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- Fallout New Vegas
- Mods
- Gameplay Effects and Changes
- FPGE - Functional Post Game Ending
FPGE - Functional Post Game Ending
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Endorsements
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Unique DLs511,388
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Total DLs1,247,921
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Total views1,899,004
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Version7.9
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File information
Last updated
Original upload
Created by
Kazopert and the TroopersUploaded by
kazopertVirus scan
About this mod
Adds a fully functional post-game world to the game, no longer will you be brought to the credits and end your journey there. Instead, you will realise the consequences of what endings you've gotten and explore a vastly changed world.
- Requirements
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DLC requirements
DLC name Lonesome Road Nexus requirements
Mod name Notes JIP LN NVSE Plugin Required for script overwrite checking. Minimum version of 56. JohnnyGuitar NVSE Required for script overwrite checking. Minimum version of 3.60. New Vegas Script Extender (NVSE xNVSE) Required for script overwrite checking. Minimum version of 6.06. Mods requiring this file
- Permissions and credits
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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 are not allowed to upload this file to other sites under any circumstances
- 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 allowed to earn Donation Points for your mods if they use my assets
Author notes
Assuming credit is given, patches and mods that expand upon FPGE can be freely uploaded without asking permission.
Note: This does not mean you can package my ESM or BSA into your mods. You must instead use my ESM as a master and create patches or otherwise in this way. Translations are exempt from this rule.File credits
Kazopert.
Tgspy and Hopper31 - Nightkin road scripting.
RoyBatterian - GECK Extender
AVeryUncreativeUsername - Helps me out with comments, has provided useful bug reports, and overall a cool guy.
ExaggeratedHonesty - Provided a bug report that helped me get rid of he who shall never be spoken about.
Wenderer - FOMOD Creation Tool
lStewieAl and c6 - For creating the GetFormOverrideIndex function and helping me set up a script using it.
ledzepiv - For making Varied Praetorians and letting me merge it.
TheMany - For making the absolutely awesome banner.Donation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Spanish
- Portuguese
- Polish
- Mandarin
- Italian
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Translations available on the Nexus
Language Name Italian Author:Van Matten Functional Post Game Ending (FPGE) - Traduzione italiana Italian Author:MakinDay Functional Post Game Ending - Italiano Mandarin Author:Broodahood Chinese - Functional Post Game Ending Mandarin Author:ZhangYueZhi FPGE - CHS Polish Author:Ja i Patrxgt Functional Post Game Ending (FPGE) - Polish translation Portuguese Author:Leon FPGE - Functional Post Game Ending - PTBR 2025 Portuguese Author:me FPGE PT_BR Portuguese Author:ucrys Functional Post Game Ending PTBR 2024 - Portuguese Translation Spanish Author:NoraCHUCHU FPGE - Functional Post Game Ending y parches - Spanish translation - Proyecto de traduccion masiva Spanish Author:JohannKarl FPGE_Functional-Post-Game-Ending_traduccion-al-espanol Spanish Author:whithebunny Functional Post Game Ending - Uncut Wasteland TTW PATCH Y AWOP PATCH SPANISH TRADUCCION Spanish Author:NOTHING y JohannKarl Traduccion actualizada del FPGE. - Changelogs
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Version 7.9
- Compatibility patches: Negligible script optimization with a VStoryState < 60 check and return. Thanks to Qolore7 for the suggestion.
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Version 7.8
- Covered the following NPCs in the Uncut Extra Collection Patch that were missed before.
- - A Legionary
- - A Followers Doctor
- - A 188 Trading Post Marc
- - A handful of NCR troopers
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Version 7.7
- Uncut Extra Collection Patch - Fixed conflict with newer versions of Extra Collection that caused the Primm NCR deputy squad to become enabled prematurely.
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Version 7.6
- Resolved conflicts with YUP 13.3.
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Version 7.5
- Resolved minor conflicts with YUP 13.2 and TTW 3.3.3.
