Fallout New Vegas

About this mod

This mod adds diversity to your game while still retaining the same feel. It adds consequences to many quests, lots of new interiors, new NPCs for almost every faction in the game, expands weapon lists, and just generally helps make your game a more diverse and fun experience.

Requirements
Permissions and credits
Changelogs
Donations
MOJAVE RELOADED



Adding diversity to your game!

What is this mod?
Basically this mod makes the game a lot more diverse, as well as a bit more difficult. It adds lots of changes which have been put in place solely to improve your game. For example, it expands lots of leveled lists and adds to things that the developers looked over. Actions cause reactions, and should have consequences. This mod changes a lot of the vanilla quests to do just that. On top of it, it adds hundreds of new NPCs to the Mojave Wasteland and adds lots of new units to almost ever faction (while still keeping the Mojave a very harsh place. Before you ask, I've done a lot of research on most of these units and all of the factions to make sure that everything was lore-friendly for the most part. It mainly just adds diversity to the game and makes some of the outposts seem more like outposts and less like ghost towns. If you wanted the Military Expansion Project but your computer couldn't run it, this is a great substitute. I didn't delete one soldier or unit in any area of the map, I only added new units and added them to patrols and camps.

The idea isn't to feel like you're using a mod to help your game. The idea of this mod is to expand your game so it feels like the vanilla game should have already had these things.



    Some examples of things this mod does
  • Expands cottonwood cove. Cottonwood cove was way too small to be considered a military threat to the NCR, so I added a new interior and some changes.
  • Expands the Legion Raid Camp quite a bit to make it an actual threat to the NCR.
  • Expands the brotherhood bunker just a little bit. There wasn't much I could do, but I still felt that they deserved a little more area.
  • Opens up quite a few tents in Red Rock Canyon, as there were a lot of them that were just closed. There are still plenty that are closed, this just makes Red Rock Canyon more fun to explore and adds some more great khans.
  • Adds weapon lists to Crimson Caravan guards, as they all just used lever action shotguns. They now range from cowboy repeaters, lever action shotguns, hunting rifles, and on rare occasions even hunting shotguns. It's too easy to just mow through a bunch of weak enemies who have a few shotguns, and it also looks bad when almost every unit is exactly the same.
  • Adds weapon lists to Westside Guards. They all used single shotguns, which seemed lazy on the developer's part. They now use caravan shotguns, 10mm Submachine guns, cowboy repeaters, single shotguns, and on rare instances service rifles or lever action shotguns.
  • Expands Kings weapon lists. They previously only used .357 revolvers, 10mm pistols, and 10mm submachine guns. Most of them will still use these, but 10mm submachine guns will now be more common and they will occasionally use 9mm submachine guns and sawed-off shotguns.
  • Adds NCR Prospectors to areas like the 188 Trading Post, the Boulder City saloon, Sloan, and more!
  • Nellis AFB opened up and populated. I added a few new interiors to boarded up buildings, as there were way too many that were inaccessible. If they'd been there for that long, don't you think they'd have fixed up at least most of the rooms and made them livable?
  • Expands the "Why Can't We Be Friends?" quest so if you take the Great Khan route, there will be Great Khan Initiates at Red Rock Canyon as well as some Escaped Convicts (who presumably didn't join the khans) in some bad areas like Bonnie Springs and Violet's encampment. You might have to save them if you want them to live.
  • Expands the "Kings Gambit" quest so that NCR troopers will spawn in certain areas in freeside to keep the violence down against NCR Citizens if you complete it in the following ways:
  • 1. Killing Pacer and everyone knows the NCR did it
  • 2. The NCR wipes out the Kings
  • 3. You assist the NCR in wiping out the Kings
  • Teaching Decanus Severus at Cottonwood Cove how to disable the NCR mines now adds a very tiny camp with a couple of legionaries down the road from Searchlight.
  • Now killing the Goodsprings Powder Gangers in "Ghost Town Gunfight" will not cause the player to become vilified by the main powder ganger faction. It only alters the Goodsprings Powder Ganger faction so it no longer tracks crime. This way the player will only be shunned. Fix was originally done by Befo, and with his permission it has been included in this mod.
    Version 1.1
  • Expanded the powder ganger north camp with subtle changes
  • Changed the look of some of the units (often with beards or face shapes) so they look a bit more diverse.
  • Removes the radiation barrels at the powder ganger camps. There was no reason for them to be there. The gangers weren't ghouls, so it seems like it wasn't intentional.
  • Adds a new checkpoint-type powder ganger camp with a mapmarker on the way to Hidden Valley. The powder gangers don't want any scorpions coming out of there, right? Those are the biggest and baddest things in hidden valley, right? ;)
  • Adds a few powder gangers in the trailers outside of the jail
  • Adds some decoration to the Red Rock Canyon entrance. It was really bare.
  • Fixes the tents being too low in Red Rock Canyon so you can go in them easier now.
    Version 1.2
  • Fixes some of the Powder Ganger Punks inventories being empty
  • Adds a small Great Khan Drug Runner camp near the Sunset Sasparilla Headquarters
  • After clearing Quarry Junction, quarry workers and NCR Mercenaries will now be in the quarry. They just sandbox for now, but I may add more stuff to them in the future.
  • Adds Powder Ganger Junkies to a couple of areas



Is that it?
No way. If you get the Battle version of this mod there will be a lot of new skirmishes and battles between factions. It may screw up some quests, as there will be battles at places like Ranger Station Echo and Forlorn Hope/Nelson. All of it is still somewhat lore-friendly, of course.

Here's what the battle version has to offer:
  • Battle For Ranger Station Charlie (They won't go in the buildings, so that way it doesn't ruin any quests. I just added some more rangers and a massive Legion force). If you don't help the station, it will most likely fall.
  • Battle For Ranger Station Echo (More of a skirmish, the station may be able to hold).
  • Battle for the Legion Raid Camp (It will include 4 troopers and a lot of legionaries. The troopers will lose 100% of the time without help, but along with the caravan battle on the road it could inflict some damage to the camp).
  • Skirmish at Nelson (Just 4 or 5 troopers. The NCR doesn't have the resources for a full-frontal attack).
  • Battle for Ranger Station Bravo (Attack from three sides. You may have to put some effort into helping the ranger station if you want them to survive)
  • Battle for Camp Forlorn Hope. (Attack from two sides, but one side is much more powerful than the other)
  • Adds some legionaries to protect Cato Hostillus, as he often dies which ruins his mission. I may put this in the main mod later on.
  • Converts the Poseidon Gas Station to a small Legion Outpost. It's the equivalent of a raid camp for the area.
    I can't promise that everything will be bug-free, but the units should have voice and lip-synched dialogue. If you encounter a bug, just shoot me a message here or on my profile and I'll fix it right away.




REQUIREMENTS:
None.
I would not recommend using this mod without the Factions Reloaded - Legion mod, but it is not necessary. Without Factions Reloaded - Legion you will see random clumps of legionaries that will be in weird areas (where the camps are in FR - Legion).

Anyways, here are the new units (There are a lot) which are fully integrated into leveled lists and are also manually placed in a lot of areas like camps, bases, etc.


BOOMERS
Boomer Security
HP: 150 DT: ~2-6
Boomer Security members are just boomers that have had more training. They are used as security and are usually deployed whenever there is any sort of problem with geckos, ants, raiders, etc. They are given the best weapons that the boomers took with them and have security helmets for extra protection.

Boomer Elder
HP: 110 DT: ~2-6
Boomer elders are still part of the Boomer society. They still work in farms and gardens. However, they are older and may stay inside more and some of them may not move around as much.

LEGION
Legion Hastati -
Will be seen with Recruit and Prime Legionaries
HP: 55 DT: ~8
Weak unit that is given low-quality armor but a high-quality gladius. The idea is for them to be on the front lines and the units behind him to pick the weapons off his dead body and continue the battle. They should be common in camps as well as patrols.

Legion Evocatus -
Will be seen with Veteran Legionaries
HP: 150 DT: ~ 14
Unit that has gone through the ranks and quit fighting (usually because of age) but has returned to battle by his own free will. They will be using weapons like marksman carbines and hunting shotguns and will not be very common.

