Spoiler Warning: This page may spoil the events of Fallout – The Frontier for you if you have not extensively played it.
The Frontier is a technical marvel, truly a feat of mod engineering, but its development issues have been well documented, especially here. Mod drama is not new, and this did not dissuade us from playing it. Like many large mods for FNV before it, we really wanted to play it and cram it into our modded game, but there were several things that we felt really needed to be fixed before we could do that. A lot of the problems come down to the writing quality, and, while we are incapable of entirely solving that, we put some effort into making those parts more digestible. And quite frankly, we had fun with it and made extra plugins for fun, to add even more content to the already impressively massive content of the Frontier. Note that a fair amount of criticism will be contained here, but we made the effort to make these because we care.
Old vs New Version
To be clear, there are two versions of the Frontier. The first is the original (1.0) that was taken down. The new one, the one that is currently available, is a newer version (0.5 as of this writing) that had a lot of questionable (read: problematic) and not so questionable (read: furry) content gutted. As of this writing, regardless of which version you have, first install your copy of the Frontier.
Then, if you are using the Old version, we recommend that you then install Fallout The Frontier Unofficial Patch. It’s not required for the main file, but if you do, follow the installation instructions for that mod. Then, you can install the mods from this page.
However, if you are using the New version, you only need the main installation. Every add-on below (with the exception of I Know What I’m Doing) works with either version. It does not matter which version you use for the purposes of these mods.
All of the below add-ons are merged in the main file, except for I Know What I’m Doing, which must be downloaded separately. Otherwise, check out the optional or misc files.
- Re-enables Steam achievements for those without the Steam version of the mod (which does not currently exist).
- Basically, while working on the other mods, we noticed the Steam achievements were largely already programmed into the Frontier. It seemed pretty cool. While many of them had corresponding challenges that we could see in our Nexus copies of the mod, many did not. So we recreated the Steam achievements as challenges instead so that Nexus users can accomplish such achievements.
- We tried not to include achievements that already had corresponding challenges out of redundancy.
- Some of the names weren’t listed, and so we had to be creative with what the names ought to be.
- Achievement challenges include: Speed, Overkill, Bullet, Hoarder, Vault 6, Goofy Safe, In My House, S*x Is Cool, Chapter 1, Chapter 2, Chapter 3, Chapter 4, Chapter 5, Jolene, Donovan, America, Hanged Man, Scrapz, Goofy Snakey, and Heavyweight.
- Removes the creep plushie.
- Changes how the Frontier begins by delaying its start until it is meant to be played.
- We were a little frustrated that the Frontier, with the exception of its level 11 requirement to start, insists on fore-fronting itself in your Fallout New Vegas experience. While many were making quick start patches, we were wondering, “Where is the long start patch?” Here it is.
- The story of the Frontier clearly intends that the player has already completed the four DLCs, and the crucifixion scene implies that the player is already infamous among Caesar’s Legion. So this mod delays the Frontier until those have been completed.
- Private John, or the Suspicious Courier, will not make their delivery to the player to start the Frontier quests until the player has completed Dead Money, Honest Hearts, Old World Blues, and Lonesome Road. In addition, the player must have met Caesar (regardless of whether you spoke to him or killed him) and must still be level 11 (which should be no problem by that point). Only then will the Suspicious Courier deliver the message if your Legion reputation is high. Otherwise, Private John will do it.
- You could potentially circumvent this by bypassing the courier stage of the quest, but you’d have to seek the NCR Exiles out.
- However, it is understandable that players might want a quick start option, especially with all of the additional requirements that this mod adds. So, we also added our own quick start, one that is opt-in instead of opt-out, and thus less intrusive.
- When the player exits Doc Mitchell’s house, they can see a Suspiciously Odd Revolver on the ground. It is hard to miss. In a semi-immersive way, it gives the player the option to use the Frontier’s quick start feature, and it eliminates the extra requirements that this mod adds.
- Adds challenges for killing the leaders of the major factions of the Frontier.
- Inspired by one of our other mods, we wanted to make a similar patch for the Frontier. However, we decided upon a smaller scope. It instead just checks for whether you kill General Blackthorne of the NCR Exiles, Domina Weaver of the Crusaders, Legate Valerius of the Northern Legion, and Doctor Voss of the Enclave. (We chose Voss over ARGUS because ARGUS was just scripted tooo much for us to bother with.)
- Removes the lore-unfriendly, anti-union propaganda from the Salt Mine quests that attempts to compare the American labor movement of the 20th Century to the communist takeover of Cuba under Fidel Castro.
