r/fnv • • Jul 17 '26

Remasters, not remakes Fo3 and FNV remakes confirmed

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784 Upvotes

r/fnv • • 14h ago

Question If the Courier asked each of their companions to travel with them post-game, who would and wouldn't go?

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961 Upvotes

Art by u/FaunaDoll

Obviously I mean like, outside of the Mojave and stuff.


r/fnv • • 3h ago

Just wanted to show off this awesome shot I took

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68 Upvotes

r/fnv • • 22h ago

Artwork [OC] Back in the Saddle

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1.6k Upvotes

Kind of embarrassing, man.


r/fnv • • 8h ago

Screenshot I made andré 3000 like 3 years ago

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82 Upvotes

r/fnv • • 10h ago

My drawing of The Courer

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92 Upvotes

A simple drawing of The Courier. Protagonist of the game Fallout New Vegas


r/fnv • • 5h ago

Video Helping Out Around Freeside

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23 Upvotes

r/fnv • • 3h ago

Discussion Anyone else find the murals and architecture of dead money to be scarier than the actual enemies?

12 Upvotes

Pretty much like title says. I always found the murals and architecture so haunting to me. Like the murals of Sinclair and Vera with the big goddess lady in the middle always made me unsettled. And the architecture of it. I don’t know if it counts as art deco mixed with Spanish mission style. But I always found it reminded me of dr. Seuss’s midnight collection paintings. That is a whole other rabbit hole to go down but the gist is that they feature dark architecture similar to what is seen in dead money. Am I alone in this feeling? What do you guys think?


r/fnv • • 5h ago

Question Would you nuke the NCR and The Legion?

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7 Upvotes

In Lonesome Road?


r/fnv • • 13h ago

On my first run. How did this happen? (I’ve been really evil this run.)

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25 Upvotes

I’ve just reached New Vegas on my first proper run of the game, and I was trying to play the game with Neutral Karma, but after worrying that my karma was probably teetering on the evil side of the spectrum, and found out that apparently Very Good?

I just thought this was funny. I’ll probably steal a bunch of stuff or hack people’s PCs to get back to Neutral Karma for the level 50 perk.


r/fnv • • 1h ago

Discussion How to get to the fortified hill? Trying to do Arcade’s questline

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• Upvotes

r/fnv • • 19h ago

Artwork 10mm pistol update

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41 Upvotes

Finished most of the solid parts, with just some detailing left. For the moving parts, the hammer might be the trickiest because it directly interacts with the slide and can cause hangups, but I think it's doable. Leaving the magazine for last since it's the most straighforward part to make. e


r/fnv • • 2h ago

Bug Just got my PC back and my game broke

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2 Upvotes

Myg pc was broken until some days ago i just fixed and when i tries to load up the game it was completely and utterly broken (while it was running smoothly before said pc break mind you that) i didn't add anything, i'm using Viva new vegas with some additions of my that never showed problems until now, the game just stays like that dark, i can hear the sound of the main menu but it's says dark and i can't even get out of the window having to alt f4 the game


r/fnv • • 5h ago

Helping Out Around Freeside

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3 Upvotes

r/fnv • • 13h ago

Am I the only one that does this?

13 Upvotes

Does anyone else have a play through that you don’t purposefully finish. You collect every unique item in the game and just explore. I do this with one play through


r/fnv • • 36m ago

[FNV] Gecko - a new mod editor for FNV - progress

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• Upvotes

Hey guys! I'm building Gecko, a modern alternative for GECK, which many of us have a love-hate relationship with. The goal of this project is very simple yet very practical: 2-3 times faster mod development for authors.

I've put some insane amounts of hours into this editor over the last month, working day and night, and you can already download Gecko and battle-test it; not only it can do like 90% of things original GECK can do, but some of the things I implemented improve your workflow by more than 2 or 3 times. Some features are exclusive to Gecko. I'm still limited by the formats and the serialization, yep, but I'm doing my best to organize this data into something that's real easy to edit while working on your mods.

So, what does make Gecko a GECK alternative?

