Fallout New Vegas

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About this mod

With default map markers sometimes lacking in placement and efficiency, this mod adds numerous convenient map markers to the Mojave Wasteland particularly in the Vegas area. Adds 50 new map markers as of the latest version!

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Welcome Courier!

NEW IN Version 1.60 & Above : Scripting on the strip to ensure NPC's Spawn correctly, this likely still requires testing & user feedback to ensure complete functionality

New Vegas has and has always had a particular problem:

Vanilla map markers, particularly in the Vegas area are lacking in both placement and efficiency for fast travelling.

Take the strip in vanilla Vegas. In order to reach South Vegas (Vault 21, NCR Embassy, Michael Angelo's Workshop) you are required to first travel to The Strip North Gate, pass a load-screen onto The Strip, walk the entire length of said Strip entering through two more load doors en-route, before finally arriving at your destination. Even with mods like "The Strip Open" (which by the way, this mod is compatible with) - you are still required to pass a load door & walk the entire length of The Strip. This is inconvenient, slow and cumbersome.

Firstly,  Ever find a really cool unmarked location but need to consult a wiki just to navigate back to it?

Why climb fortification hill every-time you want to converse with Caesar? Why pass multiple load doors on the way to Old-Mormon Fort? Why are various
quest-centric locations without a marker? Why are places like Papa Khan's Longhouse locked behind prohibitively long walks through Red Rock Canyon? Why does Nellis AFB need to be so frustrating to traverse?

Well no more! With this mod I aim to solve all of this and more. All locations are hidden until discovered maintaining game balance, while making traversal of the Mojave just that little more pleasant.

This plugin additionally adds map markers to several unmarked locations that might easily be overlooked or impossible to find for the average player without a wiki such as the Deathclaw Promontory or Lakelurk Cove

If there is a need, I may expand this mod to include the official DLC's however I'm not sure if there are any glaring issues with the map markers in the FNV downloadable content.

Whether you intend on using fast travel or navigating the Mojave purely via pip boy maps, I believe your play-through will benefit massively from the installation of this mod.

I suppose your first question is simply why? why make this when similar mods already exist?

This mod started as a personal project for my own play-through of New Vegas, existing plugins although great didn't quite satisfy my preference of locations covered & volume of said locations I believed necessary to truly overhaul the map marker problem in New Vegas.

Additionally, other map marker overhauls are dated and to my knowledge not actively maintained. I aim to maintain and open this mod to community suggestions, below is a complete list of new map markers added in this mod.

If you think I've missed something or believe a certain location would benefit from the addition of a marker, don't hesitate to get in touch (see the contact section below). If it makes logical & technical sense to add your suggestion, I'll be sure to implement it at earliest convenience.

The eventual goal of this mod is to become the most extensive & well polished map marker overhaul available for Obsidian's Mojave masterpiece.

Convinced? let's move onto installation.

The following section covers installation of this mod, it's a fairly simple affair as far as mods go but please read this section carefully and follow all the below instructions.

Before proceeding, check you have satisfied the following requirements: (Mandatory)

  • Fallout: New Vegas up to date
  • Own, have installed and activate all Fallout: New Vegas DLC
  • Your preferred Mod Manager is up to date and ready to go! (if you plan on using one, although - you really should)
Once you are happy that you at least satisfy the above minimum requirements follow either method 1 or 2:

Method 1) Install with preferred mod manager of choice (Recommended)
Method 2) Drag and drop Data folder into your Fallout: New Vegas directory.

IMPORTANT: I suggest you load this after any mod(s) which modifies the Pip-Boy UI / Map

As above, I ask you read this section carefully if you wish to remove this mod. Similarly with installation, it's quite simple.

Again, Follow either method 1 or 2:

Method 1) Uninstall with preferred mod manager (Recommended)
Method 2) Remove/delete NVMMP.esp from the data folder.

Although I recommend using the first method. If you choose to follow the second method please be careful that you only delete the file(s) listed above. You don't want to go deleting vanilla files or assets from other mods! I have highlighted what you need to delete in bold and underlined the direct folder where this should exist. 