- Genuinely the quest was offensive, and its twist could be seen coming a mile away, particularly because it is plagiarizes the Tenpenny Tower quest from Fallout 3. Much like that quest, the leader of the poor racial minority group, Ghouls in both cases, is revealed to be eviiiiiiiiil after the player assists in the fight for equality against the rich humans that oppress them, implying that a revolution to throw off oppressors is automatically equivalent to the prolonged suffering prior to such a revolution.
- The fix is done by simply removing the final “twist” dialogue from… Dell Castron… And the fix was nearly that simple. No dialogue prior to the twist needed to be modified, as none of the union verbiage he used prior to that moment indicated that he intended to create a vanguard in the vein of the Soviet Union or Cuba. Such verbiage was common enough by American union activists in the 20th Century.
- All that remained was changing the variable for the ending slideshow to not give a random bad ending. Initially, the Frontier insisted that the miners protested have their living conditions bettered for some reason. Instead, this mod makes it so that doing the revolution gives you the same ending as destroying the mine (a pretty decent ending). After all, overthrowing the mining company destroys the mine, not the physical structure but rather the hierarchy of the company that enslaved the miners.
- Adds a quest to learn about the long-dead culture of the disarmists.
- Something we noticed with the Frontier was that, for a mod based around Portland, there were very few… Portlanders included in the mod. Perhaps they are there if you dig deep enough, but we noticed they were lacking. The Frontier definitely has a lot of minor factions, gangs, tribes, and towns that make up the Frontier folk, the Oregonians, but most of what could be considered Portlanders are Scavs, the raiders of the Frontier. The people of Portland truly have a unique culture among American cities, and we felt it to be a disservice to the people of Portland to not adequately reflect their place in this alternate American history.
- We wrote the backstory for a group called the disarmists, people that protested the totalitarian pre-war American government for issues ranging from nuclear disarmament to racial injustice. These people are meant to represent a large proportion of the population of Portland from before the war. Their journey is detailed through the perspective of a single generational line of survivors, and you can watch their identity slowly fade with time, as people stop using the disarmist term in favor of other factions, gangs, tribes, towns, or identities.
- The story ranges from the 2050s to the 2280s. In addition, Fallout New California’s Frontier lore is reference in this mod to add more cohesion between the two mods. The added lore will reference how the Vault Vikings came from Portland and the events regarding the Enclave and Raider Alliance after the NCR-Enclave War.
- There is some mature content in the logs, nothing that would be unexpected in a Fallout game. There is also exploration of the New Plague, which understandably might be triggering. If you’ve played our other mods, you’ll know we tend to be well-read on Fallout lore, and so the logs will reference major events in Fallout history, like the Long Winter of 2077/8, the Great Winter of 2130, and the Canadian annexation of the 2060’s, for example.
- The quest is named in the New Vegas tradition after a song title, “Holiday” in this case. It starts at the NCR Exiles tent in the Mojave as an optional side gig the player can take in addition to the recruitment. Simply pick up the holotape in the tent. It will lead you to the next ones sequentially, and you’ll delve backwards in time to see how all this started.
- You can get the holotapes out of order, but there is an intended order the quest insists upon. The Frontier is so big that it was hard to figure where to place them, and so we decided to place them along the main quest path, specifically the route the player would be going anyway if they followed the path that a disarmist would follow. That means, if you play the NCR Exiles route and then betray them after conquering the space station and finish the game with the Crusaders, this quest can be done in tandem.
- There are rewards to be found along the way, including souvenirs, collectibles, recipes, unique variants of weapons, a Perk, and caps.
- Also removes the painting of Manifest Destiny from the Crusader base, as we felt it was not ideologically appropriate for a group that is very anti-genocide (despite their name).
- Adds dialogue lines and characterization to the final boss to give him a reason for his evil plan.
- It’s arguable whether ARGUS counts as the true final boss of the Frontier, especially given the different routes one can go down. Perhaps that title should belong to Rancor, as he tends to be the last boss. However, if we’re measuring by attempted death toll, ARGUS is unparalleled in the entirety of Fallout, as he wants to kill, not just all of humanity, but nearly all life. The confrontation with ARGUS aboard the space station we feel is the climax of the Frontier, one of the most important and consequential moments of the entire mod. And it falls flat.
