New Name Same Great Taste

This is a Mod for the PC Version of Fallout: New Vegas.
It adds an all new campaign selected from the New Game tab on your Main Menu.
This mod only requires a copy of New Vegas.

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


1.INTRODUCTION


- Careful Attention to Detail in Many Unique Paths Full of SPECIAL Choices -



- Vast Fallout Lore-Inspired Story to Explore and Experience with Rich Characters & Quests-



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.


2. Features


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.



3.Installation

Step1
Download the latest version of New California.

Step2
Unpack the 7Zip Files to your Desktop. Run the EXE.
Make sure your EXE is Run As Administrator.

Step3
USE FOMM OR NMM TO RUN Fallout: New California.

Using your favourite Mod Manager, apply Archive Invalidation.

Step4
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.

Step5
Play!

Don't forget that New California is started from the New Game Menu!!
Your New Vegas save games will be totally unaffected.

4.Team - Cast & Crew

Click Here To View the FNC Cast And Crew List!


Links to our Friends, Articles, and Heroes:
User Posted Image -

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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

[Fallout: New California] BETA 221 is Live!

[Fallout: New California] BETA 221 is Live!

News 5 comments

It's been 7 months since the last update. This is the next major stop of the roadmap to 1.0. One update will remain after this and then the mod is complete...

Fallout New California BETA 213 Update

Fallout New California BETA 213 Update

News 21 comments

A brand new EXE based installer. Patch your New Vegas to perform as expected and install the mod and compatibility patches all in one file. Check it!

[Fallout: New California] Patch 2.0.3

[Fallout: New California] Patch 2.0.3

News 22 comments

The latest patch fixes hundreds of bugs and improves performance, crashes, and many other bugs! Plus, new installation and modding guide videos!

Fallout: New California BETA 200 RELEASED!

Fallout: New California BETA 200 RELEASED!

News 64 comments

Fallout: New California BETA 201! Out now! Come get it! :D

RSS Files
Fallout New California BETA 231 FULL GAME INSTALLER

Fallout New California BETA 231 FULL GAME INSTALLER

Full Version 34 comments

This is the last major release for Fallout: New California. The vast majority of reported quest issues have been resolved and the gameplay is much more...

[ARCHIVED] -- Fallout New California BETA 222 PATCH

[ARCHIVED] -- Fallout New California BETA 222 PATCH

Patch 6 comments

OLD file. Get 231 Full. This is a small but powerful Patch + Upgrade for FNC BETA 221 FULL. Just drag and drop into your DATA folder.

[ARCHIVED] -- Fallout New California BETA 213 to 221 PATCH

[ARCHIVED] -- Fallout New California BETA 213 to 221 PATCH

Patch

Old file. Grab BETA 231. This is the patch to upgrade from 213 to 221. It's smaller than the full version, an doesn't contain all you need to play unless...

[ARCHIVED] --Fallout New California BETA 221

[ARCHIVED] --Fallout New California BETA 221

Full Version 37 comments

Old file. Grab BETA 231. A massive improvement over previous iterations, 221 is more stable and has better performance, new side quests, rewards for exploration...

ARCHIVED -- Fallout New California BETA 213

ARCHIVED -- Fallout New California BETA 213

Full Version 75 comments

Old file. Grab 221 FULL above or patch to 221. This is for legacy content only.

ARCHIVED -- PATCH 2.0.4

ARCHIVED -- PATCH 2.0.4

Patch 26 comments

ARCHIVED. Old file. Grab 213. Its a full re-download and restart, but worth it.

Post comment Comments  (60 - 70 of 2,940)
Guest
Guest - - 690,450 comments

*SPOILRER ALERT!*

Hey Thaiauxn, I was wondering if during the process of writing endings if any of your team considered making one where it's revealed that the courier is actually the child of the "Star Player" rather than them being one and the same?