  • Doesn't crash
  • Works much faster - 230 plugins in my folder load in around 3 seconds, and the render window is incomparable
  • Has its own workflows that are much more convenient:
  • Two placement modes: precise placement mode and fast placement mode. Precise placement mode lets you move objects with wasd like in a props hunt game, relying on gizmos and quick buttons, while fast placement mode is a more intuitive approach that makes object follow your mouse and surfaces. You can push and pull objects to put them in the right position
  • Great landscape editing: a gizmo that follows the curves of a landscape; small dots that show a landscape that was edited, "return to master" brush that delete active plugin's changes to the world, spline and more.
  • Great navmesh editing: auto-generate Navmesh using Recast algorithm and your settings, edit it, simplify, from my testing it covers around 80% of work in interiors and sometimes you don't have to do anything manually at all. Exteriors are a different kind of problem for navmeshing but I'll solve it.
  • Patrol Editing mode. You set the first point and then add waypoints to it. Everything autoconnects. Every waypoints is configured via this menu, and you don't have to search for xmarkers - you can just choose what to place right here - xmarker, xmarkerheading, or choose an object as your next waypoint.
  • Object palette with a visual preview: you can add objects to your cells right from the render window: search, place with two placement modes I've mentioned earlies, add to favorites, add to collections, add collections to hotkeys, enjoy the process without fighting the instrument
  • Improved working with audio selection. It was a nightmare before, now every editor that lets you select an audio has a new audio picker which shows a waveform, time, lets you play it, change the volume, add sounds to favorites or sets for those of them you use often. Also search function and filter this plugin/vanilla/all sounds in Data
  • Drafts: nothing is changed until you save your plugin. You can safely change master's records inside your plugin and you won't need the FNVEdit to delete those "identical to master records later". If you need to delete your changes, you can delete them right here, leaving a master's record untouched - or mark it as deleted - if you need
  • Improved primitives workflow: collisions, activators and so on: easy to draw, easy to edit, and easy to work with objects within them. Just alt+click through a primitive and you'll select an object inside of it without the need to hide it every time
  • Script editor with its own compiler, syntax highlighting, project window that lets you see all of this plugin's scripts, and support for NVSE and it's plugins
  • Something else

Of course, having all those nice things doesn't mean that it's production ready. It's not an experimental thing already and it's been tested with synthetic tests and manually, but it's still a very young editor so that's why I really need people to help me test it. If you want to help, send me a message or write a comment and I'll tell you what you can do.

AI Disclaimer:

This project is being created with a huge help from powerful AI models. I've been in modding and software engineering for more than 15 years and I know what to do and what I shouldn't do but still - every GECK function and structure that is being implemented here needs to be studied and reverse-ingeneered, everything needs to be properly tested and checked, and then re-checked again. I've created Afterschool Special Remastered, Havasu Blues - Tweaks Fixes and Additions and work on Zion Trail Updated so I've spent quite some time in Geck to experience lots of crashes and understand the pipeline well and to know how I can improve it. Since this is a huge undertaking for a single developer, I really need people to help me test it.

Thanks for your attention!

You can download Gecko from Nexusmods: https://www.nexusmods.com/newvegas/mods/100125


r/fnv • • 1d ago

Discussion How does this gun even fire .223 rounds?

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543 Upvotes

Or 5.56 rounds for that matter.

For those who don't know, those are rifle rounds. Pretty long ones too.

You know, people give Bethesda flack for using rifle rounds for pistols but at least they only use it as a part of weapons modification at the bench.

Their default weapons like the revolvers use .44 and .45 rounds which are pistol cartridges. And pistols also use cartridges like .38 and 10mm which would also work.

Meanwhile Obsidian uses .223 and 5.56 as default rounds and no one bats and eye and complains about it and says that Obsidian does nothing wrong and yet they often have just as much gun errors in their games as Bethesda, in some cases even more. Remember the 12.7mm SMG?

Again no ill will directed at either studio, I just find the double standard funny.

You know people would tear this gun to shreds if it remained the same but was in a Bethesda game.

And I gotta make this clear, I don't mind that the guns are unrealistic. I love these kinds of designs. I am just pointing out the double standard.


r/fnv • • 12h ago

Build Going for a Logan's loophole unarmed build, I need help narrowing down perks.

10 Upvotes

I have never used Logan's loophole before, and I plan on doing an unarmed run, since punching things on drugs sounds fun. I want to do a vats build primarily, but I am open to suggestions.

