In Fallout: New California you play as the kid from Vault 18. Orphan. Loner. Mutant. On the last big night of the Vault Ball season in 2260, you make a fateful decision that will change the course of your life -- and eventually the future of the New California Republic.
Vault 18 is at the heart of the California Wasteland high in the San Bernardino Mountains, and it's legendary Wasteland Scouts have managed to keep its secrets safe for decades despite the wars raging beyond the great door. In their old age, the Scouts have created a new generation to take their place... if their rebellious adopted kids survive the Enclave threat brewing within their own ranks.
You will face the New California Republic under president Wendell Peterson, the New Reno Mob's Bishop Family, the remnant Shi Clans, The Enclave Leonidas Squadron, the Super Mutant Army, and the bloodthirsty Raider Alliance that have banded together in the remote Athens-Tec Uranium Mine off the Long I-15.
Through them all you'll choose your path from SPECIAL dialog options, acquired PERKs, and travel with 8 possible companions depending on your choices. You'll enjoy two new radio stations with unique music, hours of voice acting, and professional grade presentation.
There is always another path to take in New California. But War? War never changes.
An Alternate Start in Vault 18 with a New Player Character and Main Quest.
A New Intro Video to really give it that "New Game" feeling.
An Ornate Main Quest Line with Compelling Side Quests rich in Fallout & Character Lore.
Hours of Voice Acting recorded at pro-quality in Radian-Helix Media's Tucson, Az Studio.
A Very Large Worldspace in California - The Black Bear Mountain National Forest.
An Epic War between The Super Mutants, The Raider Alliance, The Enclave, and The New California Republic.
A Pirate Radio Station DETH 981 with 2 New DJs and Quest + Crafting + Perk Unlocking Segments.
A News Radio Station called NCRPR - New California Republic Radio - with quest updates in the News.
6 Potential Human Companions and 2 Robot Companions available depending on player choices.
Download the latest version of New California.
Using your favourite Mod Manager, apply Archive Invalidation.
Check New California.esm in your DATA tab on the Launcher, or your Mod Manager.
Also check NewCalifornia DLC Control.esp and NewCalifornia Courier Stash Control.esp if you have DLC installed.
DLC patches will be auto installed if needed, but if you don't need them and activate them anyway, they will crash your game.
Ensure you have the the 4GB Patch (if you're a steam user.) Or you will suffer crashes. Make sure to follow the instructions exactly.
Play. Comment. Make your own Mod!
Don't forget that New California is started from the New Game Menu!!
Your New Vegas save games will be totally unaffected.
"Jack" our Warrior Path Archetype Player Character by Flag with ENB + FCO!
New Minimum Requirements:
3.2GHz Dual Processor (or greater)
8GB RAM (Minimum!)
You really should install and play on an SSD.
2GB VRAM (at least)
We have been ridiculously busy this week since launch, having updated thousands of records in the mod. We learned a lot, which will come in handy for future games we plan to release. A lot of that was just learning to manage and coordinate the HUGE volume of traffic -- a 24/7 job in 3 languages and across 4 primary websites: Nexus, ModDB, Facebook, and Discord -- the rest was learning about this old engine.
The hardest part about making mods and games isn't the technology. Robots don't make or play games.
It's people. That's what's important. And in our case, the people shine.
Diagnosing crashes, fixing bloated texture files, moving thousands of gigabytes of data around servers, fixing broken quests, adjusting narrative and objective text, fitting into a pre-existing community and tool user community, running tech & installation support -- all with over 100,000 downloads over several platforms -- that was an experience.
Finally, after all these years, Rick and I aren't alone anymore. :)
Rick and I, the leads devs, couldn't have done it without of boys on Discord:
If you were on our discord channel in the first few hours that morning on the 27th, the Starship Troopers theme song is probably still in your ears.
We were caught off guard by the intensity of the release crowd. We moved more than 88,000 downloads on day 1 just between ModDB and Nexus. Our Torrent traffic was well over 20,000 more. We haven't been able to get an exact estimate, but we damn near crashed Nexus Mods, and we were told that the bandwidth here on ModDB hit some records.
User had hellacious installation problems. There are 4 major mod managers that all do things differently. We spent 3 weeks just testing installers before release and writing user guides.
Nothing prepared us for day one. XD
Manual Install Video Tutorial
I haven't slept for like a week more than a couple hours a night til we solved all those crashes, frame rate issues, and installer problems.
