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Fallout 4: New Vegas/FAQ

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The Frequenty Asked Questions section from the Fallout 4: New Vegas Discord. This may not be up to date, please check this Discord for more recent changes.

FAQ

General F4NV Questions

  • Q: "When is F4NV coming out?"
A: We don't have a release date at this time.
  • Q: "What percent complete is F4NV?
A: We have no official percentage for completion. Things are done when they're done.
  • Q: "Does this include the story?"
A: Yes! F4NV will contain all of the core content of Fallout: New Vegas, story and quests included.
  • Q: "How long have you been working on this?"
A: Development on F4NV started in 2017.
  • Q: "Does that video of a guy walking from Goodsprings to Primm have anything to do with this project?"
A: No. That was from the old New Vegas remake project, and has nothing to do with the work done by this team.
  • Q: "Will F4NV be available on consoles?"
A: Unfortunately, no. F4NV relies on F4SE, which cannot be used with the console ports of the game. Much of F4NV's functionality is built upon F4SE, and without it F4NV simply doesn't work. As well, filesize limitations on consoles are also a factor, with console mods having a maximum size of 2 GB. Even in an early development state, F4NV had exceeded this limitation, and is set to only get farther and farther out from it with each passing day.
  • Q: "Will you be releasing a standalone version of [ITEM]?"
A: Maybe. As any contributions made to F4NV are free to be released as they wish by the team members who made it (or by the project itself if given the appropriate permissions,) this is something handled on a case-by-case basis. Assume that if we haven't said anything, something will not be seeing a standalone release.
  • Q: "Can't you just use this thing from [MOD X]?"
A: Maybe. We often reach out to modders that make cool content we think would gel with us and our work, and sometimes have modders reach out to us with their awesome work. However, given the scale of the project we're working on, and people wanting to maintain creative control over their projects, a lot of stuff that already exists as mods either already exists in the project in an in-house version, or has to be made from scratch for one reason or another.
  • Q: "Will the Mojave be linked to the Commonwealth?"
A: No. The Sole Survivor won't be in the Mojave, nor will Courier 6 be in the Commonwealth.
  • Q: "Will this require Fallout 4 or Fallout: New Vegas's DLC?"
A: Yes, we will require all DLCs from both games. This does not include CC content, however.
  • Q: "Will this work with Fallout 4 VR?"
A: No. Due to major differences between F4SE and F4VRSE, as well as differences in UI and other functionality, that'd be far outside our scope and would require a ton of extra work to make functional at even a baseline level.
  • Q: "Will you port F4NV to the Fallout 76 engine?"
A: No. Find out more here: https://www.facebook.com/TeamF4NV/posts/780863388968290
  • Q: "Will F4NV have a public beta?"
A: No. Check out this devlog where we discuss why we've made this choice: https://www.facebook.com/TeamF4NV/posts/752264808494815
  • Q: "Can I join the team?"
A: Anybody is welcome to apply! Check out the following link, and fill out the form there: Unable to Post Link, check the official discord If you don't feel you have the applicable skills, check the #tutorials-and-resources channel out. Please keep in mind that with the number of applicants we get, we cannot respond to everybody.

  • Q: Do you take donations?
A: No. We don't receive any kind of compensation for our work on this project whatsoever, without exceptions.

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Gameplay Questions

  • Q: "Do you plan on using Fallout 4's 'Legendary Weapon/Enemy' system?"
A: No. We feel it diminishes the value of actual unique weapons, and has significant balance issues that encourage gameplay choices detrimental to the player's gameplay experience.
  • Q: "Will you be adding holstered visible weapons back?"
A: We already have!
  • Q: "Will I be able to play after the ending?"
A: Yes. There will be no post-credits content, but you'll be able to play in the game world and wrap up any quests you might've missed with any of the special outfits or weapons you might've obtained during the ending.
  • Q: "How will Power Armor work?"
A: We'll be using the systems from Fallout 4. We feel they really make Power Armor feel like Power Armor. However, we'll be sticking to the distribution of it found in Fallout: New Vegas.
  • Q: "Are you using the Fallout 4 dialogue system?"
A: No. We'll be using the excellent XDI framework. This allows us to effectively re-create the Fallout 3/NV dialogue system.
  • Q: "Will you be using a skill system like Fallout: New Vegas has?"
A: We are - you can check some of this out in our showcase videos on Youtube.
  • Q: "Will you be using Fallout 4's settlement system?"
A: Yes. Player homes will be using a system based upon that used in Home Plate. However, larger exterior settlements will not be in F4NV.
  • Q: "Will I be able to play Vanilla FO4 with the mod installed?"
A: No. While we had originally hoped this would be the case, a number of changes under the hood were only possible in a good and reliable manner if backwards compatibility was broken. With that being the case, vanilla FO4 will not be playable with F4NV installed.

  • Q: "Will you add [FEATURE X] from Fallout 76?"
A: No. Fallout 76 has some cool stuff going for it, but much of it is not really in line with the experience we have in mind for F4NV. As a result, we're not likely to be cribbing much (if anything,) from it for our project.
  • Q: "Will there be killable children in F4NV?"
A: No. The work needed to make such an addition worthwhile to the game far outstrips the gameplay and narrative benefit it would add, and making things realistic for the sake of being realistic isn't really a great way to add value to the gameplay of F4NV.

