Adds more locations to game at the more sparse areas of worldspace. Integrates few elements of DLC into base game and makes exploring worthwhile thing to do.
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Made upper Train Tunnels infested with Deathclaws and Super Mutants accessible again. Might as well keep it since it causes no harm (thought it could be improved).
Green Springs Cave should have its entrance back.
Border walls on newly added area should be disabled now.
Landscape seam in Ranger Station Charlie should had been fixed.
2 map markers removed from removed locations.
Fixed floating barrel.
Moved some of the securitrons away so they're not instantly aggroing you while you are at 188 post.
Version 4.6
Fixed reported issues.
Included Optional file for LOD that should be now fixed and not cause issues.
Version 4.5
Removed entirely north east and north west areas.
Removed Clark Field edits.
Made upper Train Tunnels infested with Deathclaws and Super Mutants inaccessible for now.
Removed Yao Guai challenge from Yao Guais at Griffith Peak.
Version 4.1
This will be the last small edit for version 4. The next release will have more major changes.
Reduced health of Ghoul Raiders and gave them appropriate food item.
Removed custom made Viper and Jackal spawns and replaced them with in game existing ones, allowing other mods to change said spawns.
Removed Scorpions from Westside rooftops and replaced it with Westside citizens, militia and a trader.
Forwarded fixes from Navmesh Fixes and Improvements.
Version 4.005
Fixed whatever was reported in bugs tab.
Removed remaining unvoiced NPCs.
Version 4.004
A dynamic Enclave Invasion update. Enclave will invade Mojave, starting out by sending out Eyebots that play Mojave Music Radio and dynamically and immersively take over locations. The idea came out from one of the comments thanks to Wastelanddrifter1, to quote:
I'd like to see some locations that made it look like the Enclave were about to launch an invasion of the Mojave (with all locations seemingly serving a different use for their invasion like a port/small new town/outpost/fort/ect. (with loads of Enclave and turrets), lore-friendly or not... Heck, I'd also like to see a bunch of Rangers/Heavy NCR troopers/ BoS Paladins working together to raid these places with their own respawning points every-so-often and in addition have their own new fortified outposts/checkpoints scattered through the map as well as to seemingly scout these new enclave fortifications from a distance or keep other unwanted guests such as raiders/mutants/ect. out of populated areas, with the said checkpoints again, throughout the Mojave. Also, it would be neat if it looked like the NCR was also slowly taking over former unpopulated/non-NCR/vanilla creature infested parts of the Mojave while all this tension is going on, perhaps with the Enclave as their main distraction of expansion.
Version 4.003
triple sub digit versions so far has been cleaning out bugs that people has reported and removing few instances of questionable content, like Louis Store and Gun Runners Weapon Testing Facility.
The subsequent plans for this mod for now is to improve existing locations and bring more life and variety to them. A slow process due to still being on the break, but I'm taking notes on what to improve.
Version 4
Totally reworked north west area, with new gaming area inside it.
Few more locations added within in game borders.
Everything but one location from Goodsprings to Nipton are completed, possibly changes/updates depending on feedback.
Version 3.1
Replaced bad mesh in Viper Infested Tunnel, should resolve any crashes in that interior.
Few oversights and clippings fixed.
Closed off North West border for now, as it is unfinished.
Version 3
Changed the southern border areas completely. No more mountains covering the area. Instead a duststorms were added as borders for the game ground, this should make it easier to patch with other landscape mods.
Nerfed Ghoul Raiders and Tribals health even more, made sure Gecko Nest Ghoul Raider Ambusher won't have combat armor/helmet
Bunch of new locations added and existing ones tweaked a bit better.
Removed Tribal Canyon as for now, seeking to implement it better in future.
Version 2.6
Fixed shacks with doors behind Old Nuclear Test Site
added more clutter in mountainside of Cottonwood Cove and added building in the crater there, Spirit Mountain Valley now contains red rocks to fit with the colors.
New location and path opened east of Primm. Also added something on top of electronic towers...
Version 2.5
Entire south area of world map is now explorable. Landscape has been made in mind to suit base game looks and give natural looking borders via mountains.
Version 2.2
3 new locations.
Radio Shack and Overpass Shack should now contain other things than tumbleweeds.
Westside Fiend Hideout now contains Fiends, a small oversight solved.
Version 2.1
Fixed issue with Gypsum train station door teleport marker being inside the building.
Removed copied terminal from a DLC on Radiated Bunker
Version 2.0
Ghoul Raider Hideout and Radiated Bunker interiors has been finally finished.
2 Overpasses has been made walkable, one that starts near Grub n Gulp and one near Westside.
More locations added in.
Nerfed the amount of aid items and throwables tribals gave.
