This mod adds several NPCs in major areas like Freeside, McCarran, The Fort and around the Mojave, dead bodies and creatures in places they'd fit and restores some unused animations found in the game's files.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou 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 permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou 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 soldYou 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 pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
(UNRELEASED) Added a metal shed and beds for the new troopers at the 188. Improved Crow's spot with a tent and some clutter. Fixed NCR troopers inside Gomorrah that weren't using proper Strip dialogue. Recruiting new talents for Tommy Torini will spawn some more NPCs inside the Tops.
Version 2.6
My mod 188 Trading Post NCR Troopers Restored has been fully integrated, courtesy of AVeryUncreativeUsername. Retrieving Esteban's body for Christina will spawn two coffins with NCR flags and flowers on a truck in camp McCarran, and Christina will move there (NPC record untouched, so don't worry about compatibility). Improved the placement of items and such in Drifter's camp, and added a radio and more clutter. Added clutter and a radio to the ghoul prospector camp near the Mesquite Mountains crater, and properly assigned ownership to his items. Added clutter and a radio to the hunter camp east of Camp Forlorn Hope. Removed the wastelander and robot near REPCONN. Added limb dismemberment to the dead prospector in Basincreek. Added more gore and remains inside Dead Wind Cavern.
Version 2.5
Fixed one legionary at the Fort that was attached to the wrong enable parent. Tweaked a script that caused a message error to appear in falloutnv_error.txt. Assigned the Hoover Dam Lower Level cell to the correct NCR faction. Added Honest Hearts as requirement for future updates.
Version 2.4
Set Cyberdogs in Novac to be disabled in all endings. Removed two leftover idle markers.
Version 2.3
Added a Follower Guard outside the New Vegas medical clinic. Added two Kings outside the Freeside East Gate. Two Cyberdogs will spawn in Novac and patrol around if X-8: Data Retrieval Test is completed. They will disappear if Novac is overrun by ghouls or the rockets contaminate the town.
Version 2.2
Fixed Atomic Wrangler NPCs and post-game Follower doctors not being in the correct factions, which caused allied NPCs to not care if the player attacked them.
Version 2.1
Added an IsModLoadedcheck to prevent a conflict with Panzermann's Faction Wasteland Presence - Improved Edition. Credit to AVeryUncreativeUsername for this. Gave disguised Brotherhood members inside the Silver Rush a custom AI package so they won't randomly use the marker intended for the guy that gets executed the first time you visit there. Also fixed a typo.
Version 2.0
The mod has been refactored to use event handlers, courtesy of AVeryUncreativeUsername. Due to those internal changes, it is strongly recommended to start a new game as the new content won't trigger retroactively, and you might bump into other issues if you install/update mid-game. All four post-game quests and scripts have been merged into one, and thanks to event handlers there won't be multiple quests running in the background anymore. Added a couple NCR troopers inside Gomorrah. Added a few NPCs inside the Ultra Luxe. Animations involving slaves getting beaten and lying on the floor from The Pitt have been restored and can be seen at the Fort (one legionary and three slaves have been added). Removed two legionaries from the Fort. Completing Tend To Your Business will spawn two disguised Brotherhood members inside the Silver Rush. They will despawn after 3 days. Hsu's office is now guarded from the beginning of the game and not only after veteran rangers arrive in the Mojave. If the Garrets agree to supply the Followers, a couple boxes of Med-X will appear at Old Mormon Fort. (FPGE) If the Followers agree to help the NCR at the dam, three doctors will appear at McCarran, Hoover Dam and Bitter Springs. (FPGE) If the Brotherhood makes a truce with the NCR, a paladin can be seen at McCarran collecting their salvaged power armors. Fixed a dead Fiend who lacked the No Low Level Processing flag. Ensured that the Kings get disabled under the appropriate scenarios in the House ending. Older versions of the mod didn't account for the player downright ignoring them or the King's death. Fixed NCR gamblers inside the Atomic Wrangler not getting disabled in Legion endings where Caesar was still alive.
Version 1.7.7
Repurposed the Rat King as a mini-boss inside the central sewers, with proper leveled equipment and some clutter around his new hideout. Removed some NPCs from the Atomic Wrangler, and moved the hooker outside the closed door. Removed the NCR Sentry Bot from Camp McCarran. I recommend using the fixed Outside Bets from Panzermann11 (https://www.nexusmods.com/newvegas/mods/76167) if you want it back. The two fighting Great Khans have been moved near Papa Khan's house, and they will no longer beat each other all day (this and other NPCs routines will be revisited in future updates).
