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Women at Gateway Church

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Jeremiah Rivera
Jeremiah Rivera

Fallout 4 Cut Content Restoredl


Modding should be an open, community-centric effort. Feel free to use the content of this mod in your projects, as long as the following conditions are met:- Your mod must have the same (or more open) permissions as this mod.- Your mod can't be behind a paywall.Credit is not required but would be greatly appreciated.




Fallout 4 Cut Content Restoredl



The Harpoon gun still has that weird bubble trail when fired and the bolts fire sideways still, This will be fixed.And do not worry three is way more to come. ( If there is that much cut content lol )


Fallout 4 cut content refers to content in Fallout 4 which was cut from the final version of the game. Most of it can still be found in the game files but is inaccessible within the game itself. The equipment can still be obtained by use of console commands.


Another enormous mod, The Frontier, was recently taken down after users stumbled upon some questionable content. Adding 150 hours of new content, The Frontier was under fire for housing sexual content relating to minors. However, the mod has since appeared back online with the content in question removed, and it is now back on Nexus Mods for wastelanders to soak up all the extra goodies.


If you're in the mood to hop back into the Fallout universe, there's a new mod, LD's Improved New Vegas, that restores Fallout: New Vegas cut content. Players can expect to see re-enabled creatures and NPCs, improved NPC AI packages, and more. Apparently, many NPCs and creatures were disabled in the first patches of New Vegas because the consoles at the time (PS3 and Xbox 360) "couldn't handle it". Let's take a look at this mod, shall we?


This Fallout: New Vegas cut content mod will help bring life to the game by improving or overhauling the New Vegas world. Basically, it's an interesting glance at what could've been if PC players had received the full version of the game from the start, and hopefully something that we'll all receive in the Fallout: New Vegas sequel that might be coming.


Yes, that's all the Fallout: New Vegas DLC available besides its soundtrack, but it makes sense. If players want access to the Fallout: New Vegas cut content, they must have all the available content to begin with.


Fallout: New Vegas debuted in 2010 on PC and 7th-generation consoles - PS3 and Xbox 360. Although all versions are largely the same, a number of minor details were apparently cut from the first PC release because they would have slowed down the console versions. These details include more varied NPC animations, their behaviors, and improved, advanced artificial intelligence (plus small changes to the environments and enemy spawns). A gamer decided to restore the removed content in the form of a modi for the game.


This page contains a list of features and content that was cut or changed from the final version of Tom Clancy's Splinter Cell before its release. Many cosmetic and artistic choices were changed or discarded, and many gameplay elements also saw considerable changes made before the final game's release. Most notably, four entire levels were cut, along with all of their story. These levels comprised the game's nonexistent third act, with act 2 comprising the America missions, and act 4 comprising the Myanmar missions.


In early 2003, a handful of level designers revisited the cut missions, with the intent of releasing some or all of them as DLC content. Kola Cell was the first bonus mission to be released, in March 2003. According to Clint Hocking, this level was a "massively rebuilt version" of Severonickel, done by a different designer.[6] The release of Kola Cell was likely the reason why Severonickel was dropped from the PS2 port of the game, so as to not have two versions of the same level, along with the story and timeline confusion it would've caused. However, given the timing of Kola Cell's release, it is likely that Severonickel was present in the beta for the PS2 port.


Soon after, Vselka Infiltration and Vselka were also released via Xbox Live. Although distributed as two separate missions, these levels were originally combined as one, in the form of Shipyard. According to the original data sticks, script, and texture files from Shipyard, the Vselka missions seem to somewhat overhaul Shipyard's apparently-flawed level design, though most of the original level's content and story remains.


This level takes place on November 6th, 2004, at the Nadezhda nuclear power plant. Sam inserts via a halo jump to a small maintenance building on the outskirts the power plant. He then infiltrates the plant looking to trace the microwave relay. In order to make it easier for Grim to find the microwave signal, Sam activates a false meltdown alert, so that all civilian operations in the plant cease. However, he discovers the plant is being occupied by the Russian military, much to the dismay of Lambert. The Russian soldiers ignore the meltdown alert. Third Echelon also detects a train outside the plant, which is heavily armored to insulate radioactive contents. Sam is tasked with not only learning why the Russian military is at the plant, but what is inside the train. From interrogating a technician, he learns that the soldiers are in fact mercenaries in disguise, working for Nikoladze and Grinko, and that the train is shipping its contents to the far east. The plant's logs indicate the shipment is Americium-239, a weapons-grade isotope. However, with no leads concerning its destination, Sam turns his attention back to the microwave relay.