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Version 7.4
- NCR Veteran Ranger Commander will now be properly disabled.
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Version 7.3
- Fix Fort Weather Station guards not being disabled with the rest of the Legion.
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Version 7.2
- Dedicated VNV patch has been retired. You can now use the normal patches for Viva New Vegas' new version of Uncut Wasteland.
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Version 7.1
- Set Brotherhood as an ally to the player in the testing terminal so they don't shoot at you when testing.
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Version 7.0
- Fixed floating light in Primm that wasn't disabled if NCR takes over.
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Version 6.9
- Resolved conflicts with YUP 13.1.
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Version 6.8.2
- Fixed issue with FOMOD that only let you select one patch for Uncut Wasteland.
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Version 6.8.1
- FOMOD: Added some missing info, the FPGE image, removed unused images (Thanks to Ungeziefi for the update)
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Version 6.8
- Resolved conflicts with YUP 13.0 and Uncut Extra Collection 0.92.6.
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Version 6.7
- Fixed dirty edit in AWOP Patch
- Fixed dialogue condition error in AWOP Patch.
- Resolved YUP 12.9 conflicts in Uncut Wasteland Patches.
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Version 6.6
- Updated Uncut Wasteland (VNV) patch.
- Forwarded a couple of YUP fixes that were missed in the last update.
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Version 6.5
- Resolved conflicts with YUP 12.9.
- Fixed bug where JacobstownMutantToggle wasn't disabled in the ending. Mods can now make use of this enable parent.
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Version 6.4
- Fixed oversight in VNV Uncut Wasteland Patch which caused Marcus to use incorrect greeting. (Thanks to ThatPerson3415 for the report)
- Set Securitron story globals in testing terminal and disabled House's terminal independent ending. (Thanks to Nehred for the report)
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Version 6.3
- Added Lonesome Road as a master to the patches. (Big oopsie on my part)
- Added a separate patch for the Outside Bets version of Uncut Wasteland.
- Changed the GetGameDaysPassed check to properly account for TTW since it changes the start date.
- The out of order sign outside the embassy no longer appears if Racket was stopped but the Legion won.
- Added A Very Uncreative Collection of FPGE Mods and the Uncut Wasteland VNV patch to the FOMOD installer.
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Version 6.2
- Resolved conflicts with YUP 12.7.
- Fixed JIP error message displaying wrong version number.
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Version 6.1
- Added Native Brotherhood and House Truce support. (I hate you Trooper)
- Added a check for the Brotherhood taking Helios if they're still locked down as this accurately represents the ending slides.
- Refactored all scripts in the mod, reducing their sizes quite a bit and improving performance.
- Made it so the NCR Ranger at The Fort doesn't try to crucify themselves anymore.
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Version 6.0
- Properly set the variable when the Kings die in the endings so Radio New Vegas and other NPC's react.
- Added more Legion content in some NCR locations, they will now paste over and destroy all NCR posters.
- Fixed the Uncut Wasteland patch so it now disables the duplicate dying NCR soldiers near Forlorn Hope if Outside Bets is enabled.
- Changed the static Legion flags so they don't make flapping sounds when they aren't moving.
- Made some adjustments to the Legion Securitron dialogue as it wasn't playing for all of them.
- Removed the giant smoke plume at the Embassy in the Legion ending as it just looked ugly.
- Made it so the NCR dollars in the Lucky 38 seen in the NCR ending are the proper variants.
- Boone is now available as a companion if he re-joins First Recon, he will also make camp north of Novac if it's destroyed so he doesn't turn into a Ghoul. (Dismissing behaviour has been adjusted so he goes to these places when not a companion.)
- Crucified Arcade and Boone now have actual lines instead of a generic message.
- Fixed it so the NCR hostility fix actually works if you don't upgrade the Securitron army in the Yes Man ending.
- Disabled one line about the NCR having to go to Freeside if they lose the Mojave.
- Added more variety to Legion corpses.
- Merged "FPGE - Varied Praetorians" made by ledzepiv.