Expanded borders on North West.
Version 1.8
Nerfed the health of Ghoul Raiders, this should make them easier to pick with DSP weapons.
Finally added Tribal Canyon Caves into Tribal Canyon, allowing you to explore the place, and also added Tribals in it.
Few small landscape/terrain fixes.
Version 1.7
Fixes from YUP forwarded to this mod.
Bunch of new locations, the valley beyond Crescent Canyon should be now explorable. Added landscape beyond Old Nuclear Test Site.
Version 1.6
Fixed a few clipping issues and seams. Water refraction corrected in places that contained water.
Tweaked Ghoul Raiders inventory, added melee type for variety.
Added 1 marked and 1 unmarked location.
Version 1.5.5
Fixed few clipping issues and seams regarding landscapes and moved some statics inside of rocks to be outside.
Grammar and typo errors, along with revision to wording, has been made, thanks to Demorome.
Few small tweaks regarding NPCs and their relations and items, both from NPCs and containers.
Version 1.5.1
Provided Patch for New Vegas Bounties I
Version 1.5
Mod has been cleaned from IDMs and UDRs.
Added Primm Bunker.
Edited worldspace beyond Crescent Canyon, this place now is filled with content from west side to eastern train tunnel. Contains Golden Geckoes and Night Stalkers.
Added a new armor and new unique gun, the latter is worked on to having standalone textures.
Mod is now officially changed from esp to esm (It already had such flag added in FNVEdit, but now people who don't use that knows as well it's a master file)
Version 1.4
Replaced planks in Great Rock Canyon with bridges.
Added new location in Cazador Valley that connects with Blue Cross Cave.
Added new tunnel to Great Rock Canyon Cave that leads to the circle area of GRC.
Added storage for Ivanpah Solar Tower, that connects with previously inaccessible door. Also tweaked some lighting and loot around quarters.
Version 1.3
Added a new location, Ivanpah Solar Power Plant.
Version 1.2
Added more locations to the game, tweaked radiation inside abandoned shelter. Also included LOD for the landscape edits.
Version 1.1
-Fixed user reported issues, improvised Boatfly script on Primm Boatfly Cave, thanks to Demorome and ElPascal
-Added few new interiors to Bonnie Springs and Poseidon Gas Station
Donations
Both straight donations and premium membership donations accepted
More Mojave is a personal mod of mine that aims to fill out empty spaces of New Vegas with more locations. Some of the locations are containing map marker, some are unmarked. All of them were made maintaining base game's aesthetics and complexity, so that it fits into the game and doesn't stand out like a sore thumb. The locations also have additions from DLCs where it makes sense to have. One of my pet peeves in New Vegas exploring has been no usage of "show, don't tell". Easy Pete tells how wasteland critters move inside abandoned buildings when Sunny is not looking around and Sloan boss explains how they use to create cement to build fortifications and bunkers around Hoover Dam and Colorado River. This isn't exactly visible. Not to mention, there's certain lack of different creature caves or dungeons. Fire Geckoes can be found in 4 different caves, yet there doesn't exist a single one for Golden or normal one (Technically Vault 34 has a cave for Golden ones). Lastly, there are mounds and caves and interiors that are just part of the scenery, that you cannot even enter at. My mod aims to add more locations based on what sort of creatures would be in vicinity and try to give out life to the place. This also extends in future to NPCs as well, so vipers and jackal gangs can have their own hideouts.
FEATURES
More locations to explore. These range from caves, landmarks and new buildings even.
Interiors of some barred/locked doors have been now removed and given rooms.
DLC inclusion in few locations. Weapons/Armor/Aid Items/Ammo from DLCs can be found in these new locations.
Wild Wasteland supported. More encounters for players who picked up Wild Wasteland Trait.
Adds new type of enemy in the game, Ghoul Raiders. This is due to lack of ghoul enemies in the base game, these new type of enemies are healed by radiation, so they usually hang out in radiated places, hoarding toxic barrels to themselves. They are not having much armor, but are packing natural damage threshold and resistance and they don't use healing items (due to getting healed by radiation). They also pack good weaponry, so they are formidable foes for early characters, but should provide minor challenge for late game characters.
COMPATIBILITY
Any location mod that edits the spaces where locations are might have a clipping issues. This mod doesn't edit anything other than landscape, so chances are other mods that edit same parts of landscape might conflict. I recommend creating patches if you plan to use these mods together. It is recommended also to generate LOD so you can see the newly added locations in the distance.
REQUIREMENTS
All the DLCs NVSE and JIP LN NVSE are required for scripts in the mod to work properly.
Soft recommendation of mods to tag along with it, that fit with this mod: