fallout new vegas spawn weapon mods

( Updated : October 23, 2021 )

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Mods to Avoid | Viva New Vegas
VIVA NEW VEGAS The Fallout New Vegas post-game we never got to play Mod of the Week: Endless Warfare, for Fallout: New Vegas
This mod adds a portable terminal to the game that lets you spawn most NPCs and Creatures. Also includes a TTW and DLC version. Tag this mod Be careful where and when you spawn any of these. Copy files to (steam folder)\Fallout New Vegas\Data\. New Vegas Mods: Looking for a mod that has random encounters, more options both for NPCs and situations than DFB, such as spawning any. › Features › Fallout: New Vegas. The Endless Warfare mod for Fallout: New Vegas allows you to easily spawn as many monsters and NPCs as your computer can handle. Can someone please tell me the command so I can spawn 20 Dean Dominos in -Then here is an explanation of all the command in FNV. Well there's the obvious Increased Wasteland Spawns (IWS) mod. IWS however just increases the amount of npcs spawned in any given location. Just download the weapon house mod from the NV nexus if you want all the weapons. Is there a command to spawn mobs and NPC's? and if so, can characters. Populated Casinos: Poorly made mod with many dirty edits/ITMs/UDRs. The engine also can't handle that many NPCs in the same area without performance loss. Similar to Obsidian's plans for the post-game, Kazopert's mod spawns NPCs in new areas - such as Brotherhood of Steel Paladins helping the.

After hours trekking across the wasteland, swatting away bloatflies and squashing hordes of ghouls, the end is in sight. Or at least Hoover Dam is. It's the intimidating final stage of Fallout New Vegas, and no matter your path until this point, you'll have to pick a side and fight an explosive battle to irrevocably change the fate of the Mojave. A fate that is reported, rather than told, through a series of end slides - before you're taken to a save from before the battle. It's a slightly frustrating ending, particularly when post-game content is so often used in RPGs to display the impact of a player's decisions. Even in Red Dead Redemption 2 not an RPG , you can still find special encounters in the epilogue depending on whether you helped certain people in the past. It's possible to leave a tangible mark on the world, and it shows your decisions went beyond the moment to have long-term repercussions. This is perhaps why the lack of post-game content Fallout New Vegas - which to me boasts some of the best narrative design in any game - feels like such a missed opportunity. Yet this abrupt ending wasn't Obsidian's intention. Post-game content was part of Obsidian's original plan for Fallout New Vegas, and had to be cut mid-development due to time constraints. As a result, plenty of files for the post-game were left floating around for others to find - and fans have long been reading them like tea leaves to guess at what could have been. Some have created mods to allow players to explore the world even after the final battle of Hoover Dam. Most recently, a modder named Kazopert went above and beyond by creating the "Functional Post Game Ending" mod , which introduces additional NPCs, decorations, adds in the cut lines and removes others so the dialogue is compatible with each ending. Back in the Beta stage of Fallout New Vegas's development cycle, the project was, in Avellone's words, "showing a lot of bugs and optimisation problems". Adding further complexity wasn't going to help matters, and despite plans being in place for post-game additions, not much work had actually gone into making the content. In some areas, in fact, no work had been done at all. It was at this point the decision was made to cut the post-game in its entirety. And while some designers had planned for it - for example, our lead writer had lines for Mr. House in place for post-game reactivity and Strip Securitrons - not all areas had post-game design work. Surprisingly, the additions planned for the post-game were actually fairly minor, with "minimal reactivity to the events of Hoover Dam". Some characters were to get special lines, and a few NPCs would spawn with specific post-game dialogue - but Avellone said the main intention was to allow "players [to] keep wandering the wasteland, explore the 'dungeons' and fight random encounters". This also means those theories about special post-game quests - inspired by the discovery of mysterious quest files such as 'Viva Las Vegas' - are sadly incorrect. To Avellone's knowledge, nothing was planned "beyond reactive barks and a few potential NPC spawns in places to account for whichever faction was in charge of a certain area. Something that did make it to the final version, however, were the game's end slides - which were always part of the plan and remained unaffected by the post-game cuts. Similar to Fallout 2, the original idea was to show the player the slides before allowing them to explore the world afterwards with new content. Funnily enough, Avellone said even Fallout 2's end slides nearly got the chop, thanks to "pushback" against that as well. Personally, I find it hard to imagine how Fallout 2 and Fallout New Vegas would have wrapped up without those end slides. Despite getting the chop at the Beta stage, this wasn't quite the end for the endgame content. Obsidian later considered introducing it in a more round-about way: via the game's DLCs. This was partly inspired by player feedback and requests on the forums - but this route brought its own problems. In less than a day, the lead level designer produced a sample save to demonstrate how this would work, but the team concluded they simply didn't have the resources to make it happen. According to Avellone, a "good chunk" of the DLC resources went into fixing the main game after release, something that "definitely impacted [the DLC's] development" and left little room for constructing the post-game. But it was clear we'd be putting the already shaky game stability at risk by looking by creating post-Hoover Dam option, even in a minimal fashion. The most we could manage was level-scaling for key enemies like the Legate with the introduction of the new level caps in the DLCs, since the additional levels made the previous boss fights too easy for the player. But an evaluation of that revealed that it would likely break a number of scripts companion weapon removal, teleportation scripts , and even scripts for the other DLCs that automatically removed companions from your party. So, that was that. While the crucial reserved save game slot before the Hoover Dam battle was added, the DLCs went ahead without post-game content, and were firmly based in the time before the battle for Hoover Dam something even Kazopert wasn't able to reconcile in his FPGE mod - he recommends finishing the DLCs before attempting the final battle. For Avellone, the sacrifice of post-game content was "necessary and right" in order to improve the core game's technical problems, even if the cut came as something of a surprise. Still, it's a feature he'd liked to have seen implemented. It's fun to imagine what the post-game would have looked like: which ending would have changed the Mojave the most, and which would have felt the most appropriate? Avellone reckons Caesar's ending is "ultimately dull without strong reactivity in the Strip, although the tone is appropriately ominous". The most interesting option, in Avellone's opinion, is independent New Vegas, "since it adds more drama and another, solid faction to the Mojave and was more feasible with the existing set-up. Someone else who knows a little about the New Vegas post-game or one imagining of it is obviously Kazopert, who told me he believes the Legion ending with Lanius in charge changes the wasteland the most, the reason being "Lanius is a brute that kills anyone who opposes him". Of course, the strength of Fallout New Vegas is that there's no 'right' ending - and thanks to the FPGE mod, you can get a sense of what sits best with you. At the very least, the mod has certainly impressed Avellone. Kazopert says it took him about a month and a half of "continual work each day" to create the mod. To me, playing through FPGE was a strange experience: the tense struggle for power and main driving force behind the story is suddenly gone, and you're left to roam without clear direction. It's a great visualisation of the different endings, but ultimately the wasteland feels emptier than before - particularly if you've already completed all the side-quests and DLCs. More than anything, FPGE makes you realise just how much work Obsidian would have needed to put in to make the post-game feel reactive and satisfying. As Avellone said, it was probably the right decision to sacrifice it for the health of the main game. But perhaps that's the perfect end for a Courier destined to wander the wasteland. We want to make Eurogamer better, and that means better for our readers - not for algorithms. You can help! Become a supporter of Eurogamer and you can view the site completely ad-free, as well as gaining exclusive access to articles, podcasts and conversations that will bring you closer to the team, the stories, and the games we all love. Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. Read our policy. Jump to comments Reporter GoneEFK. Emma was Eurogamer's summer intern in and we liked her so much we decided to keep her. 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