Adds more locations to game at the more sparse areas of worldspace. Integrates few elements of DLC into base game and makes exploring worthwhile thing to do.
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Overhauled Ghoul Raiders. Renamed them to Downwinders gang (thanks Zinitrad for name). Gave them more varied equipment, removed sniper members in place for melee and leader types and fixed preacher having both energy or guns, instead either one spawning.
Overhauled Old Nuclear Test Site and Ghoul Raider Hideout (now named Downwinders Hideout). Added previously missing radiated bunker, although currently it is not playable.
Edited landscape beyond Crescent Canyon, should have less clipping, and the border should look less devoid of life.
Few various item swaps that are minor.
Version 5.2
Fixed (hopefully) issues reported on bugs section.
Rebalanced few containers and placed items.
Worked some floating objects and clipping issues.
Version 5.1
Sweet6Shooter offered out their tweaks and edits of the mod. After going through them for a good while, I decided include them all in. Here's a list of things they edited out:
Switched sink in Viper Infested Train Tunnel to dirty water
Switched some of the robots in the Observatory to other types for variety
Altered plasma rifle at observatory to laser rcw to give it a chance to shine more in the early game
Switched displacer glove to power fist, since that's a reasonable time to get a normal power fist, but much too early for a displacer imo
Switched the plasma mine near it to be chromed tubes for the power fist
Removed lock on bottom floor door
Fixed capitalization on Xander Root Cave
Switched a generic terminal (that, if memory serves, said it would unlock something but didn't) to a locked terminal in the lucy gray base that unlocks the elevator
Added a radiation marker to make the entirety of the toxic cave radioactive in addition to the hotspots
Switched the crate containing weapon mods in the toxic cave shack to have a base game weapon mod lvli for more compatibility with mod added weapons and so that it wasn't providing mid to late game weapon mods
Added a key for it and put it on the ghoul ambusher
Reduced it's loot a bit
Rewrote the toxic cave shack ghoul notes to be more colloquial, come across more natural, and add character to the ambusher
Gave him earlier game equipment, since his other stuff was mid game equipment - I think this makes more sense, as he's a scavenger/raider
Changed Abandoned Carage to Abandoned Garage - not sure if this was a pun, but it looked like a typo
Changed the unarmed weapon in the nightstalker den bag to spiked knuckles specifically instead of a list containing a power fist, as it's too early for one IMO, but a good time for spiked knuckles
Fixed name of Night Stalker Den to Nightstalker Den, as that's how the game spells that creature name in every other place
Switched the crates near the military truck in one of the desolate areas a bit southeast of the mojave outpost to have some 50% condition .45s and ammo in addition to a few incendiary grenades, and one of the metal boxes is locked and provides more ammo - those containers previously had just incendiary grenades and a little bit of generic ammo
Switched the ruined ranger station's loot cache from using a duplicate of the toxic cave's trunk - it instead has a decent ammo supply cache, a grenade rifle, cowboy repeater, flare gun, and a hunting rifle scope. This is a pretty early chance to get a scope, but that area is actually pretty spicy and I think it's a decent reward, and a great chance to get a scope to use on any mod added early game weapons that use that scope item
Switched jackals at ruined ranger station to use jackal weapon lvlis instead of generic wastelander ones - while it might have made sense for them to have more generic stuff given their context, there's not very many instances of jackals, so having them use their signature guns adds to flavor
Fixed some typos on a pair of creature names
Switched the metal armor corpse near goodsprings on the way to chance's grave to use lightweight metal armor and have more early game explosives, rather than tier 3 ones
Switched the primm bloatfly cave 25mm apw body to have regular 25mm instead of timed
Changed the cannibal leader in the cannibal cave in the early game to have a low condition ripper instead of combat knife, to make him more dangerous
Changed Roger Wilco to have low condition space apparel, changed his ammo count to be variable
Switched Jeffrey, that spore plant scientist, to have a plasma pistol - the gauss rifle was way too early a time to get it, but it's a good time to swap up to a plasma pistol for EW characters that have developed the ammo supply to spare on the increased per shot consumption - though he also has a recycler as well
Switched the robots nearby the 188 at the observatory to be regular protectrons instead of OWB ones - OWB protectrons have an unreasonable amount of health, and I don't see why it wasn't standard ones in the first place
Disabled two of them cause they constantly respawn and attack the 188 - this would be fine to have happen once, as it's interesting, but I didn't wanna bother to alter the placed creatures to not respawn
Switched a tier 3 dufflebag to a tier 1 one somewhere - can't remember exactly where and Edit doesn't give much info about items placed in worldspace cells that don't have a name
Version 5.002
Thanks to Demorome for improving Bloatfly script, shouldn't cause anymore crashes.