- Fixed the NCR recruitment brochure being ever so slightly British.
- The Fort is now accessible and shows the battle aftermath in the Securitron/NCR endings.
- NCR camps will now have burning Legion bodies to show a battle actually took place there.
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Version 5.6.5
- Updated the main plugin to include recent YUP changes.
- Updated the TTW patch to include some recent TTW changes.
- Changed the script overwrite message since people were cleaning plugins inappropriately.
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Version 5.6.4
- Fixed bug in Outside Bets patch: several Primm Gamblers added by OB were getting disabled in every ending, even though they were only meant to disabled in the Legion ending.
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Version 5.6.3
- Updated the TTW patch AGAIN to update one record that was crashing in a more harder to detect way.
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Version 5.6.2
- Fixed a very bizarre crash in the TTW patch.
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Version 5.6.1
- Fixed the hardcore detection script so it actually works properly.
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Version 5.6
- Reverted the UDF changes as they seem to make people crash randomly.
- Fixed some missing functions I forgot in the last update that restarted the disguise quest and allowed the player to level up.
- Changed the syntax of the BSA to match vanilla.
- Made all patches that I could ESM flagged.
- Changed some patches so some enable parented actors are now persistent as they should be.
- Removed injected records from the TTW patch.
- Removed 3 rubble piles I missed.
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Version 5.5
- Removed most quest scripts in favour of UDF's which results in increased performance/responsiveness for post-game events.
- Moved most code out of FadeToCreditsTimerScript.
- Fixed some refs that were being disabled despite the fact they were enable parented.
- Lowered the script processing delay of the NPC punisher so it works effectively.
- Carried over some more fixes from TTW that I somehow forgot into the patch.
- Added a new variable that can be used to identify when all the scripts for post-game have finished.
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Version 5.4
- Made it impossible to mention Benny to Swank if you haven't met him already after the game ends.
- Now uses the SetGameHour function from JIP instead of Set GameHour to avoid corrupting game time globals.
- Hardcore tracking is now toggled off when time is advanced to avoid killing you instantly.
- The overwrite script now has a more robust check for the TTW patch.
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Version 5.3
- Bugs reported by AVeryUncreativeUsername (Trooper):
- Benny is now disabled in the NCR ending if you somehow avoid him throughout the whole main quest.
- Cleaned some patches.
- Fixed the Uncut Extra Collection patch so it doesn't disable/enable things incorrectly.
- From myself:
- Separated the TTW patch into it's own plugin to make future updates easier.
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Version 5.2.1
- Fixed an issue in the TTW patch where it would show this in the error log: Could not find reference (02001951) for condition item on owner form.
- Updated the FOMOD installation version number so it doesn't show as outdated in mod managers.
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Version 5.2
- Ada Straus is now kept alive in the Novac endings. (Properly done this time)
- Fixed two NPC's that were attached to enable parents erroneously.
- Updated the TTW patch to support TTW 3.3.
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Version 5.1
- From Trooper/AVeryUncreativeUsername
- Anderson from the Followers is now properly disabled.
- Set Legion gambling notice notes to player owned so reading them doesn't count as stealing.
- Conditioned Eddie's dialogue to prevent player from starting I Fought The Law after the ending as this would lead to the player gaining a quest they cannot complete.
- Fixed Caesar in Lucky 38 having the Platinum Chip.
- Attached Motor-Runner's dogs to the FiendToggle enable parent so that they properly get disabled.
- Attached Legionary in Hidden Valley bunker to correct enable parent.
- Fake King, Pacer, and Sergio that don't despawn when cell resets are now placed if Kings are killed allowing you to get their unique items.
- Resolved conflicts with YUP 12.3.
- Updated YUP patch.
- Updated Uncut Wasteland patch.
- From Kazopert
- The Omerta Cashier and White Glove servers are now disabled as intended.
- Made some missed NPC's persistent.
- Made the independent ending riot timer use the more reliable JIP function and reduced the time it goes on for to 1 week.
