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.

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.

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.

And Brazilian Portuguese is underway in our Discord.
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.
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
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...
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!
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 201! Out now! Come get it! :D
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...
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.
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...
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...
Old file. Grab 221 FULL above or patch to 221. This is for legacy content only.
ARCHIVED. Old file. Grab 213. Its a full re-download and restart, but worth it.
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?
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.
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?
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.
Hey, just started playing this Mod for the first time.
I would like to know what are your recommended S.P.E.C.I.A.L Stats, Skills Tags, and Attributes for each path (Warrior and Scientist).
Go with
Strength 7
Perception 6
Endurance 7
Charisma 8
Intelligence 7
Agility 1
Luck 1
Just listen to Bragg and Rossman. They almost break the 4th wall to give you suggestions, and then immediately test you to see if you followed their advice. There's no penalty for failing those tests, you can just skip that content or level up through skill books and magazines and companion perks, but if you want to optimize for talking to people, go high charisma, perception, and intelligence. And min-max science and speech for a more pacifist run.
If you want to be hilarious, stick to high luck.
Have you ever thought about releasing this on Steam like SureAI has done with Nehrim and Enderal?
I have, and I'd never do it. Steam isn't the place for a mod that openly acknowledges that it is less than perfect and asks for reasonable community involvement improving it. That would be totally ignored by the steam community which expects perfect bug free issue free high quality content for free, and anything less than that gets ripped to shreds and all requests for community effort are ignored to call the devs idiots.
So there's no reason to ever go there.
No offense i completely disagree. I think steam has people whio are far more mature then that. I for one try to give positive feed back and help out with things like that for devs all the time. MAYBE i am one of a small number but we are still out here
First of all, the small portion of the mod I've been able to play is very enjoyable, especially like the new radio stations. Now, I've been having some trouble using this with MO2, and a lot of the tutorials I see are outdated. Do you guys have an official MO2 tutorial (for this version of NC) or any fanmade ones you recommend?
One last note, if for whatever reason I simply cannot get it working due to my own technical amateurism, is there a way to extract the radio stations to use on NV without NewC? So at the very least I can keep a small piece of the mod in my game.
Explain what issues you're having please.
While MO2 is a great program, just installing FNC via our EXE is our preferred method. Just follow the steps in our README changing the ini in Mo2's profile and add the esm to your load order near the top and all problems are eliminated. FNC can't be installed via a mod manager. It's too big and too complicated.
Hi,
any updates on the expected patch, its been almost half year if not more after last patch, so i wonder if its even coming out at all?
Thanks
It's in the hands of the community and there is no ETA. It will just show up one day without much warning.
Hi,
so people do work on it? Or you mean, it in hands of the community like: Someone should pick it up and do something about it?
BTW, Some years ago you kicked me from discord and I cant connect, so i have no idea how the mod is progressing, can you unban me from discord?