Version 1.7.6
Solved very minor conflicts with YUP 12.8. Once again, thanks to AVeryUncreativeUsername for taking care of those.
Version 1.7.5
Resolved conflicts with YUP 12.7. Credit to AVeryUncreativeUsername for sending me the file. Fixed Centurions at the Fort that had Evil karma. Fixed some legionaries using the wrong class.
Version 1.7.4
Changed the Kings in Freeside to be disabled only if they go to war with the NCR. Previously, they'd get disabled in all NCR endings. Thanks to AVeryUncreativeUsername for suggesting the change.
Version 1.7.3
Crucified slaves at the Fort have been attached to the appropriate marker like other NPCs to let FPGE handle them in non-Legion endings.
Version 1.7.2
Fixed one NCR Trooper at Camp Golf being set to be enabled only in post-game scenarios where the NCR is no longer around.
Version 1.7.1
Added an IsModLoaded check to prevent post-game scripts from firing for users of FPGE Lite. Carried over YUP fixes that I missed, and removed unnecessary anim object edits. Removed the two restored graffiti in Dead Money, they don't belong here.
Version 1.7
Mod is now compatible with FPGE without the need of a patch, make sure to remove it if you're going to update mid-playthrough. Note that updating after the game's end hasn't been tested and isn't recommended. Added flies to remains inside the Dead Wind cavern. Improved the placement of a dead NCR soldier in Fiends Territory. (FPGE) Boulder City Memorial will be destroyed in Legion endings.
Version 1.6.5
Removed the three dogs under the wood bridge near the Gun Runners since they could attack Isaac on his way home. There was also unintended overlap between them and an NCR trooper from FPGE in the NCR ending.
Version 1.6.4
Improved compatibility with Outside Bets.
Version 1.6.3
Fixed Super mutant at the Devil's Throat lacking a sandbox package. Slightly improved the placement of a marker used by a King in Freeside. Reduced the amount of Sunset Sarsaparilla star bottle caps carried by some NPCs. Removed scavengers at Cassidy Caravans wreckage. Removed the Rat King (might repurpose him in the future). Rebalanced Freddy and his equipment will vary based on the player's level.
Version 1.6.2
Decompressed NPC records again. Made cyberdogs spawn at the 188. Forgot to last time.
Version 1.6.1
Removed SS caps hunter from the abandoned house near Goodsprings. Added some NPCs inside the greenhouses at the Sharecroppers Farms and a Boomer inside the Nellis Refinery. Upon finishing Old World Blues, if the player had completed X-8 Data Retrieval Test and Project X-13 Robobrains will set up a research center at REPCONN HQ and Cyberdogs will spawn around small settlements in the Mojave. Removed dependencies from HH and GRA.
Version 1.5.1
Gave the NCR recruits, drill instructor and another trooper sandbox packages so they will leave to go to the concourse at 8:00 PM. Gave the McCarran and Camp Golf cooks sleep packages so they won't cook 24/7. Removed a few unused packages. Removed NCRObsolete ownership from a bed in the concourse so it might be used by NPCs from this mod. Set two idle markers at the Fort to be property of the centurion to prevent a rare issue where a TLD NPC would use them.
Version 1.5
Removed the low effort Powder Ganger patrol near Primm. Fixed NPCs not helping their allies in combat. Fixed several floating objects. Fixed cooks occasionally running toward the tables in front of them. Switched pots and board cuttings used by the cooks to static models so the player can't move them and end up with meat pieces floating in air. Improved the meat marker in Camp McCarran for better compatibility with Meat Prep Animations Restored. Added an unmarked prospector camp near the Mesquite Mountains crater. Added an unmarked hunter camp east of Camp Forlorn Hope. Added some dogs under one wood bridge near the Gun Runners. Added a bunch of Westside citizens near the Westside west entrance. Added some more population to Freeside. Added two scavengers at the Cassidy Caravans wreckage. (FPGE patch) Made it so Freeside locals will be disabled if Caesar is left alive in the Legion ending. (FPGE patch) Moved squatters to the more appropriate CitizenToggleNCR. (FPGE) RS Alpha, Bravo, Foxtrot and Bitter Springs will be taken over by wasteland critters in any non-NCR ending. (FPGE) Nelson will be taken over by raiders in the Independent ending or by prospectors should House win. Cottonwood Cove will be overrun by fire geckos instead. (FPGE) The Legion Raid Camp will be taken over by nightstalkers in any non-Legion ending. (FPGE) The NCR will retake RS Charlie should they win at the dam.