Version 5.001
Fixed some reported issues.
Version 5
This one is a big overhaul I decided to finally do for the sake of actually having it to work around with other mods. As far as mod is concerned, this is it. I don't plan or have intentions to add any more locations to this mod. The next updates for this mod are purely updates, patching and what not.
-Removed Solar Station from Invapah Lake and moved it to Old Nuclear Test Site
-Removed Primm Bunker
-Removed Mountain Springs
-Removed Northwest region completely (It was done few iterations ago, but this time letting other people know. THIS MEANS COMPATIBILITY PATCHES FOR ZION TRAIL AND OVERSEER'S MOD TAKING PLACE IN THERE ARE OBSOLETE.)
-Removed Westside rooftops (I figured Overpasses is where the focus should stay at.)
-Removed unused entries, and swapped all spore plants that spawn with base game versions (so if you use mod that edits spore plants, those spore plants get affected too)
Planning to do more changes, one thing at a time...
Version 4.7a
Fixed reported issues.
Version 4.7
Fixed reported issues.
Made upper Train Tunnels infested with Deathclaws and Super Mutants accessible again. Might as well keep it since it causes no harm (thought it could be improved).
Green Springs Cave should have its entrance back.
Border walls on newly added area should be disabled now.
Landscape seam in Ranger Station Charlie should had been fixed.
2 map markers removed from removed locations.
Fixed floating barrel.
Moved some of the securitrons away so they're not instantly aggroing you while you are at 188 post.
Version 4.6
Fixed reported issues.
Included Optional file for LOD that should be now fixed and not cause issues.
Version 4.5
Removed entirely north east and north west areas.
Removed Clark Field edits.
Made upper Train Tunnels infested with Deathclaws and Super Mutants inaccessible for now.
Removed Yao Guai challenge from Yao Guais at Griffith Peak.
Version 4.1
This will be the last small edit for version 4. The next release will have more major changes.
Reduced health of Ghoul Raiders and gave them appropriate food item.
Removed custom made Viper and Jackal spawns and replaced them with in game existing ones, allowing other mods to change said spawns.
Removed Scorpions from Westside rooftops and replaced it with Westside citizens, militia and a trader.
Forwarded fixes from Navmesh Fixes and Improvements.
Version 4.005
Fixed whatever was reported in bugs tab.
Removed remaining unvoiced NPCs.
Version 4.004
A dynamic Enclave Invasion update. Enclave will invade Mojave, starting out by sending out Eyebots that play Mojave Music Radio and dynamically and immersively take over locations. The idea came out from one of the comments thanks to Wastelanddrifter1, to quote:
I'd like to see some locations that made it look like the Enclave were about to launch an invasion of the Mojave (with all locations seemingly serving a different use for their invasion like a port/small new town/outpost/fort/ect. (with loads of Enclave and turrets), lore-friendly or not... Heck, I'd also like to see a bunch of Rangers/Heavy NCR troopers/ BoS Paladins working together to raid these places with their own respawning points every-so-often and in addition have their own new fortified outposts/checkpoints scattered through the map as well as to seemingly scout these new enclave fortifications from a distance or keep other unwanted guests such as raiders/mutants/ect. out of populated areas, with the said checkpoints again, throughout the Mojave. Also, it would be neat if it looked like the NCR was also slowly taking over former unpopulated/non-NCR/vanilla creature infested parts of the Mojave while all this tension is going on, perhaps with the Enclave as their main distraction of expansion.
Version 4.003
triple sub digit versions so far has been cleaning out bugs that people has reported and removing few instances of questionable content, like Louis Store and Gun Runners Weapon Testing Facility.
The subsequent plans for this mod for now is to improve existing locations and bring more life and variety to them. A slow process due to still being on the break, but I'm taking notes on what to improve.
Version 4
Totally reworked north west area, with new gaming area inside it.
Few more locations added within in game borders.
Everything but one location from Goodsprings to Nipton are completed, possibly changes/updates depending on feedback.
Version 3.1
Replaced bad mesh in Viper Infested Tunnel, should resolve any crashes in that interior.
Few oversights and clippings fixed.
Closed off North West border for now, as it is unfinished.
