Fallout New Vegas Willow Companion Mod
Fallout: New California BETA 221 is out Now!Get the FULL VERSION here:Get the 213 - 221 PATCH to update here:-New California's initial BETA release was, well, a BETA.There were thousands of people who couldn't get the mod installed due to the manual 4GB Patch being too involved for some users. Others had Mod Managers that couldn't install a 6.6GB file without crashing. And yet more users had severe mod conflicts that stacked on top of our yet undiscovered stability and performance issues on various PCs.We've fixed almost all of those issues with the new installer and and overhaul of the mod's files (and the number of NPCs on screen at once,) making 221 the most stable and balanced version so far.It's definitely the version I wish we'd released with.These are the kinds of problems that you CAN'T detect until your mod reaches the public. That's why you have a mass public BETA in the first place - to discover undiscovered situations. You just have to patch the issues as soon as possible - and hope people understand that your BETA isn't the last word on the final quality of your project, and their feedback is part of the development process.Besides technical difficulties, we also encountered a great deal of criticism from some users who felt the writing quality dips after leaving the Vault, and after the Companions stop having as much to say. A lack of side quests and explorable locations hit us too. Some users also hated the ending, while others loved it.It's true that you can't please everyone, but, within reason, 221 is aiming to start pivoting New California to address those concerns by 1.0.
If you've been waiting to re-play the mod when the bridge to New Vegas is active, you're in luck. That feature, which has been planned all along, is now working and stable for testing.The way it works is pretty obvious. You finish, and after the cinematic is complete, you awaken in Doc Mitchell's office as The Courier.Your companions from New California, aged 20 years with stats leveled up to reflect this, appear in the Mojave Wasteland with various quests to get them one at a time. They function just like regular companions in New Vegas. Limit 2 at a time.Your stats are the same as when you left New California years before. Your equipment will be locked in a high level safe somewhere in the Mojave, its location depending on what choices you made at the end, available late in New Vegas.Nothing about New Vegas changes.
Your Courier still has 20 years of backstory you can fill in however you want. Nothing is retconed, nothing violates the lore, you're free to interpret those 20 years however you want. From having a kid in Montana (or not) to your travels through New Reno (or not.) Whatever you want, it's basically just vanilla New Vegas with some carry over content from your choices in FNC.2. Bug Fixes and Performance Upgrades. Changelogs may have spoilers!Optimized Landscape normals from uncompressed to DXT1.
(Better overall FPS)Optimized some LOD textures and cut LOD atlas to half its previous size. (Better overall FPS)Fixed Union City bar SCOL which was causing a crash.Regenerated landscape and object LOD. (Visual update for distant objects)Reduced spawns at I-15 and UC battles. (No infinite spawns! Far greater performance & balance.)Reduced lighting and graphics load in The Father’s den.
(Significant FPS increase.)Reduced lighting load around Union City. (Significant FPS increase.)Companion appearance overhaul. (This is part of the transition into the Companion expansion, where characters are being Re-Written from scratch and adding quests in the wasteland for them.)Bridge to New Vegas for Player and companions is complete.Added Odyssey town and side quests for it. (From new team members Fig and Master)Added “Buried Treasure” quest. (From new team member Master of Unlocking)Added “No System is Safe” quest.
(From new team member 2x4)Added “Batteries not included” quest. (From new team member Despingu)Added Biscuit the Protectron companion and companion follower Quest. (From new team member Despingu)Added Player home in Union City that you can purchase. (From Sid, DexMods, others.)Added Voiceless Village. (From Fig)New Artillery effects. (FPS increase, better more unique visual fx and Sound fx.)Many buildings and homes now have interiors to explore. (Thanks to Fig, Master, Applepi, Despingu, others)Many notes scattered in buildings.
(Thanks to Fig, Buenoben, others.)Many NCR have letters in their inventories. V18 Upper Apartment cleanup/fixes. (Better performance)Replaced every instance of NCR money in the ESM with a FNC unique equivalent and removed vanilla edits to the exchange rate.Fixed bug in Wildcard Daggerpoint battle startup script.Added collision markers around Fort Daggerpoint, Athens mine, Athens Gate, and Xiabula. (Preventing sequence breaks due to players kiting over terrain.)Fixed - Glasses Object effect.SVRSQ02 - Fixed bug at stage 90 where it would not advance even when Ooga's head was taken.Collision barriers around Pinehaven to prevent climbers skipping triggers.Disabled triggers in Dream area. Place collision sphere around the canyon. Disabled the portal to internal cells.
Livro mecanica vetorial para engenheiros estatica. (You can't access the dream from the world anymore. We have a on Unreal Engine. That is super early in Pre-Development, waiting until i can form a team and enough of a prototype to attract attention. I also made a card game called STAVE, which is currently a 50$ reward item. You should check it out.
Has nothing to do with the mod, but it's the other thing I'm doing.Before we can start full time on Morningstar we have to finish New California and end this 7 year long journey.The Companion Expansion is the last thing on the list. And that's a major last step.221 will be online for the foreseeable future. If we run out of steam, or simply can't keep adding the companion's scripting because a critical volunteer quit, then I'll ensure all the dialogue and voices are in the final release and we'll put that online as 1.0.
Someone else can join and finish it eventually. But the goal is to wrap all this up by the end of 2019 so 2020 can be a clean break, and 1.0 can come out at the same time as we transition to full time on Morningstar.That's the plan at least.If you want to read more about the Companion Expansion, you'll have to dig through the design documents available through our discord. I'd love feedback and suggestions on those.Check us out on our:. You can also keep track of us on ModDB,. We've got an online community centered around each one.Thain. Here’s a simple modding guide for New Vegas to get you up and running:1) If you don’t have the game already, I suggest the Good Old Games version. You’ll need all DLCs.2) You should use a mod manager instead of wasting your time with manual installations.
Fallout New Vegas Nexus
Your options are: Fallout Mod Manager fork (most stable), Nexus Mod Manager 0.56.2 (easiest to use) and Mod Organizer 2 (most advanced). I just downloaded it and added it through Vortex, works fine.Didn't use any of the mods you have listed tho.Just the multicore threading fix with 4gb NVSEand an ENB with sweetfx.Plus a few basic mods.Running it in 1440p no issues so farThe stuff from step 4 I never use or the unofficial patches.May try a few you have listed later.The ones I have are:Multicore Threading FixPatched 4gb NVSEMTUIWeapon Mods ExpandedNMCSprint modsome beauty packs hd teeth and eyelashesType 3 body typesMuch shorter list.+1 vote. Highest Rated (10 agree)Interesting plotThe return of the companion system is great specially making their related quests.Better developed environment compared to FO3.The Karma and reputation being separated makes the player decisions more simple when facing relationship and moral issues.Hardcore mode for the win.Weapons, lots and lots of them.Consistent fluff with previous FO games, unlike FO3 (eg.
NCR expansionism and BoS being the dicks they always were).Combat armor is awesome once again.Nov 16 2010 by SlayerX3.