4264 comments

  1. kazopert
    kazopert
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    FAQ - Frequently Asked Questions

    Before posting in comments with a query about what this mod does, please first read the compendium in the documentation tab.

    Q. Is this compatible with CAGE or any other ending mod?
    A. No! This mod serves as a replacement for these mods and should not be used with it under any circumstances.

    Q. Is this compatible with House/Legion - Brotherhood alliance?
    A. Yes, the scripts were designed with these mods in mind.

    Q. There are NCR troopers at the Mojave Outpost, Kazopert why u stoopid?
    A. This is an intentional choice, the ending slides state that when the NCR get pushed out, they were driven back to the Mojave Outpost, hence they cannot be in Nevada per se, but still keep an eye on events in the Mojave. If anybody feels strongly about this, they're more than welcome to make a patch to remove the troopers there, the guidance is all available in the testing room, this is as much a gameplay mod as it is a modders resource.

    Q. I finished the ending slides and I'm asked if I wanted to load a save or continue, Kazopert, why is your mod broken?
    A. It isn't. You've disregarded a message pop-up telling you the steps to remedy the issue, and if this message doesn't appear at all, you haven't installed the required versions of xNVSE, JIP LN NVSE Plugin and JohnnyGuitar NVSE.

    Q. Is this compatible with armour/weapon mods that affect NCR/Legion?
    A. This mod uses the vanilla levelled lists, as such, any changes to them will carry over to FPGE.

    Q. Your mod doesn't work, nothing changes, I can't fast travel anymore, and/or I can't move.
    A. You're using a version of the game that isn't in English, use the available translations to address this problem. Alternatively you're using mods that have deleted vanilla assets which make the FPGE scripts crash, in that case remove them.

    Q. How do I leave the Mojave after I've concluded my business there?
    A. When you end the game, you have the choice of leaving the Mojave to conclude your business there for good. You can leave through 2 ways, either through the Mojave Outpost gate (Assuming you haven't nuked the Long 15) or the wreckage near Brooks Tumbleweed Ranch.

    Q. Is this mod safe to update mid-game?
    A. Assuming I haven't put a disclaimer up saying so, yes.

    Q. I use the Outside Bets version of Uncut Wasteland, do I still need both patches?
    A. Yes, the mods add separate assets so both of my patches are still required.

    Q. Does this work with a Tale of Two Wastelands?
    A. Yes, a patch is provided. However, please note that this mod only supports TTW 3.3.2 and above, older versions will never be supported.

    Q. FOMM is giving me a "typeDescriptor invalid" error, how do I fix it?
    A. Unfortunately, older mod managers have issues with FOMOD's. You have two options, you can either use a more modern mod manager, or you can manually install this mod.

    Q. Can I play the DLC's after I finish the base game?
    A. Yes, you can. Note however that due to the fact that, chronologically, the DLC's are done before the battle of Hoover Dam, some elements the DLC's refer to will not make sense.

    Q. Your mod is broken, it crashes my game on startup!!!
    A. No, you don't have the Lonesome Road DLC installed. You should buy it, nice DLC.

    Q. Can I still complete quests after the game ends?
    A. All quests associated with factions will fail depending on the ending you get, unaffiliated side quests are untouched and can be played as normal. See the Compendium for more details on what fails.

    Q. Is this compatible with mod A or Mod X?
    A. I have a variety of patches in my installer, but if what you need patching isn't in there, feel free to check this patch collection by Trooper: A Very Uncreative Collection of Mod Patches at Fallout New Vegas - mods and community (nexusmods.com)

    Q. YUP is overwriting FPGE scripts! What do I do?
    A. Load the YUP ESM before this mod, as with all other mods.

    Q. Is this mod compatible with The Living Desert?
    A. Yes. I would heavily recommend it as it complements FPGE very well with its own post-game content.
  2. deleted78355343
    deleted78355343
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    Before posting a comment, make sure you have thoroughly read ALL of the mod's documentation. This includes the description, pinned comments, and articles. The mod's features are thoroughly documented and the information available to you. We will not keep answering the same question over and over again. Read the documentation and save everyone time. 

    Before making a bug report, make sure it is an issue with FPGE itself or its patches. Make sure the bug is reproducible and provide detailed information about the bug. Issues with third party patches will be ignored. Issues regarding mods not relating to FPGE's included patches will be ignored. Issues regarding your setup will be ignored. Ticking everything in the FOMOD installer without reading what you're ticking and having crashes does NOT count as a bug. The bug reports section is for technical issues with the mod, it is NOT a general support forum.
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    If you receive a message saying that YUP is overwriting FPGE then your load order is incorrect. This The correct load order for YUP is as follows:


    • Base game and DLC ESMs
    • YUP - Base Game + All DLC.esm
    • Functional Post Game Ending.esm
    • Functional Post Game Ending - YUP Patch.esm
    • <All Other ESMs>
    • YUP - NPC Fixes (Base Game + All DLC).esp
    • <All Other ESPs>

