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This page was last updated on 10 January 2025, 10:48AM
- Changelogs
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Version 2.7
- (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.
- (UNRELEASED)
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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.
- My mod 188 Trading Post NCR Troopers Restored has been fully integrated, courtesy of AVeryUncreativeUsername.
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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.
- Fixed one legionary at the Fort that was attached to the wrong enable parent.
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Version 2.4
- Set Cyberdogs in Novac to be disabled in all endings.
Removed two leftover idle markers.
- Set Cyberdogs in Novac to be disabled in all endings.
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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.
- Added a Follower Guard outside the New Vegas medical clinic.
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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.
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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.
- Added an IsModLoadedcheck to prevent a conflict with Panzermann's Faction Wasteland Presence - Improved Edition. Credit to AVeryUncreativeUsername for this.
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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.
- 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.
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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).
- Repurposed the Rat King as a mini-boss inside the central sewers, with proper leveled equipment and some clutter around his new hideout.
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Version 1.7.6
- Solved very minor conflicts with YUP 12.8. Once again, thanks to AVeryUncreativeUsername for taking care of those.
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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.
- Resolved conflicts with YUP 12.7. Credit to AVeryUncreativeUsername for sending me the file.
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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.
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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.
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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.
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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.
- Added an IsModLoaded check to prevent post-game scripts from firing for users of FPGE Lite.
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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.
- 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.
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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.
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Version 1.6.4
- Improved compatibility with Outside Bets.
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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.
- Fixed Super mutant at the Devil's Throat lacking a sandbox package.
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Version 1.6.2
- Decompressed NPC records again.
Made cyberdogs spawn at the 188. Forgot to last time.
- Decompressed NPC records again.
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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.
- Removed SS caps hunter from the abandoned house near Goodsprings.
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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.
- Gave the NCR recruits, drill instructor and another trooper sandbox packages so they will leave to go to the concourse at 8:00 PM.
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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.
- Removed the low effort Powder Ganger patrol near Primm.
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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.
- Freeside: added another King patrolling.
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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.
- Added three Kings and another local in Freeside.
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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 1.2: fixed an issue with the Vexillarius at Cottonwood Cove spawning dead. If you have downloaded version 1.1, please update.
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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.
- RS Delta: added two NCR troopers.
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- Author's activity
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January 2025
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10 Jan 2025, 10:48AM | Action by: ledzepiv
Changelog added
'Change log added for version 2.7'
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07 Jan 2025, 4:17PM | Action by: ledzepiv
Attribute change
'Description changed.'
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06 Jan 2025, 4:59PM | Action by: ledzepiv
Attribute change
'Description changed.'
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06 Jan 2025, 4:36PM | Action by: ledzepiv
Attribute change
'Description changed.'
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06 Jan 2025, 4:22PM | Action by: ledzepiv
File added
'Mojave NPCs [version 2.6]'
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06 Jan 2025, 4:21PM | Action by: ledzepiv
Mod image added
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06 Jan 2025, 4:21PM | Action by: ledzepiv
Mod image added
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06 Jan 2025, 4:05PM | Action by: ledzepiv
Changelog added
'Change log added for version 2.6'
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06 Jan 2025, 4:04PM | Action by: ledzepiv
Mod image added
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06 Jan 2025, 4:04PM | Action by: ledzepiv
Mod image added
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06 Jan 2025, 4:04PM | Action by: ledzepiv
Mod image added
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06 Jan 2025, 4:04PM | Action by: ledzepiv
Mod image added
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06 Jan 2025, 4:04PM | Action by: ledzepiv
Mod image added
September 2024
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15 Sep 2024, 7:40AM | Action by: ledzepiv
File added
'Mojave NPCs [version 2.5]'
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15 Sep 2024, 7:33AM | Action by: ledzepiv
Changelog added
'Change log added for version 2.5'
March 2024
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04 Mar 2024, 10:29AM | Action by: ledzepiv
File added
'Mojave NPCs [version 2.4]'
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04 Mar 2024, 10:28AM | Action by: ledzepiv
File added
'Mojave NPCs [version 2.4]'
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04 Mar 2024, 10:26AM | Action by: ledzepiv
Changelog added
'Change log added for version 2.4'
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02 Mar 2024, 9:13PM | Action by: ledzepiv
File added
'Mojave NPCs [version 2.3]'
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02 Mar 2024, 9:07PM | Action by: ledzepiv
Mod image added
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- Mod page activity
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April 2025
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26 Apr 2025, 9:41PM | Action by: TheRemnant21
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21 Apr 2025, 10:23PM | Action by: Noctylus
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21 Apr 2025, 10:23PM | Action by: Noctylus
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20 Apr 2025, 8:39AM | Action by: MetalGandalf
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20 Apr 2025, 2:56AM | Action by: Boofers
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19 Apr 2025, 11:58PM | Action by: SimmonsIO1972
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'Mojave NPCs'
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