This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Old file. Grab 221 FULL above or patch to 221. This is for legacy content only.
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!
**SPOILERS**
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.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
if i knew this was waiting on me, i would have woke up even earlier.
Eyes name suspiciously
Do i need to reinstall my Fallout: New Vegas if u have old version 202, 203 and 204 Fallout: New CAlifornie
I guess you have to uninstall New California and start all over again with the newly uploaded installer.
It definitely helps to start over from a Vanilla New Vegas install, totally clear of any mods. Then stack mods on top of this.
I am not sure what happened... but the FalloutNewCaliforniaBETA213FullInstaller.7z file I got from ModDB has no New California 213.exe in it :/
Try that torrent. Sounds like a corrupt download.
Maybe make a torrent available as well? Downloading from moddb with 320 kb/s is painful. D:
where is the torrent link to download?
Guys. In the description: Dropbox.com
Torrent if you need it. It's also on our Discord.
Thanks for the link.
give the link for torent please
The comment above yours is thanking us for the comment above that one.
You are welcome.
when i start a new game it just start as normal fnv whithout even giving me the choice, i tried everithing so what's wrong with me doctor
Make sure to Run as Admin.
Find fallout.ini and Fallout_custom.ini.
Make sure Fallout.ini and fallout_default.ini aren't read only when you install the exe. If they are, it can't inject our new startup quest, though it will try.
Open both of those. Ensure this line is correct: SCharGenQuest=00AD31FF
If not, change it, save it, and you're good to go again.
MO1/2 has been trying to change it. Make sure to change it in MO1/2 if you use that.
Hello, I've been playing Beta 213 and I've found a few bugs. How do I report the bugs?
Thanks,
Discord.gg
hello I was attempting to play the game but when I clicked new game it did not give me the choice option and instead booted me to new Vegas instead and both .ini files are what you said they should be above and I tried the just using new California by itself but that didn't even work I am using nexus mod manager by the way
The ini editor in MO needs to be set tp match the ini in your game folder.
Small question -- does this mod do anything to my NV save data?
If it doesn't, what happens to my save data?
FNC never touches New Vegas. You have to start a new game. So long as you DO NOT LOAD YOUR EXISTING SAVE WHILE FNC IS INSTALLED, SAVE, AND THEN UNINSTALL FNC, you will be fine. Just don't do that and your vanilla save will remain unaffected.
hello , for some reason whenever I try and download this is gets to around 4million bytes downloaded then stops says its completed and then I try to open it and it says that the file is corrupted . Any ideas? ty in advance
Try the Torrent linked above.
do you know when update 222 is coming around? I would looove to have my character start in goodsprings with a particularly lovely set of power armor...
You won't start in Goodspings with all your stuff. You'll have to go on a quest to get all your old gear from a faction specific crate somewhere in the Mojave.
220 may take a while. The upgrades are extensive.
I am getting a big red exclamation mark on the faces of every character... How do I fix that? I have tried reinstalling and that did not fix it
What did you do to your mods? There is nothing in vanilla fnc which would cause that. Are you using fco? A race mod?
hi I cannot extract the files as it keeps saying cannot open the file as[7z] archive Unexpected end of data
Try the torrent.
im having the exact same issue I tried the toorent and it did the same. I also tried the link on nexus and no luck.
Hey,I come from CN.I have knew your mod for a long time,now,finally,it has been finished.I wanna translate your mod,but as you know,your mod is a super mod.it is so hard to translate,especially for one man.and I need a long time to make a prefect translation.(you know Chinese is difficult.)I even can't make sure I can finish that.so I will try my best.I wish I
have your permission to do this job.in the end,thank your,your hard work,give my nv second lifeļ¼
Come join our Discord!
Discord.gg
A Chinese translation effort is already underway. Jack, one of our Vfx artists, is also a full time localization professional between english and mandarin.
Good,I joined your discord.and I hope I can join your English-Mandarin translators group.after all,CN is my mother tongue.and I can recruit more Chinese translators.
Can't use the installer because it keeps saying Installer integrity has failed. I've tried using it on ModDB and Nexus. Help?
You should try the torrent. When your internet connection has dropped packets, usually because you're in a remote or international area, or have a spotty connection locally, the download gets corrupt -- especially without a mod manager like DownThemAll which handles packets out of order and checks integrity. Which is also what the torrent does.
I just beat the mod's story and I wanted to know if there was a way to get to New Vegas and how to get there?
We're not enabling that feature til 1.0. We don't want our updates breaking a New Vegas game. We're focusing on FNC til all the issues are ironed out.
TO ME ITSAYS THAT IT IS A CORRUPT FILE
You should try the torrent. When your internet connection has dropped packets, usually because you're in a remote or international area, or have a spotty connection locally, the download gets corrupt -- especially without a mod manager like DownThemAll which handles packets out of order and checks integrity. Which is also what the torrent does.
Why if I try to download this mod it stops 50% says that file is downloaded and when I try to open it WinRAR says file is corrupted and there is nothing in file
You should try the torrent. When your internet connection has dropped packets, usually because you're in a remote or international area, or have a spotty connection locally, the download gets corrupt -- especially without a mod manager like DownThemAll which handles packets out of order and checks integrity. Which is also what the torrent does.
Why if I try to download this mod it stops 50% says that file is downloaded and when I try to open it WinRAR says file is corrupted and there is nothing in file
You should try the torrent. When your internet connection has dropped packets, usually because you're in a remote or international area, or have a spotty connection locally, the download gets corrupt -- especially without a mod manager like DownThemAll which handles packets out of order and checks integrity. Which is also what the torrent does.
i used the auto installer and did as told at the top and all i get is the licensing page then crashes back to desktop, i have a clean version on FNV, any ideas
That sounds like something in your load order is out of order. Purge your other mods and try loading only new vegas and new California then turn your mods back on til they all play nice.
sorry for the stupid question but when i click new game it just starts falloutNV, it does not start the mod (i dont see a pop up). I don't have any alt start mods.
We have lots of people running into this problem, and it's the stupid mod managers or windows or steam.
What happens is the fallout.ini or fallout_custom.ini refuses to be overwritten or it resets to default values, even though we set the file read only. Mo2, Vortex, and Steam all do that.
Check your "Fallout.ini" that can be found in ...
"C:\Users"YourUserNameHere"\Documents\My Games\FalloutNV", and see if This line here: "SCharGenQuest" is set to "00AD31FF"
If it's not, set it to that.
Save. And you should launch.
If you ever had TTW, then it will cause this too.
Yeah i noticed that the problem was MO i will try to modify the ini. thanks for the response!
The line in the .ini file is right but I still start off in Doc's house with no option to start newcalifornia I still get the new splash screen though :(
Using FOMM and a vanilla steam copy