Version 3
Changed the southern border areas completely. No more mountains covering the area. Instead a duststorms were added as borders for the game ground, this should make it easier to patch with other landscape mods.
Nerfed Ghoul Raiders and Tribals health even more, made sure Gecko Nest Ghoul Raider Ambusher won't have combat armor/helmet
Bunch of new locations added and existing ones tweaked a bit better.
Removed Tribal Canyon as for now, seeking to implement it better in future.
Version 2.6
Fixed shacks with doors behind Old Nuclear Test Site
added more clutter in mountainside of Cottonwood Cove and added building in the crater there, Spirit Mountain Valley now contains red rocks to fit with the colors.
New location and path opened east of Primm. Also added something on top of electronic towers...
Version 2.5
Entire south area of world map is now explorable. Landscape has been made in mind to suit base game looks and give natural looking borders via mountains.
Version 2.2
3 new locations.
Radio Shack and Overpass Shack should now contain other things than tumbleweeds.
Westside Fiend Hideout now contains Fiends, a small oversight solved.
Version 2.1
Fixed issue with Gypsum train station door teleport marker being inside the building.
Removed copied terminal from a DLC on Radiated Bunker
Version 2.0
Ghoul Raider Hideout and Radiated Bunker interiors has been finally finished.
2 Overpasses has been made walkable, one that starts near Grub n Gulp and one near Westside.
More locations added in.
Nerfed the amount of aid items and throwables tribals gave.
Expanded borders on North West.
Version 1.8
Nerfed the health of Ghoul Raiders, this should make them easier to pick with DSP weapons.
Finally added Tribal Canyon Caves into Tribal Canyon, allowing you to explore the place, and also added Tribals in it.
Few small landscape/terrain fixes.
Version 1.7
Fixes from YUP forwarded to this mod.
Bunch of new locations, the valley beyond Crescent Canyon should be now explorable. Added landscape beyond Old Nuclear Test Site.
Version 1.6
Fixed a few clipping issues and seams. Water refraction corrected in places that contained water.
Tweaked Ghoul Raiders inventory, added melee type for variety.
Added 1 marked and 1 unmarked location.
Version 1.5.5
Fixed few clipping issues and seams regarding landscapes and moved some statics inside of rocks to be outside.
Grammar and typo errors, along with revision to wording, has been made, thanks to Demorome.
Few small tweaks regarding NPCs and their relations and items, both from NPCs and containers.
Version 1.5.1
Provided Patch for New Vegas Bounties I
Version 1.5
Mod has been cleaned from IDMs and UDRs.
Added Primm Bunker.
Edited worldspace beyond Crescent Canyon, this place now is filled with content from west side to eastern train tunnel. Contains Golden Geckoes and Night Stalkers.
Added a new armor and new unique gun, the latter is worked on to having standalone textures.
Mod is now officially changed from esp to esm (It already had such flag added in FNVEdit, but now people who don't use that knows as well it's a master file)
Version 1.4
Replaced planks in Great Rock Canyon with bridges.
Added new location in Cazador Valley that connects with Blue Cross Cave.
Added new tunnel to Great Rock Canyon Cave that leads to the circle area of GRC.
Added storage for Ivanpah Solar Tower, that connects with previously inaccessible door. Also tweaked some lighting and loot around quarters.
Version 1.3
Added a new location, Ivanpah Solar Power Plant.
Version 1.2
Added more locations to the game, tweaked radiation inside abandoned shelter. Also included LOD for the landscape edits.
Version 1.1
-Fixed user reported issues, improvised Boatfly script on Primm Boatfly Cave, thanks to Demorome and ElPascal
-Added few new interiors to Bonnie Springs and Poseidon Gas Station
Version 1
A patch made to make Qolore's AWOP play nice with MoreMojave. Viper's Tunnel now only has one entrance access to train tunnel instead two, and the opposite site was blocked for the time being.
One problem I used to have with Fallout: New Vegas is lack of locations. And less of a case of from quantity, and more like having too many empty spots which were containing nothing. So when I booted up GECK, I decided to try out creating locations. Lo and behold, this mod was born, having updated it ever since until I felt satisfied myself for having corners filled.
[b]FEATURES
More locations, both marked and unmarked.
New enemies.
New Wild Wasteland encounters.
COMPATIBILITY
Any mod that edits the locations this mod edits are bound to have conflict.
Incompatible with AWOP
Compatible with A World of (Less) Pain when used with Sweet Pain NV