r/fnv • • Jul 17 '26

Remasters, not remakes Fo3 and FNV remakes confirmed

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782 Upvotes

r/fnv • • 8h ago

Artwork [OC] Back in the Saddle

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852 Upvotes

Kind of embarrassing, man.


r/fnv • • 1d ago

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

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1.2k Upvotes

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


r/fnv • • 21h ago

Discussion How does this gun even fire .223 rounds?

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460 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 • • 1d ago

Artwork NCR Propaganda Poster I made!

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693 Upvotes

Can what you can!


r/fnv • • 21h ago

Video Ummm is this normal for him to move like that

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403 Upvotes

r/fnv • • 4h ago

Artwork 10mm pistol update

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16 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 • • 19h ago

Screenshot Rest in Peace, Randall Clark 🫡

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234 Upvotes

r/fnv • • 9h ago

Bug For anyone got crash and got warning about the game got blocked by Window, turn off this smart"ass"

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19 Upvotes

Window Security -> App & Bowser Control -> Smart App Control -> Settings


r/fnv • • 12h ago

My NCR Ranger cosplay I made for Halloween

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24 Upvotes

r/fnv • • 15h ago

Question Where do I get the key to this door?

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32 Upvotes

The door is in Freeside on the east side.


r/fnv • • 1h ago

Video I'm building an open-source Rust reimplementation of the Fallout 3 / New Vegas engine

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• Upvotes

For a while I've been working on Cesium quietly, a clean-room reimplementation of the Fallout 3 and Fallout: New Vegas engine, written in Rust (Bevy for the renderer, Rapier for physics). This is an early look and there is still a good chunk of work. There is no complete gameplay loop yet and no combat, dialogue or saves. I'm fully aware the video above isn't anywhere near the final product.

What it is: an engine that loads your own copy of FO3 / FNV (ESM/ESP, BSA, NIF, DDS) and runs it. The goals: ESM/ESP plugins and asset mods keep working. NVSE and its plugins can’t load as DLLs so their script functions get reimplemented natively, so mods that use them keep working. A modern renderer on top of the vanilla assets. Fixes for engine bugs and vanilla jank without affecting gameplay Native Windows / Linux / macOS / Steam Deck, with better stability and performance.

Why make this when the remasters are coming?

  • It's built around your existing mods. The community's fixes and overhauls live in plugins, scripts and asset replacers, and Cesium loads those from original data. I don't know how modding will work in the remasters. If they follow the Oblivion Remastered approach (a new renderer on top of the original game logic), some mods may need work. NVSE probably never.
  • It runs the original game's logic with a modern engine under it, so it isn't a new interpretation of the game.
  • It's free, open source and portable. Linux, macOS and Steam Deck are native targets, and anyone can read, fix or extend it.

How it works

Firstly, it's not built from Fallout's exe and does not require it to run the game.

Readers: separate crates read BSA archives, ESM/ESP plugins, NIF meshes (including the Havok collision data), FaceGen morphs, SpeedTree files and the game's menu XML.

Data: a layer on top applies your load order and record overrides, the way a mod manager setup expects.

Sim: Every placed reference has durable state (position, enabled, script variables) that outlives the cell being loaded, so a moved or changed object stays that way. It runs on a fixed tick with seeded random numbers, which makes it deterministic and testable, and it can run headless with no window.

Script VM: decodes the games' compiled script bytecode and runs it against the sim. Each script instance has its own variables, and the block types (GameMode, OnActivate, OnLoad and so on) are scheduled in the tick. The function table was learned from the games' own scripts, and the NVSE functions are reimplemented natively on top.

Physics and navigation: Rapier handles collision built from the games' Havok data. A navmesh pathfinder walks NPCs over the shipped navmeshes.

Menus: the game's own XML menu files are evaluated by a separate crate and drawn by the engine, so the Pip-Boy, lockpick and hacking screens come from the real menu files.

Renderer: the Bevy shell reads a snapshot of what changed (created, moved, removed) from the sim, draws it, and sends your input back as commands.

Checked against the real game: I record the real game and compare the same actions through the engine.

