Fallout New Vegas
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  • Fallout New Vegas Steady Aim Perk -Inspired by Fallout 4 Perk

    Steady Aim perk - 1.0:: REQUIREMENTS ::• Fallout New Vegas• New Vegas Script Extender:: FEATURES ::• Adds a level 2 perk that multiplies the player's weapon spread by 0.6• Requires 5 Strength and 40 Guns and Level 2:: GENERAL ::• My First Mod! -MichaelG::  CREDITS ::♦ Uses a copy of the perk icon for the perk "Mutant Hunter" from "More Perks" by Nexus user 'Gedon'. available at https://www.nexusmods.com/newvegas/mods/35979
    Thank you all for checking out my very first mod! ...

  • Revelation 8:13 - 9:21

    And I beheld, and heard an angel flying through the midst of heaven, saying with a loud voice, Woe, woe, woe, to the inhabiters of the earth by reason of the other voices of the trumpet of the three angels, which are yet to sound!

    And the fifth angel sounded, and I saw a star fall from heaven unto the earth: and to him was given the key of the bottomless pit.
    And he opened the bottomless pit; and there arose a smoke out of the pit, as the smoke of a great furnace; and the sun and the air were darkened by reason of the smoke of the pit.
    And there came out of the smoke locusts upon the earth: and unto them was given power, as the scorpions of the earth have power.
    And it was commanded them that they should not hurt the grass of the earth, neither any green thing...

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  • SOLVED - Issue with recognizing the unmarked quest Suits You Sarah is completed

    Not sure if this is just on my side but, despite finishing the unmarked quest Suits You Sarah the object effect of the suits refuse to recognise the quest was finished in its condition, and as such won't provide the bonuses it otherwise should've had.

    I'm not sure if this is because it's a unmarked quest and that's the reason why it can't be completed, but as of now, even after giving 30 vaultsuits the suits won't be upgraded.

    I'm not sure how to go about fixing this issue, as I really would like the interaction to exist, but for now if you're confused why the vaultsuit stats are still the same, this is why.


    UPDATE :
    I eventually discovered what the issue was, Suits You Sarah as an unmarked quest is repeatable, meaning it can never be comple...

  • 4.1 To-Do List

    Well, my mod's been out for almost 2 weeks now, and along with positive reviews I've gotten a few bug reports and requests, which I'll be working on in the upcoming weeks. Here's what I have for my To-Do List so far:

    REQUESTS:

    - Update No Freeze version to 4.0

    - EVE patch

    BUG REPORTS:

    - Skeletonized enemies don't grant XP

    - Killing Follows-Chalk with a critical hit from the Compliance Regulator makes his ash mound still talk (might be because he's essential, though the user who reported it said he was in Hardcore mode at the time. Will need to test out)

    - Can draw your guns in the Think Tank

    - Roboscorpions immediately explode upon death

    - Explosions/fire heal your limbs (this is an ...

  • Mod

    Its simple, don't mess up the install. Easy as that...

  • Como resolver conflitos e copiar traducao para outros mods - FNVEdit

    Sim, não da pra colocar 'ç' e 'ã' no título :)


    1- Abra o FNVEdit e selecione todos os ESM e ESPs.



    2- Na esquerda, expanda o mod que você queira alterar e selecione os conflitos (em vermelho)



    3- Segure e arraste a célula com o Texto que deseja copiar para a celular que você quer traduzir. MUITA ATENÇÃO Copie sempre apenas o texto que está em português, para garantir que é texto que pode ser traduzido.


    4- Na primeira vez que for digitar, o FNVEdit irá mostrar um erro, basta apenas esperar o botão "Yes I'm Absolutely sure" ficar disponível, e clique nele


    5- Confira se está tudo certo
    

    4- Repita o processo em outros mods e traduções.


  • In honor of Memorial Day 5-27-2024

    Thank you to all the real world veteran sacrifices. God bless America!...

  • Flee Calculations

    Flee calculations when pointing weapons at NPCs are defined as:

    Flee Chance = ABS (Min(iFleeCap((Player Weapon Damage - NPC Weapon Damage) + 5% if the player has Terrifying Presence))

    In plain english, this means that the % chance of an NPC to flee is equal to the non negative value of the difference between player and NPC's weapon damage, with a flat +5% bonus if they player has the Terrifying Presence Perk.

