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Fallout NV: End of Plot Mod
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- Category: Giskard's Blog
- Last Updated on Saturday, 29 October 2011 12:13
- Written by Giskard
- Hits: 961
A while back I made "No Gods No Masters" for Fallout New Vegas but due to lack of interest on the part of players and also because my saved games where corrupting around level 15 or higher, thus preventing me from having any late game at all, it never made it out of Beta and I just did not see the point in continuing it.
Even without those problems, the modding bugs in Fallout NV would have killed the idea dead if I continued to develop it. So the beta was abandoned.
No Gods No Masters supported the Yes Man Ending in Fallout NV, allowing you to keep playing IF you sided with Yes Man. I soon realized whilst making that mod that a general end of plot tidy up mod would be better.
So I started to consider what the mod would encompass and when it should kick in and start working. Early ideas ran in to trouble because I wanted to enable it before the end of the plot. But later I realised most of my objectives could be achieved easily as part of an end of plot quest.
So I started making plans that would allow me to do this....
1) Allow the player to keep playing Fallout NV after the end of the main plot on all Endings.
2) Clean up the Hover dam so it can be reused.
3) Implement changes at the Hover dam to reflect the side that won the battle, effectively creating a base of them at the dam it self. Something that could be used again after the end of the main plot.
4) Change New Vegas according to the faction the player sided with.
Now point 4 is a biggie, but it is also something I felt has to change, past experiments in modifying the existing world just caused AI and corruption issues and a new world space may have LOD issues, I need to check that.
The idea that once you reach the end of the game, all bets are off, and I can do what I want, led me to think that if I recreated the Strip at the end of the game as 1 long street, and just placed troops for the winning side on that street, adding some street life in the process.
Then I could dramatically change New Vegas to reflect the winning sides preferences.
2 new bases of operations would emerge for the winner, the Hover dam and the city of New Vegas. At its simplest, replacing the guards would be enough, changing the nature of the street would be a bigger task.
Well I have been dabbling with this idea whilst waiting for Skyrim and I now have a working end of plot mod that should support all endings. I have tested it with 2 endings and it works, I have no reason to believe it will not work with the other 2 endings.
I just need to clean up the dam and allow the player to leave the area and it will be a fully functional end of plot mod I can release that supports point 1, and point 2 above.
The rest can be done later.
If you find this interesting, drop buy Giskards Workshop and express and interest.
I may also need people with end of plot saved games to give it a quick test to make sure it works. So if you have saves like that, definitely drop in to my Workshop and say something.
Testing 4 endings when I lack the saves for 2 of the 4 endings is a big task.
Specifically I need an NCR ending and a Mr House Ending test. I already have a Yes Man and a Caesar ending.
I will create a development thread for the mod in my workshop for it shortly.
I should also point out that Scifi and not Fantasy is my primary interest so Fallout support is not getting dropped just because Skyrim is being released.
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