Fallout: New California adds an all new story around a new player character, an adopted resident of Vault 18, embarking on a journey through the wastelands of the New California Republic's Cajon Pass. An unofficial prequel to New Vegas, FPB adds hours of new gameplay and a fully voiced stand alone campaign.

Post news Report RSS [Fallout: New California] BETA 231 is Online!

A brand new update for FNC, the last of this BETA 200 branch.

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New Name Same Great Taste

Fallout: New California BETA 231 is live!



Download Fallout New California BETA 231 FULL GAME INSTALLER - Mod DB


It is HIGHLY RECOMMENDED that you install the fixes for Vanilla New Vegas: New Vegas Tick Fix and New Vegas Anti Crash. Nearly all vanilla crashes and stuttering can be solved using these two mods along with FNC 231.


Recommended Mods -- Discord Server -- Facebook -- Wikia

PayPal Donations -- Nexus Mods -- Patreon*(new)


Since FNC was released in October 2018, thousands of bugs have been fixed, the world has been improved, and adjustments to game-play balance have made the experience much more smooth and enjoyable. This update's change-log is 7 Pages Long.

We re-compressed the meshes and textures, so this is a full re-download. Not a small patch. These new NIFs should avoid random crashes, caused by the way the meshes were originally exported from 3dsMax to Nifscope, a 3rd Party mod tool not issued by Bethesda or Gambryo, which were prone to corruption. Same with the DDS textures, also with no official tools, and had introduced incorrect MipMapping (the way the computer scales textures that are further or closer on your screen) that caused performance issues. This has been an ongoing situation and why we had to rebuild and re-release the full game 3 times (the 3 in BETA 231.)

231 also contains a great deal of world map adjustments and new exploration content, and overall improvements to the look of things outside the Vault. New notes and discoverable locations now pepper the world, and your bridge to New Vegas after the end of FNC should be smooth as butter, no matter how many mods for vanilla you have adding junk to Doc Mitchell's house.

Subtitles have been corrected universally and a lot of small issues and bugs have been fixed regarding conversations that lacked cohesion and needed to match voice files.

Grenades have universally been removed from mutant load orders and "infinite spawns" of background actors during large events were reduced.

Post-Apocalyptic Linguistics!

FNC is now localized into:
Russian

Mandarin Chinese

Japanese

Spanish

And Brazilian Portuguese is underway in our Discord.

The Game Was Rigged From the Start...

Loading Screens for BETA 200

No new quest content or character expansion has happened since 2019's BETA 221.

I (Thaiauxn, Brandan Lee) wrote a 1.0 Design Document as a postmortem, (You should read them!) and left it up to the community to implement the rest. So far no interest from the modding community has materialized to implement that new dialogue, which would expand the companions and replace the ending encounter with the Father.The work would be difficult technically, and very expensive hiring 7 new actors and implementing their voices, but would seriously improve the mod's story-line and tone.

The work isn't impossible, but the intimate tying into existing scripting requires you study FNC's codes and level design, with many very delicate scripts and trigger boxes that if implemented poorly would cause a cascade of broken events and bugs, which need to be fixed as you go. Replacing the dialogue is easy, but it's adding wholly new characters in place of the ones that already exist while splicing them into the main quest that checks to see if they are present or not in multiple branching paths.

Again, it's not impossible, a dedicated modder could follow my design documents, implement the dialogue, and script the variables. Most of that work is already done for you. But it's a matter of willpower community volunteers putting in the efforts together.

I wrote the companion & ending update to address the criticism FNC received on launch from New Vegas players, especially on Reddit, but I knew all those issues were there looooong before release. There just wasn't much we could do about it. This mod was a massive sacrifice for us, and adding even more content to it was a crippling prospect. It had to be a community volunteer effort, and with so many big mods fiercely competing for talented modders, so far no one has taken on the challenge.

Remember, 99% of large mods fail, as was reiterated by Josh Sawyer in that FNC live stream. Making it to a BETA release is big deal. That just doesn't happen often.

Not working on FNC has allowed me to publish a physical card game with some friends, write the main quest for a Tycoon game, develop a RimWorld mod that may well be a game in its own right, and start a new Indie Game that I've always dreamed of creating.

If that 1.0 content ever gets its patron? That'll cap it off for good for me, and I'd come back to work on it a little more around Project Morningstar.

Otherwise, I'm still on this page daily updating for 232 and beyond, and doing tech help on our Discord. Our discord has helped thousands of players get their game running. If you need help feel free to drop by and ask in one of the channels set up to do just that.