Version 1.4
Freeside: added another King patrolling. Added another local in front of the north gate entrance. North Vegas: added two citizens outside House Tools. Primm: added a small Powder Ganger patrol wandering close to the Ivanpah Dry Lake. Camp Golf: added three NCR troopers to fill three empty guard towers. Westside: added two Westside Militia to fill two empty guard towers. Deathclaw Promontory: added two hunters. Added a mercenary in the area between the New Vegas Medical Clinic and Freeside North Gate. Added a dead traveler inside a dumpster close to the Monte Carlo Suites. Goodsprings: added two brahmins. Camp McCarran: restored the cut NCR Sentry Bot. It won't spawn if you have Outside Bets installed, as that mod already restores it. Prevented the Raider in East Vegas to detonate the vanilla mines placed there. Fixed a stuck King in Freeside. Renamed the NCR Instructor to NCR Drill Instructor.
Version 1.3
Added three Kings and another local in Freeside. Added two Great Khan Scouts. Added Sunset Sarsaparilla Star Caps Hunters. Some are friendly, others are hostile. An event takes place near Gibson's Shack. Added an unique hostile NPC and his pets around the area between Westside and the Monte Carlo Suites. Added a hostile raider in a semi-destroyed building in East Vegas. Added an unlucky wastelander dealing with a Sentry Bot near REPCONN HQ. Fixed the dead mole rat and coyote at the Drifter's Camp not being marked as persistent. Removed an unused script for a Vexillarius.
Version 1.2
Version 1.2: fixed an issue with the Vexillarius at Cottonwood Cove spawning dead. If you have downloaded version 1.1, please update. RS Delta: added two NCR troopers. Cottonwood Cove and Legion Raid Camp: added a Legion Vexillarius. Durable Dunn's sacked caravan: added a hostile scavenger. Added a hostile named character south east of the East pump station. Lonesome Road is now a requirement.
Version 1.1
RS Delta: added two NCR troopers. Cottonwood Cove and Legion Raid Camp: added a Legion Vexillarius. Durable Dunn's sacked caravan: added a hostile scavenger. Added a hostile named character south east of the East pump station. Lonesome Road is now a requirement.
Description
As much as The Living Desert, Mojave Wildlife and Uncut Wasteland are great to add life around the Mojave, I felt some areas still needed something more. Rather than bothering further TLD's author with my suggestions I decided to make this mod.
List of locations where I added NPCs:
Camp McCarran First area: added an NCR cook near the mess tent. Terminal building: added five fluff troopers. Concourse: added four fluff troopers, and Hsu's office will have two guards guarding it even before veteran rangers arrive in the Mojave. Courtyard: added five recruits training under the supervision of an NCR instructor (exercises animations from Operation Anchorage found in the NV .bsa were reimplemented). Retrieving Esteban's body for Christina will spawn two coffins with NCR flags and flowers on a truck in camp McCarran, and Christina will move there (NPC record untouched, so don't worry about compatibility).
The Fort Added four crucified slaves. Crucifixion markers were already placed in vanilla, but left unused. Added prime legionaries training with the mannequins near the weather station, a centurion and a few sandboxing Veterans. Added another Centurion near the mess tent, another blacksmith close to Caesar's tent, a Decanus overlooking Hoover Dam and two recruit legionaries. Also added another slave inside the pen and a Legion mongrel. Version 2.0 restored some animations from The Pitt involving slaves lying on the floor and getting beaten, and can be seen past the first gate on your way to the Fort's interior area.
Freeside Atomic Wrangler: added several gamblers and a hooker. Added several squatters and locals around, two drunks and more Kings. If the Garrets agree to supply the Followers, a couple boxes of Med-X will appear at Old Mormon Fort. Completing Tend To Your Business will spawn two disguised Brotherhood members inside the Silver Rush. They will despawn after 3 days.
Dead Wind Cavern Added three dead NPCs inside, dead brahmins, two dead ants, human remains, brahmin skulls and bones. You know, to make it look like it's the home of dangerous predators.
Hoover Dam Exterior: added three soldiers walking around the visitor center, two rangers on the towers, another ranger on the visitors center roof. Also added 2 troopers in the lower area accessible from the power plants 02/04. Power Plants 02/03/04: added engineers and NCR troopers. Several markers have been placed around so they look busy. Lower level: added an engineer. Offices: added an NCR cook.