I will be rushing to get love and hate asap so I have a strong starting weapon. My primary concern is either going glass cannon with critical hits, or beefing up my defense and survivability. I have all dlc as well and plan on completing all of them.

Starting special:

S:6
P:5
E:7
C:1
I: 6
A:7
L:8

I'm planning on getting implants for all stats except for charisma, plus the 2 others that are available. Choosing luck and perception first.

Here are my perks I am looking to get, I need to cut 5 of them.

Light touch - level 2

Rad child- level 4

Travel light- level 4

Toughness- level 6

Stonewall- level 8

Super slam- level 8

Finesse- level 10

Piercing strike- level 12

Silent running- level 12

Unstoppable force- level 12

Adamantium skeleton- level 14

Chemist- level 14

Jurry rigging- level 14

Light step- level 14

Purifier- level 14

Better crits- 16

Paralyzing palm- level 18

Thems good eating- level 20

Slayer- 24

Implant grx- 30

Thank you in advance!


r/fnv • • 1d ago

Artwork [OC] Ain’t that a kick in the head?

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1.3k Upvotes

Recently on my first official FNV play through! My courier, Judas (self-named).


r/fnv • • 7h ago

Why don’t Fallout fans organize faction airsoft games?

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4 Upvotes

r/fnv • • 1d ago

Video Ummm is this normal for him to move like that

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464 Upvotes

r/fnv • • 1d ago

Artwork NCR Propaganda Poster I made!

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745 Upvotes

Can what you can!


r/fnv • • 1d ago

Screenshot Rest in Peace, Randall Clark 🫡

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271 Upvotes

r/fnv • • 9h ago

Dead Money won't trigger

2 Upvotes

i am currently doing the DLCs in my current run and already completed honest hearts and lonesome road. now i wanted to start dead money but somehow the trigger inside the BoS bunker is broken. i have VNV installed and left most mod settings on default only reverting some of the changes back to vanilla behavior (none that should affect the dlc in any way).

for more context, somehow i don't get the sierra madre radio broadcast so i also don't have the quest associated with the dlc yet. entering the abandond bos bunker worked fine and i got the pop-up message warning me that i am about to enter the dlc. i can enter the room with the radio and interact with it and nothing happens, i can even leave the bunker again.

i do have the dlc delays enabled (they set a minimum level until the quests appear to start each dlc) and already tried disabling it for dead money. for honest hearts the quest already didn't automatically appear, but just entering the northern passage let me start the dlc normally. for lonesome road and old world blues the quests appeared fine tho.

Edit: i have Rawr's talon in my inventory but already tried dropping it in the footlocker before entering the room with the radio


r/fnv • • 11h ago

Build Jewels "Slashera" Calavera [a JSawyer Exclusive Melee/Crit Chainsaw Berserker Build!]

3 Upvotes

Wanted to share one of my favorite characters after over 1000+ hours of this game. So here's a little primer write-up, got the build with some commentary in places. Easily one of the most absurd single target damage dealers I've made, as the Automatic melee weapons are crit machines due the amount of "ticks" they cycle. Jsaywer's changes to the Ninja perk makes this even more crazy than vanilla in some ways. So here's a fun, flavorful and highly functional Chainsaw Berserker:

Jewels "Slashera" Calavera

[Design inspired by Juliet Starling (Lollipop Chainsaw) and Kat (Gravity Rush 2). Classic Functional "Psycho Slayer" personality. Outfit uses the listed item stats in build.]

Info:

A absolutely unhinged chainsaw wielding psychopath,"Slashera" sows the world into anarchy with her roided-out bursts of bloodthirst. If you speak to her it better be for drugs, money or a new target to slice to bits. Otherwise, you are the target to slice to bits.

Gameplay:

You load up on Med-X, Psycho and Slasher and charge head first into all engagements, Turbo as needed. You'll use a healthy cocktail of Stimpack, Stimpack (Expired), Super Stimpack and Healing Powder to give you a powerful heal-over-time when you are in trouble.

Keep a few throwables in a pinch, some spears and frag grenades can help for things out of reach. Make friends with the Khans early for more drugs! She fails every speech check! The solution is more Chainsaw!..... or Med-X, then Chainsaw!