The PS2 cutscenes that bookend Nuclear Power Plant seem to combine a lot of content that would've spread across the entire 4 Russia missions. This section has been created to potentially layout what the cut FNW newscasts would've looked like for each cut mission. More to come, obviously.


Agreed though honestly what they need to do is add mod support on console put in a system similar to what skyrim and fallout 4 have i know its easier said than done but if they are already putting in a ton of work to restore cut content its really unfair to only give it to the people who can afford a powerful gaming pc


It's a slightly frustrating ending, particularly when post-game content is so often used in RPGs to display the impact of a player's decisions. Even in Red Dead Redemption 2 (not an RPG), you can still find special encounters in the epilogue depending on whether you helped certain people in the past. It's possible to leave a tangible mark on the world, and it shows your decisions went beyond the moment to have long-term repercussions.


This is perhaps why the lack of post-game content Fallout New Vegas - which to me boasts some of the best narrative design in any game - feels like such a missed opportunity. Yet this abrupt ending wasn't Obsidian's intention. Post-game content was part of Obsidian's original plan for Fallout New Vegas, and had to be cut mid-development due to time constraints.


FPGE is probably the closest we've gotten to seeing a playable version of Fallout New Vegas's post-game. And just to be sure, I asked Fallout 2 and New Vegas writer Chris Avellone exactly what Obsidian's plans were for that content.


Back in the Beta stage of Fallout New Vegas's development cycle, the project was, in Avellone's words, "showing a lot of bugs and optimisation problems". Adding further complexity wasn't going to help matters, and despite plans being in place for post-game additions, not much work had actually gone into making the content. In some areas, in fact, no work had been done at all. It was at this point the decision was made to cut the post-game in its entirety.


"Designing post-game content is not hard to do if you're keeping it in mind with eachNPC and quest as you're designing it (like doing a Karma check, faction check, orjust another global reactivity check, which we had to do anyway) - sometimes all itneeds is a post-endgame line," Avellone explained.


Something that did make it to the final version, however, were the game's end slides - which were always part of the plan and remained unaffected by the post-game cuts. Similar to Fallout 2, the original idea was to show the player the slides before allowing them to explore the world afterwards with new content. Funnily enough, Avellone said even Fallout 2's end slides nearly got the chop, thanks to "pushback" against that as well.


Despite getting the chop at the Beta stage, this wasn't quite the end for the endgame content. Obsidian later considered introducing it in a more round-about way: via the game's DLCs. This was partly inspired by player feedback and requests on the forums - but this route brought its own problems.


"We did examine all the logistic impacts of doing post-game content withlimited resources. But it was clear we'd be putting the already shaky game stability atrisk by looking by creating post-Hoover Dam option, even in a minimal fashion. Themost we could manage was level-scaling for key enemies (like the Legate) with theintroduction of the new level caps in the DLCs, since the additional levels made theprevious boss fights too easy for the player.


"I even offered to pay for one of the milestones myself to allow for additional polish time on existing content, but that was refused because they didn't want to extend the release date for the DLCs."


So, that was that. While the crucial reserved save game slot before the Hoover Dam battle was added, the DLCs went ahead without post-game content, and were firmly based in the time before the battle for Hoover Dam (something even Kazopert wasn't able to reconcile in his FPGE mod - he recommends finishing the DLCs before attempting the final battle).


For Avellone, the sacrifice of post-game content was "necessary and right" in order to improve the core game's technical problems, even if the cut came as something of a surprise. Still, it's a feature he'd liked to have seen implemented.


"While it's not always feasible in all games to include the ability to continue playing after the end game, as a designer, I feel pretty strongly about letting a player to continue playing, especially in an open-world game," Avellone said. "When designing post-game content in Fallout 2, it was a fun way to keep the adventure going... as well as resolve any last threads or quests you might want to pursue."


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