    If you still receive the message then you are either trying to install the mod manually into Fallout New Vegas/data (unsupported), or your load order is not properly configured in your mod manager. 
  4. IXREDMENACEXI
    IXREDMENACEXI
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    Question, I was curious since the fallout remaster is most likely real, and the possibility of a FNV remastered would you be open to porting/remaking this mod in the future if the opportunity arises? Thank you.
    1. I wouldn't necessarily rule it out but if an FNV remaster were handled like Oblivion where it's a hybrid of the game's original engine and Unreal, then it would be more challenging because of the script extenders like xNVSE, JIP LN, and JohnnyGuitar. Even though Oblivion Remastered has a version of OBSE, the pinned comment from Ian even says to keep expectations tempered and goes a bit into about why Oblivion Remastered modding will be a bit difficult. So again if an FNV remaster were done in a TES/Unreal hybrid then the situation would be the same as it is right now for Oblivion. 
    2. IXREDMENACEXI
      IXREDMENACEXI
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      oh okay, well hopefully it becomes easier, this mod on a remaster would be amazing 
  5. visthename
    visthename
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    I have JIP, NVSE, and JohnnyGuitar but I received a message box from the mod saying NVSE not detected. I checked via console with GetNVSEVersion and it detected it as 6.
  6. Ghosty13552452
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    This mod will just not work with YUP for me got the patch, messed with my load order for hours, reinstalled both and I still get the bloody script pop up looked online did what they said and still its there
    1. What mod manager are you using?
    2. Ghosty13552452
      Ghosty13552452
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      Nexus MM
  7. Chrismckee
    Chrismckee
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    i keep getting the error popup even though i have the files installed and extracted its driving me insane
    1. MrRapeFace
      MrRapeFace
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      Still getting this issue myself too, even after following all instructions. Shame cause this mod sounds cool.
  8. ConfrereVF
    ConfrereVF
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    Hello!

    I have a problem. Epilogue is playing well, but once it ends, I have a fade-out, then a fade-in on the same place and picture. Can't move my character, unless I enter console command enableplayercontrols. However, this changes nothing.

    It seems mod works partially. My companion disappears while their ID locates them in Lanius' camp, but I don't have any pop-up telling "X is gone, you lost their special feature". Hoover Dam is still on siege, there are still rubbles on the road to prevent player to go out, but sandbags are gone (troops remain). Oliver and his rangers are still at the gates of Lanius' camp, I can interact with them (speaking to Oliver makes the ending conversation again, but doesn't trigger the epilogue).

    I tried both before the battle and after killing Lanius.

    I used a previous version of the mod in 2020 which worked very well with another toon, and actually I made the original French translation (but not the updates). Everything should be done to work, and a friend of mine doesn't have any problem with updated version. I even used one of her saves, but still didn't work on me.

    Obviously, updated NVSE, JIP and Johnny Guitar are properly installed, I don't have any error message.
    1. DreamsofEden
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      Did you manage to find a solution?
    2. ConfrereVF
      ConfrereVF
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      Unfortunately not
  9. 11mikhail11
    11mikhail11
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    Cant play the mod

    After the final cutsene, it tells me if I want to load the save before battle of hoover dam. I have all those script executors installed and I completed the game for caesar's legion. What should I do?
  10. RLTheCoolStudios
    RLTheCoolStudios
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    How to Install:

    1) Download Mod Organizer 2 (because all the mods are made for Mod Organizer 2)

    2) Download FPGE - Functional Post Game Ending

    3) Download JIP LN NVSE Plugin V.56 / +.

    4) Download JohnnyGuitar NVSE V.3.60 / +.

    5) Download New Vegas Script Extender (NVSE xNVSE) V.6.06. / +.

    6) Put the mod on Mod Organizer 2

    And normally everything works 😀
    1. Bigbossta10
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      y'all who send these comments are essential to modding noobs. You're f*#@ing goated
    2. Installation instructions are already in the description. 
    3. RLTheCoolStudios
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      I'm sorry if my "guide" under the Fallout New Vegas mods upset or offended some Nexus Mods users.
      Why did I do it?
      Simply because I know many people (even in my own circle) who don’t even read the instructions and ask in the "Posts" section how to install the mod. I just wanted to make things easier for everyone. Sorry...
  11. comsumir
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    Hello, i have one question about the mod.

    I'm playing English version of FNV, but i changed some files of the game to translate text and dialogues on my language. Will this affect on mod's working in any way?  It's just i tried to put  some optimization mods to remove crashes before, but they rather occurred more, and i suspect, it was because of these manipulation. So i want to know, may i playing with FPGE in this way?
  12. AnarchyFortune
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    Nevermind, computer being stupid
  13. nihilistic231
    nihilistic231
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    I got the (starting FPGE quest) message on console, is this part of the process?
    1. That's from The Living Desert.