- Removed most rubble piles and added content to areas that were previously blocked off.
- Ada Straus is no longer killed in the event of Novac being attacked as she is a doctor.
- The NCR will no longer take over Cottonwood Cove if it's irradiated, additionally, if they take over and the barrels are released, they will now be killed.
- If the Vault 19 Powder Gangers surrender to the NCR and the NCR win, they can now be seen imprisoned at NCRCF.
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Version 5.0
- Removed incorrect random flags from RNVDamStory.
- Securitrons that are around Vegas will now say Vegas specific lines instead of "Move Along".
- Fixed some rubble in the Ultra-Luxe that was connected to the wrong enable parent. (Thanks Ryanmar for the report.)
- Restored a line that legionnaires at the Dam would say if they won.
- Restored NPC's/post game dialogue for the following: Tech Sergeant Reyes, Jake Erwin, Red Lucy and Fantastic. (All post-game dialogue in the game has now been restored.)
- Colonel Moore will now be called Brigadier General Cassandra Moore in an NCR victory. (Thanks AVeryUncreativeUsername for bugging me about it incessantly.)
- Removed condition from one of Crandon's dialogue lines referring to the NCR as it could block "Someone to Watch Over Me" from starting. (Thanks yarrmateys for the report.)
- Made some changes to some post-game dialogue in Freeside referring to the Securitron army so it can be said in both House and Independent endings.
- The crucifixes in the Legion ending have been lowered so they don't appear to be partly floating. (Thanks FAMPmod for the report.)
- Doc Mitchell now remains in the Legion ending. (Thanks FAMPmod for the suggestion.)
- Prime Decanus's can now appear among the post-game Legionnaires. (Thanks FAMPmod for the suggestion.)
- General script optimizations by removing redundant MoveTo's.
- Flagged Legate Lanius's armour as playable so you can now take it off his body.
- The mod now checks that the appropriate dependencies are installed. (Thanks RoyBatterian for the original scripts.)
- The Vikki and Vance floor manager is now disabled along with the dealers. (Thanks Nehred for the report.)
- Re-done facegen so it's converted properly.
- Removed the Populated Casinos patch in favour of Ryanmar's Casino Crowds patch.
- Removed patches for Strip Open and other general Strip mods, please use the ones linked in the FAQ/FOMOD installer.
- The Securitrons at the Strip gate will no longer say their attack lines to FPGE NPC's enabled there.
- If the player barges past the guards at the control room of Hoover Dam, the NCR won't be stuck permanently hostile to the player when the game ends anymore.
- Corrected an issue with Outside Bets where the NCR at Nelson would reappear. (Thanks yarrmateys for the report.)
- Removed invalid dead flags from alive NPC's.
- Powder Gangers will now also be crucified in the NCRCF Legion ending as the ending slides state.
- If you help the Omerta's with Racket, there will now be visible damage to the Ultra-Luxe and Tops.
- Powder Gangers near Sloan will now be removed in the NCR and Legion endings, additionally added 2 camps along the same route.
- Securitrons in the Legion ending will now only say their respective line for that ending.
- Somehow, equipping dead NPC items stopped working as intended, updated the scripts to re-fix the issue.
- Updated the YUP patch to reflect changes in YUP 12.1.
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Version 4.0.1
- Fixed a goof of mine in the FOMOD information where it would cause mod managers to report it as 3.7.1.
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Version 4.0
- - Added handling for some NCR troopers, safehouse NPC's and Ted Gunderson that were missed.
- - You can no longer leave the Mojave through the Mojave Outpost after ending the game if you've nuked the Long 15. (Note, this adds a Lonesome Road dependency.)
- - Due to popular request, the computer consoles in the Lucky 38 now get disabled along with Yes Man/House in the appropriate endings.
- - Due to popular request, Caesar's chair now gets disabled if he leaves for the Lucky 38.
- - Corrected persistence for some OnLoad objects.
- - Sergio is no longer disabled and is killed instead, allowing you to recover his unique if you so please.
