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** When fleeing the Vault, [[Film/FullMetalJacket one dialog option with Earnest (who wears spectacles) has the Star Player asking him to show his "war face". He answers with a scream.]]

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* PermanentlyMissableContent: The mod contains plenty of occasion to get unique perks providing free and permanent skill[=/=]S.P.E.C.I.A.L. buffs and[=/=]or unlocking special dialog options, but many are easily missable, since they are hidden in non-repeatable dialog options which require to pass a S.P.E.C.I.A.L. ckeck. Some of them are even exclusive to either the Path of the Warrior or the Path of the Scientist. For instance, "Sweet Talker" provides +1 in Charisma and unique lines in dialog, and is acquired by passing a 7 Charisma check during a specific dialog with Jenn Hail during the prologue sidequest "I've Got A Feeling...", which is itself impossible to begin if you choose the Path of the Scientist.

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* PermanentlyMissableContent: The mod contains plenty of occasion to get unique perks providing free and permanent skill[=/=]S.P.E.C.I.A.L. buffs and[=/=]or unlocking special dialog options, but many are easily missable, since they are hidden in non-repeatable dialog options which require to pass a S.P.E.C.I.A.L. ckeck. Some of them are even exclusive to either the Path of the Warrior or the Path of the Scientist. For instance, Scientist.
** The
"Sweet Talker" perk provides +1 in Charisma and unique lines in dialog, and is acquired by passing a 7 Charisma check during a specific dialog with Jenn Hail during the prologue sidequest "I've Got A Feeling...", which is itself impossible to begin if you choose the Path of the Scientist.Scientist (in the Path of the Scientist, Jenn Hail is hostile to the Star Player until the Enclave attacks the Vault).
** Pissing off John Bragg (either by being crippled during the game in the intro or by being rude with him during the initial dialog at character's creation in the Path of the Warrior) prevents to receive free +2 in DT and +10 in Guns skill. It also prevents to be able to join Vault 18 Security staff, which grants the same buff again (cumulative).
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* MutuallyExclusivePartyMembers: Johnny Matheson and ALPHA, who are respectively available only to the Path of the Warrior and the Path of the Scientist.


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* PermanentlyMissableContent: The mod contains plenty of occasion to get unique perks providing free and permanent skill[=/=]S.P.E.C.I.A.L. buffs and[=/=]or unlocking special dialog options, but many are easily missable, since they are hidden in non-repeatable dialog options which require to pass a S.P.E.C.I.A.L. ckeck. Some of them are even exclusive to either the Path of the Warrior or the Path of the Scientist. For instance, "Sweet Talker" provides +1 in Charisma and unique lines in dialog, and is acquired by passing a 7 Charisma check during a specific dialog with Jenn Hail during the prologue sidequest "I've Got A Feeling...", which is itself impossible to begin if you choose the Path of the Scientist.

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** [[spoiler: Ironically, Senator DuVille, the Mob member you work for, ultimately turns out to subvert this and become the most trustworthy figure, provided you do everything he asks and don't try to screw him over.]]

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** [[spoiler: Ironically, Senator DuVille, [=DuVille=], the Mob member you work for, ultimately turns out to subvert this and become the most trustworthy figure, provided you do everything he asks and don't try to screw him over.]]


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* UnreliableExpositor: ''New California'' has a lot of these, reflecting that not everyone in the wasteland (and hell, even in the old world) would have complete or correct info about everything.
** Notably, NCR Radio 440's news broadcasts are said to be paid for by political interests seeking to discredit President Tandi, thus leading to such news claims as the ruins of the "legendary" village of Arroyo being discovered when the settlement itself has already been rebuilt and integrated into the Republic.
** One researcher [[spoiler: who worked in Fort Daggerpoint thought the Project Brazil parasites were aliens. [[CloudCuckooLander He was wrong.]]]]
** The biggest case of this is probably [[spoiler: the Father, who has grown delusional believing that his decades-long BatmanGambit ''must'' have been successful in creating a clone of the Vault Dweller and treats the Star Player as such, when he has no proof at all and even killed followers who questioned him.]]