Legion Sagitarri -
HP: 100 DT: ~10
Will be seen with Prime Legionaries and legion patrols.
Unit that is not very common. They are somewhat trained in martial arts and lone-wolf tactics and have very strong throwing arms. They use throwing spears and longer-ranged melee weapons like throwing knives, but still always has a backup machete. They tend to stick to the back of the battle, but are very brave so they rarely give up. They will sometimes be wandering around on their own as well.

Legion Venator -
HP: 135 DT: ~12
Will be seen by themselves or in areas that are deemed "unsurvivable"
Hunters. The venator usually carries various meats around with them, and are renowned for their melee skills. They are often seen fighting and hunting Geckos or Nightstalkers all by themselves.

Legion Optio -
HP: 100 DT: ~12
Will be seen with Decanus units and other officer units.
Optios are low-level Officer Units. They will be mostly there to add more variety to the Officers (that way it won't just be a bunch of Decanus as the officers).

BROTHERHOOD OF STEEL
Junior Paladin
HP: 120 DT: ~20
Junior Paladins are stronger than Knights, but not quite as strong as the other Paladins. They've earned their right to become a paladin, but don't have the same level of training and are not as battle-hardened.

Senior Paladin
HP:180 DT: ~20
Senior Paladins control squads of paladins and group together to discuss battle plans. They also report directly to the Head Paladin.

Senior Initiate
HP: 80 DT: ~16
Senior Initiates are initiates that have moved onto more advanced training. They are very close to the rank of Knights.


GREAT KHANS
Great Khan Drug Runner
HP: 80 DT: ~8
Great Khan Drug Runners will often be hanging out around Jack and Diane.

Great Khan Bezerker
HP: 140 DT: ~8
Great Khan Bezerkers are Khans who are relentless. They show no fear and are some of the greatest Warriors in the whole tribe as well as being slightly larger than the other Great Khans. They may be the single reason that the khans haven't been defeated, and are highly trained with guns as well as melee weapons. They are given the best weapons that the tribe has. They can be found guarding Papa Khan himself, or near his longhouse.

Great Khan Initiate
HP:80 DT: ~8
Great Khan initiates are convicts from Vault 19. They are only enabled if the player completes the "Why Can't We Be Friends?" quest at vault 19 with the Great Khan ending.

NCR
(There wasn't much I could do with the NCR as they're already so powerful, but I tried to add a few lore-friendly units that would be somewhat rare on the battlefield).

NCR Marksman
HP:100 DT: ~10-12
NCR Marksmen are Troopers that have distinguished themselves with their marksmanship abilities. They may be seen in camps and on patrols with other troopers, but mostly provide support.

NCR Riot Trooper
HP: 140 DT: ~15-20
NCR Riot Troopers are the equivilant of the SWAT force from today. They use Riot Shotguns and have Heavy Trooper armor with Security helmets. They are used for clearing out buildings or holding strategic close-quarters positions and are not very common. If you're trying to take these guys down, it's recommended to aim for their riot shotgun. They don't have very good backup weapons.

NCR Junior Trooper
HP:30 DT: ~8-10
Junior Troopers are the same as NCR troopers, they just aren't as well trained. They will be in areas like Primm or the Mojave Outpost and will be equipped with things like Varmint Rifles and regular knives. Like many of the new units, they have custom weapon leveled lists. Their regular weapons consist of 10mm pistols and caravan shotguns, while rarely having things like sawed off shotguns and .357 magnums.

POWDER GANGERS

Powder Ganger Punk
HP: 40 DT: ~1-5
Powder Ganger punks are visibly different from others because of their Mohawks, and are a lot more ruthless. They were the inmates that were deemed 'unfit to live with the general prison population'. They may not be any stronger than the others, but they are a lot more brave and somewhat insane.

Rowdy Powder Ganger
HP: 35 DT: ~1-5
Rowdy Powder Gangers are Powder Gangers that love explosions. They love explosions so much that they'll attack people head on with just dynamite and their fists.