The following 50 locations have received map markers where there were once none:

I've also added a few areas, particularly in Freeside that aren't necessarily locations in isolation but will provide convenient travel around the area.

I'll try and use this as a tracker of sorts and will update the below list as more locations are added / changed, please check the change logs for any smaller updates.

The New Vegas Strip:

  • Lucky 38
  • The Tops
  • The Ultra-Luxe
  • Gomorrah
  • Vegas South (This encompasses Vault 21, The NCR Embassy & Michael Angelo's Workshop)


  • Fremont Street (This encompasses The Atomic Wrangler / Silver Rush)
  • The King's School Of Impersonation
  • Old Mormon Fort (Interior)
  • Mick & Ralph's
  • Cerulean Robotics
  • Squatter Encampment (This encompasses the area to the left of Mick & Ralph's where vagrants and Squatters are often found)
  • Freeside Outskirts (This encompasses the area with the NCR Soup Kitchen & water pump)

Legion Territory:

  • Caesars Tent (Interior currently, might move outside the tent to prevent scripting issues)
  • Cottonwood Cove Docks
  • Legion Dead Drop (Caesar's Favour Quest)  - NEW IN VERSION 1.2

NCR Territory

  • Primm Encampment
  • Camp Forlorn Hope Graveyard
  • Helios One: Solar Collection Tower
  • McCarran Terminal Building
  • McCarran Supply Shack
  • Bitter Springs Summit

Fiend Territory - NEW IN VERSION 1.20

  • Zapp's Neon Signs
  • Cook Cook's Kitchen
  • Nephi's Range
  • Violet's Trailer Fort

Red Rock Canyon:

  • Great Khan's Armory
  • Red Rock Summit (Great Khan Longhouse)
  • Red Rock Amphitheatre

Nellis AFB:

  • Nellis Train Tunnel North
  • Nellis Train Tunnel South
  • Nellis Farm
  • Pearl's Barracks

Miscellaneous Locations:

  • Crimson Caravan Main Office (Considering simply moving the original marker for neatness.)
  • Deathclaw Promontory
  • Orion Moreno's House
  • Correctional Facility Yard
  • Fabulous New Vegas Sign
  • Hell's Motel
  • Mercenary Camp
  • Hostetler Home
  • Carlyle St. Clair's House
  • Lakelurk Cove
  • Bootjack Cavern
  • Cazadore Nest (The Thorn Questline) - NEW IN VERSION 1.40
  • Radscorpion Nest (The Thorn Questline) - NEW IN VERSION 1.40
  • Abandoned Shack (By Yangatze Memorial) - NEW IN VERSION 1.40
  • Wins Hideout - NEW IN VERSION 1.40
  • Victor's Shack - NEW IN VERSION 1.60
  • Issac's Shack - NEW IN VERSION 1.70
  • Gibson's Shack - NEW IN VERSION 1.70

Coming Soon:

  • Camp McCarran Supply Shack
  • Ringo's Caravan
  • Chance's Grave

As I mentioned above I aim to make this mod one which evolves with community feedback, as such this section is quite important. Below is a few of my preferred ways you can get in touch to provide feedback. With proper community backing, I can fix any issues that arise - iterate on current markers and further add markers to places which could benefit from them.

I will take suggestions and implement them in significant updates. This is mainly to preserve my sanity and keep me from spamming the nexus with version iterations every few hours, every content update will be rife with fixes or additional markers. Just because a suggestion isn't immediately added - this doesn't mean I forgot or wont add it, it's likely i'm waiting for a decent amount of changes to be required before pushing an update.

I can be contacted / followed at the following - feel free to pass on any feedback or even give me a follow for new mods & content:

  • I can be contacted on NexusMods (I'm Semi-Active in checking messages or comments)
  • Active on Discord @ Lime#0909 on both NexusMods & NexusMods - Mod Author Discord
  • @LiamYules on Twitter & Instagram (Follow me for mod updates!)

If you read this far, thanks! I'd like to take this opportunity to once again ask you to endorse this mod if you enjoyed it and provide any feedback you may have. I'm very proud of my work and any opportunity to make improvements based on community feedback is greatly appreciated.