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* The NCR, up to their usual attempts to annex territory, fight off raiders, and bring the law back to the land.

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* The NCR, up to their usual attempts to annex territory, fight off raiders, and bring the law back to the land.land, for better or for worse.



* And a Super Mutant Army, swearing allegiance to their mysterious ‘Father.’

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* And a Super Mutant Army, super mutant army, swearing allegiance to their mysterious ‘Father.’



** [[spoiler: Ironically, Senator DuVille, the Mob member you work for, ultimately turns out to subvert this and become the most trustworthy figure, provided you do everything he asks and don't try to screw him over.]]



** The Raider Alliance as a whole, since by the time of New Vegas proper the NCR has conquered all of California and is moving into Nevada. [[spoiler: They are either forced to join the Legion or are peacefully integrated into the NCR.]]

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** The Raider Alliance as a whole, since by the time of New Vegas proper the NCR has conquered all of California and is moving into Nevada. [[spoiler: They are either forced to join Facing NCR expansion, the Legion or are peacefully integrated into tribes ultimately break apart the NCR.Alliance and scatter, with most of them fleeing east and being absorbed by Caesar's Legion.]]



** The New Reno Mob's control over NCR politics, simply due to the status of the NCR government as of New Vegas; while it's definitely still not all that clean, significant reform is said to be done by Aaron Kimball's administration after he comes to power.



** During the final battle at Fort Daggerpoint, this occurs twice: [[spoiler: the NCR and the Raider Alliance stop shooting at each other and focus on the Unity and the Enclave instead. This doesn't stop them from continuing their war afterwards, though.]]

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** During the final battle at Fort Daggerpoint, this occurs twice: [[spoiler: the NCR and the Raider Alliance stop shooting at each other and focus on the Unity and the Enclave instead. This doesn't stop them from potentially continuing their war afterwards, though.]]



* FuturePrimitive: The Exodite Tribes, mainly seen through the California Tribe. Despite only existing for approximately 60 years, and even being descended from Vault 18 to boot, you wouldn't see any of that from their simple tribal structures, language, and reverence of technology as "magic." This is partly by their design, as they chose to forsake the Vault's knowledge and willingly forget their origins to protect Vault 18; many of their structures even can be seen to have technical components upon closer inspection.



** [[spoiler:Eric and Jaime Campbell can be found in a ranch near Brooks Tumbleweed Ranch, where the player must pay 3000 caps to support their two children to join them as companions.]]

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** [[spoiler:Eric and Jaime Jamie Campbell can be found in a ranch near Brooks Tumbleweed Ranch, where the player must pay 3000 caps to support their two children to join them as companions.]]

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* BagOfSpilling: Subverted; [[spoiler:Completing the story drops you into the start of the main New Vegas storyline, but you keep all the levels and skills you've earned by the end of the Mod and you're given a mission to get your stuff back.]]

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* BagOfSpilling: Subverted; Played with; [[spoiler:Completing the story drops you into the start of the main New Vegas storyline, but you keep all the levels and skills you've earned by the end of the Mod and while you don't start with the gear you had you're given a mission early on to get your stuff back.find the stash where you left it.]]

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* BagOfSpilling: Subverted; [[spoiler:Completing the story drops you into the start of the main New Vegas storyline, but you keep all the progress made for your character and you're given a mission to get your stuff back.]]

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* BagOfSpilling: Subverted; [[spoiler:Completing the story drops you into the start of the main New Vegas storyline, but you keep all the progress made for your character levels and skills you've earned by the end of the Mod and you're given a mission to get your stuff back.]]



* DiscOneNuke: You can find Dr. Rossman's laser rifle in the prologue, which is a potent weapon aside from the fact that energy weapon ammo is particularly hard to come by.



* PlayableEpilogue: Of sorts. [[spoiler:You can encounter surviving characters in the Mojave as the Courier.]]

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* PlayableEpilogue: Of sorts. [[spoiler:You can encounter surviving characters in [[spoiler:After beating the Mojave as the Courier.final boss you get dropped into New Vegas, which has a few additions depending on your choices.]]



