The team behind Fallout California, an unofficial prequel mod to Fallout: New Vegas, has released a brand new version of it. In case you weren’t aware of, this mod adds a brand new campaign that players can launch from the main menu.
Fallout: New California features a huge world (around 2/3rd the size of Fallout: New Vegas’ map), offers from 6-8 hours to 15-30 hours of new gameplay, and packs 13 ending. Furthermore, this mod sports 16942 lines of dialogue (14877 of which are voiced by characters and non-repeating from 60 volunteer voice actors), new textures and meshes, and 48 main quests.
Version 2.2.1 improves overall performance by optimizing Landscape normals from uncompressed to DXT1, optimizing some LOD textures and cut LOD atlas to half its previous size, making LOD for large pieces at Angel Breakers, reducing lighting and graphics load in The Father’s den, and reducing lighting load around Union City.
Moreover, this latest version of Fallout California adds interiors to many buildings and homes so that players can explore them, overhauls companion appearance, fixes VATs note script crash and adds more interiors and survivor caches with small things to find throughout the wasteland.
Those interested can download Fallout California Version 2.2.1 from here, and below you can find its complete changelog.
Fallout California Version 2.2.1 Release Notes
- Beware changelogs may have spoilers!
- Optimized Landscape normals from uncompressed to DXT1.
- Optimized some LOD textures and cut LOD atlas to half its previous size.
- Fixed Union City bar SCOL which was causing crash.
- Regenerated landscape and object LOD.
- Reduced spawns at I-15 and UC battles.
- Reduced lighting and graphics load in The Father’s den.
- Reduced lighting load around Union City.
- Companion appearance overhaul.
- Bridge to New Vegas for Player and companions is complete.
- Added Odyssey town and side quests for it.
- Added “Buried Treasure” quest.
- Added “No System is Safe” quest.
- Added “Batteries not included” quest.
- Added Biscuit Protectron companion.
- Added Player home in Union City that you can purchase.
- Added Voiceless Village.
- New Artillery effects.
- Many buildings and homes now have interiors to explore.
- Many notes scattered in buildings.
- Many NCR have letters in their inventories.
- Companions now all get built-in weapons at appropriate times.
- Fixed bug in Kira’s quest for NCR or WC where Revan was never active and Elsdragon is dead but you can’t release her.
- Clean up of quest NCRMQ04 objectives when player is Mezzed by Eliza.
- Dagger01 turrets – fix hostility to NCR when hacked.
- Fixed issue with NCRMQ01 where you killed Nos in the mine, but he shows up at I-15 battle anyway.
- Fixed Jameson and Vargas not hostile to The Father.
- Fixed faction issue where the extra raiders in lift02 made the ALPHA or sneak kill/return to wagon unworkable.
- Added Duville stash in Goodspring Cemetery for Mob player.
- Added cleanup for unfinished side quests during MV transition.
- When Eliza Mezes the player, companions are no longer moved to the mine with the player.
- If followers are in Eliza’s house, they will now kill her when she tries to Zap the player.
- Mezed Player weapons are taken and moved to a container nearby where Elsdragon force greets you.
- Fixed issue for raider player that shoots up UC – Jerri shows up at DP dead instead of resurrected.
- Fixed Generic NCR greetings for Non-NCR player
- CARDS – fixed some references to stun grenades if Jackson was the capture agent
- NCR Caravan – fixed bug where troops are stuck running in a circle after the raider attack at DP.
- Made LOD for large pieces at Angel Breakers.
- Fixed incorrect voice clip for Annai.
- Removed vanilla object overrides of landscape textures.
- Commented out NVSE ‘printc’ functions scattered about in some scripts.
- Cleaned up many more vanilla overrides.
- Resolved a couple of conflicts with YUP by forwarding some fixes from it.
- Now Vargas and Jameson won’t follow player into Daggerpoint if player is Enclave.
- Fixed bugs that occur with trigger happy player in Dagger08.
- Fixed missing LIP files on Annai and a few others.
- Added OOC greets for warlords for non-revan MQ03 end and MQ04 start.
- Fixed Daggerpoint exit door transfering vikings/NCR even though they were to stay behind.
- Fixed bug where ‘Detention’ quest doesn’t end if you never go to detention.
- Fixed Missing ‘goodbye’ flags in Ooga’s MQ05 dialog.
- Fixed NCR ARMA record that allowed equipping of multiple NCR armors.
