Fallout New Vegas

About this mod

Join forces with Father Elijah after Dead Money and conquer the Mojave with the power of the Sierra Madre. Includes a new quest, restored cut content and diabolical new recipes and weapons.

Permissions and credits
  • Spanish
  • Portuguese

For those who aren’t aware, there is an obscure nonstandard ending available for Dead Money. Upon being contacted by Elijah after accessing Sinclair’s final message to Vera on the vault terminal, the player can choose to team up with the former Elder to harness the holograms, the vending machines and the Cloud to eradicate the NCR and claim the Mojave and its trove of Old World technical treasures and marvels for themselves.
A truly fascinating and wonderfully imaginative end slideshow then plays, detailing the aftermath of their atrocities together years later. And that’s just the thing. It’s years later. It shows the final culmination of this choice the player has made, not its immediate aftermath. But, unfortunately, you are then forced to reload a previous save and choose a more traditional ending. Which has always made this more of a curiosity than an actual choice. Still, at least we got that much considering the villainous ending that was cut from Old World Blues altogether, where you could choose to ally with the Think Tank and make the Mojave your own personal science experiment.
Ever since discovering this ending, however, I wished that it was fleshed out just a little more by the developers, perhaps in the way that Lonesome Road gives you the choice to launch nuclear missiles at both the Legion and NCR and then adds two new areas to explore just a taste of the implied devastation this causes.


This mod is my attempt to do just that. It allows the player to continue their game after choosing what is undoubtedly the darkest ending for Dead Money. They return to the Suites one month later, receiving all the usual rewards for completing the DLC as well as a new perk reflecting their dark decision. The changes I made were intended to not interfere with playing through the DLC normally. So you can still have this enabled in your load order even if you choose a more conventional ending and no vanilla scripts or quests will be broken as a result. There's also cut content that I restored or repurposed and expanded on as well. Finally, I'll confess to some light edits to improve the player's dialogue choices to join Elijah when speaking to him in the Vault. All the same points are made but the original dialogue for the Courier just felt a bit flippant to me, next to Elijah's Shakespeare.

Now certain conditions have to be met in order for this ending to become available. You must be vilified by the NCR and you must have exhausted all of Veronica's dialogue options concerning Elijah. Upon being contacted by Elijah inside the Vault, you must tell him that you have questions before going any further. This unlocks the option to reveal that you know who he is--the Brotherhood Elder who lost HELIOS One and Veronica's mentor--which starts a conversation that will offer you the choice to ally with him and help him carry out the plan.

Choosing to side with Father Elijah gives the player joint ownership over the Sierra Madre in its entirety, and making this the only lore-friendly way to freely travel to the Villa, the Casino, the Suites and, yes, even the Vault, after the conclusion of Dead Money. With the Sierra Madre as your new home, you will never want for anything again and wealth will lose all meaning to you. While the Holograms will no longer attack their new masters, however, the same cannot be said of the NCR and the Circle of Steel, who will be violently opposed to your grand plans for the Mojave. No one ever said declaring war on the largest most advanced nation around would be easy.

The real question is--can I get you to play Dead Money one more time?

As further fruit yielded by this dark alliance, an arsenal of devious new weaponry becomes available to the player.

Cloud Kiss Canister grenades
featuring Weijiesen's awesome effects which can, whether thrown from the hand or launched from a 25mm or 40mm barrel, release an agonizing burst of toxic weaponized Cloud to engulf your enemies and spread terror across the battlefield. Additionally, the diabolically destructive Toxic Cloud Missile ammo type will leave a thick haze of concentrated Cloud hanging in the air where it explodes for days until it disperses. Be careful around this stuff, it can poison you too.


For a standalone version of these weapons, check out my mod Toxic Cloud Explosives.

The Holopistol, an advanced iteration on the holorifle’s design which converts its components into a more compact, devastating close-quarters weapon. Powered by small energy cells instead of MFCs to further reduce bulk, it uses double the amount of cells in order to deliver almost as much power as a fully-upgraded holorifle. It's a hand-cannon, not a holdout weapon. Watch the recoil as compressing that much power into such a small frame kicks like a mule. But if you can handle That Gun, you can handle this. Uses iron sights by default but the scope from the original Holorifle can be crafted as a mod and attached to the weapon.


With a little extra work and scavenging, you can make the Holorifle into a weapon better suited to your playstyle during Dead Money, as there are also recipes to convert it to use iron sights instead of the scope and even make it function more like a shotgun.