** A terminal in Senator Duville's office references ''Machinima/FalloutLoreTheStoryteller'' with [[spoiler:"Project V13", an NCR cloning project, as well as NCR Ranger Helen Tanner.]] [[spoiler:Though knowing New California's plot and reveal, this becomes much more significant...]] Another terminal in Doc Marius' workshop also references it, providing a sort of TakeThat explanation for the Storyteller's existence.]]

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** A terminal in Senator Duville's office references ''Machinima/FalloutLoreTheStoryteller'' with [[spoiler:"Project V13", an NCR cloning project, as well as NCR Ranger Helen Tanner.]] [[spoiler:Though Though knowing New California's plot and reveal, this becomes much more significant...]] Another terminal in Doc Marius' workshop also references it, providing a sort of TakeThat [[TakeThat explanation for the Storyteller's existence.]]existence]].
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* BagOfSpilling: Subverted; [[spoiler:Completing the story drops you into the start of the main New Vegas storyline, but you keep all the progress made for your character and you're given a mission to get your stuff back.]]
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* PuttingTheBandBackTogether: [[spoiler:After finishing New California's main quest, in the Mojave Wasteland, the player can reunite, and recruit any companions they had in California (provided they were alive at the end of New California). As 21 years have passed since the end of New California, they will look noticeably older.

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* PuttingTheBandBackTogether: [[spoiler:After finishing New California's main quest, in the Mojave Wasteland, the player can reunite, and recruit any companions they had in California (provided they were alive at the end of New California). As [[TimeSkip 21 years have passed passed]] since the end of New California, they will look noticeably older.]]
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* PuttingTheBandBackTogether: After finishing New California's main quest, in the Mojave Wasteland, the player can reunite, and recruit any companions they had in California ( provided they were alive at the end of New California ). As 21 years have passed since the end of New California, they will look noticeably older.
** Jenn Hail can be found at the start of New Vegas in Goodsprings, giving you a quest to find the others.
** Ben Kurtz can be found in Cottonwood Cove, inside the slave pen, with a grudge against the Legion for enslaving his tribe, seeking to kill Aurelius.
** Kira Mann can be found locked inside the Silver Rush, having been imprisoned by the Van Graffs and forced to produce energy weapons for them.
** Eric and Jaime Campbell can be found in a ranch near Brooks Tumbleweed Ranch, where the player must pay 3000 caps to support their two children to join them as companions.
** Johnny Matheson can be found in the Casa Madrid Apartments, owning a brothel and requiring the player to pay 1000 caps to join them.

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* PuttingTheBandBackTogether: After [[spoiler:After finishing New California's main quest, in the Mojave Wasteland, the player can reunite, and recruit any companions they had in California ( provided (provided they were alive at the end of New California ).California). As 21 years have passed since the end of New California, they will look noticeably older.
** Jenn [[spoiler:Jenn Hail can be found at the start of New Vegas in Goodsprings, giving you a quest to find the others.
others.]]
** Ben [[spoiler:Ben Kurtz can be found in Cottonwood Cove, inside the slave pen, with a grudge against the Legion for enslaving his tribe, seeking to kill Aurelius.
Aurelius.]]
** Kira [[spoiler:Kira Mann can be found locked inside the Silver Rush, having been imprisoned by the Van Graffs and forced to produce energy weapons for them.
them.]]
** Eric [[spoiler:Eric and Jaime Campbell can be found in a ranch near Brooks Tumbleweed Ranch, where the player must pay 3000 caps to support their two children to join them as companions.
companions.]]
** Johnny [[spoiler:Johnny Matheson can be found in the Casa Madrid Apartments, owning a brothel and requiring the player to pay 1000 caps to join them.]]
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* AmnesiacHero: [[spoiler:When talking to Jenn Hail in Goodsprings ( provided you saved her in Vault 18's destruction and New California's quest ), the Courier will not remember their adventure in California.]]

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* AmnesiacHero: [[spoiler:When talking to Jenn Hail in Goodsprings ( provided (provided you saved her in Vault 18's destruction and New California's quest ), quest), the Courier will not remember their adventure in California.California due to Benny's attempt on their life.]]

