Fallout New Vegas
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DuskWulf

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19 comments

  1. UfaManRussian
    UfaManRussian
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    Finally. I recommend adding some subtitle along the lines of "Disable DLCs", cause this mod is really hard to find otherwise. I stumbled upon a link in another mod's comments but previously searched for a similar mod several times via Nexus and Google.
  2. Sn4rk
    Sn4rk
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    Could you please make the Abandoned BoS Bunker as it was in the vanilla game (pre-patch 1.1)?
    It was accessible.
    They fully locked it after patch 1.1
    Right now when I unlock it using console and get inside, it still has the Dead Money stuff and activates the DLC.

    Other than that, THANK YOU SO MUCH FOR THIS!
  3. crazycoconut247
    crazycoconut247
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    Wouldn't it make sense to just not dowload the DLCs?
    1. deleted124170533
      deleted124170533
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      Unfortunately there are good mods dependent on you having the dlcs.
    2. DuskWulf
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      So, Cynic27 has the right answer.

      I was profoundly unmpressed by the DLCs. The problem I had with them was that they didn't really embody the concept of player choice and agency that the main game did. They were all, to an extent, very linear. And Honest Hearts and Lonesome Road alike felt more like someone needed a soapbox to air grievances rather than actually being valid content for the game. It just shows that having a big team talk things over rather than being driven by auteurship (as the DLCs were) is the right choice. I feel like The Outer Worlds suffered from auteurship too.

      Old World Blues just felt out of place to me, it felt like it belonged more in Borderlands. i didn't enjoy that everyone in OWB was a bloody maniacal psychopath either. It was also incredibly frustrating that I couldn't point out to Mobius that his plan was obvious from the damn moment I stepped into Big MT. Instead, it felt like I had to massage Avellone's ego by playing the idiot and giving Mobius his "character deconstruction." I mean, really, did anyone not realise what was happening there from the outset? I can't imagine I was the only one not frustrated by that. So that, plus the absurdly Borderlands-esque tone of it all just ruined it for me.

      The Sierra Madre experience wasn't a great one for me, it just felt punishing and not especially enjoyable. It was a survivalist experience as an experiment, and I get that, but it just didn't fit with what the rest of the game was trying to do. I do respect that Sawyer was just trying something out, so Dead Money is actually the expansion I dislike the least, but... If I'm handing Fallout: New Vegas over to a friend for a first-time play and they don't like survival games? Stumbling into Dead Money is just going to be a really dire experience, quite the opposite of fun.

      What I really should've done, in hindsight, is provided separate mods for each of the DLCs. It's just, at the time, I was feeling especially negative about them all based on how much I hated the pseudointellectual nihilism of Lonesome Road. "Blow up the NCR, blow up Caesar's legion, or Ed-E dies! You're at gunpoint, mofo! Do it!" And all of the... Just everything Ulysses says. On top of that? "Haha. Even if you kill Ed-E? The tunnelers will destroy the world. YOU LOSE!" Lonesome Road was the antithesis of New Vegas for me. I know I'm not alone in this, it's widely loathed. It feels like it's one for the navel-gazing sophists out there. Which isn't most players.

      So at the end of the day? I still wouldn't recommend Honest Hearts or Dead Money to new players, but I don't dislike Sawyer's work as much as I loathe Avellone's pop-culture nihilist pseudointellectualism. It was Avellone that peppered Fallout 2 with that nonsense and ruined that game for me. The only thing I liked about Fallout 2 were the intelligent deathclaws, which Avellone despised and was the one who forced them to have to die in the ending. The fan patch fixes that in Fallout 2, but it's... The rest of that game is just too pop-culture nihilism for me. I'd rather play Fallout 1, where there's hope to be found in the wastes.

      Honest Hearts, to me, is the DLC where I felt that potential was lost the most. There were a number of points where I wish I could've given the religious zealots a piece of my mind for trying to brainwash the locals, but player choice wasn't valued in Honest Hearts and that's why I dislike it. I get wanting to tell these stories and share your message, but I just don't think that Fallout: New Vegas is the game to do it with, because that game is such an exemplar of player choice.

      So at the end of the day? All of the DLCs were a let down for me. All of the DLCs worsen the game in some substantial way. All of hte DLCs, I feel, shouldn't be recommended to new players. And yet, there are a lot of brilliant mods that use DLC assets whilst not taking away player choice as the DLCs did. So simply not installing the DLCs isn't an option (I did actually try to go down that route, and it wasn't good for my sanity). The better option was simply to leave the DLCs intact, edit their changes back to vanilla, and make sure they couldn't ever trigger.
    3. blasezfaire
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      Honestly, I agree with that. I tried to cram in all of the dlcs before the Dam and it was a really boring experience to me, especially with the level scaling considering i was in the high 40s at that point. I didn't do Dead Money solely because I wanted to get through the dlcs faster. 
    4. tlonak
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      I agree, DuskWolf, which is why I downloaded this.