- - Corrected an issue where Private Stone would refer to the Legion when they've been defeated.
- - The winning faction now has a presence in the TTW train station.
- - Corrected an issue where killed NPC's were stripped naked.
- - Added extra handling to the extra collection patch so it accounts for some NCR troopers.
- - Removed enable parents from Andy thugs and Kings as they are disabled/enabled through scripts.
- - Cass's quest will now be failed if you don't deliver the invoice to Hildern should he be disabled.
- - Fixed the positioning of some signs in Freeside in a House victory.
- - The script overwrite checker now reports exactly what mod is conflicting. (Thanks lStewieAl and c6!) (Adds a JohnnyGuitar NVSE dependency.)
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Version 3.7.1
- For ease-of-use, the mod now uses a FOMOD installer so you don't have to search for each patch you want on the file page. (Thanks to Wenderer for their FOMOD Creation Tool!)
- Fixed a potential script resource conflict with the patch scripts, they now run after the main FPGE quests are finished.
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Version 3.7
- Made the script portion responsible for re-enabling fast travel more robust.
- Added the option to leave the Mojave and finish the game proper after you conclude the Hoover Dam battle.
- Further tweaks to the fade script so you can't walk around whilst the fade to black effect disappears.
- Carried over another YUP fix.
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Version 3.6
- Removed the Choicemaker, you can now speak to Yes Man to control the outcomes of the Independent ending.
- Made more script revisions/optimizations.
- Made it so if you hire Beatrix at the Atomic Wrangler, she won't get disabled if the Followers leave.
- Merged/removed some redundant quests.
- Fixed the ending slides so they fade in/out correctly like the base game.
- Corrected persistence flag on some captive markers, it was preventing enslaved people from using them.
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Version 3.5
- Further optimizations to all my scripts, should be even more responsive now.
- Fixed a script that was responsible for enabling the ED-E clones at NCR outposts.
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Version 3.4
- Added ownership to objects within the Lucky 38 and an outpost I missed.
- Accounted for the Vikki & Vance encounter if the game has been ended already.
- Conditioned Arcade's dialogue referring to the Hoover Dam battle.
- Considerably optimized the scripting in the mod, instead of running all scripts at once, they are now ran sequentially to avoid high demand on the scripting engine. (Should reduce cases of where the mod fails to work for some people.)
- Updated some of the patches to account for some things I missed.
- Conditioned Boone's force greet package to only be used before the game is over.
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Version 3.3
- Decompressed all mod records, should result in a faster loading times whenever this mod's resources are loaded.
- Updated the Extra Collection patch to include the Vault 21 Securitron.
- Fixed a choice recursion in the Choicemaker dialogue that threw NVAC errors.
- Made the script conflict checker more robust.
- Attached all Helios One Securitrons to their own enable parent so that if the Brotherhood take over Helios, they won't get pushed out if you want Securitrons around Vegas.
- Added ownership to all beds, should stop random NPC's from sleeping in outposts.
- Carried over YUP 11.8 changes.
- Attached a gambler to an enable parent that I missed.
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Version 3.2
- Minor script optimizations.
- Made a script account for the fact that Cass may leave you before you end the game.
- Removed useless faction flags.
- The mod now checks whether another mod is overwriting the FadeToCreditsTimerScript and warns you accordingly. (Adds JIP dependency.)
- Navmeshed 2 cells the mod uses, removes the risk of degrading game performance.
- Fixed a certain NPC that wasn't getting disabled. (I hate you Lucullus)
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Version 3.1
- Fixed an issue where if you gave over a companion to the White Gloves, they would be seen wandering around after the game ends.
- Massively simplified the advancement of the game time when the game is finished.
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Version 3.0
- Heavily optimized every script in the mod, should be more responsive and less heavy on performance.
- Independent rioting system has been vastly simplified, now only uses the vanilla respawn system and enable parents.
- Added the option to choose whether you want Securitrons and rioting in New Vegas in an independent ending.