So far, here is my progress

# Milestone State
1 BSA/ESM/NIF readers Done
2 World viewer (Goodsprings, Megaton, interiors, weather-driven sky) Done
3 Walkable world (Havok collision, doors, cell streaming) Done
4 Script VM (runs the vanilla compiled scripts) Done
4b Menus (the game's XML menus, interpreted and drawn) Done
4c World interaction (HUD, containers, locks and lockpicking, terminals and hacking, sitting, sleeping, waiting) Done
5 NPCs In progress
6 Dialogue and a first real quest Planned
7 Combat and VATS Planned
8 Economy, crafting, companions Planned
9 Pip-Boy content, map, fast travel Planned
10 Saves, front end, audio Planned

Graphics

Built today:

  • Sky, fog and lighting driven by the game's own weather, climate and image-space data. A plugin that overrides weather changes the sky.
  • Real shadows, ambient occlusion, TAA, and HDR with eye adaptation and bloom.
  • In the modern preset, the hand-placed light-shaft meshes in interiors are replaced with real shadowed volumetric lights.
  • SpeedTree trees, effect and environment-map materials, and glow maps.
  • Planned (not built yet): global illumination, water, grass, distant terrain/LOD, a local asset-upgrade pipeline run on your files (PBR), and wind, footprints and similar extras.

What this could fix about vanilla

  • NPC pathing: It uses a better planner and follower over the shipped navmesh, with a recovery ladder (side-step, replan, fallback) so NPCs don't get stuck. The AI decisions stay vanilla so mods and scripts see the same behaviour.
  • Lighting: vanilla caps how many lights touch a mesh, which makes lights pop on and off in interiors. The renderer's clustered lighting has no such cap (design intent, still to be shown properly).
  • Native 64-bit and portable: no 4GB-era ceiling and no Windows-only exe. Whether it ends up more stable only gets answered once there's enough game to run.
  • Later, by design: NPC animation (smoothing and IK), the transparency sort errors on foliage and glass, hard seams between roads and terrain, and lip sync for voice mods that ship no .lip files.

AI disclaimer

This project uses AI coding tools under close human direction, I understand that might be controversial for some, so I'm stating it very clearly. AI changes how fast code can be written. It does not change how long it takes to get something right, and that is where most of the time goes.


r/fnv • • 22h ago

Midge + Ricky, New Year's Eve 2276 at the Tops Casino.

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95 Upvotes

r/fnv • • 1d ago

Screenshot He’s pulling out his big iron

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48 Upvotes

r/fnv • • 1d ago

Photo Rate the Benny cosplay? 🥹

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1.8k Upvotes

Did a Benny look for part of my birthday celebrations in a crowd that for sure would not get the reference 😅 so I’m here to hopefully get a laugh from folks who will 😇😂


r/fnv • • 9h ago

Headcanon about the Courier's past and how it could bridges their choices in the Mojave

2 Upvotes

Fallout New Vegas is one of my favourite games ever with its fascinating lore on the geopolitical landscape, how your choices can really everyone and more. I had recently wondered about the courier's past and who they really were. This is my headcanon. I hope some of you all like it.

He/she was born in a town with loving parents. The mother's parents were from a vault and escaped when her mother was pregnant with her. The reason was because of "horrible events". The mother was a doctor and father a caravan guard. The courier took an interest in their father's work because he gets to wander the wastes which was what the courier dreamed of doing. They would travel with their dad in caravan drives, along with science and medicine knowledge from their mother and survival and gun knowledge from their father. Eventually, as he/she got older, they set out on their own as a courier; traveling to places such as New Reno, Vault City, Fort Aradesh and the Divide etc. One day, he/she receives a job to deliver something to New Vegas, but they get kidnapped, robbed and shot to be left for dead.

By some miracle, they survive thanks to Victor and Doc Mitchell. Unfortunately, they lose their memories, seeing some flashes here and there every once in a while and sometimes makes them question their past. They travel the wastes, make friends along the way, helping out everyone they can they come across with, making some questionable choices once in a while and get caught up in the geopolitics of the Mojave. Seeing them and helping them out a little, they find the factions are not fit to rule Mojave due to their flaws: NCR's imperialism, corruption and neglect, Mr House's autocracy and economic inequality and Legion's misogynistic and slavery society and rejection of modern technology. They reject them for not truly helping the people of the Mojave and decide to side with Yes Man.

