Fallout New Vegas

About this mod

Disables the Mojave Camp and a lot of other things related to The Frontier from being immediately accessible during normal gameplay.

Requirements
Permissions and credits
Changelogs
[Main Requirements]

All New Vegas DLCs

Fallout - The Frontier - https://www.nexusmods.com/newvegas/mods/68009

Specifically:
Fallout: The Frontier - Master Build 0.5.5
Fallout: The Frontier - Hotfix Version 0.6.6


[Script Extender Requirements]
NVSE / xNVSE - https://github.com/xNVSE/NVSE/releases
FNV 4GB Patcher - https://www.nexusmods.com/newvegas/mods/62552
JIP LN NVSE Plugin - https://www.nexusmods.com/newvegas/mods/58277
JohnnyGuitar NVSE - https://www.nexusmods.com/newvegas/mods/66927
UIO - User Interface Organizer - https://www.nexusmods.com/newvegas/mods/57174
FNV 4GB Patcher - https://www.nexusmods.com/newvegas/mods/62552


[Other Possible Requirements]
NVAC - New Vegas Anti Crash - https://www.nexusmods.com/newvegas/mods/53635
The Mod Configuration Menu - https://www.nexusmods.com/newvegas/mods/42507


[What It Does]

Sets the Mojave Camp and it's related NPC's to remain completely disabled with the provided plugin.
This means The Frontier's questline technically never starts. What good does that do? I dunno, make your own reasoning!

Disables nagging about cloud meshes and disables the forced "Loadscreen Fix" that was hardcoded into a script.
This means you can use whatever weather mod (specifically cloud mesh) you want without the mod pestering you.
It also means you, the end-user, can choose if you want the Loadscreen Fix to be enabled or not.

Includes unique bugfixes to scripts such as the "Teammates Ride Along" functionality, making it possible for non-humanoid companions (ED-E, Rex, etc.) to ride along with.
This means you can have ol' Rexie ride along like a certain dog from another particular open-world game that has cars in it.

Makes honking your horn or hitting vehicles not have any negative NPC-related effects.
This means that honking your vehicle's horn or otherwise damaging the vehicle will not cause NPC's to become hostile.

Sets many of The Frontier's quests to be not start-game enabled, in an attempt to keep scripted save "bloat" to a minimum.
Ditto for unrelated Challenges and Recipes, as well as most of the perks. Also disables the Portland Folk Radio.
Now disables the TF-Specific Races from being shown on New Game startups. Your Reflectron got less cluttered!

To craft things involving anything added by The Frontier (aside from Fuel for Vehicles), you must be in The Frontier's worldspace.
To use the perks from The Frontier (aside from Petrol Head), an additional perk would needs taking, and it's not normally accessible, nor intended to be, in this use case.

Testing before and after loading The Frontier into an existing save showed a one-time save file increase of about ~1.5mb. Aftwards, it stabilized. Also was tested in an existing playthrough at level 15+ and still no sign of any start of the questline.

Making backups of existing saves is always highly recommended before trying new mods.


[Extras]

Also included in the FOMOD are a few plugins to make things more interesting or otherwise more catered to certain audiences.

These are...
Car Door Sounds - Adds remixed and fitting sound effects for entering / exiting vehicles (a-la-Driver 2);
Alternate Units - Sets the readout of the Speedometer to Imperial Units (MPH) instead of Metric (KMH);
Alternate Names - American English Localization of the Fuel messages and items;
Alternate Fuel - Replaces the fuel source used throughout the game with more lore-friendly "Fusion Batteries";
Repair Tire Iron - An alternative way to repair vehicles, you just hit vehicles with it to repair them.

Of these 5 additional plugins, 4 of them are Mergeable into Bashed Patches using WryeBash.

Optional EZFUEL files are included and cover the vehicles already included in The Frontier.
These are meant to adjust fuel consumption rates to be less drastic. You have the choice of Default, 1.000, and 0.500.
Vehicle stats were also altered to some extent in the EZFuel files, to make them less samey.


[FAQ's]

Q: Why?
A: Why not?

Q: Legal?
A: More "Legal" than having countless flipped assets and bypassing content filters for various questionable contents! ¯\_(ツ)_/¯

Q: Is there an easier way?
A: I Don't Know. I Don't Care. Don't Ask Me. No Answers Given. Next question please.

Q: Does it work with the latest JIP LN NVSE Plugin versions?
A: Yes.

Q: Does it include any assets directly from The Frontier?
A: No.


[Credits]

Bethesda Softworks / Obsidian Entertainment , for post-nuclear roleplaying games and tools to create content for them.
FNVEdit , for many, many things.

The Frontier Team , for the ability to have cars zooming around the wasteland(s).
https://www.nexusmods.com/newvegas/mods/68009

pixabay , for the Car Door addon's sound effects.

YOU! For viewing, downloading, and enjoying this mod.

Thank you all!


[Conclusion]

If you just want to car in the Mojave or anywhere else other than The Frontier, aren't interested in actually playing through the main campaign of said mod, nor need access to the bulk of it's "content"... This is for you.

Also, don't bother The Frontier Team about this mod, because there's honestly no reason or need to.

Do consider endorsing the mod though, I guess.


Thank you for reading, enjoying, and most importantly, have fun!


~VV~