The Lonesome Road...

enb 2017 11 09 21 49 43 37

Check us out on our: Discord.gg. You can also keep track of us on ModDB, Fallout Nexus, or Facebook. We've got an online community centered around each one.

Also watch us on our new Patreon! It's unrelated to our mod's development, but instead focus on the development of our card game STAVE and our indie game Project Morningstar.

Thain

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CyborgParrot
CyborgParrot - - 1,733 comments

I assume this is the final release? Or is there more to come?

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Thaiauxn AuthorSubscriber
Thaiauxn - - 1,673 comments

It's the final branch of the BETA. From here on, all updates are aimed at minor patches and a 1.0 branch that adds content from the community, if anyone is willing to submit their creative work to adding side quests and upgrading the companions.

Reply Good karma+9 votes
GoodGriefer
GoodGriefer - - 31 comments

Just wanted to say that this mod as it exists right now is very impressive. It is awesome, and while it would be cool if the community can make that extra push to implement the 1.0 design doc plans, this mod as it exists is still awesome!

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Guest
Guest - - 690,250 comments

Quick question. I want to do the NCR Revanchist quest but I'm a little concern that Wilson Wilco has stopped showing up when I go to Black Bear Lake or at Black Horse Ranch to capture me and take me to Elsdragon. Now I got most of Saving Old Glory and I'm doing For a More Perfect Union quests. I also helped the NCR with the battle at the bridge and killed Nos. Every time I see a Raider combat breaks out. Will Wilson still show up later so that I can talk to him in the Revanchist quest. I'm only asking because I'm afraid I might've unknowingly killed him. Does he just stop showing up after a certain point to kidnap you?

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Thaiauxn AuthorSubscriber
Thaiauxn - - 1,673 comments

There is bug where the alternatives to Revanchist aren't firing. I think Rick may have skipped that event, but it has dialogue. So if Wilco is dead then Kieva will never allow Revanchist to start.

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Guest
Guest - - 690,250 comments

Ok thanks. Luckily I'm heading to Kieva next so I'll find out soon. To clear any remaining confusion, I can complete the Revanchist quest, turn down the raider leadership and do an NCR ending right?

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Thaiauxn AuthorSubscriber
Thaiauxn - - 1,673 comments

As long as Kieva isn't there, she won't kill the NCR Pigdog--I mean Silverman.

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ApornasPlanet
ApornasPlanet - - 4,117 comments

What do you think about this rewrite of your story? Nma-fallout.com

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Thaiauxn AuthorSubscriber
Thaiauxn - - 1,673 comments

I'm just happy FNC inspired someone to write something cool.

But I'll add that I'm sad that FNC was disappointing to NMA.com, given that if you search the logs, there are posts from me as far back as 2010 and 2012 asking for help, and dozens of posts talking about me before release, all asking for writing help and input from the oldest Fallout community online, a group I respected and wanted to give something they could be proud of and enjoy.

And they ignored my requests.

Sure wrote a lot of reviews, though.

Reply Good karma+3 votes
theredmenace_
theredmenace_ - - 258 comments

Would you say this would be a good build to try out? I have been waiting and following this mod for years now, and I have waited until it would hit 1.0. But if you are saying (as far as I understand) 1.0 will only be released once community content has been developed, then that may be a if/when situation. If so, should I hop into it now?

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Thaiauxn AuthorSubscriber
Thaiauxn - - 1,673 comments

It really depends on what you're looking for. FNC has significant flaws and I've never been shy talking about them and the challenge involved in addressing them. If you want a AAA game with that level of quality control you won't find it. But if you want the mod at its most polished and bug fixed state, 231 is a good time to start, because updates will only happen months from now, and the companion expansion I wrote and the revised ending will be left up to a new generation of modders.

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islamy96
islamy96 - - 16 comments

i want you to know that i like FNC UI. it is fine if I start new game on vegas and use non-listed mod?

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TSpar62
TSpar62 - - 3 comments

Well Howdy Gamestars, 'sup?
Thaiauxn (God of Mod) how are you, been a while...

I've just arrived back at New California, downloaded and installed the 231 Beta to update my previous install. Dramatically upgraded my hardware (as you suggested one time) and I'm off again.

I have found one thing though, with the newest iteration of NC It'll only fly for me if I strip down the base FONV to Vanilla and dump all my cosmetic and equipment mods. Otherwise I keep getting the "Out of Memory" freeze up.

Does the latest available game patch take care of this with the 4GB NV mod in place?

What about taking New California to standalone game status instead of keeping the most impressive mod in Fallout history?

Cheers,
T

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