203 Fixes hundreds of records and required we re-upload all our textures with a different form of compression and new mipmaps. I also had to sacrifice a lot of art for 203 and some NPC spawns. This bought us back a lot of performance. Still not perfect out of the box, but we have a new tutorial that will get you there if you are willing to work with us:
Performance Enhancing Mods
There is always more to learn in modding. Just like game design. The minute you think you know it ll, you find another massive block of things you need to learn!
We've taken it in stride and done the best we could.
I think after 203 you'll agree, it's definitely paid off! We've got so much user feedback, fixed so many bugs, patched so many crashes, it's starting to resemble a finished thing.
BETA 200 - 203 got us to a point where the mod is now far more stable and performance is now tolerable. It could still be a lot better! It's an old engine, and it could use some upgrades to perform like a modern system, but we'll get there. Working within the limits of users across the spectrum will be the point of BETA 210.
BETA 210 will be a re-release build in November, likely the 16th. (Don't hold us to it.) It will introduce only a handful more side quests and re-balance the entire mod from perks and traits to combat and alternate paths that got cut. But it will primarily be focused on what's there and getting it squared away.
The feedback we got the last week has told us three things:
#1 -- Focus on Performance!
#2 -- Focus on upgrading companions in Part 2 so they match the density & promise of Part 1.
#3 -- Focus on the density of Non-linear Side Quests in the Wasteland.
That will be what I do from now til 220 in December.
Writing companions into Part 2 was supposed to be a team effort, but I, Brandan Lee, ended up doing that alone. So I decided to focus on writing the Main Ques in all its branches. Which came out to 300,000+ words and ~17,000 lines of dialogue. Companions and Side Quests took a backseat.
Other quest modders never showed any interest in co-writing the project, and those that did ultimately abandoned us with unwritten and unfinished material. So I had to wash it out and start from scratch, and that meant capping off companions after Pinehaven and the Escape with just a few lines of dialogue. Compared to Part 1, where the quest density was so high, that leaves the Wasteland feeling like a broken promise. You get used to that level of dense writing from every character in a confined space, you expect it outside as well -- even if it is a wasteland in the middle of nowhere on the fringes of the NCR.
So I'm planning to write some extra content for the Companions first. Get Kira, Ben, Jenn, Jamie and Eric, and Johnny up to speed. Maybe add a quest to upgrade ALPHA and understand his origins? Add in some immersive conversations between the companions on the road and in quest locations, uncut their personal quests, and bring their arc to a better conclusion in the end.
That alone will add several hundreds of lines of dialogue. Let alone script conditions! And voices!
Not easy man. That's one last burst of effort going back up the summit before coming down again!
But, I'll take now til mid-November to write it up, then mid-November to December to voice, and have it in by 220.
I'd like to ask your help there. This needs to be, after 7 years, a team effort.
I promised you all we wouldn't quit on this til it was finished, and we finished it. It has been my Master Thesis, my K-2, and Moon Shot -- me and Rick alone in the longboat through a dark and lonely sea. Just me and him, left alone by the rest of the community.
My fellow quest modders.
One more time.
I did what I said I would do. And by all measures, it is excellent, just like I promised. Now we have to patch it up, polish, reinforce the weak spots, and take it home.
We have 1 month. 60 days. We take an empty wasteland and make it brim with life. Then we tie a bow on it, enable the bridge to New Vegas, and we're done. 1.0 by the end of the year.
So get ready guys. One last time, then it's done forever.
And as always...
You can read more about our progress on the Design Documents Found Here. In the mean time, you can keep track of us on ModDB, Fallout Nexus, Facebook, and our Discord. We've got a thriving online community centered around each one.
FNC's Discord Server is now open! And we're now just 31 Days from release. Here is our last little update before release week leadup.
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Highest Rated (13 agree) 9/10
Project Brazil has to be one of the most hopeful mods ever. If it were to be picked up by ZeniMax, and offered as a DLC - I would pay for it tenfold. This is honestly one the best mods I have ever played, with an amazing storyline and astounding voice acting, very professionally-done. The new Enclave "Patriot" uniforms are amazing, and despite my personal enmity against America, I wear one often. I guess I can coldly state "I wear this as a big fuck-you." Even in its current state, this is incredibly…
Jun 5 2013 by TB-755