Fallout New Vegas Steam Workshop
Fallout 3 Steam Workshop
This mod does not have any known dependencies other than the base game.
Fallout 3 Steam Workshop Mods
Mods requiring this file
Mod name | Notes |
---|---|
Arizona- A Legion Expansion ALPHA | Requires just the core files, download the FPGE esp here and replace original |
DiDisaan's Patch Emporium - New Vegas Uncut | |
FPGE Improved Independent Ending |
Like My Facebook! New Vegas Nexus. Speaking to fans in an Q&A session on the Bethesda Softworks forums, Senior Producer Jason Bergman has confirmed that Fallout: New Vegas will install Steam alongside the game. Fallout 3 used Games. Enjoy new additions to Fallout: New Vegas such as a Companion Wheel that streamlines directing your companions, a Reputation System that tracks the consequences of your actions, and the aptly titled Hardcore Mode to separate the meek from the mighty.
Credits and distribution permission
- 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
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's into your mods. You must instead use my ESM as a master and create patches or otherwise in this way. Laptop not waking up from sleep windows 10.
Does Fallout New Vegas Have A Steam Workshop
File credits
Kazopert.
Tgspy and Hopper31 - Nightkin road scripting.
RoyBatterian - GECK Extender
Donation Points system
This mod is not opted-in to receive Donation Points
Version 1.51
- 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.
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.
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.
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.
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
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.
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.
Version 1.0