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Thaiauxn CreatorSubscriber
Thaiauxn - - 1,673 comments

Originally I intended them to be totally different characters and never meantion the other at all. I thought the very idea of bridging to New Vegas was going to result in too many hanging threads we could never afford to attach quests to and add a bunch of unearned twists. BUT, because so many people asked for the ending which goes to New Vegas with all their gear and conmpanions as the courier, I went with that. And while that needed more time to cook in the Father conversation, which I rewrote, and more content from the companions, which I also rewrote, the ending videos as they are will stand as pretty damn good. They came out good enough that I felt we earned the bridge to New Vegas, the transition was super smooth and came together very well. The Father needs to be redone and redact the cloning ****, no one like it, including me. But other than that, it's the ending Project Brazil players asked for and confirmed repeatedly in private. Then it went public and the part of Reddit and NMA that haaaaates mods and "fan fiction" **** the bed, and to be honest if they hate my work I'm glad. I wouldn't want to make something they enjoy. For everyone else I'm happy if this gets picked up by another modder who continues to work on it and change the most egregious parts where it's obvious we ran out of momentum and volunteer hours. With some revisions and expansions which I wrote or someone else is willing to write, it could be much better.

Reply Good karma+1 vote
Guest
Guest - - 690,450 comments

Cool beans, I wanted to ask purely out of curiosity, I remember playing the beta when it first came out and was very curious in what direction the story was heading. After Playing and beating the mod a few (thousand) times, I definitely agree the bridge to New Vegas was earned. I also agree with you regarding The Father, and that his story in relation to the player is... Interesting? So it could use a revision but I believe the basis for his motivation to create a new species of super mutants is still solid. As for people upset regarding "fan fiction" ****... I mean, I believe the purpose of this mod (correct me if I'm wrong) is to simply add extra content for players to enjoy while providing a basis for people's own ideas for who the courier was in the past. But you know, haters going to hate. I, and many others, love this mod and appreciate the time and effort you guys put in to bring your vision to life. I do hope that if or when another modder picks this up and works with you in revising it, that it includes even more options of what happened to the Star player and his companions (and perhaps even an option where the courier is actually the child of the Star player and one of the companions or actually not related at all hmmm?) Still, that's asking a lot from you, when you and your team have already given up so much of your time to deliver us this great experience. You guys should be proud and deserve a spa day for what you've accomplished already = )

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Thaiauxn CreatorSubscriber
Thaiauxn - - 1,673 comments

We actually never got any kind of tangible reward for making this mod at all. :p

You can read the full postmortem design document here: Docs.google.com

This isn't the rewrite I would do if I had a budget and secure team, mind you. If I COULD, I would revise the beginning so the player isn't some kind of hero at all, juts some human in the wrong place at the wrong time, brought back to Vault 18 after getting shot by a Super Mutant while Rossman and the Wasteland Scout were defending their home from some Raiders. This would let the player determine all their characteristics during a brief medical exam and interrogation by the Overseer on what they know about the world around them: their home, their family, their job, etc... Then be given a chance to earn citizenship in their thriving underground city that remains independent from the NCR by strength and politics, trading with the outside.

I'd still have the 3 major outdoor factions: Super Mutants would play as big a role as the NCR and Raiders, and I'd still provide the player with the opportunity to join the Enclave or Wasteland Scouts, but wouldn't start the Vault Civil War until they've been in and out of Vault 18 using it as a hub for several missions, and I'd make that route fully non-linear (it's the way it is because of resource and time constraints.)

I'd also rip out the ending totally and ignore New Vegas except in scant references, still set 20 years before FNV during the presidency of Windell Peterson following the impeachment of Johanna Tibbet.

I'd focus more on the Raiders and their Chinese, Spanish, and Tribal Pidgeon English and Southern Slang, giving each Raider Faction a fleshed out Warlord and side quests to gain their favor. Instead of Elsdragon singling out the player from the start, have the player earn their stripes before ever getting his attention.

Same with the NCR. The player only arrives there as a refugee of the conflict like anyone else and has to barter, trade, or take mercenary contracts to gain attention. Maybe even give speeches to revolutionary citizens tired of the corruption and run against the Senate and Mob.