Craftable bomb collars that can be reverse-pickpocketed onto NPCs or equipped onto companions to make them your begrudging accomplices or tactical suicide bombers. Have them follow you and, when their usefulness has expired or they become a liability, blow their heads off simultaneously using a linked detonator. They'll have a precious few seconds to make peace with their fate and, having nothing left to lose, may attack you, run away or simply drop to the ground clutching their heads in futile panic. If you feel like wearing one of these as a fashion accessory, just remember to take it off before you fire the detonator or won't you be surprised! Collared followers basically function like the Jokers from Payday 2. You can tell them to follow you, wait, trade items, use your cross hair to designate a spot you would like them to move to, use your cross hair to designate a target you want them to attack or even (yeah right) remove the collar and set them free.


For a standalone version of these weapons, check out my mod Explosive Collar Weapons.

A portable hologram emitter that, when pointed and fired somewhere nearby, will project a security hologram companion to follow and defend you. While normally composed of a flickering blue light, when the hologram first senses danger, it will flash yellow and, upon engaging a target, will flash an intimidating red. Such awesome technology requires an immense amount of power to sustain, however, so the handheld projector has a limited duration and must be recharged before it can be used again.


Deployable hologram emitter mines using an original mesh that, when thrown to the ground, can be activated to project a security hologram to patrol the area within the emitter's radius. Perfect to claim a location as your own or station a guard inside player housing. They flash yellow when alerted and red when in combat. Due to an issue where holograms can lose  their blue shader if you come from a load screen or save and reload in front of them, they have been scripted to check for either of these scenarios and re-apply their shaders. While Elijah was right about there being no defense against dropping one of these into the middle of any battle, watch out because they're still quite fragile and can be destroyed from taking fire or being caught in the blast radius of explosives.


For a standalone version of this weapon, check out my mod Deployable Hologram Emitters.

Truly unlock the potential of the amazing matter-conversion technology in the Vending Machines of the Sierra Madre resort by vastly expanding their library of templates. This will allow you to convert Sierra Madre chips into additional kinds of beverages, weapon mods, materials, currency and even ammunition. A new nation cannot live on Fancy Lad Snacks and old world gourmet alone after all.

Talk to Elijah within the halls of the Sierra Madre to start a new main quest carrying out Elijah's (and now your) plans for the Mojave through various tasks such as retaking HELIOS One to harness its power and modifying Repconn rockets to turn them into weapons of mass destruction in order to launch an assault upon Hoover Dam with the Cloud. Though he may be cranky when you greet him, Elijah is fully voiced but, as Veronica warns, he's not as good at the face to face. Most of the objectives can be tackled in any order but completing them all will require very high skills in Science, Repair and Explosives as well as a bit of foresight.

Additionally, there are a couple of added sidequests, including a treasure hunt that adds quest markers to track the locations of Elijah's abandoned prototypes and weapon modifications throughout the Villa and Big MT as well as an emotional trip with Veronica to the Sierra Madre to reunite with her old mentor after all these years.

Note that if you want to complete this mod's main quest in its entirety, you should not complete the quest "Come Fly With Me", as this will result in losing access to the rockets needed to release the Cloud into the Mojave and you must not complete "Lucky Old Sun" by configuring the power output for Full Region (emergency output), as this will result in rendering the HELIOS One plant inoperable.

An add-on file is provided for users of Functional Post-Game Ending that allows you to continue playing after the end of the game in the Post-Cloud Mojave wasteland. Upon finishing the end slideshow, you will reappear at the top of the HELIOS One Tower, overlooking your dark new world. A quiet world.

This mod requires all the New Vegas DLC (Dead Money, Honest Hearts, Old World Blues, Lonesome Road, Gun Runner's Arsenal) as well as xNVSE and JIP LN NVSE.

Load this mod low enough in your load order to make sure no other plugin is overwriting it's changes. If you play with the Yukichigai Unofficial Patch, my plugin needs to be below the YUP ESM.

Use FNVEdit to check if there are any other mods overwriting its edits which you don't want for your game or, for compatibility purposes, to merge the changes from it into a personal patch.

I find the following mods to be complimentary additions if the premise of this mod interests you:

Even though this mod uses assets from Hopper31 and Weijiesen's Cloud Grenades mod, it's still completely compatible and strongly recommended. Like a mad scientist hurling beakers, it adds new recipes for throwable jars of Cloud Kiss toxin at all vanilla potency levels. The canisters and explosives I added to this mod only use the most Lethal variant.

The mod Ending Slideshows Ultimate Edition Overhaul by Asterra, which makes it so that the ending slideshows from all the DLCs are integrated with those of the main game and combined into one seamless ending upon finishing the main storyline. It features support for this mod out of the box with a config option to ensure that the Player-Elijah Cloud ending always plays last after Hoover Dam as a dark portent of the things to come in the doomed world you have chosen.