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* AmnesiacHero: [[spoiler:When talking to Jenn Hail in Goodsprings ( provided you saved her in Vault 18's destruction and New California's quest ), the Courier will not remember their adventure in California.]]



* AmnesiacHero: When talking to Jenn Hail in Goodsprings ( provided the Courier saved her in Vault 18's destruction and New California's quest ), the Courier will not remember their adventure in California.

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* Putting the Band Back Together: After finishing New California's main quest, in the Mojave Wasteland, the player can reunite, and recruit any companions they had in California ( provided they were alive at the end of New California ). As 21 years have passed since the end of New California, they will look noticeably older.
** Jenn Hail can be found at the start of New Vegas in Goodsprings, giving you a quest to find the others.
** Ben Kurtz can be found in Cottonwood Cove, inside the slave pen, with a grudge against the Legion for enslaving his tribe, seeking to kill Aurelius.
** Kira Mann can be found locked inside the Silver Rush, having been imprisoned by the Van Graffs and forced to produce energy weapons for them.
** Eric and Jaime Campbell can be found in a ranch near Brooks Tumbleweed Ranch, where the player must pay 3000 caps to support their two children to join them as companions.
** Johnny Matheson can be found in the Casa Madrid Apartments, owning a brothel and requiring the player to pay 1000 caps to join them.
* Amnesiac Hero: When talking to Jenn Hail in Goodsprings ( provided the Courier saved her in Vault 18's destruction and New California's quest ), the Courier will not remember their adventure in California.

to:

* Putting the Band Back Together: After finishing New California's main quest, in the Mojave Wasteland, the player can reunite, and recruit any companions they had in California ( provided they were alive at the end of New California ). As 21 years have passed since the end of New California, they will look noticeably older.
** Jenn Hail can be found at the start of New Vegas in Goodsprings, giving you a quest to find the others.
** Ben Kurtz can be found in Cottonwood Cove, inside the slave pen, with a grudge against the Legion for enslaving his tribe, seeking to kill Aurelius.
** Kira Mann can be found locked inside the Silver Rush, having been imprisoned by the Van Graffs and forced to produce energy weapons for them.
** Eric and Jaime Campbell can be found in a ranch near Brooks Tumbleweed Ranch, where the player must pay 3000 caps to support their two children to join them as companions.
** Johnny Matheson can be found in the Casa Madrid Apartments, owning a brothel and requiring the player to pay 1000 caps to join them.
* Amnesiac Hero:
AmnesiacHero: When talking to Jenn Hail in Goodsprings ( provided the Courier saved her in Vault 18's destruction and New California's quest ), the Courier will not remember their adventure in California.


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* PuttingTheBandBackTogether: After finishing New California's main quest, in the Mojave Wasteland, the player can reunite, and recruit any companions they had in California ( provided they were alive at the end of New California ). As 21 years have passed since the end of New California, they will look noticeably older.
** Jenn Hail can be found at the start of New Vegas in Goodsprings, giving you a quest to find the others.
** Ben Kurtz can be found in Cottonwood Cove, inside the slave pen, with a grudge against the Legion for enslaving his tribe, seeking to kill Aurelius.
** Kira Mann can be found locked inside the Silver Rush, having been imprisoned by the Van Graffs and forced to produce energy weapons for them.
** Eric and Jaime Campbell can be found in a ranch near Brooks Tumbleweed Ranch, where the player must pay 3000 caps to support their two children to join them as companions.
** Johnny Matheson can be found in the Casa Madrid Apartments, owning a brothel and requiring the player to pay 1000 caps to join them.

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* BittersweetEnding: [[spoiler: In one NCR ending, you succeed in destroying the Enclave (even going as far as sending the nukes to all their bases across America). Along the way, it's also possible to cripple the influence of both the New Reno crime families and their corrupt political allies, setting the nation down a more optimistic path. However, the NCR has discovered who and what you really are (i.e a mutant-human hybrid clone of The Vault Dweller) and want you dead, locked away or experimented on. In order to keep your freedom, General Silverman smuggles you out of New California and into the Mojave Wasteland to start a new life as a courier. You also have to say goodbye to your companions from Vault 18 for good, if any have survived until this point]].

