The FULL mod, re-released with a brand new Installation Wizard.exe. Just unpack the 7Zip to a folder, run the exe, follow instructions, and done. 4GB Patcher included in the exe.
All you have to do after that is run NMM, FOMM, MO2, or Vortex (it no longer matters which one) and make sure NewCailfornia.esm is checked (yes?) and you're good to launch the game with or without NVSE.
Already using 202 or 204? Same instructions! Walla! Updated installation.
When you uninstall via the same exe, it'll yank all that stuff out, and reset your fallout.ini back to vanilla.
Buenoben and RoyBattarian built us a brand new Installer Package that automatically finds your Fallout: New Vegas folder, lets you direct the EXE to your custom mods folder, and automatically patches FalloutNV.exe to 4GB Large Address Aware, and, injects our custom startup quest. So now when you hit Fallout: New California in your new game menu it will bypass any alternate start mods and localizations and start New California reliably. Then it installs our mod's data files for you quickly and automatically, WAY faster than a mod manager, and also allows you to uninstall the mod the exact same way.
No more fiddling with 3rd party patches, no more screwing with your mod load order to get rid of Role Player's Alternate Start or TTW or whatever else was gumming up the works -- it's one stop, one step, boom, done.
210 also implements many many new bug fixes to quests, visual glitches, stability, some performance upgrades.
It's still not perfect, and if you PC has less than the minimum requirements or you haven't done this [ Youtube.com ] then you'll still deal with a lot of crashes in New Vegas -- that's New Vegas, not us, and if you don't fix New Vegas we don't fit it for you!
210 will be online for a long time, and patches from here on will be small.
The next update is 220, and it will add quest content to the companions, community side quests, and more material to the wasteland. 220 is going to be just a few steps away from 1.0, so if you're waiting for "more companion content and side quests before I replay it," 210 is not for you. Wait for 220.
If you installed 201 through 204, all you have to do to upgrade is install 210 on top of it. Done.
This is the most stable and consistent version of FNC so far. If you've been waiting to test play the BETA, this is a good time to try it before the new content replaces three of the companions, two of them totally, and adds their extra expanded content based on community feedback and support.
We fixed the "crash entering the atrium" by installing the 4GB Patch for you, so you don't have to! (If you crash there now it's because you don't have the minimum 8GB of RAM!)
We fixed the bug that causes Eastern European users to fail to launch.
We fixed user error installing the mod with a simple one stop shop EXE that does everything for you.
We fixed the "Black Screen on Startup" bug that causes the mod to hang forever (it was user error too.)
210 rolls up 200->206 all in a nice package, totally revamps the meshes and textures with new compression and fixes lots of errors therein, which both reduces crashing and improves FPS in all but the most intensive scenes. A full re-download and new game is required.
Nerds, so long as you were smart enough to pass the Tier 4 Quest for Maria and activate the Enclave Hologram, Bragg and Chevy will now offer you the chance to join The Enclave in the revolt. You can do this either by getting arrested by Chevy with high intelligence, or, by sneaking past Chevy and talking directly to Bragg.
Crashing at Union City *should* have ceased. Reduced effects, reduced spawns, cull bodies sooner. More needs to be done to improve frame-rate there but it's better.
Navmesh errors that were persistent in the mod and causing rare crashes have now been fixed.
We marginally reduced spawning and improved weapon & armor balance all across the mod. You will still need to wait for 220 for an overhaul, but this is better than it was.
Many of the empty houses that were previously copy/pasted placeholders have been fleshed out with decoration, lore, and loot.
There are now more lore notes in the wasteland and worldspace than there were.
Every currently outstanding ticket for a quest break has currently been addressed. I'm sure you'll dig up some more for us, so let us know and send us your save file!
Reduced effects in places where users with EVE, EXE, and NMCs all at max resolution were consistently tipping way beyond the 4GB limit and crashing. Specifically this fixes the crash at the Vault Upstairs Elevator, but also at I-15, Union City, and the Ending battle.
Characters that repeat catch phrases will now only say them once per game.
Bugs in the character revision menu have been fixed. No more extra perks or lost levels. The annoying crash there is still random, but once we know what causes it we'll fix it. For now, restarting from the save at the bed fixes it.
Reduced certain obscure skill checks to something more reasonable for lower levels.
Added a classic Wattz 1000 Laser Rifle to Kira and various vendors. Also, Dr. Rossman's rifle will be that type in 220.
The infinite spawns at I-15 are now neutered. They still spawn a lot of guys and the battle is still frenetic, but but as you get to the end, they send one last giant wave and if you're not gone, they artillery strike you to death. Jameson, Ben, Vargas and the obvious army of 10,000 raiders weren't joking, get going!!
Objective markers across the mod have been made more clear. Could still probably be better, but it's a WIP.
Radiation around Rice Airfield is now adequately hellish.
Dr. Lang is now more useful and his adjusted prices in NCR dollars.
Snippy the Psycho Medik now has more drugs to sell.
Many NCR Troopers now contain letters home (part of a future side quest.)
Vendor count across the wasteland has doubled. There are more unique vendors at Athens, Union City, Angel Breakers, Big Bear, Xiabula, and across the Pass randomly. They will also be voiced in 220.