- The player is told that ARGUS is the AI of the Enclave space station, and even though the writing makes it painfully aware that he is sentient, he has no coherent explanation of why he wants to do mass genocide. He has only a dozen dialogue lines, and all he offers as an explanation is that the Vault-Tec experiments prove humanity deserves to be wiped out. So his only motivation is that he seems to be an evil, misanthropic AI that might be bigoted towards carbon-based lifeforms? He’s a supervillain.
- But even then it doesn’t make any sense! The twist shows that he was actually a brain in a jar, a human. He’s a human who wanted to wipe out humanity for being inhumane! He’s just… evil. We know why he’s written this way. It’s because the Frontier needed a villain that was SO EVIL that even diehard Enclave supporters would still want to oppose him in the linear NCR Exiles questline. (How did that work out? It’s almost like the Enclave being evil is the selling point.)
- So we gave ARGUS a purpose. The closest ideology that aligns with his goal is a particularly extreme version of ecofascism, and so we ran with that. We added a series of questions that the player can ask, where he explains his motivations. He’s still obviously evil, but hopefully now the player can at least understand why HE thinks he’s the good guy, why life itself needs authoritarian guidance and how decentralized movements are doomed to fail, kinda like how Caesar attempts to invoke Hegelian dialectics to justify his actions. Though, of course, the player is incapable of making ARGUS change his mind, it should hopefully make the final confrontation more thought-provoking.
- Most of the questions you can ask to get more insight into ARGUS’s plan require a skill check of some kind. Like, how do Super Mutants fit into his FEV-dependent plan? What about non-human lifeforms? What is his relation to the Enclave? Does this plan sound like a half-remembered version of Elijah’s plan from Dead Money? That last one requires you to have beaten Dead Money to ask it.
- Many of the player’s dialogue lines have been rewritten to flow better with the conversation. The one about self-awareness was also changed, as self-awareness is a rarely discussed concept in Fallout. It just felt like a “is it okay to kill this AI” question.
- All of the lines are voiced. Of course we couldn’t provide new lines with the same voice actor, so we voiced the lines ourselves and inserted an explanation at the beginning of the questioning that says the audio glitched. ARGUS then uses a backup voice modulator until you face his brain.
- We’re not professional voice actors. We did the best we could.
Hot and Cold
- Adds a temperature system to the Mojave Wasteland and the Frontier.
- All DLC is required, except for Gun Runners’ Arsenal. Yes, even the Courier’s Stash.
- The script regularly checks the player for where they are located and what they are wearing to determine what relative temperature the player feels (on a scale from 1 to 100). Hot or cold temperatures can result in negative consequences. Comfortable temperatures can bestow benefits.
- There are three locations that have different climates: the Mojave, Jacobstown, and the Frontier. If you are anywhere else, you will not see any effects. We made this decision because the Mojave seems uniquely hot. It was, after all, already a desert even before the bombs fell. However, it’s not so hot that characters are getting heat stroke all over the place, and so the Mojave effects are not too debilitating.
- Jacobstown, on the other hand, is the only place in the Mojave with a separate climate, being much colder than the rest of it. Naturally, there, it is more important to brace for the cold instead of the heat.
- The Frontier is the worst of all, where the best you can hope for is to simply not be cold. Being too cold will result in your death, as it is dangerous to forgo warmth in the snow. This should hopefully be enticing to players that like extra survival mechanisms.
- The four temperature ranges in the Mojave are: Breezy > Comfortable > Okay > Hot
- The four temperature ranges in Jacobstown are: Cold > Chilly > Okay > Comfortable
- The four temperature ranges in the Frontier are: Freezing > Cold > Chilly > Okay
- The Breezy effect gives the player an extra point in Agility.
- The Comfortable effect gives the player an extra point in Endurance.
- The Hot effect reduces the player’s Endurance by a point.
- The Chilly effect reduces the player’s Damage Threshold by two points.
- The Freezing effect starts chipping the player’s health away until they die.
- All outfits are divided into four tiers of warmth: Barely Clothed, Average, Well Clothed, and Tech Powered. Being naked is the fastest way to cool down. Barely clothed, second. Well Clothed warms you up, and Tech Powered is good for both the warm and the cold (like Power Armor, vault suits, and stealth suits). When you’re in the Mojave, wearing different outfits will result in your temperature settling into a baseline in their appropriate range. However, when in a cold climate, wearing anything that isn’t bulky or techy enough will result in your temperature decreasing. Feel free to wear a business suit in the Frontier. You won’t freeze right away, but given enough time, it is inevitable.