- Hide Alpha strike option for Bragg and The Father when Alpha is not present.
- Fixed OOC greeting conditions of generic Enclave to be more location specific
- Set power armor training book to non-quest item after reading it.
- Fixed Lost Roads default objective if you leave conversation early.
- Buffed MV Jenn’s lockpick skill so mods like JIP CCC can make use of it. (JIP CCC is not recommended until you transition over to New Vegas).
- Fixed failure in MQ05 final battle related to a bug in GetLOS script function.
- Fixed Quest advance failure in MQ05 final battle when player dumps one or both enemies into silo.
- Added story dialog to Annai in the Father’s Den elevator force greet for the non-enclave player.
- Fixed two script syntax errors in PBrazilRoboB6RKBrokenScript activation block.
- Fixed delay in Rossman forcegreet after enclave hologram.
- Fixed empty zoom bug in Maria after quest is finished.
- Fixed a script halt in PBDialogVault18PQ that was preventing “Off to see the Wizard” from starting.
- Fixed PBNPCSilvermanNCRMQ01TopACE to give you $20 like he says.
- More interiors and survivor caches with small things to find throughout the wasteland
- Upon new game for New Vegas start, and Bridge to Vegas – revert timescale to 30
- Gamesetting Adjustment – iNumberActorsAllowedToFollowPlayer from 99 to 20
- MQ03/MQ05 – Dagger Fissure Door – removed time advance to night time for hardcore player.
- MQ05 – Kira’s force greet after The Father’s defeat is now skipped if player is Enclave.
- Lost Roads – Now clears a dangling objective when confronted by Wilco.
- Removed Fists and Server10 overrides.
- MQ03 – fixed bug in PBDagger04MQ03PlayerKillTrigScript where the kill section would run multiple times.
- Removal of Hydra from NCR drops.
- Remove grenades from DP FEV drops.
- Adjust artillery proximity near Jameson.
- V18 Upper Apartment cleanup/fixes.
- Replaced every instance of NCR money in the ESM with a FNC unique equivalent and removed vanilla edits to the exchange rate.
- Fixed bug in Wildcard Daggerpoint battle startup script.
- Added collision markers around Fort Daggerpoint, Athens mine, Athens Gate, and Xiabula.
- Fixed – Glasses Object effect.
- SVRSQ02 – Fixed bug at stage 90 where it would not advance even when Ooga’s head was taken.
- Collision barriers around Pinehaven to prevent climbers skipping triggers.
- Disabled triggers in Dream area. Place collision sphere around the canyon. Disabled the portal to internal cells.
- Fixed VATs note script crash.
- PQ – For the Warrior path, ALPHA was never put back together by Markus Evans, so is unavailable as a follower.
- SVRMQ02 – Fixed faction problem between Road Bandits and Survivalists
- SVRSQ02 – Finished ‘Carrion’ Quest
- ZoomQuest – Limited scope to voice types added by FNC.
- CARDS – Gives Escape Artist perk at end
- NCRMQ04 – Wilco at the Wagon – flag if you talked to Wilco in the mine and escaped later.
- NCRMQ05 – set timing for Vertibird pilot OOC
- PQ – Fixed Earnest’s default package was trying to find a chair out in the void, off the grid.
- CH1 – Both robot quests will now fail if they’re started but player left them behind in the vault.
- CH1 – ‘Little Yellow Bolts of Light’ will complete after leaving the vault and you skipped the safe.
- CH1 – Made Bragg’s initial choice ‘I have my own uniform/Science gear’ more apparent that it is an escape from being inducted.
- CH1 – Added CH1 Player ‘friend’ factions to Earnest’s faction to prevent random aggression from him.
- ANIP – Made it clear that the player is making a promise to Kira during recruiting.
- SVRMQ01 – Elsdragon and Nos slip away if player becomes hostile.
- SVRMQ01 – Fixed Behemoth packages for start and fight at stage 50.
- NCRMQ01 – Fixed bug where artillery isn’t shut off when you fire the patriot missile at the Raider bunker.
- MQ03 – Fixed bug where Annai and Jerri disappear before you even enter the fissure.
- MQ03 – Message box to prevent player confusion when Annai disappears in the fissure.
- MQ03 – Fixed bug where you could tell Silverman you talked to the Gatekeeper, when you actually didn’t.
- NCRMQ04 – Fixed Jen commenting about being captured when she was not.
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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