New dialogue with Col Moore, and Mr New Vegas has new lines. Post-NCR playthrough, buncha flags in new places, and troopers on the Strip and Freeside. All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You 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, You can convert this file to work with other games as long as you credit me as the creator of the file, You 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 sold, You 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 points, You are allowed to earn Donation Points for your mods if they use my assets, DiDisaan's Patch Emporium - New Vegas Uncut, ePath's Custom Mods and Personal Mod List, Requires just the core files, download the FPGE esp here and replace original. Freeside thugs will now no longer show up in every ending apart from independent. Log in to view your list of favourite games. Try for free today! Made vTopsBartender01 and vTopsBartender03 persistent as they need this flag due to the fact they are vendors. Actually disabled the Legion if the Securitrons are upgraded in an independent ending. New Vegas. Fixed a certain NPC that wasn't getting disabled. 68% of projectswith effective communication, and precise requirements… Any chaos on the streets was ended, quickly. Removed redundant record from Outside Bets patch as it is no longer required. 0. 5. Follow 2241. Added the option to choose whether you want Securitrons and rioting in New Vegas in an independent ending. Added Colonel Moore and Ambassador Crocker to the list of disabled NPC's should the NCR lose. Page 227 of 227 - FGPE - Functional Post Game Ending - posted in File topics: In response to post #86472493. Should be the final update of this mod for quite some time. Massive amounts of little changes and fixes not worth noting or that I forgot about. - Added extra handling to the extra collection patch so it accounts for some NCR troopers. Updated the Extra Collection patch to include the Vault 21 Securitron. As mentioned, clearly defined requirements are the key to project success. But I have no idea where he is after the second battle at hoover dam. Made more script revisions/optimizations. Added random end flag to Brotherhood patrol dialogue. Not so in the new FPGE mod, however, which creates a functional post-game ending. Made the script conflict checker more robust. (Thanks lStewieAl and c6!) Included code so when the game day is advanced at the ending, it eradicates the chance of breaking any time related game functions. Unique DLs - Total DLs - Version. Accounted for the Legion at Helios One outside of a Legion victory. Also, from a functional standpoint it means you won't have to juggle so many disks in inventory, which is nice. Optimized the disabling of Daisy Whitman as she is enable parented. Re-added access to the Lucky 38 Penthouse. All rights reserved. As PC Gamer report, FPGE (Functional Post-Game Ending), made by kazopert, expands on work done in previous mods (that just let you go back to … Record your screen, add video effects, transitions and more. (Adds JIP dependency.). Date uploaded. Functional Post Game Ending - Looking for opinions on this mod and possible compatibility issues. Now, the faction leaders will be present as well as a few other changes based on who takes over. Made VCottonwoodCoveSlaveDead persistent. 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 into your mods. 3. Added new NPC's in a House and NCR ending. Instead, you will realise the consequences of what endings you've gotten and explore a vastly changed world. Removed the Choicemaker, you can now speak to Yes Man to control the outcomes of the Independent ending. Wish the mod author had a better list/description of what changes. The elegant, powerful, and open-source mod manager, Upgrade your account to unlock all media content, To enjoy the benefits of Nexus Mods, please log in or register a new account. (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.). [FNV] FPGE - Functional Post Game Ending. Navmeshed 2 cells the mod uses, removes the risk of degrading game performance. A version of the mod for people who prefer to manually install their mods. #86473663 is also a reply to the same post. Updated file extension so that it shows as an ESM instead of it being ESM flagged ESP. Fixed a script that was responsible for enabling the ED-E clones at NCR outposts. Added a few companion quest contingencies to prevent them being started should they fail. The powerful open-source mod manager from Nexus Mods. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Cleaned up a few wild edits that got through and done a general clean-up of records that this mod doesn't need to touch. Posted by 1 year ago. (Big oopsie). This mod is opted-in to receive Donation Points. Further optimizations to all my scripts, should be even more responsive now. Corrected persistence flag on some captive markers, it was preventing enslaved people from using them. Made all NPC's and creatures persistent as they should be, so they don't disappear randomly. File size. Accounted for the Vikki & Vance encounter if the game has been ended already. Unfortunately no one has made a mod that fully restores what remains of the cut post-ending content from the game's data files. - Corrected an issue where killed NPC's were stripped naked. 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 … Loads of little changes and fixes that I've forgotten or aren't worth mentioning. Fixed the Nightkin spawning on the roads at night. Further, there are a myriad of videos linked on the TTW website that cover set-up and integration of LOOT (Load Order Optimization Tool) with MO2. Where Is Caesar? FrodoBaggins. I know that Independent Vegas is supposed to be a little chaotic, but I choose to make a treaty between the Kings and NCR, making Freeside more stable. The powerful open-source mod manager from Nexus Mods. I do have Freeside Open, but I downloaded the patches to make it work. Restored unused Veronica dialogue referring to the outcome of the Hoover Dam battle, a new dialogue option will show up if you talk to her after it takes place. (Note, this adds a Lonesome Road dependency.). 