- There’s no warmth or “how much skin does this cover” stat in the game, so we utilized scripts and Form ID lists to try to catch any modified outfits we could. Just know that the system isn’t perfect. If someone adds a new vault suit to the New Vegas’s list of vault suits, great! It’ll catch it! If not, there’s just not much we can do. If it can’t figure out what tier your outfit is, it’ll give it an average evaluation.
- If you’re Freezing in the Frontier and put on a bulky outfit, it will take time to warm up again. It is possible you’ll die in the meantime. We recommend heading for your nearest interior and taking shelter in a building until the Freezing effect wears off. It’ll buy you some amount of time. (Also, jam Stimpaks.)
- Do note that there is a gender bias with the temperature system because of how every outfit in New Vegas is gendered. For many outfits, this does not matter. However, there are some that do. For example, Great Khan armor counts as Barely Clothed for women (as their chests are exposed), whereas it counts as Average for men (as their chests are fully covered).
- So we did try to account for how the women in this game tend towards more provocative and less covering clothing, though of course your mileage will vary if you use mods that turn every outfit worn by women into lingerie.
- There is also a Mojave-only version of this plugin with all of the Frontier stuff scrubbed out! We put so much work into this one that we wanted people who don’t play the Frontier to also enjoy it! (Although you’ll only be able to experience the tepid heat of the Mojave and the cold of Jacobstown as a result.) Check it out in the misc files! JIP is still required!
I Know What I’m Doing
- Removes the annoying incompatibility checker messages.
- Named after the FNVEdit command “IKnowWhatImDoing”, this mod simply removes the compatibility messages. If you use the modular Solid Project with the Frontier, no longer do you need the annoying message. We understand why the Frontier might not be compatible with some mods, but we think throwing the same message over and over again in the face of more experienced mod users that understand the risks they are taking is uncalled for.
- This mod does NOT do anything to address incompatibilities between the Frontier and other mods. It just removes the messages for players that understand the risks involved.
- Because the messages this alters were not in the original download, two different versions had to be made, one for the Old (1.0) file, which requires this mod to work, and another for the New (0.5) file.
- Makes edits and additions to the lore of the Frontier to make it more consistent with the existing lore of Fallout New Vegas.
- First of all, we don’t care much for the concept of lore-friendliness. It is a subjective term and should be treated as such.
- When it comes to consistency, there’s two major kinds we’re concerned about. First are hard inconsistencies, which are basically contradictory information. Like, one source says A alone saved the day and another says B alone saved the day. That’s a hard inconsistency. However, soft inconsistencies are pretty common among mods, where you have information that is heavily implied to be contradictory but not directly so. Like, one source says A saved the day and another says B saved the day. Soft inconsistencies can be resolved with a third source that acknowledges that both previous sources can simultaneously be true. Like, both A and B together saved the day, you see.
- That’s the mindset we had with this patch, solving mostly soft but a few hard inconsistencies. A recurring issue for us was how… absent the Frontier was from the Mojave. No one talks about it. No one mentions it. This is because the Frontier, unlike some other mods, isn’t an exploration of a part of territory talked about in previous content. Rather, it is the addition of nearly completely unforeseen content, so naturally nothing in the Mojave would reference it unless someone went through that effort to make it.
- And so we did. They only take the form of notes, but now observant players can learn about the goings on in the Frontier long before they arrive (particularly if they’re also using the Alternate Start mod). These notes are placed throughout the Mojave to indicate how the main four factions consider their splinter forces in the Frontier.
- A note from Ambassador Crocker to Colonel Moore in Hoover Dam explains his misgivings and her complicity in the NCR Exiles being ignored, despite their plans to stage a coup, in favor of military dominance over Hoover Dam.
- A note from Lucius to Caesar in Caesar’s Tent in the Fort explains the status of northern expansion operations, explaining that their two ongoing efforts, the White Legs of Zion and the Northern Legion of the Frontier, are making steady progress.
- A note to self from Orion Moreno details his refusal to forget the “good old days” of the Enclave, and he mentions strange signals from space. We had him call the Enclave on the space station Central Command to draw a connection to the space Enclave called Central from Boom to the Moon. It’s not like the Frontier ever calls them anything beyond “Portland Enclave” (that aren’t in Portland, at least anymore).
- Several holotapes in Hidden Valley represent the archives that the isolated Mojave Chapter of the Brotherhood of Steel have written to detail the status of every Brotherhood chapter, including the Crusaders, to know who to trust.