- Fixed a few OR conditions that the mod broke unintentionally.
- Conditioned a few pieces of dialogue that needed it.
- All dead bodies no longer use levelled lists, removing the need for them to have scripts and eradicating the issue of them not showing up occasionally.
- All NPC's now use their original vanilla template which ensures that mods such as New Vegas Redesigned carry over their edits without the need for a patch.
- Added new NPC's in a House and NCR ending.
- Fixed trader dialogue to no longer use Boomer dialogue and added generic civilian dialogue to another.
- Made all NPC's and creatures persistent as they should be, so they don't disappear randomly.
- Mod added Securitrons now use generic Securitron dialogue.
- Added a faction presence around the East Pump Station and outskirts of New Vegas as I didn't include any there for some reason.
- Fixed the annoying flapping flags around some areas by replacing them with less flappy ones.
- Enslaved people now wear slave collars.
- Ghost and Anders will now remain depending on your choices.
- Camp Forlorn Hope being destroyed is now averted by 1st Recon being there.
- The NCR that attack Nelson and Paladin Todd will now be disabled as appropriate.
- Cleaned up a few wild edits that got through and done a general clean-up of records that this mod doesn't need to touch.
- Included code so when the game day is advanced at the ending, it eradicates the chance of breaking any time related game functions. (Thanks to the YUP team for fixing the vanilla code so I can use it.)
- Freeside thugs will now no longer show up in every ending apart from independent.
- Restored unused Veronica dialogue referring to the outcome of the Hoover Dam battle, a new dialogue option will show up if you talk to her after it takes place.
- The Van Graffs will now no longer act as if you've helped them even if you didn't after the game ends.
- Bartenders on the Strip that sell alcoholic drinks are now removed in a Legion ending as well as the drinks at their respective bars.
- Companions will no longer give you their own equipment if they leave, you will still get your stored equipment back, however.
- In most Black Mountain endings, all Super Mutants, not just the Nightkin, will disappear from Black Mountain.
- Massive amounts of little changes and fixes not worth noting or that I forgot about.
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Version 2.0
- If Caesar is alive, Lanius will now be present at Hoover Dam training legionaries.
- Removed changes to Securitron dialogue in the Legion ending.
- Removed weapons from enslaved/crucified NPC's.
- Arcade will now be present at the Lucky 38 if he is enslaved by the Legion.
- Boone will now either re-join 1st Recon or be crucified at the Fort, handling was also introduced to stop him hating the player if Novac is destroyed.
- Removed the overwrite to VMS57 and used an alternative method to fail the quest.
- Script optimisations.
- Loads of little changes and fixes that I've forgotten or aren't worth mentioning.
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Version 1.6
- Re-added access to the Lucky 38 Penthouse. Now, the faction leaders will be present as well as a few other changes based on who takes over.
- If the player upgrades ED-E by giving him to the Brotherhood, they will now have a good number of eyebots wherever they reside.
- Fixed the Nightkin spawning on the roads at night. (They have been moved to a seperate script which doesn't get stopped.)
- Made the hanging Misfits have a more natural death pose instead of staying in the default pose.
- Added a few companion quest contingencies to prevent them being started should they fail.
- Packed all assets into a single BSA instead of two.
- Added random end flag to Brotherhood patrol dialogue.
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Version 1.5.1
- Updated file extension so that it shows as an ESM instead of it being ESM flagged ESP. (Note, you should refrain from updating to this on an already ongoing playthrough due to left-over references and the overall quirkiness of the GameByro engine.)
- Removed unneeded variable from the FadeToCreditsTimerScript.
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Version 1.5
- Properly fixed ED-E getting disabled, turns out his script that enable/disables him in the FadeToCreditsTimerScript was at fault.
- Added additional handling for Forlorn Hope should the camp already be wiped out.
- Optimised the mod a good bit by stopping most quests after they're done.
- Corrected an issue that could cause the main NPC disabler to hold up and stop working.
