod, as with all other mods.
Q. Is this mod compatible with The Living Desert?
A. Yes. I would heavily recommend it as it complements FPGE very well with its own post-game content.
Before making a bug report, make sure it is an issue with FPGE itself or its patches. Make sure the bug is reproducible and provide detailed information about the bug. Issues with third party patches will be ignored. Issues regarding mods not relating to FPGE's included patches will be ignored. Issues regarding your setup will be ignored. Ticking everything in the FOMOD installer without reading what you're ticking and having crashes does NOT count as a bug. The bug reports section is for technical issues with the mod, it is NOT a general support forum.
perhaps an update is needed to work with the newest version of NVSE?
Was going to remove my post, but seen the reply, so added a reply. :D
I have Uncut Wasteland + NPCs and YUP, so I ticked those boxes during the installer.
There is a third greyed out option that is automatically ticked in the
installer. It is for "A Very Uncreative Collection of Mod Patches". When I finish the
installation via MO2, it shows that I have two plugins now in my load
order: Functional Post Game Ending - Uncut Wasteland Patch.esp and
Functional Post Game Ending - Uncut Extra Collection Patch.esp
The second one, Functional Post Game Ending - Uncut Extra Collection
Patch.esp is throwing a flag saying "Missing Masters: Uncut Extra
Collection.esp"
Is this normal?
Also, when I enabled the mod MO2 gave a log entry: "[2024-04-21 20:49:37.408 E] failed to restore load order for Functional Post Game Ending - YUP Patch.esm"