More caravans travel the Pass.
Lore breaking portraits of the NCR President in 2280 are now portraits of the NCR President in 2260.
If you kill the Overseer before he speaks, the quest fails and everything goes to hell. But you can escape now.
If you kill the Overseer before Bragg is done talking, you fail and Bragg shoots you for disobeying orders. TRIGGER DISCIPLINE, SOLDIER!! JESUS CHRIGHST!
If Evanson is dead, the quest advances normally.
The Missile Launcher can now be activated a second time. Previously backing out of it caused it to be unusable forever. Oops.
Vault Dwellers mentioning the broken Coffee Maker aren't kidding. You can fix that now! For a reward! It even magically teaches you how to make wasteland coffee.
Added more clarity in poorly worded quest objectives to make sure you know what to do and when to do it. No more players sleeping in Kira's bed to turn on their robot dog. Sleep in your own bed with your siblings instead!
O'oga now carries his own head at all times. So if you kill him you can always have his head. Mmm. Heady.
Slave collars now automatically release when Elsdragon frees you or you leave the Highway during Escape! You can then put them on your friends! Or a Christmas tree!
You will no longer find random power armor. If you're one of those people that say, "this mod sucks you don't even get power armor until the end," then you may now complain about that louder. Fallout 4 is right over there if you want early power armor.
If you try to murder your way through Athens-Tec after killing Jackson, killing Wilson, but before going to the NCR, then you will now be shot to death or captured and sent to Elsdragon.
If you shoot the Father before you talk to him, the quest now advances.
Annai no longer dies randomly while fighting Chevy. In fact, if she does die, and Bragg and Chevy are dead, she resurrects and comes to help you / have a conversation with you. Project Brazil never quits!
Added another terminal that makes sure that you definitely know after you talk to the Father that he is a NIGHTKIN, ever after Project Brazil made him all meaty. Nightkin are not known for making sense! So that whole "clone of the master's killer," thing? Yeah, uh, no -- "you're just a xerox of some dead guy he scrapped off the kitchen floor."
The Father is delusional! And so are you if you believed him! The guy is nuts! In the future I plan to add more dialogue so you know for a fact he is indeed nuts, and not just hint at it, but make that very very obvious so people stop wigging out about it, as if the Wild Wasteland joke wasn't enough to give it away.
You can no longer use Solid Project to climb over obstacles that are meant to be one way, regardless of whether or not you use Solid Project.
Med Check on Eliza is now 10 instead of 40. Because, yeah, no duh, she's high as a kite dude.
Jameson no longer stays stuck during Journey to the Deep if you scout ahead.
Jameson and Hrafnkel now both always run from the Main Gate to the Main Door.
Jameson and Hrafnkel, if you save them, now ignore combat and flee with you.
If you snipe Vayger from across the bridge waaaaaaaay over there, then he gets very mad at you, and brings his friends to come ruin your day. Also bypass later dialogue checks with Silverman as if you talked to him. Annai also runs off when this happens (for now. In 220 I'll give her more dialogue and a quest branch starting there.)
There are two Gatling Turrets outside Daggerpoint, so if you hacked the two inside, the outside now activate and help you run away as well. As long as they last, anyway.
Kieva no longer falls through the floor at the Power Relay.
At the last battle, The NCR and Raiders are more helpful. They will actually fight the Mutants more consistently. (You can still skip the battle totally if you navigate the maze avoiding conflict and run right past the mutants. It's hard, yes, but it's totally doable. Don't even have to fire a shot. Seriously!
Jamie, doomed to be replaced by the much more interesting Dakota, no longer breaks down when sold into slavery.
Terra Mayson, when you cause her to doubt her mission and have a mental breakdown, no longer comes back to kill you as if nothing happened.
The player's magic teleporting army of invulnerable Protectrons all die an ignoble death in the Vehicle Tunnel.
And many more...
Overall 210 just fixes crashes and game breaking bugs, stability, superficially fixable performance woes, some minor balance adjustments, and other issues.
211 will fix minor issues in a week or two. It might uncut two minor quests.
212, if needs be, will also fix minor issues and test some deeper adjustments that will be unfinished, just to test.
220, now scheduled for later in December, will be the big one.
220 will roll up all the new community side quests and voice them. It will also update companion quests to contain their big quest update that users heavily suggested. It will also add more alternatives to combat to the mod, as well as new explorable locations to discover.
The new Dakota & Eric replacement companions will be in 220 as well.
220 will also overhaul some of the high poly assets causing machines to chug in the Father's Den and elsewhere.
221 will fix bugs in the new quest content.
222 will also fix bugs in the new content and activate the bridge to New Vegas.
223, if required, will fix bugs all around.
224 will fix last minute bugs and issues before 1.0.
v1.0 will be the one that finally goes live as the official final update when FNC is done for good.
v1.0 will lock everything tested and the new content added in 220+ and that will be the last update to the mod that isn't a minor bug fix.
After 1.0 all future fixes and content expansions will come in the form of community updates without the authorship of Thain and Rick. It'll be up to you guys from then on.