The mod Sierra Madre Grand Entrance by AgentFuse which adds a stunning new courtyard between the Casino's entrance gate and the lobby. An optional file is provided which patches this mod to be compatible and it requires it as a master file and thus must be placed below it in the load order.

The mod Craftable Placeable Sierra Madre Vending Machines by GOLDENTRIANGLES and Jokerine which allows you to craft new Vending Machines and place them anywhere in the world.

The mod Ghost People Use Toxic Cloud Poisons by CarlZee which makes fights with the Ghost People just a little more varied and interesting by giving them access to Cloud Kiss venom.

The mod Advanced Holorifle by SHAD0WC0BRA which adds even more variant holographic weapon goodness like Holorifles built from the 25mm APW platform instead of the default Holorifle which was built from a 40mm grenade launcher.

The mod Sierra Madre Chip Shot by MuteSignals which adds a new ammo type for shotguns similar to Coinshot but using Sierra Madre chips instead.

The mod Clean Cantens by Stigir which adds retextures of the Vault 13 Canteen but, more importantly, includes the option to have a Sierra Madre Canteen.

Chris Avellone for, you know, writing and directing Dead Money in the first place.
ryanmar for improving the mod's overall quality by volunteering to go through and fix numerous inconsistencies and oversights with the mod's gameplay, writing and scripts as well as the many irreverently fun discussions on lore and ideas for the mod that have continued to provide ideas for future content.
ledzepiv for doing first drafts of the cell work to bring the Cloud-devastated areas at Mojave Outpost, Camp McCarran and the Fort from concept to life and generously discussing ideas with me regarding content and the lore as well as playtesting the mod for me during development and pointing out a number of bugs and issues.
Zebumper for their spot-on advice for improving my rudimentary Bomb Collar scripts to get it to actually function like I wanted.
BeveryOfA for graciously taking my nif for the Hologram Emitter Mine and reworking it to have proper collision when dropped on the ground as well and making a more immersive model with the emitter light off.
RoyBatty for their advice on Discord and taking my broken cloud trigger nif and fixing the flags, havok and shape so it actually worked correctly for the Cloud Missile ammo type.
mdbakpo for graciously taking the Holopistol nif made by YanL and remaking it to accommodate two different models, one modded with a scope and one with a proper sighting node which the original model lacked. They also created the glow sights on the unscoped Holopistol and holographic ring sight on the unscoped Holorifle as part of the Weapon Mesh Improvement Mod.
Asterra for adding support for this mod to their awesome Ending Slideshows Ultimate Edition Overhaul mod, ensuring the new end slides don't play till after Hoover Dam and making them look better than ever.
awkwardgardener for the gorgeous Sierra Mojave (A Cloud Themed Desert Weather Mod) which features various weather sets inspired by Dead Money's toxic environment that add some nice variety to the regional weathers while still unmistakably being the Cloud and for setting open permissions to use them with credit.
Weijiesen  for creating the explosion effect, effect shaders, custom textures and custom sounds of the Cloud explosives used in this mod.
Hopper31 for providing the example scripts and framework to integrate those Cloud grenade effects into this mod, thanks to the open permission to use them with credit.
mc_tammer for creating the beautiful model and icon I used as a base for the Handheld Hologram Projector and having open permission to use it with credit. And for providing their series of tutorial video guides to “NIF-bashing”, which helped me learn Blender and Nifskope well enough to tweak models to repurpose them (http://fallout.firedrakecreative.com/doku.php?id=permissions).
YanL for creating the model I used for the Holopistol and having open permission to use it with credit.
SwampFox for creating the Scopeless Holorifle mod and having open permission to use it with credit.
WotansGlory who created the very old and sadly unfinished Continue after the Elijah Ending mod, which I looked at before starting this project and undoubtedly influenced and inspired some of the ideas I built off of.
Yukichigai for the Yukichigai Unofficial Patch -- the most up-to-date and comprehensive collection of vanilla bugfixes for New Vegas.
ElminsterAU and the many contributors to xEdit (FNVEdit), which enabled me to keep this mod clean and organized.
The NVSE Team for the New Vegas Script Extender.
Jazzisparis for the JIP LN NVSE script extender plugin, which added new functions essential to some of the scripts I made for this.
Korma for Hot Reload (NVSE), which legit kept me going as I could tweak a script and tab over to the game to see what effect it had immediately without having to reopen everything and wait for it to load. As someone who went into this project with almost no scripting knowledge, this was essential to my sanity as I learned through trial and error and I probably would've given up without it.

Title text made here.