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* BittersweetEnding: [[spoiler: In one NCR ending, you succeed in destroying the Enclave (even going as far as sending the nukes to all their bases across America). Along the way, it's also possible to cripple the influence of both the New Reno crime families and their corrupt political allies, setting the nation down a more optimistic path. However, the NCR has discovered who and what you really are (i.e a mutant-human hybrid clone of The Vault Dweller) and want you dead, locked away or experimented on. In order to keep your freedom, General Silverman smuggles you out of New California and into the Mojave Wasteland to start a new life as a courier. You also have to say goodbye to your companions from Vault 18 for good, 18, if any have survived until this point]].



* BroughtDownToBadass: [[spoiler: Downplayed, while the player character survived the nuclear destruction in Hopeville, their healing factor slowly diminishes to the point where it becomes very weak. Fortunately, it still works well enough to help them survive the gunshot to the head from Benny.]]

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* Putting the Band Back Together: After finishing New California's main quest, in the Mojave Wasteland, the player can reunite, and recruit any companions they had in California ( provided they were alive at the end of New California ). As 21 years have passed since the end of New California, they will look noticeably older.
** Jenn Hail can be found at the start of New Vegas in Goodsprings, giving you a quest to find the others.
** Ben Kurtz can be found in Cottonwood Cove, inside the slave pen, with a grudge against the Legion for enslaving his tribe, seeking to kill Aurelius.
**Kira Mann can be found locked inside the Silver Rush, having been imprisoned by the Van Graffs and forced to produce energy weapons for them.
** Eric and Jaime Campbell can be found in a ranch near Brooks Tumbleweed Ranch, where the player must pay 3000 caps to support their two children to join them as companions.
** Johnny Matheson can be found in the Casa Madrid Apartments, owning a brothel and requiring the player to pay 1000 caps to join them.
* Amnesiac Hero: When talking to Jenn Hail in Goodsprings ( provided the Courier saved her in Vault 18's destruction and New California's quest ), the Courier will not remember their adventure in California.
* BroughtDownToBadass: [[spoiler: Downplayed, while the player character survived the nuclear destruction in Hopeville, their healing factor slowly diminishes to the point where it becomes very weak. Fortunately, it still works well enough to help them survive the gunshot to the head from Benny.Benny, but the player will lose their memories.]]

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** Almost all the endings (save the [[spoiler: Super Mutant and "murderhobo" ones]]) counts as this since inevitably the Star Player has to leave their faction for some reason and begin a new life as [[spoiler: [[{{Characters/FalloutNewVegasTheCourier}} The Courier]].]]

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** Almost all the endings (save the [[spoiler: Super Mutant Unity and "murderhobo" Empty Earth ones]]) counts as this since inevitably the Star Player has to leave their faction for some reason and begin a new life as [[spoiler: [[{{Characters/FalloutNewVegasTheCourier}} The Courier]].]]



* CanonCharacterAllAlong: [[spoiler:The endings (with the exception of the Mutant ending) all lead to the protagonist going through the events that lead them to wiping out Hopeville and becoming The Courier]].

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* CanonCharacterAllAlong: [[spoiler:The endings (with the exception of the Mutant ending) and Empty Earth endings) all lead to the protagonist going through the events that lead them to wiping out Hopeville and becoming The Courier]].



** Elsdragon loves doing this, too. When Vault 18 is attacked, the Raiders pull off one against their Enclave "allies," massacring their forces and stealing their tech (though both sides know the other would attack eventually.)



* GangOfHats: The tribes that make up the Raider Alliance all have hats. There's Psychos (skull makeup and chems), Nanjima Clan (Samurai), Black Vultures ([[AllBikersAreHellsAngels bikers]], with an apparent mix of Hispanic and Arabic members), Vipers (cultish snake handlers), Vault Vikings (NorseByNorsewest), Necro Nation (an all-ghoul tribe), the Voiceless (albino mutants treated like slaves), Botniks (make their own jury rigged robots), and the Old Guard (sort of an Old West theme).

