- All games
- Fallout New Vegas
- Mods
- Gameplay Effects and Changes
- Brotherhood and House Truce
Brotherhood and House Truce
-
Endorsements
-
Unique DLs--
-
Total DLs--
-
Total views--
-
Version52
- Download:
- Manual
File information
Last updated
Original upload
Created by
AVeryUncreativeUsernameUploaded by
AVeryUncreativeUsernameVirus scan
Safe to use
Tags for this mod
Current section
About this mod
Allows you to convince Mr. House to spare the Brotherhood of Steel.
- Requirements
-
DLC requirements
DLC name Dead Money Honest Hearts Old World Blues Lonesome Road Gun Runners' Arsenal Courier's Stash Nexus requirements
Mod name Notes JIP LN NVSE Plugin 57.15 or newer JohnnyGuitar NVSE 4.96 or newer New Vegas Script Extender (NVSE xNVSE) 6.3.2 or newer - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
You may do what you like with this mod as long as credit is given.
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
- Mirrors
-
Name Mod Pub - Changelogs
-
-
Version 52
- Added NVSE version checks.
-
Version 50
- Corrected some erronenous dialogue conditions (Credits to PlatinumShadow)
-
Version 42.95
- Removed unneeded end slide edit.
- Addressed Karut's concerns about the mod's writing.
-
Version 16
- Refactored mod to use events.
- SUP NVSE is no longer a requirement.
- JohnnyGuitar NVSE 4.96 is now a requirement.
- Quest objective edit is now done via script.
-
Version 15
- New dialogue options are now added via script.
- Mod now requires SUP.
- Removed FPGE implementation for standalone patch.
-
Version 14
- Tweaked a couple of incorrect dialogue conditions.
-
Version 13
- Removed TLD code. TLD will enable its own content in a House ending in its next update.
-
Version 12
- Complete re-write of the mod, greatly simplified its implementation and removed unneeded cruft.
- Removed pointless FPGE & TLD edits.
-
Version 10
- Merged both versions back together.
- Improved FPGE & TLD support without the need of a requirement.
- Re-added ending slide for BoS/NCR truce is you somehow get such an ending.
-
Version 9.1
- Fantasic's Legion quest variable is now set to 0 at the ending.
- Removed check for Brotherhood and House Alliance mods. It shouldn't be needed at this point.
- Removed fake note which I forgot to do in the last version.
-
Version 9.0
- Simplified script.
- Removed ini options and applied changes by default.
-
Version 8.3
- Fixed an error in the script.
-
Version 8.2
- Minor script optimizations by combining redudant If Eval checks.
- Added GetDisabled checks.
- bBrotherhoodTLDContent: Now also toggles Hardin patrols.
-
Version 8.1
- Removed EditorIDToFormID check and switched back to GetFormFromMod check.
- Removed JohnnyGuitar NVSE requirement.
-
Version 8.0
- Cleaned up script and merged ini options.
- Script optimizations.
- If FPGE content ini option is disabled then the Brotherhood end slide will no longer play.
-
Version 7.6
- Created new endslide as opposed to editing the existing one.
- Removed formlist that was accidentally included.
- Removed an unneeded flag from dialogue quest.
- FPGE and TLD Brotherhood assets will now be disabled or never enabled if the Hidden Valley Bunker is destroyed.
-
Version 7.5
- Moved icon change to optional plugin.
- Switched let macros to vanilla Set.
- Swapped out LNSetName for NVSE's SetName
- Swapped out AddItemAlt and EquipItemAlt for vanilla functions.
-
Version 7.0b
- Fixed end slide not playing which I broke in the last version.
-
Version 7.0
- Tweaked dialogue conditions for ending slide.
- TLD checkpoint can now be toggled regardless of who is elder.
- Added option to enable TLD's anti-NCR patrols.
- Re-added option to toggle FPGE checkpoint. Will now cover both checkpoints on I-15 and Highway 95.
- Renamed and re-arragned some ini options.
- For people who like to read scripts, the TLD options are now in their own little block towards the bottom, while still being a subblock of the FPGE block. How many times can I say block?
-
Version 6.6
- Added IsFormValid sanity checks to script. (Thanks to Xilandro for the advice.)
- Added option to enable Living Desert's Brotherhood Checkpoint in post game if McNarma is still elder.
- Renamed ini file to be similar to esm name.
- Fake note will now be automatically to the player's inventory during Hoover Dam if bBrotherhoodHELIOSPresence is enabled.
-
Version 6.5
- FPGE Support: Now done with JohnnyGuitar's EditorIDToFormID function as opposed to JIP's GetFormFromMod function.
- Re-added conflict checker.
- Other misc script changes not really worth noting.
-
Version 6.4
- Added humerous low intelligence dialogue options.
-
Version 6.2
- Changed GetQuestVariable check back to GetStageDone check as checking quest variable proved unreliable.
-
Version 6.1
- Better fix for Fantastic infinite power armor bug.
- Minor script optimizations.
-
Version 6.0c
- Script optimizations
- Fixed oversight that would cause Fantastic to get an infinite amount of Power Armor.
- Removed check for old Brotherhood and House Alliance mods.