    This ensures that the current NPC's weapon is always taken into account and that larger weapons still strike fear into them. For example, NPCs won't flee if their current weapon outclasses the players or matches it, but if the player's weapon greatly out-damages the NPC's - the cap is consistently hit.

    An upper cap is still enforced b...

  • Mental Stability System Guide

    Sanity Modifiers (aka things that affect your sanity)

    There are two types of sanity modifiers the player will encounter while playing with this mod – ‘passive’ and ‘instant’.  Passive modifiers are constantly increasing or decreasing the player’s Sanity value in small increments, while the Instant modifiers are big one-time hits. Both types can be either positive or negative and are mostly based on player’s choices and playstyle. 

    Passive Modifiers


    Player Level - Starting at level 20, the player will be receiving a very small negative sanity hit. The value will slightly increase at higher levels.  The idea here is that the higher the level, the more fucked up shit the Courier has seen/gone through, which would logically have a n...

  • Drake

    Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Drake Dra...

  • Initial Release

    Every military base has a nearby black market. With Camp McCarran, the supply shack deep in its bowel doesnt count, and neither do Gunrunners kiosk. So welcome to ElreyBlackMarketHall, a 2-floor structure with the opening on the ground floor of El Rey motel. The merchants inside are dancers, cut-me-own-throat racketeers and bootlegger, selling NCR inventories.

    Obviously, this black market has connections, so do try to pretend surprise with heavy muscles guarding the entrance. There is a side room in the entrance that sometimes sport a scavenger that can sell okay stuffs with normal pricing, unlike the black pirates down low. And on the outside, there's a double room for those muscles to stay. Yes, please act surprise to see them this early in game.

    About the Black M...

  • FAQ

    Question: Can I use this mod with B42 Inspect?
    Yes, but the vast majority of animations included in this mod do not have custom made inspect/ammo check animations. You'll likely encounter weird, glitchy jumps between idles. It won't break anything.

    Question: Can I use this with FNV Clean Animations and Anniversary Anim Pack?
    Yes. However, basically every animation included in NVAO will overwrite the animations included in those packs. You'll only benefit from having those packs installed if you have mod-added weapons that don't have custom kNVSE animations. However, having these packs installed will not harm anything.

    Question: What is the difference between this mod (NVAO) and FNV Clean Animations and Anniversary Anim Pack?
    Read ...

  • Imperium Radio V1.3 Out Now - Includes New Songs and TTW Support

    Hey everyone!

    Thanks so much for the amazing feedback on this mod so far, it means the world to TheNeoCypher and I. 

    Version 1.3 of Imperium Radio is out now, including two new songs, a bug fix, and a new optional Main File that is more TTW friendly! No longer will Imperium Radio play outside of the New Vegas Wasteland if you choose.

    V1.3 Update notes:
    -Adds two new songs, Battle of Zama by Andreas Waldetoft and Paradox Interactive, and Under Siege by Tyler Cunningham
    -Fixes a bug where Victorious would sometimes play too loudly on physical radios in game
    -By popular demand, a new main file is available (ONLY USE ONE MAIN FILE) that changes Imperium Radio to play in the New Vegas Worldspace and linked interiors only. This will restri...

  • what is this

    what kind of article...

  • Install Instructions Mirror

    Requirements/Install Guide:
    STARS TTW

    WSG Install Guide
    OR
    salmand3r's Install Guide

    (Optional) TYPE4 FO3 - Body and Armors

    Main File: T4 - Main
    Hide/delete the file "T4-plugin.esp" (unnecessary and will crash your game)
    Hide/delete the meshes\armor\enclavescientist folder and/or the files inside
    Optional coverage of outfits and characters added by Fallout 3's DLCs (most notably the slaves and raiders in The Pitt)

    (Optional) TYPE4 Fo3 - Armor Fixes

    Main File: T4 Armor Mesh Fixes
    Hide/delete the meshes\armor\enclavescientist folder and/or the files inside
    Optional coverage of outfits and characters added by Fallout 3's DLCs (most notably the slaves and raiders i...