Fallout New Vegas
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Laclongquan

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laclongquan

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About this mod

A clean save right before deciding which to nuke: Citadel or AFB. Level 42 with only a small portion of DC quests get done. Other than self inventory, the loots are collected and stored in Rivet City Hydroponics. VERY useful for endgame mod like Rebuild the Capital, or travel to Mojave for a high level start.

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===Why do I need this mod?===
You can play the game, deal with most of non-main quests in high level and high gear. This one has most of non-related areas ignored and unexplored, like Megaton and Tenpenny for example. And all the DLC areas, from the Pitt to ANchorage to Point Lookout.

Certain quest mods can intervene harshly into main quest. So now you can play all those questlines without worry it might cause bugs for your main quest advancement. This range from Rebuild the Capital to A World of Pain for Fallout 3 TTW etc... 

===Character description===
you are at the penultimate scene of the game. You are at high level enough so you meet high level enemies, but not too high that no sense of accomplishment in continue. You got a certain sizeable arsenal, but also not all the collectibles in the game. You can do most of DC quests if you want. Most of the locations, even if we going past, is just there and not get any quest done. The main quest locations, from V112 to Olney Powerworks to Presidential Metro to Adam Base, get done properly, aka go through it on foot, kill most hostiles, hit most area trigger.

This procedure lead to this save is this: from a save just getting out of V101, I remove most of the mods that come with a TTW session, leaving aside some bare essential that I consider notremovable, like Type3BG, pip boy light, some radio mods. Then I run straight at Smith Casey garage for V112. After rescue James, we get back, clean up the Project Purity, lead team scientists out of Taft Tunnel, get inside Citadel, get the job to find clues in Little Lamplight. IN LL we just use speech to convince our way in , open up ways into Vault 87, destroy Raven Rock, assault Purity. After turning on Purity, we get into Broken Steel stage and just complete all the main quests right away: Satellite Relay, Olney, and Adam base. At the end scene, we remove all the extra mods left and make this save.

So it should be a clean save for TTW 332. A 100% clean is absolutely impossible, in my book, because the need to add just a tiny bit little mod is too high. This save start out with a number of quest installed but then I uninstall the mods, so there should be no extraneous cell data. During the course, I use around five quality of life mods that should not affect the cells in anyway. And at the end, I uncheck those mods to make this save.

Have fun using this for Rebuild the Capital or any end game mod~

===Specific instruction regard Rebuild the Capital===
This save was created using metagame knowledge, so a lot of locations, a lot of quests, we just havent done it yet. So beginning RtC campaign (after blowing up Adam Mobile Base Crawler, talk to Elder Lyons about Rosa, go to Rosa and initiate negotiation with Casdin), we have very few things to do in your terminal's list of things. After click on two free investments.... zip, you have nothing else. To have more you will need to go back to DC and do things to open up items to do, say, Pitt, Anchorage, require completion. Point Lookout, strangely enough, has nothing to do. Zeta is zip, but that's obvious.

You have to do quests in Megaton, say, or Tenpenny Tower, to be able to invest in those locations.

Practically a new game without F3 main quest :laugh: Unlike the old game, Lone Wanderer's purse of bottlecaps are going to be very tight.

And in truth, your purse will finally meet challenges: I estimate you are going spend 100k just for the first period alone (aka military campaigns lower than 5). The biggest group of loots being Enclave get dealt with, decisively, in first and second campaign, so you are going get hard pressed to find those expensive loots to sell. The biggest amount of spending items are those investment easiest to reach, as well as your quarter's amenities. Then sending troops to explore far away targets also cost more. The usual weekly deficit of running the whole thing is actually lower than you would think~

--------Warning about extra spawns mods-----------
There's mods that increase number of hostile spawns for FNV and TTW, from More Spawn, to Larger Pack, to older mods like IWS. Mods for FNV is okay, because FNV spawns are easy compare to F3 templates.

But spawn mods for TTW will be very tough, because the spawns might get configured to F3 template, so the high number of spawns in level  42  with less collected weapons and accumulated ammo is a tough challenge.

This save doesnt complete The Pitt, so there's no bullet press to change normal ammo to special ammo, which is the main limitation in TTW. High number of high level spawns will consume more normal ammo and keeping Lone Wanderer's purse of bottlecaps very tight.

And in truth, your purse will finally meet challenges: I estimate you are going spend 100k just for the first period alone (aka military campaigns lower than 5). The biggest group of loots being Enclave get dealt with, decisively, in first and second campaign, so you are going get hard pressed to find those expensive loots to sell. The biggest amount of spending items are those investment easiest to reach, as well as your quarter's amenities. Then sending troops to explore far away targets also cost more. The usual weekly deficit of running the whole thing is actually lower than you would think~