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Content Questions

  • Q: "Will you be making any changes to the world, or with F4NV be a totally perfect recreation of Fallout: New Vegas?"
A: There will be changes in F4NV. The reality of porting to the Fallout 4 version of the Creation Engine is that we simply cannot replicate New Vegas perfectly. However, in our opinion that's a good thing.

If you wanted a perfect New Vegas, you would just play New Vegas. For all the things added to Fallout 4 that you may not like, plenty of cool new things were added that we at Team F4NV really like. Better shooter controls, prettier graphics, and support for neat flash plugins really open things up for us, and let us develop a remake that is true to the original, but that can also build off of the game to create something new for seasoned fans and newcomers alike.
  • Q: "Will you be adding [Thing]?"
A: If it's in the base game, we'll be striving to add it to the mod. If it isn't, probably not. We may make exceptions for certain bits of cut content or tiny pieces of lore-friendly content we're given, but otherwise we won't be doing too much outside of the main game itself.
  • Q: "Will you be adding cut content?"
A: Maybe. Some content is more labor-intensive than other bits, and so we'll likely be adding it as we go along, depending on how much effort we find the content actually is to add to the game. Generally as a rule, if it necessitates new writing or us expanding upon existing writing or lore, it will not be appearing in F4NV.
  • Q: "Will you be opening up Freeside/The Strip?"
A: We have no specific plans for enlarging the world space occupied by either Freeside or The Strip. However, given that we don't have to build our worldspace to play nice with mid 2000's consoles, it's likely that we'll be experimenting with potential expansions to those areas.
  • Q: "Will you expand The Legion/The NCR/The Fiends?"
A: No. The amount of work needed to expand a faction like that is far and away beyond the scope of our project, and would take hundreds upon hundreds of hours of work to implement, to the detriment of the rest of the project.
  • Q: "Will mods from stock Fallout 4 work with F4NV?"
A: Not without substantial modification to work alongside the new systems in F4NV. We may release tools and tutorials for this in the future, but for the time being it isn't a priority - F4NV is still quite a way off from release.
  • Q: "Will armor be using the Fallout 4 multi-piece outfit system?"
A: This is very much a case by case situation. Some may, while others will not.
  • Q: "Will you be working on the DLC?"
A: Yes, but also no. Gun Runner's Arsenal and Courier's Stash will be present in the base mod, due to the nature of their content. However, our core focus is on remaking New Vegas itself. While some might say that the DLC is too important to be separated from the core of the game, we'd rather avoid any potential loss of focus on the core of the project.

Additionally, given that the major DLCs for New Vegas were often very much intended for higher-level characters (the first two the player can access, Lonesome Road and Old World Blues, recommend a player character around level 20, when most players will have characters around level 3-5. Lonesome Road can't even be properly started without a highly optimized character build until much later,) we feel it'd be best to focus on getting the core game out first.
  • Q: "Will you be making any changes to the size of the world in F4NV?"
A: Yes. Our version of the Mojave has the same cell dimensions as the world in Fallout: New Vegas. However, due to changes in the newer version of the engine, cells in Fallout 4 are around 25% larger. As a result, our world is 25% bigger than that in Fallout: New Vegas.

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Audio/Dialogue/Music Questions

  • Q: "Will the protagonist be voiced?"
A: No. A voiced protagonist would not lend itself to F4NV and the style of project we're aiming for, and would be a tremendous undertaking.
  • Q: "Will you have the original Fallout: New Vegas music/soundtrack/voiceovers in F4NV?"
A: No. Bethesda's requirements mean that all audio must be remade in-house.
  • Q: "Hey, can't you just use [cover of song X]?"
A: No. Covers are not freely usable - a licensing fee must be paid for their use, and this is paid per-download. This is far beyond our ability to pay for.
  • Q: "But isn't it legal t-"
A: Most likely not. If there's an option, we've probably already explored it and ruled it out.
  • Q: "What about algorithmic/'AI' voice generation?"
A: That's even more of a potential legal problem, and isn't worth the risk.
  • Q: "Can't you guys just do what TTW did with their audio?"
A: No. Tale of Two Wastelands copies the archive files from Fallout 3 into the Fallout: New Vegas install directory. From there, the game engine can natively read the Gamebryo-era Bethesda archive files (.bsa files,) and use the data contained within without any other work needed. This is not the case with Fallout 4. The Creation Engine uses a new version of the Bethesda archive file (.ba2 files,) which have a different data structure. These are an improvement over the older archive files, but as a result of the changeover the engine no longer has support for legacy Bethesda archives. This means that if F4NV wanted to use the voiceovers from Fallout: New Vegas in F4NV, they would need to be extracted from the New Vegas archives and then repackaged in the newer format so that the engine could use them. This violates the EULAs for both Fallout: New Vegas and Fallout 4, and is considered to constitute piracy. As a result, it is not an option for F4NV.
  • Q: "Well what if you ju-"
A: No. Please understand - we've been working on this project for years, and have examined most every possibility that has come along that might allow us to reuse the original music/voices. While we appreciate your desire to help, more often than not it just results in us needing to reiterate why we can't use something we've discussed numerous times.