The rest Added dead hunters in the following locations: in front of Bootjack cave, inside Nopah Cave, at Quarry Junction (and a dead ant, too). Added two unlucky victims inside House Tools. Added another chem addict at El Rey Motel. Added a drifter with his dog not distant from where you find YCS 186/the Alien Blaster. Place has a map marker. Added two dead legionaries floating near Boulder Beach Campground. Added an NCR cook inside the House resort in Camp Golf. Added five radroaches around the Toxic Dump. WOW!! Added three dead mercenaries inside Vault 22. Added two Great Khans fighting in Red Rock Canyon. Added two dead Powder gangers and a dead brahmin in the deathclaw nest located south of Whittaker Farmstead. Added a Fiend roasting NCR bodies and another bashing a dead traveler near Nephi's base. Added a dead Fiend close to the entrance of the Ant Mound. Added two hostile non-feral ghouls north of House Tools. Another hostile ghoul is located nearby. Added two (hostile) named Super mutants to the Devil's Throat. Added a radscorpion queen to the Searchlight Airport. Added two mercenaries to the Grub n' Gulp. Added two NCR troopers at RS Delta. Added a Vexillarius in Cottonwood Cove and another one at the Legion Raid Camp. Added a hostile named character south east of East pump station. Added a hostile scavenger at Durable Dunn's sacked caravan. Added some Sunset Sarsaparilla Star Caps Hunters around the Mojave. Added two Great Khan Scouts. Added a hostile Raider around East Vegas. Added a dead prospector to Jack Rabbit Springs and another one inside the Basincreek Building. Added two dead NCR troopers in Black Mountain to reflect what the cut note says. Added three NCR troopers at Camp Golf to fill three empty guard towers and two Westside Militia around Westside to fill other empty towers. Also added a few NPCs near the Westside west entrance. Added two North Vegas Residents outside House Tools. Added a mercenary between the New Vegas Medical Clinic and Freeside North Gate. Added two hunters at the Deathclaw Promontory and a small hunter camp east of Camp Forlorn Hope. Also added an unmarked prospector camp near the Mesquite Mountains crater. Added two brahmins in Goodsprings. Added a couple NCR troopers inside Gomorrah. Added a few NPCs inside the Ultra Luxe. Aside from NPCs, this mod also add some furniture markers to allow NPCs to do things and not just wander around.
Old World Blues Completing X-8 Data Retrieval Test and Project X-13 will cause Robobrains to set up a research center at REPCONN HQ and Cyberdogs will spawn around small settlements in the Mojave.
FPGE content Starting from version 1.5, after you've completed the game some NCR and Legion camps will no longer be left abandoned. -RS Foxtrot, Bravo, and Alpha will be taken over by cazadors, ghouls and lakelurks, respectively. -Bitter Springs will be taken over by cazadors in any non-NCR ending. -Cottonwood Cove will be flooded by fire geckos if you sided with House or Yes Man. -RS Charlie will be retaken by the NCR should you side with them. -Nelson will be controlled by raiders in an Independent ending; a few prospectors will wander around town if you side with House instead. -The Legion Raid Camp will be the home of nightstalkers in any non-Legion ending. -Boulder City Memorial will be destroyed in Legion endings. -If the Brotherhood and NCR make a truce, a paladin will be found at Camp McCarran, collecting NCR salvaged power armors. -If the Followers accept to help the NCR at the dam, three doctors will appear at McCarran, Hoover Dam and Bitter Springs.
Compatibility
A patch for FPGE is available. No longer needed since version 1.7.
Installation
Use a mod manager or manually extract the .rar content into the data folder. This mod is best installed early or on a new game; installation post Hoover Dam (FPGE) isn't supported.
Requirements
Dead Money, Old World Blues, Lonesome Road, xNVSE and JIP are required.
BlooperReel, whose work in Meat Prep Animations Restored and Casino Crowds inspired me to hunt for idle animations in the game's files and place NPCs playing idles. Also credit to them and YUP for fixing the meat preparation furniture from The Pitt that I've used. YUP, for fixing the broken Sit On Ledge marker too. TLD's scripts that allowed me to set up content for FPGE. PlatinumShad0w, for testing and feedback. AVeryUncreativeUsername for their work with version 2.0, general help and providing an updated patch for Simple Freeside Open. BSArch Geck Extender DDS Converter 1.4 GeckWiki