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* GangOfHats: The tribes that make up the Raider Alliance all have hats. There's Psychos (skull makeup and chems), makeup, chems, giant spiders), Nanjima Clan (Samurai), ([[ChummyCommies Communist]] samurai), Black Vultures ([[AllBikersAreHellsAngels bikers]], with an apparent mix of Hispanic and Arabic members), Vipers (cultish snake handlers), Vault Vikings (NorseByNorsewest), Necro Nation (an all-ghoul tribe), the Voiceless (albino mutants treated like slaves), Botniks (make their own jury rigged robots), ([[SovietSuperscience Russian roboticists]]), and the Old Guard (sort of an Old West theme).([[TheWildWest Cowboys]] plus [[CrazySurvivalist preppers]]).



** The as of yet unimplemented 1.0 rewrite contains one more, radically different than the rest: [[spoiler: A Wild Card route where the Star Player rejects all players in the Pass and instead sides with a surviving Yetti Hail, reforming the Wasteland Scouts, and saving the survivors of Vault 18. With no faction in the lead, the war for California is much bloodier, but ends nonetheless, and the Unity and the Braggs are defeated. And the Star Player and their companions simply ride off into the sunset, giving rise to a new era of legends. And the Courier is simply someone they pass on the road...]]
* NiceJobBreakingItHero: [[spoiler: In almost all epilogues, the Fort Daggerpoint key they Star Player carries sets off the nuclear arsenal hidden in Hopeville. This obliterates the settlement, kills every other Vault 18 survivor except for the protagonist, and creates The Divide. Oh, and launches Ulysses' obsession with the Courier...]]

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** The as of yet unimplemented 1.0 rewrite contains one more, radically different than the rest: [[spoiler: A Wild Card route where the Star Player rejects all players in the Pass and instead sides with a surviving Yetti Hail, reforming the Wasteland Scouts, Scouts and saving the survivors of Vault 18. With no faction in the lead, the war for California is much bloodier, but ends nonetheless, and the Unity and the Braggs are defeated. And the The Star Player and their companions simply ride off into the sunset, giving rise to a new era becoming the stuff of legends. And the Courier is simply someone they pass on the road...]]
* NiceJobBreakingItHero: [[spoiler: In almost all epilogues, the Fort Daggerpoint key they Star Player carries sets off the nuclear arsenal hidden in Hopeville. This obliterates the settlement, kills every other Vault 18 survivor and NCR or Raider ally except for the protagonist, protagonist and their companions, and creates The Divide. Oh, and launches Ulysses' obsession with the Courier...]]



* ShoutOut: There are a few nods to ''VideoGame/TheFrontier'', referring to the frigid territories north of California. [[spoiler:It's revealed in that mod that the remaining Vault Vikings eventually wind up there to escape assimilation into Caesar's Legion.]]
* TheUnreveal: [[spoiler: Through terminal entries you can find that the Father was once a Nightkin named Bug Bear, and WordOfGod states your blood sample originated from a random blood splatter found on the floor at Mariposa, leaving your true identity a mystery.]]

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* ShoutOut: There All over the place, but mainly to other Fallout works. Notably, there are a few nods to ''VideoGame/TheFrontier'', referring to the frigid territories north of California.California. For instance, the Vault Vikings came from Vault 37, which is said to be in Portland. [[spoiler:It's revealed in that mod that the remaining Vault Vikings eventually wind up there to escape assimilation into Caesar's Legion.]]
** MARIA's Vault-Tec database lists dozens of Vaults, including Vault 76 of ''VideoGame/Fallout76'' and Vault 10 of ''WebVideo/FalloutNukaBreak''.
** Johnny references ''VideoGame/FarCry3'' while [[spoiler:trapped in Athens-Tec Mine, telling you he doesn't want to be sold to "some homo named Buck on a butt fucking tropical island."]]
** A terminal in Senator Duville's office references ''Machinima/FalloutLoreTheStoryteller'' with [[spoiler:"Project V13", an NCR cloning project, as well as NCR Ranger Helen Tanner.]] [[spoiler:Though knowing New California's plot and reveal, this becomes much more significant...]] Another terminal in Doc Marius' workshop also references it, providing a sort of TakeThat explanation for the Storyteller's existence.]]
** Wild Wasteland adds a whole new layer on top, with such craziness as [[spoiler:the Father making a ''Franchise/StarWars'' reference while explaining TheReveal.]]
* TheUnreveal: [[spoiler: Through terminal entries you can find that the Father was once a Nightkin named Bug Bear, Mark, and WordOfGod states your blood sample originated from a random blood splatter found on the floor at Mariposa, leaving your true identity a mystery.]]