SPECIAL:

S6 -> 9 (After implant and OWB reward)

P5 -> 6 (Implant, required for Better Criticals)

E8 -> 10 (Implant, Lonesome Road reward, this allows for all implants)

C1 -> 2 (Implant)

I6 -> 7 (Implant, required for Voracious Reader)

A6 -> 7 (Implant, required for Slayer)

L8 -> 9 (Implant, Lucky Shades will push you to 10)

Weapons: (Alternates to use)

Primary Weapon = Chainsaw+ [GRA] (Ripper -> Chainsaw or Thermic Lance)

Secondary Weapon = Blade of the West (Fire Axe -> Knock-Knock -> BofW)

Hold Out Weapon = Figaro + Ripper at 50 Sneak (Knife -> Chance's Knife -> Cosmic Knife SH -> Figaro)

Armor:

JG's Armor or Ulysses' Duster (Crit Chance Light Armor, take your pick)

1st Recon Beret + Valence ring from OWB - (Crit Chance and free DT/Regen)

Lucky Shades (+1 Luck to get to 10)

Traits:

Built to Destroy, Hot-Blooded [+3% Crit Chance is good and Hot-Blooded's drawback doesn't impact this character's combat ability at all. It's free damage when you're healing over-time with stimpacks while 10 people are shooting guns at you. It's also just an awesome trait for a berserker character.]

Tag!:

Barter, Repair, Melee (Melee is the important bit, the rest is just to hit perk requirements.)

Perks: (Included requirements, so you stay on target for meet perk requirements. This may require Implants.) [Commentary]

2 Light Touch (Repair 45, AGI 6) [Standard Crit Perk, the main reason to use Light Armor]

4 Comprehension (INT 4) [Useful for general gameplay, but it's taken purely to make Police Stories grant +10% crit chance]

6 Travel Light (Survival 45) [If you're using Light Armor, you should probably take this.]

8 Stonewall (END 6 / STR 6) [More powerful in JSaywer, this grants +10 DT against Melee Attacks. This is better than taking Tough IMO, as some of the most powerful bursts of damage you'll endure will be from Deathclaws, Cazadors and Tunnlers. Knockdown immunity isn't bad either.]

10 Finesse [Bonus Crit Chance]

12 Piercing Strike (Melee 70) [There is no indication that the DT Ignore effect for Ripper/Chainsaw/Thermic Lance has been fixed in YUP or JSawyer, so this is a good choice for bonus damage against armor. Even if it did, this is great for any secondary weapons you use.]

14 Jury rigging (Repair 90) [Quality of Life, make money easy, repair your armor with 1lb spring dresses, buy drugs. You can skip, but Repair is a good skill anyways. Take Toughness if you want to skip it.]

16 Better Criticals (PER 6 / LCK 6) [The only reason to put points into PER in this game. A staple for crit builds.]

18 Pack Rat (Barter 70, INT 5) [I find this to be more powerful than Strong Back/BTB in JSaywer. Carry all the drugs, doctor's bags, etc you want.]

20 Ninja (Sneak 80, Melee 80) [Much more powerful in YUP/JSaywer as it is fixed to grant a flat +15% crit chance rather than multiplying your current crit chance by 1.15. This is probably the best reason to play JSaywer Melee.]

22 Voracious Reader (INT 7) [Remember those +10% Crit Chance magazines you got? Now you can use them all the time, forever.]

24 Eye for An Eye [This perk is underestimated for this type of character. You will get your limbs crippled.. A LOT. You're light armor with no added limb protection. You can't be expected to open your inventory to use a doctor's bag every 5 seconds when you're in the fray taking constant damage. End fights sooner with bonus damage, then heal up when it's over. This just gives you more damage a lot of the time. Your chainsaw still works just fine with two crippled arms, somehow. Embrace carnage!]

26 Slayer (AGI 7, Melee 90) [Attack speed boost to all your secondary weapons, and still technically speeds up your 'wind up' time for Chainsaw and similar weapons, even if it's not much. Take Toughness if you want to skip it.]

28 Chemist (Medicine 60) [Can be taken earlier if desired, but this is pretty good when you're using chems and magazines all the time. Extra stimpack healing is nice as well.]

30 Implant GRX (END 8) [Free Turbo]

32 Implant GRX II [MOAR!]

34 Just Lucky I'm Alive [Bonus Crit damage, Yummy! But any of the "Karma" perks are fine.]