The Super Mutants have been carrying out experiments to resurrect their dead god, and bring The Master back. They've formed an independent city of mutants around Daggerpoint and spread a "meaty vine" that grows like a cancer around them, causing illness in the nearby communities. The player can trade with them in the safe zone, or try to get close to their leaders and infiltrate their ranks, possibly become a mutant themselves.

I'd also give the Enclave a bigger presence, and let the player have their power armor, weapons, and vertibirds for the mid game to late game events when their clandestine micro-faction springs the trap. Or allow the player to fight them and win. I'd focus more on their motivations and cult-like philosophy, more on their goals for human purity and American pride, and more justifications for their otherwise inexcusable deeds.

But, that would take a budget. It'd be Fallout 5. Not a mod.

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SweetRamona
SweetRamona - - 5,114 comments

Will the next version include new/unique icons for all the new weapons and clothing + armor this mod has.

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Thaiauxn CreatorSubscriber
Thaiauxn - - 1,673 comments

I made icons for all the armor and weapons I made, and many others. But there are no new icons coming unless someone new to the team joins and makes them. It would be a good gateway to modding FNC for an artist.

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rickyboughen
rickyboughen - - 24 comments

So can i continue to new vegas after completing this mod?

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Thaiauxn CreatorSubscriber
Thaiauxn - - 1,673 comments

Yes. Get version 230 on our discord to make that a more smooth experience.

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LucyTheSuccubus
LucyTheSuccubus - - 88 comments

When is the 1.0 being released? Seems like I got alot of freetime for the next weeks and months, thanks corona. Would be cool to play through this.

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Thaiauxn CreatorSubscriber
Thaiauxn - - 1,673 comments

There is a 223 Update in the works right now. Should be out eventually this month.

1.0 will take as long as it will take and has no deadline and no one is assigned any tasks in involving that content expansion. Since no one wants to do it, we'll take anyone willing to work on it.

Reply Good karma+2 votes
LucyTheSuccubus
LucyTheSuccubus - - 88 comments

Thats just fine for me. Guess I play 223 then. I just recently finished my modbuilds for FNV and TTW so I guess I play FNC after playing through FO3 and FNV. Thanks for your time still giving frequent support after so much time! :)

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Guest
Guest - - 690,450 comments

Is there going to be save creator/state creator feature for those who don't have old save games? I'm guessing we can just use community uploaded save games as well, but this could provide more immediate flexibility.

Not suggesting it be intertwined within gameplay or quests, just menu options(what was your state, pick A-B-C) would be great. Simple and effective.

Any plans or already existing implementations of this nature for people interested but unable to play NV again or get savegames from elsewhere for whatever reason?

If not, how tough would it be to implement from a coding perspective, if you have time to share your take or it seems like a fun question?

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Thaiauxn CreatorSubscriber
Thaiauxn - - 1,673 comments

What is a save creator? And what purpose does it serve? FNC is a new game. It doesn't move to New Vegas until the end.

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Guest
Guest - - 690,450 comments

Sorry it seems I had a derp moment. I was reading the latest news update on here and read no. 1(Bridge to New Vegas) and er, well, misread 'New California' companions as 'New Vegas' companions.

Basically I misunderstood New California to storywise take place AFTER New Vegas, when apparently it takes place BEFORE. Whoops. Hence my question regarding a save creator originally, I figured it would be a useful feature for anyone returning and not having their original save games to import into New California LOL.

Alternate question: Since it uses vanilla as a base, I guess it will be compatible with gameplay changing mods, caveat being that individual creators will have to tweak any of the new content to be in line with their respective balancing philosophies and stuff?

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Thaiauxn CreatorSubscriber
Thaiauxn - - 1,673 comments

Global mods are fine, it's mod that change the startup quest or very processor & memory intense mods that cause problems with FNC. Mods that add weapons to the world but not to level lists in FNC also won't show up til Vegas. Replacers will work most of the time though.

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