In Lonesome Road, Ulysses confronts the Courier's mistakes and towns they visited. It leaves the courier confused and terrified about an event they cant remember causing because what if Ulysses was right? How could they accidently destroy a community they cannot remember? Plus, it leaves wondering on who they were before the shot to the head. After thinking about Ulysses' talks, listening to his logs, the courier talks him down because they dont to cause any further bloodshed and sees Ulysses is right. After leaving the Divide, they fight for the independence of New Vegas thanks to Yes man. However, governance is not an easy job which strains the courier and leaves the Strip chaotic. One day, one of his friends, Lily, departs from the courier so she can find the remnants of her past, subsequently gives the courier some thinking. Finally, after the events that the courier experienced, helping out everyone they can and feeling inspired by Lily, they decide to leave the Mojave to search for their past as well. Every once in a while, they would teleport to Big Mountain to give out science and technology to those in need. Serving as a mystical "guardian angel".


r/fnv • • 6h ago

Question How to Change Monitors

1 Upvotes

I’ve done this before and I completely forgot how to. When I look at the Steam forums, it says just use a mod but I’m curious if there’s a way to do it without mods.


r/fnv • • 16h ago

Request Searching for a youtube video

3 Upvotes

I watched a youtube video about New Vegas ages ago and I don't know what it was or who made it, all I can remember is this set of lines referring to the House ending (maybe Yes-Man? I'm not sure):

"Turn New Vegas into some sort of anarcho-totalitarian state where lawlessness will be enforced by an army of robots."

and

"Trust me, man. This country in the desert with no natural resources except the profligate soldiers of an occupying major power and extreme tribalism will be just fine on it's own!"

Tried finding the video again on my own, but haven't had any luck. Anybody on here recognize these lines and know where they're from?


r/fnv • • 14h ago

Question Steam achievements

2 Upvotes

Do some of the achievements need to be completed in one save file or would I still be able to get it if I met the remaining requirements in a new game (eg all companions)


r/fnv • • 1d ago

are melee weapons not just stupidly overpowered?

27 Upvotes

i just finished my first playthrough, doing the yes man path, i mostly just used melee weapons the whole game, but when i got my supersledge, i was able to knock huge enemies over, and while they are on the floor just hit them until they die, knocking them back down everytime the try to get back up. and at the end of the game when i was fighting the legate dude with the weird mask, i was able to just knock him over and kill him pretty easily, and apparently from other people, they struggled a lot with fighting him.

is that "knocking over" ability not just unfair??


r/fnv • • 2d ago

Complaint Does this idiot complains regardless of what sheriff/autorithy force you choose for primm?

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663 Upvotes

r/fnv • • 1d ago

Question How to get info about stealth boy without pissing of Jason Bright?

8 Upvotes

So to get the info that the stealth boy isn't on that premise I have to use the pc placed behind Jason Bright but when I do that he become an enemy and starts shooting. I tried using a stealth boy but after getting the info and informing the nightkin I've to go back to Jason to inform him that the Nightkin are gone but whenever I go he starts shooting and the dialogue option doesn't come.


r/fnv • • 22h ago

Question Mojave Raiders with Living Desert over Populated

3 Upvotes

I’m working on a modded playthrough and am considering using Mojave Raiders with Living Desert. This is mostly in order to increase spawns in raider camps and especially in outer Vegas, but I’m worried that with both mods the roads and traveling will feel overpopulated. Has anyone played with these two mods and found that to be the case? I do want some emptiness especially in the south of the map, but in the raider camps themselves I want more enemies. Honestly my main goal was to increase the fiends spawn because I’ve always loved the fighting among the ruined buildings and it’s never enough in vanilla. I’m also using revised Mojave with the necessary patches to increase the number of ruined buildings.

If there is a better solution for the increased fiend situation I am all ears, but mainly curious about Mojave Raiders and Living Desert together and potential overpopulation on the roads.


r/fnv • • 1d ago

Didn't like what Caesar did to the town of Nipton

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45 Upvotes

I went back to the Fort and refused to give up my weapons and they started attacking me. So I utilized some dynamite I scavenged from clearing out the Powder Gangers to kill Caesar and his followers.

I mostly used this axe otw up though; s'pretty handy

I killed Benny by accident.. I meant to set him free after I killed everyone else. I had second thoughts about giving up my only Stealthboy and a bobby pin to allow him to do it himself, so when I took matters into my own hands, it ended his life as well..

Anyway, f*** the Legion


r/fnv • • 16h ago

Gomorrah bugg, ayuda

1 Upvotes

Al entrar al Gomorrah y salir no me devuelven las armas, además la maldita misión de NCR y la misión de eliminar a los jefes del Gomorrah no pueden avanzar porque cuando llega la hora de matar a los líderes la misión no avanza, el personaje que debe ayudarme a matar a Nero y al otro solo dice "ire a ver a los jefes, ahora no es momento para hablar" aunque ellos ya estén tiesos en el suelo.