-
Version 6.0b
- Fixed Fantastic's Power Armor getting permanently equipped.
- Mod no longer edits ini file if Brotherhood is destroyed.
-
Version 6.0
- Dialogue checks now use quest variable instead of quest stage.
- Fixed rare bug where Fantastic wouldn't equip Power Armor.
- If Hidden Valley Bunker is destroyed then Brotherhood content is disabled (can be re-enabled again via the ini) and Securitrons take over HELIOS One.
- HELIOS One map marker reputation will now be set to the Strip if Securitrons control HELIOS One.
- Merged redundant quests.
- Removed ShowOff NVSE requirement.
- Removed option to toggle Highway 95 Brotherhood Checkpoint as I did not like the method used.
- Removed ini option to toggle eyebots and enabled it by default.
- Removed ini option to toggle Fantastic and enabled it by default.
- Removed ini option to toggle map marker reputation change and enabled it by default.
- Removed ini option to toggle Securitrons. They will now be enabled and disabled bepending on the bBrotherhoodHELIOSPresence.
-
Version 5.2
- Script optimizations.
- Dialogue quest will now be stopped after House Always Wins V is completed.
-
Version 5.1
- Script optimizations.
-
Version 5.0
- Merged and removed several redundant quests/scripts.
- FPGE Support: Added new icons for HELIOS One map marker. Courtesy of TheIncredibleKraken.
- FPGE Support: Added option to toggle high res version of Brotherhood map marker.
- FPGE Support: Added option to remove border around Brotherhood map marker
-
Version 4.6
- FPGE Support: If Brotherhood takes over HELIOS One, then fake version of Order of Withdrawal will be added which removes mention of HELIOS One.
-
Version 4.5c
- Fixed bugged quest script for real this time.
-
Version 4.5b
- Fixed a bugged quest script.
-
Version 4.5
- Starting from this update ShowOff NVSE Plugin is now a requirement
- Script oprimizations using xNVSE inline variable declartions.
- Quest objective will now be displayed upon completing Tend To Your Buinsess and Eyesight to the Blind.
- FPGE Support: Added option to disable Brotherhood checkpoint near HELIOS One.
-
Version 4.2
- Conditioned Brotherhood lines about dealing with Mr. House to prevent them from playing after the truce is formed.
-
Version 4.1
- Added option to toggle Fantastic
- Added option to toggle eyeboys (because I can)
-
Version 4.0
- From version 4.0 onweard, mod is an esm.
- Added check and warning for old Brotherhood and House Alliance mods.
- Added option to toggle FPGE's HELIOS One Securitrons.
- Added option to turn HELIOS One map marker into Brotherhood icon (taken from Faction Map Icon Overhaul)
- JohnnyGuitar NVSE is now a requirement.
- bFPGESupport is now bBrotherhoodHELIOSPresence.
-
Version 3.5
- FPGE Support: Added option to set HELIOS One map marker ref to Brotherhood of Steel.
- FPGE Support: Fantastic name change no longer uses a permanent function.
-
Version 3.4.1
- Alliance file now deprecated.
- Mod will now play Independent ending slide of Brotherhood taking over HELIOS One by default.
- Mod no longer plays slide of NCR and Brotherhood truce as this cannot happen in the House quest line.
- FPGE Support: Properly set quest variable for That Lucky Old Sun so the Brotherhood will now say their HELIOS related dialogue.
- FPGE Support: Added check for Fantastic and he will now be re-enabled at HELIOS One if he is not dead.
- FPGE Support: Added ini option for Fantastic's name change.
-
Version 3.3
- Fixed really stupid changed made in the last version.
-
Version 3.2
- Minor script optimizations use xNVSE Let Macros.
- FPGE Support: Added option for Brotherhood to take over HELIOS One if McNamara is elder.
-
Version 3.1
- Packed audio files into bsa archive to help keep data folder clean.
-
Version 3.0
- Added optional FPGE support.
- JIP LN and xNVSE are now requirements for FPGE support.
-
Version 2.2
- Fixed missing Goodbye flag on failed speech check. (Thanks to PlatinumShadow for the report)
-
Version 2.1
- Changed GetQuestCompleted check to GetStageDone check to more effectively check if the player has joined the Brotherhood. (Thanks to Kazopert for the tip)
-
Version 2.0
- Rebuilt mod from scratch so dialogue is now in its own quest to prevent incompatibilities with other mods. (Thanks to RoyBatty for the advice)
-
Version 1.3
- Fixed improperly packed FOMOD which caused audio files to not install corectly.
-
This is a simple mod that let's you spare the Brotherhood of Steel in the Mr. House ending. You will be able to convince Mr. House to spare the Brotherhood after completing Tend to Your Business or Eyesight to the Blind and becoming a member of the Brotherhood.
Additionally the ending slide will also play, and the Brotherhood will no longer talk about having to deal with Mr. House.
Installation:
Install the mod with a mod manager. You must not have started The House Always Wins V yet.
Recommended Mods:
Better Brotherhood
Additionally the ending slide will also play, and the Brotherhood will no longer talk about having to deal with Mr. House.
Installation:
Install the mod with a mod manager. You must not have started The House Always Wins V yet.
Recommended Mods:
Better Brotherhood