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* ChronicBackstabbingDisorder: Siding with the New Reno crime families as the Star Player involves quite a bit of this, whether it's other factions or other families within the Mob. [[spoiler:Eventually, however, this comes back to bite the Star Player hard, after double-crossing one family and Mob boss too many, forcing them to lay low at Hopeville.]]



* ShoutOut: The mod also makes a few nods to ''VideoGame/FalloutTheFrontier'', referring to the frigid territories north of California.

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* ShoutOut: The mod also makes There are a few nods to ''VideoGame/FalloutTheFrontier'', ''VideoGame/TheFrontier'', referring to the frigid territories north of California.California. [[spoiler:It's revealed in that mod that the remaining Vault Vikings eventually wind up there to escape assimilation into Caesar's Legion.]]
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** TookALevelInJerkass: Siding with the Enclave turns the NCR ''even'' more into this. [[spoiler:As while it eventually recovers from the nuclear strikes from Fort Daggerpoint, its expansion and revitalization are described as ruthless and a mirror image of the Enclave itself.]]


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* ShoutOut: The mod also makes a few nods to ''VideoGame/FalloutTheFrontier'', referring to the frigid territories north of California.

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* AdaptationalJerkass/AdaptationalVillainy: The NCR gets this treatment to a degree, being depicted as a corrupt state essentially at the beck and call of the New Reno crime families. The player, however, can help expose the corruption and cripple the Mob's influence, setting the government back to its canon portrayal.

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* AdaptationalJerkass/AdaptationalVillainy: AdaptationalJerkass: The NCR gets this treatment to a degree, being depicted as a corrupt state essentially at the beck and call of the New Reno crime families. The player, however, can help expose the corruption and cripple the Mob's influence, setting the government back to its canon portrayal.
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Added DiffLines:

* AdaptationalJerkass/AdaptationalVillainy: The NCR gets this treatment to a degree, being depicted as a corrupt state essentially at the beck and call of the New Reno crime families. The player, however, can help expose the corruption and cripple the Mob's influence, setting the government back to its canon portrayal.


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* PlayableEpilogue: Of sorts. [[spoiler:You can encounter surviving characters in the Mojave as the Courier.]]

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* BittersweetEnding: [[spoiler: In one NCR ending, you succeed in destroying the Enclave (even going as far as sending the nukes to all their bases across America). However, the NCR has discovered who and what you really are (i.e a mutant-human hybrid clone of The Vault Dweller) and want you dead, locked away or experimented on. In order to keep your freedom, General Silverman smuggles you out of New California and into the Mojave Wasteland to start a new life as a courier. You also have to say goodbye to your companions from Vault 18 for good, if any have survived until this point]].

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* BittersweetEnding: [[spoiler: In one NCR ending, you succeed in destroying the Enclave (even going as far as sending the nukes to all their bases across America). Along the way, it's also possible to cripple the influence of both the New Reno crime families and their corrupt political allies, setting the nation down a more optimistic path. However, the NCR has discovered who and what you really are (i.e a mutant-human hybrid clone of The Vault Dweller) and want you dead, locked away or experimented on. In order to keep your freedom, General Silverman smuggles you out of New California and into the Mojave Wasteland to start a new life as a courier. You also have to say goodbye to your companions from Vault 18 for good, if any have survived until this point]].


