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JamseySilence

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JamseySilence

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About this mod

The Early Alpha version of a mod that will eventually add a new area to explore, new factions to interact with, new companions and characters and much more. Fallout New Vegas inspired, I am trying to capture some of the gameplay and design aspects that made me love Fallout New Vegas while bringing them into the newer world of the Commonwealth.

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Quick note, the first quest is set to start upon the first location change after reaching level 5 or on game launch if you are already level 5 or higher. The easiest location change is fast traveling to a new location as many places in the wilderness simply count as wilderness and it might be a long walk before the next area Bethesda considers to be a new location.

Overview:
4 major factions fighting for control of a collection of cities to the south of the Commonwealth surrounded by mountains making it nearly impossible to travel safely too. The ability for the player to join up with any of the factions and help them to take over the remaining factions and rule over the valley including raiders, small armies and small governments that are trying to get their footing or just allow the entire valley to be blown up and walk away knowing that you could have done something but instead you decided to go and build another water purifier so you could make your precious little caps. After playing both Fallout 4 and Fallout New Vegas I want to include some of the aspects I loved about New Vegas such as reputation with locations and a more player action oriented story compared to a train track. I also always disliked how dead the world of Fallout looked compared to what an apocalypse should look like after a nuclear war with overgrown plants everywhere, so I am going to have many of the locations in the mod include overgrown wildlife to make the locations feel more realistic. To start small, rather than 3 major factions and a fourth major raider factions being the starting point since I am not a development team and am just person, I am starting smaller with only a few of the raider gangs being worked on right now so I can get a better sense of how the Creation Kit works and how Nexus mods are supported. Plans for upcoming releases include the second raider gang, The Overseers who you can meet a few members of currently, branching quest completion options for quests involving the raiders and the ability to join up with a raider gang and start to create conflict with the nearby factions and gangs.

TLDR:
I wanna make a large scale mod with lots of rival factions and new Vegas-esc systems but I am new to this so you only get like 3 small quest instead. Enjoy!

Currently available in this release:
-The first few quests to get players started and open a door to the new world.
-A small chunk of the new world to explore with some enemies spread out and some reference to future content.
-The beginning of the Overseers area filled with lush and overgrown plant life to begin the overgrown feeling you can expect for most future areas.
-A new Vegas-esc reputation system that has some kinks I am trying to Iron out. I might change it to operate from a different location in the Pip-Boy if people tell me having multiple un-completable quests is too annoying.
-Fixes to some noted issues like the pip-boy map not working though currently there is only a grey block as the background.
-Many bugs and glitches most of which I don't even know about yet so let me know if you find anything (Don't message me about the trees floating in the air...believe me....I know)

New:
-cave system that will become the home of a new faction that tames radscorpions.
-new outpost for the Overseers that will serve as their main base for vehicles.
-bug fixes from the last version.

Possible Conflicts:
Mods that add radio stations are likely to conflict with this mod as the first quest involves adding a radio station. Because of the radio stations are handled in the creation kit the number I chose might be used in a different mod so watch out. It shouldn't actually affect any gameplay except that you might have your favorite tunes from a mod interrupted by a British text to speech man until you complete his quest.

Thanks:
To all the people in the comments who reported bugs or gave feedback on my mod or even just nice words, I wanna say thanks. A nice community really helps encourage people to continue. 
Ikari showcased my mod on one of his recent videos. (in the videos tab) Thanks for giving my mod some extra attention.

Other Comments:
This mod currently requires all 6 of the Bethesda given DLC as those are the ones I have installed though it only uses assets from Nuka World and Far Harbor as far as I know. If you don't have all the DLC and want to test the mod feel free to post how it goes so I can change the permissions if the mod works without all DLC.

If you have any questions about the mod or discover any bugs related to this mod please let me know in the comments or by messaging me over Nexus.

To address something people have pointed out. I do not intend to give the player voice lines, only text. I never like having a voiced player in an RPG as I felt it took away from the roleplaying potential. If you find characters with silence as their voice I probably haven't added their dialogue yet. if you find NPCs with silence and unskippable dialogue, that is likely an audio file that I didn't package correctly.

I am trying my best to keep my mod Lore-friendly but I don't know everything about Fallout. If you are a lore expert and find something in my mod that doesn't match up with the canon lore for the Fallout series, please let me know so I can find a change that makes my mod remain Lore-friendly.

I plan on making this mod available on the XBone, but I might not be able to have a small enough mod or a mod that is FPS friendly enough for console. I will keep this here till I either commit to releasing an Xbox patch or I give up on trying to solve compatibility issues.

Final Note: The current schedule is an update once or twice a week depending on how big I intend the update to be.