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.
If you receive a message saying that YUP is overwriting FPGE then your load order is incorrect. This The correct load order for YUP is as follows:
Base game and DLC ESMs
YUP - Base Game + All DLC.esm
Functional Post Game Ending.esm
Functional Post Game Ending - YUP Patch.esm
<All Other ESMs>
YUP - NPC Fixes (Base Game + All DLC).esp
<All Other ESPs>
If you still receive the message then you are either trying to install the mod manually into Fallout New Vegas/data (unsupported), or your load order is not properly configured in your mod manager.
I think your mod dropped my XP to 0. I have two saves, one before ending the game, and one right after ending it, and in the second one my XP is 0, even though I'm level 37.
Nice to see that after 6 years, the creator of this wonderful mod, still helps people having trouble, even if the issue is more of a people problem than a mod problem.
Hi, I'm having a problem. After finishing the last slide, it skips to the credits as if I didn't have the post-game mod installed.I have all the necessary add-ons. Do I need the English version of the game for it to work? (I have the Spanish version.)
when I tried uninstalling the mod, it was saying that I couldn't uninstall it because an override file and when i tried to delete it manually. it said I didn't have the permissions to delete it.
Latest version has a conflict issue with TTW's YUP, something about fadetocreditscript? I cannot downgrade to see if it works fine since I cannot access the old archived files, but for now I just deleted this mod because I'm pretty sure it won't work anyway
I mean the error in game specifically says FPGE conflicts with Yup, and the mod was working fine before, then again, I am using Vortex, so it's entirely possible
Yeah like I said load order issue. FPGE checks for if that script is being overwritten, and YUP edits it.
As for Vortex, yeah it sounds like the culprit. Its ruleset system is counterintuitive at best. Most of the time people who report this issue are using Vortex.
I forced to load it after Yup, and now FPGE works as it should, incidentally I've updated xNVSE in the meantime and all the mods that rely on it say I do not have it installed, hate to ask you since it has nothing to do with your mod, but do you have any idea why? I have a Steam copy of NV btw.
Edit: Long story short, I think that you're going to need to update your mod to the latest version of xNVSE, it's a simple version check change as far as I understood, but as of now, your mod, and all mod that use xNVSE, are going to be incompatible with version 6.4.0.
Go to the plugin section, find YUP or YUPTTW and click drag FPGE over it, click add (The rule should be automatically set as Load After), and you're done, it's an easy process, but feel free to PM if you're having problems.
Thanks for the help! I followed your instructions exactly, but I’m still getting that error message every time I load a save. I think I’ll just revert to the previous update and wait for the mod author to fix the issue.
That's a shame, although if you're using TTW you should also try and load FPGE's own TTW patch after YUP, also remember to click on sort now, that's the most important thing to be sure of, especially considering that sometimes LOOT's auto sorter doesn't fire automatically (Vortex's jank af)
I managed to fix it! I had to set a rule for FPGE - YUP Patch.esm to load after FPGE.esm, and then make sure both of them load after the YUP.esm. After that, I sorted the load order and everything worked. Thanks a lot for your help!
I checked every pined comment and my esm. and esp. load order is correct acording to the order listd below but when i install the mod i get a message that goes "failed to restore load order for Functional Post Game Ending - YUP Patch.esm" Can you plese help me what did I do wrong? What does this message actually mean? If other info is needed plese ask and I should add that im not experienced with mods and modding in general not to mention English is not my native tongue.
MO2 likes to throw a fit if you're installing a mod with more than one plugin, but it doesn't actually break anything. Just sort your load order and you'll be fine.
4349 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.
If you receive a message saying that YUP is overwriting FPGE then your load order is incorrect. This The correct load order for YUP is as follows:
If you still receive the message then you are either trying to install the mod manually into Fallout New Vegas/data (unsupported), or your load order is not properly configured in your mod manager.
I think your mod dropped my XP to 0.I have two saves, one before ending the game, and one right after ending it, and in the second one my XP is 0, even though I'm level 37.
It was CAGE I installed.
Sorry to have bothered you 😓
Fantastic work man!
it says i dont have permissions to remove it!
As for Vortex, yeah it sounds like the culprit. Its ruleset system is counterintuitive at best. Most of the time people who report this issue are using Vortex.
Edit: Long story short, I think that you're going to need to update your mod to the latest version of xNVSE, it's a simple version check change as far as I understood, but as of now, your mod, and all mod that use xNVSE, are going to be incompatible with version 6.4.0.
"failed to restore load order for Functional Post Game Ending - YUP Patch.esm"
Can you plese help me what did I do wrong? What does this message actually mean? If other info is needed plese ask and I should add that im not experienced with mods and modding in general not to mention English is not my native tongue.