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 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:

Mandarin Chinese



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.



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

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Thaiauxn AuthorSubscriber

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.

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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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So far I have not seen a mod that would be voluntarily finished by the community. If someone is released unfinished, that's it. It's up to the mod creator(s) to finish it, if they want.

With the massive scope of this mod, and amount of skill and patience required to implement the quests and characters featured in the design doc (AND to bugfix them too!), I doubt there will ever be someone to finish it all. Experienced modmakers for all games are in low supply and in high demand.

I pray I am wrong

P.S. The statement that 99% of large mods fail does not always apply. If there is a dedicated team who keep working bit-by-bit, those mods do indeed come out and they look good. Of course, my knowledge only applies to the Eastern European modding community. Those crazy bastards manage to somehow create huge mods (Example: OP-2.1 for S.T.A.L.K.E.R. , which takes a good half a year to a whole year to complete, depending on the pace) and they work just fine. And over the years, the amount of large, full-conversion mods being released from the East, has never stagnated. Instead, the mods keep getting more complicated, some even using the work from others and building upon them.

But I have to agree: "99% of large mods fail" argument does help to put overly ambitious rookie solo modmakers into place.

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Thaiauxn AuthorSubscriber

You're right about the EAST vs WEST mentality, and the unfortunate truth that modders are hobbyists of passion, and will compete fiercely for themselves but almost never for anyone else, so mod teams create an us vs them mentality. I call it the "Creative Mexican Standoff," and it's true in AAA and indie games as much as it is in mods made and released for free. We all have a baby strapped to our chest with a gun to its head, and we each need the other to kill their baby for ours to live. Who shoots first and joins the rest?

Odds are good most mod makers will promote their new megamod right next to 3 or 4 other mega mods in various stages from idea to nearing completion, but the thought never occurs to them to join the other teams and see them through to the end. That would be too hard or outside their current skillsets (ignoring that completing their own mod would require skills they don't have and will be 10x harder than helping someone else.)

It's also true that crab mentality affects mod teams that are productive, and they will do anything to save themselves but do nothing to help others, or worse, will actively sabotage other mods in the hopes they fail and some of their talented members join their team. We experienced that, unfortunately, and it damn near ruined my faith in humanity. We thought they were friends. We gave them anything hey wanted without even needing to be asked. And they ****** us. (Their mod is still, and possibly forever, WIP. We released, and that's when they chose to turn on us.)

But something like FNC sparks imagination and passion in the right people. It's worth seeing completed, and the quality of what is there is an excellent foundation for polishing and upgrading. If additional effort is put in, sprucing up FNC and adding onto it would be leagues easier than starting something new, and permission is freely available.

Modders are still applying patches. New content is hard to find, but it's available to be made, and won't take 10 years, it'll take a year or so for the design documents, and maybe a few months or weeks for side content.

So that way, it's possible.

In the meantime, I have to pursue paying work and my career. Can't give it any more. I completed what I set out to do, and and I'm happy to leave it in the hands of those who want to continue.

Reply Good karma+6 votes

Good luck on your career!

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

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Thaiauxn AuthorSubscriber

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.

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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

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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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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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?


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