- Note that we pushed the Crusaders’ arrival in the Frontier a few years earlier. We felt like it didn’t make any sense that they had been there less than a year before the player arrives. The formation of the Crusaders is a bit murky, and we just propose that they weren’t really organized until the fall of New Canaan.
- Also note that the Frontier seems to mistake the position of Legate as being equivalent to General. The NCR has multiple generals, with General Oliver being the top one, and so it would make sense for there to be a General Blackthorne we hadn’t heard about until now. The same cannot be said of Legate. The Legate is specifically the position of second-in-command to Caesar in the Legion. His entire point is to pose as a successor problem, where a dictator’s rule is further cemented by having his death disincentivized by the threat of his ruthless successor. Lanius is the only Legate. So we fixed this by explaining that Valerius was the Legate after Graham but before Lanius, and he was thought dead. The fact that Valerius has not since retired the title foreshadows his rogue attitude towards Caesar.
- Also revises one of Voss’s experimental logs where the Frontier attempted to completely retcon Mothership Zeta. Obviously someone was upset about the implication that the Zetans were complicit in the Great War, despite the fact that the Zetans were only implied to have sparked the brewing flame that was global nuclear armament. The log is now a simple examination of a captured Zetan.
- Also modifies Rancor’s final dialogue to replace the dogwhistley word “oligarchies” with “political parties”, as that is a more accurate and less nebulous term. Changing the audio was more than we could manage of course.
- Also removes a superfluous R slur from one of Voss’s logs. We cannot say for certain if more slurs exist elsewhere.
Power Armor Naming
- Renames Power Armor in Fallout New Vegas and the Frontier to a better naming convention.
- This is something we normally do in our own installs, and we decided to make a patch that does it as well to incorporate the Frontier. It’s just nice for Power Armor to clearly say what model numbers they are, especially for the Enclave Power Armor, which has a number of different ways of describing it. None of this Remnants Mk II X-01 Prototype MK3 Tesla Shoulderless Armor nonsense.
- Naming convention: [Unique Identifier] [Model Number] [Variant Descriptor] [Power/Salvage] [Armor/Helmet]
Revert Loading Wheel
- Removes the Frontier’s loading wheel and restores New Vegas’s loading wheel.
- The decision to alter the loading wheel in the way they did was baffling. It’s literally the barrel of a gun firing at the player. It genuinely made us uncomfortable, and it was obviously made by someone who had never actually had a gun pointed at them. At least Benny just shoots you the one time.
- This just reverts the Frontier one back to the New Vegas one, so all texture replacers for the New Vegas loading wheel will still work and are compatible!
- Adds a feature where any Scav outfit can function as a disguise to let the player avoid massacring them.
- The Scavengers, or Scavs, are pulled straight from Fallout 3 in that they are basically just portrayed as mindless, evil raiders (and not, you know, desperate human beings). The player is constantly encouraged to mass murder them with very little justification beyond pointing at the bodies that pile at their feet. The player then mass murders them, adding bodies that pile at their feet.
- So, inspired by this mod, we made a script that makes Scavs no longer hostile as long as the player is wearing Scav armor. It’s not perfect, but it works. This should hopefully reduce the amount of combat the player is forced into, and it gives the player a way out of dealing with Scavs outside of quests. We tried to use the reputation system, but honestly that system is such a mess.
- Some quests that require you to kill Scavs could potentially break if you’re disguised at the wrong time, but we understand you’re capable of responsibly judging when you ought to take the disguise off for the sake of a quest, or, worst case scenario, reload a save and try without the disguise on.
The Lord’s Mail
- Modifies provocative outfits in the Frontier to enhance some mature themes.
- With all of the Frontier drama, we were worried about what little mature content there was being gutted from the mod. Even though much of it still remains, we still felt it lacking and wanted to add a bit more to it, especially regarding the Crusaders of Steel. At least some of the Crusaders are feminists, and yet none of them are sex positive. So, we added a provocative Crusader outfit called the Lord’s Mail.
- The Lord’s Mail gives the player a blessed stat bonus while also giving them a penalty when in the cold (especially when using the Hot and Cold mod). It’s meant to be an extra, optional challenge to the “fetch a book for us” entrance quest to the Crusaders.
- Adds a note where Charlene, Mollie, and America all give their perspective on the challenge.
- Also renames the dancers’ outfits to less demeaning names.
And that’s it! Hope you enjoy! Consider checking out G59 on Parade, whose videos on the Frontier were really useful to seeing the content before we were able to jump in ourselves.
If you’d like to support us, perhaps consider watching Cinemodded Fallout or listening to our podcast, Game Theorem.