- Added handling to NPC's that would leave the dumping cell.
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Version 1.4
- Fixed ED-E's code block so he gets disabled in the appropriate scenarios.
- Updated Private Edward's code block to ensure he isn't disabled in an NCR ending.
- Optimized the disabling of Daisy Whitman as she is enable parented.
- Actually disabled the Legion if the Securitrons are upgraded in an independent ending. (Big oopsie)
- Added a feature so that if companions leave permanently, they will give the player their items back.
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Version 1.3
- Should be the final update of this mod for quite some time.
______________________________________________________________________________________________ - Fixed a nasty issue with PNAM where dialogue was out of order and broke some dialogue. (PNAM was completely restored and ported from the first version of the mod to remedy this.)
- Fixed a few pieces of dialogue that, when checking globals, checked for reference or target rather than subject, leading to a null reference.
- Fixed a small amount of condition ordering in dialogue.
- Accounted for the Legion at Helios One outside of a Legion victory.
- Added Colonel Moore and Ambassador Crocker to the list of disabled NPC's should the NCR lose.
- Added GetDead checks to some followers in their respective code blocks that I forgot.
- Other small things that escape me.
- Should be the final update of this mod for quite some time.
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Version 1.2
- Additions
______________________________________________________________________________________________ - Included additional handling for the Brotherhood so that if they are destroyed, any of them outside of the bunker will be gone too.
- Included handling for Bill Ronte, Jacob Hoff, Santiago and Old Ben so that they are disabled appropriately in Legion/Follower bootout endings.
- Fixes
______________________________________________________________________________________________ - Covered up the door to the NCR Embassy as it was made accessible in the last update.
- Edited Hoover Dam trigger scripts so that any remnant NCR trooper or Legion soldiers will be disabled correctly. (Note, a small amount of NCR troopers/Legion soldiers are spawned in, and as such, I can't do anything about them)
- Set back a variable so that if the player repairs the Legion howitzer and the Legion win, the howitzer will stop firing.
- Removed redundant record from Outside Bets patch as it is no longer required.
- Moved most edits around the Freeside Train Station to avoid conflicting with TTW's building placement. (Thank you ChuckSteel for the images!)
- Probably other things I've forgotten.
- Additions
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Version 1.1
- A massive chunk of fixes, mostly due to good ol' Roy mentioning them to me which I fixed.
______________________________________________________________________________________________ - Removed a wild edit to a roombound in Vault19a
- Made every dead NPC included by this mod persistent.
- Made vTopsBartender01 and vTopsBartender03 persistent as they need this flag due to the fact they are vendors.
- Added the "Random End" flag to a piece of dialogue in the quest VFreeformFreeside.
- Removed all PNAM from dialogue that YUP hasn't touched already. (Should reduce the incidence of any difficult to track down bugs in regards to dialogue.)
- Connected 188Alexander to his proper linked ref.
- Made VCottonwoodCoveSlaveDead persistent.
- Changed Potomac to NVCleanWater in the worldspaces WastelandNV and WastelandNVmini.
- Fully moved over to an ESM flagged main file. (Should reduce load times and memory usage as well as eradicate the mysterious crashing issue entirely.)
- Changed the appearance of some pieces of rubble that didn't make sense.
- My own fixes
______________________________________________________________________________________________ - Changed handling of assassins so they actually get disabled now. (Note, this isn't retroactive and they will stay enabled in a already ended game)
- Changed naming of some NPC's.
- Flagged riot sound markers as persistent to avoid the strange bug where they wouldn't play.
- Other things I've probably forgotten.
- A massive chunk of fixes, mostly due to good ol' Roy mentioning them to me which I fixed.
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Version 1.01
- Instead of setting stages on Yes Man quests, this mod will now simply complete all objectives and stop them, as to avoid the set stages upsetting the NCR or Legion.