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** Even if the Star Player sides with the Enclave, [[spoiler:it's revealed that Enclave Squad Leonidas eventually move east to answer President John Henry Eden's call, and is doomed to be wiped out by the Brotherhood of Steel in the Capital Wasteland.]]
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** The as of yet unimplemented 1.0 rewrite contains one more, radically different than the rest: [[spoiler: A Wild Card route where the Star Player rejects all players in the Pass and instead sides with a surviving Yetti Hail, reforming the Wasteland Scouts, and saving the survivors of Vault 18. With no faction in the lead, the war for California is much bloodier, but ends nonetheless, and the Unity and the Braggs are defeated. And the Star Player and their companions simply ride off into the sunset, giving rise to a new era of legends. And the Courier is simply someone they pass on the road...]]
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* BroughtDownToBadass: [[spoiler: Downplayed, while the player character survived the nuclear destruction in Hopeville, his healing factor slowly diminishes to the point where it becomes very weak, luckily still survived the gunshot to the head from Benny.]]

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* BroughtDownToBadass: [[spoiler: Downplayed, while the player character survived the nuclear destruction in Hopeville, his their healing factor slowly diminishes to the point where it becomes very weak, luckily weak. Fortunately, it still survived works well enough to help them survive the gunshot to the head from Benny.]]
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* GreatestStoryNeverTold: The player's exact involvement in the events in the Pass are largely forgotten by virtue of government cover-up and most of the people involved dying over time. [[spoiler: Of note, most of the player's surviving allies died at Hopeville and Ben mentions in the Mojave that the California Tribe was eventually destroyed by the Legion.]]

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* GreatestStoryNeverTold: TheGreatestStoryNeverTold: The player's exact involvement in the events in the Pass are largely forgotten by virtue of government cover-up and most of the people involved dying over time. [[spoiler: Of note, most of the player's surviving allies died at Hopeville and Ben mentions in the Mojave that the California Tribe was eventually destroyed by the Legion.]]
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* GreatestStoryNeverTold: The player's exact involvement in the events in the Pass are largely forgotten by virtue of government cover-up and most of the people involved dying over time. [[spoiler: Of note, most of the player's surviving allies died at Hopeville and Ben mentions in the Mojave that the California Tribe was eventually destroyed by the Legion.]]
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* ForbiddenZone: Fort Daggerpoint, with the standard 'no one who enters ever leaves' fare. Naturally the Star Player is enlisted by their respective faction to investigate. Turns out [[spoiler: both the Father's army of super mutants and Enclave Squad Leonidas has made the fort their base.]]

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* ForbiddenZone: Fort Daggerpoint, with the standard 'no one who enters ever leaves' fare. Naturally the Star Player is enlisted by their respective faction to investigate. Turns out [[spoiler: both the Father's army of super mutants and Enclave Squad Leonidas has have made the fort their base.]]
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* ForbiddenZone: Fort Daggerpoint, with the standard 'no one who enters ever leaves' fare. Naturally the Star Player is enlisted by their respective faction to investigate. Turns out [[spoiler: both the Father's army of super mutants and Enclave Squad Leonidas has made the fort their base.]]
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* HerowithBadPublicity: The Wasteland Scouts, especially Dr. Rossman. They are remembered as heroes by many in the Pass (including General Silverman.) However, they were labelled terrorists by the NCR after killing NCR mercenaries attempting to poison the California Tribals' water source.

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* HerowithBadPublicity: HeroWithBadPublicity: The Wasteland Scouts, especially Dr. Rossman. They are remembered as heroes by many in the Pass (including General Silverman.) However, they were labelled terrorists by the NCR after killing NCR mercenaries attempting to poison the California Tribals' water source.
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* HerowithBadPublicity: The Wasteland Scouts, especially Dr. Rossman. They are remembered as heroes by many in the Pass (including General Silverman.) However, they were labelled terrorists by the NCR after killing NCR mercenaries attempting to poison the California Tribals' water source.
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* EnemyMine: The Raider Alliance is a mishmash of tribes and gangs that would normally be at odds with each other, but are united in their hatred of the NCR.
** During the final battle at Fort Daggerpoint, this occurs twice: [[spoiler: the NCR and the Raider Alliance stop shooting at each other and focus on the Unity and the Enclave instead. This doesn't stop them from continuing their war afterwards, though.]]
** Also during the final battle, [[spoiler: the player can form a truce with the Father to defeat the Enclave.]]

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