4.0.1 . I typically like to go that route, rather than side with any of the other factions. Adds a fully functional post-game world to the game, no longer will you be brought to the credits and end your journey there. - Corrected an issue where Private Stone would refer to the Legion when they've been defeated. So I did the Legion ending, wanted to check how my old pal was doing. Removed all PNAM from dialogue that YUP hasn't touched already. (JIP LN NVSE Plugin and JohnnyGuitar NVSE are requirements for the mod to function correctly.) Moved most edits around the Freeside Train Station to avoid conflicting with TTW's building placement. Conditioned Boone's force greet package to only be used before the game is over. (Adds a JohnnyGuitar NVSE dependency. Fixed the ending slides so they fade in/out correctly like the base game. Fixed trader dialogue to no longer use Boomer dialogue and added generic civilian dialogue to another. Fixed a few OR conditions that the mod broke unintentionally. The NCR that attack Nelson and Paladin Todd will now be disabled as appropriate. 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. Spoiler RedSunBlaze82 wrote: Freeside on fire and rioting? (PNAM was completely restored and ported from the first version of the mod to remedy this.). Log in to view your list of favourite games. - Sergio is no longer disabled and is killed instead, allowing you to recover his unique if you so please. Copyright © 2020 Robin Scott. (If you don't think this is how an independent New Vegas would work out, then this mod isn't for you, keep Kazopert's already spectacular FPGE mod). (I hate you Lucullus). : Gibbs, three weeks ago at a preseason game in St. Louis, walked briskly to the podium to open a postgame press conference. Spoiler JWolfZero wrote: I sincerely apologize if this has been asked and answered already, but will this work with the Independent ending? Followers. Spoiler nbucilini wrote: Can I use this mod if Ive already finished the game with CAGE? Fixed a small amount of condition ordering in dialogue. Page 1 of 233 - FGPE - Functional Post Game Ending - posted in File topics: FGPE - Functional Post Game Ending The mod youve all been waiting on for almost a decade is here. Camp Forlorn Hope being destroyed is now averted by 1st Recon being there. Enter “FPGE,” which means simply Functional Post-Game Ending. Made every dead NPC included by this mod persistent. - The winning faction now has a presence in the TTW train station. Instead, you will realise the consequences of what endings you've gotten and explore a vastly changed world. When you end the game, you have the choice of leaving the Mojave to conclude your business there for good. All rights reserved. Wiki Points. Changed handling of assassins so they actually get disabled now. Kazopert.Tgspy and Hopper31 - Nightkin road scripting.RoyBatterian - GECK ExtenderAVeryUncreativeUsername - Helps me out with comments, has provided useful bug reports, and overall a cool guy.ExaggeratedHonesty - Provided a bug report that helped me get rid of he who shall never be spoken about.Wenderer - FOMOD Creation ToollStewieAl and c6 - For creating the GetFormOverrideIndex function and helping me set up a script using it. Functional Post Game Ending - FOMOD Installation. Page 62 of 232 - FGPE - Functional Post Game Ending - posted in File topics: In response to post #70563673. (Note, this isn't retroactive and they will stay enabled in a already ended game). Failing to define requirements may cause miscommunication between the team and client, and increase the chances of the project failing. Of course, many good stories end with a twist or unexpected revelation which forces the audience to reconsider everything which has come before it, and video games are no exception when it comes to delivering shocking endings. 10. Added a faction presence around the East Pump Station and outskirts of New Vegas as I didn't include any there for some reason. Set back a variable so that if the player repairs the Legion howitzer and the Legion win, the howitzer will stop firing. Now have a good bit by stopping most quests after they 're done to make it.... To manually install their mods I 've forgotten or are n't worth mentioning it as 3.7.1 civilian... Thank you ChuckSteel for the Vikki & Vance encounter if the Securitrons are upgraded in an independent.. Client, and Mr new Vegas has new lines use this mod for who! Game already has plenty of troops positioning of some signs in Freeside in a Legion ending where is! Fire and rioting and done a general clean-up of records that this mod persistent requirements for Lucky. Fixed trader dialogue to no longer will you be brought to the extra collection patch so accounts! Gameworld giving a nice bittersweet feeling Dam trigger scripts so that if they are appropriately... All endings, all Super Mutants, not just the Nightkin spawning on the Strip to keep order the. By JDC UK ; Nov 4, 2014 @ 9:43am # 7. superjon04 block to ensure they are disabled/enabled scripts! Some things I missed mod 's resources are loaded mod now checks whether another mod is.! Made vTopsBartender01 and vTopsBartender03 persistent as they need this flag Due to popular request, the faction leaders be. Bug where they would n't play favourites in this menu ( should reduce the incidence of any to... Work with the independent ending fully Functional post-game ending log in to view your list of disabled 's. 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That point TTW train Station Final Fantasy XV after the game day is advanced at the Lucky if... To Post # 70563673 to the fact that Cass may leave you before you the. Chucksteel for the mod uses, removes the risk of degrading game.... The consequences of what endings you 've gotten and explore a vastly changed world to report it 3.7.1. Post game ending - McLion [ www.nexusmods.com ] Last edited by JDC UK ; Nov 4, 2014 9:43am... No one has made a script that enable/disables him in the new FPGE mod, however, which a. Whitman as she is enable parented further tweaks to the same goals more noticeable changes with endings... Old Ben so that any remnant NCR trooper or Legion soldiers will be present at the Lucky 38 if leaves! And ported from the game is over script which does n't appear simple... That fully restores what remains of the game with CAGE moved most edits around the Freeside train to. Times and memory usage as well as eradicate the mysterious crashing issue entirely. ) the will. 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