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Version 1.0
- Initial version
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You've all most likely heard of mods such as CAGE and Continue After Ending by McLion. Whilst these mods are great, and allow you to continue after you conclude the battle of Hoover Dam, that's all they do. The world doesn't change; the dam battle still takes place as if nothing changed, if you help the Legion, they never take over New Vegas, NCR troopers are still around and act as if they haven't lost yet, and if Goodsprings was taken over by the NCR, this isn't represented at all.
This is where this mod comes in. Set two weeks after the game ends, the dam is taken over by the respective faction and the fighting stops, the Kings will get eradicated by the Legion, if alive, the Brotherhood of Steel will take over Helios One and patrol the roads, and the Great Khans will evacuate their camp, taking everything with them. This is only a small portion of what can take place however, and there are a massive amount of things that change based on how you play. If you want more information regarding this, feel free to download and read through my document in the optional file section.
Not only this, but dialogue has been changed to represent whatever endings are chosen, for instance:
"We'll show everyone that these are our new territories!" - NCR citizen. This is no longer shown should the NCR lose, why would they prattle on about this after they lose?
"We won't go quietly, the Legion can count on that" - NCR trooper. No longer shown should the Legion fail miserably, they wouldn't exactly need to worry about that after they win would they?
This is only a small selection mind you, but it's just a demonstration on how much love I've poured into this mod. I've played New Vegas for years and loved it ever since, so I thought it only appropriate that the game had a proper ending. I've considered nearly everything, so worrying about missing content or otherwise shouldn't be an issue.
Installation/Uninstallation
To install this mod, you can either install it using a mod manager of your choice, or you can manually install it yourself by placing the ESM and BSA in your New Vegas data directory, it's that simple, however, ensure that this is done before the Hoover Dam battle as if done afterwards, it may cause oddities. What I cannot recommend is removing this mod at any point after the game has ended, as if you do so, there will be a ton of missing assets, inconsistencies and otherwise breakage, if you really must remove the mod however, ensure you only do it before the ending.
Additionally, please ensure you have the latest versions of xNVSE, JIP LN NVSE Plugin and JohnnyGuitar NVSE installed. As of version 4.0, this mod requires both of them to check for record conflicts that would stop it from working and failure to install it will break some of the mods scripts.
Compatibility/Load order
In regards to compatibility, there are effectively two tiers of mod I consider. One is incompatible, effectively meaning that having this mod installed alongside another will break this or the other depending on where they're loaded, thankfully, these are far and few between and few mods should pose an issue like this. Next up are "inconsistent" mods, these are mods that won't break this one, but will make this mod seem redundant, such as additional soldier and citizen spawns which this mod will obviously not be able to cover, more on this further down. For obvious reasons, do not run this mod alongside any other "Continue after the ending" mods.
Patching/mod creation
Because of "inconsistent" mods as mentioned above, patches may need to be made for said mods to work well with this one. Documentation on this is held within the mod with the editor ID of "AEndingDocumentation", this is present in a testing cell and can be accessed by typing "COC AEndingHandlerCell" into the console. This cell also helps to ensure that any patches you make function properly as it allows you to quickly test the outcomes of certain factions and otherwise.
Disclaimers and other general notes
- This mod is very well complemented by The Living Desert, which adds a sizeable amount of post-game content in addition to FPGE.
- This mod contains no UDR's, ITM's or deleted navmesh, making it safe to use.
- Most changes made by YUP are carried over to ensure it works properly with this mod. However, you should use the YUP patch to carry over certain edits that cannot be done without needing a master dependency.
- This mod was designed with compatibility and stability in mind, it only edits what it needs to and has been thoroughly checked in FNVEdit.
- Whilst I went through the game to disable all NPC's as appropriate, the game is very large, and as such, some things "may" have been missed, if so, report them to me and I'll fix it ASAP.
- This mod does not impact the game at all before the ending slides have taken place. The only quest that will run regardless of this is a variable quest that changes variables based on player actions so that everything can be accounted for at the ending.
That's it really, if you have enjoyed the mod make sure you endorse it and share it with others to help it grow.
Thanks- Kazopert~