      Dead Money throws all player choice and roleplaying opportunities into the trash. You're unilaterally forced into a 'survival horror' game that doesn't recognize your equipment or unique character build in any way, requires you to trudge through dense fog in tight spaces, evading instant-death traps for several hours. Whenever I play, I just end up killing all of the 'companions' and Elijah out of sheer despondency. The Holorifle is the best thing about it (that, and the fact that you can walk out with all the gold bars despite clear developer intent to deny your prize in the name of nihilism).

      Honest Hearts had potential: keeping roleplay in mind, you should have been able to side with the White Legs (especially for a Legion playthrough) or convince the tribes to turn against the New Canaanites (leveraging the fact that Daniel lied to Waking Cloud), in addition to potentially convincing the New Canaanites to amend their own culture. Imagine what it would have been like if there were more than two missionaries in the area, and your decisions led to them venerating either Daniel or Joshua Graham, which ends up affecting things back in the Mojave. Instead, you fetch quest around for several hours and make only ONE real decision in the entire DLC, and it affects nothing at all.

      Old World Blues is another extended fetch-quest with an 'insane characters' gimmick that gets very old within minutes of starting. The only thing good about that DLC is getting another actually effective energy weapon - the LAER. It would have been nice if there were different teams of scientists with different opinions and values that could be meaningfully negotiated with... but no. You're stuck doing the bidding of one side the entire time.

      Lonesome Road is just garbage. I only ever play that DLC to snipe Ulysses in the back of the head the moment I walk into his little shrine - hard to be smug and condescending when you don't have a head.

      The only thing I ask, is for a version of the ESP that doesn't add the Courier's Stash content to your inventory on start. I use mods that integrate that stuff into the wastes, and I don't like being overpowered at the start of the game: I like the challenge of starting small.
    5. deleted124170533
      deleted124170533
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      Pretty much everything you said aligns perfectly with my viewpoint, with regards to both the dlcs and Avellone ruining the tone of Fallout with its sequel.
  4. N3rvid
    N3rvid
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    Can you make a version that only removes DLC pack notifications like: Caravan Pack, Courier's Stash etc.?
  5. cdemon999
    cdemon999
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    does a version of this exist for fo3, and does this work with preorder pack mods?
  6. baw9999999AU
    baw9999999AU
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    must have
  7. deleted30379125
    deleted30379125
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    The DLCs are so detached from the main game it's jarring and the overarching story isn't really enough to take my attention away from the main conflict so I really appreciate you making this so I can still get mods requiring the DLCs that enhance the main experience whilst not feeling like I have to try out the DLCs again because they're in the world. 
  8. deleted66017121
    deleted66017121
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    thanks a lot for this, always find myself in a mad rush to do everything whenever i play the game and this should make it much more manageable to just enjoy the base game/any mod quest and content
  9. megamike15
    megamike15
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    so would this disable mod quest popups to? 
    1. DuskWulf
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      Nope, it doesn't. No mod quests are touched. There's actually a better mod out there for that, though—A Quiet Start. I definitely recommend that one if you want delayed modded quests. The idea with that one is that if you have quest mods installed, it delays their quest popups. I maen, if you don't have those quest mods installed, you won't see their popups obviously.

      The thing about the official DLC though is that everything relies on them being there for their assets. Very, very few mods rely on you actually doing the DLC quests (and I avoid those mods). That's why this exists. It doesn't touch modded quests, only the official DLC quests. I imagine that there are those who'd like to disable Lonesome Road or Old World Blues if they could but that isn't an option because so many mods rely on them for assets. I wanted to provide this as an option. This way you can have the official DLC enabled and not be pestered by it.

      The thing about the official DLCs is as Josh Sawyer (producer at Obsidian) himself said—the DLCs aren't like the game, each DLC is targeted at a different kind of demographic, that's why they're separated off into DLCs. The thing is is that I'm not really in the demographic of any of those DLCs, either that or each of the DLCs manages to do something that bothers me enough that I just don't want them in my game.

      I'm working on an alternate version of this too that resets the cosmetic world edits that the DLCs make. I'm making that version an esm so that if mods rely on things being a certain DLC-ish way, they can put them however they like. Thankfully, the main world edits the DLCs make are minor.

      (Well, except for Old World Blues replacing all of the full body skeletons with torso skeletons. What the heck is that about???)

      I'll keep both versions around so that everyone can choose which version they'd like.
  10. Erafox
    Erafox
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    work with TTW ? 
    1. DuskWulf
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      Yes and no. I mean, the New Vegas DLC quest-starting scripts shouldn't have been touched by TTW so that'd be fine. I mean, even if they were you could just load my mod after since your desire is to have them gone. The no part of this is that this won't work for the Fallout 3 DLCs. It's only going to work for the New Vegas ones. I don't use TTW myself. I find mod compilations enough of a handful to manage without adding another entire game on top of it all. Sorry about that.