Fallout New Vegas

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ThatFalloutGuy2

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ThatFalloutGuy2

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About this mod

A Mysterious shadow faction operates within the background of the Mojave, stored within the Black Rock Facility, the E.L.U.M AI operates quietly, utilizing its droids to ward off any potential intruders or trespassers. Uncover the secrets of Black Rock, and follow your way to the faction that is known as E.L.U.M.

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Permissions and credits
Changelogs
Donations
Deep E.L.U.M.

Description:

"Deep E.L.U.M." Is a small addon mod that introduces a new faction to the Mojave wasteland. Meet, "E.L.U.M." A mysterious malevolent AI that has gone rogue, the AI, "E.L.U.M" Resides within the subterranean military complex, "Black Rock". Operating within its hardy droids, it lurks within its facility, warding off any intruders or trespassers. After discovering some information, the Courier will be enticed to investigate the mysterious faction that is, "E.L.U.M."
 
  • Featuring a fetch-based quest with unique dialogue, weapons, and gear, as well as a fully formed faction with faction interiors and lore.
  • Travel East of the "Techatticup Mine." And enter the deathclaw valley to retrieve the Enclave Soldier's corpse.

 Overview:

  • 20 to 30 minutes of gameplay
  • Fetch-based gameplay
  • New faction addons
  • New weapons and gear
  • New Locations and interiors
 
 

 
Installation:

NMM or Vortex should instantly auto-extract the mod contents into your folder, and extract all of the file content into the "Fallout New Vegas." Directory if using manual install.

Conflicts:

  • I have been informed, "More Mojave." &, "Two-Tale-Wasteland." may be incompatible with this mod, but I haven't personally tried it. 
  • This mod may have some conflicts with, "For The Enclave." Some of the locations may overlap each other e.g. The "Searchlight Airport." Location, but I haven't personally checked it out.

Credits:





F.A.Q:

Q: Will there be another update?
A: Honestly, probably not. I've enjoyed developing this mod over the years, but it takes too much time to create.

Q: What happened to the whole, "Overdrive." Update?
A: Deep into the development and planning of, "The Overdrive." I realized I didn't have the time or patience to fully see through its completion, As I'm a solo creator. So halfway into development, I decided to downscale the mod into a reasonably sized mod.

Q: Why is the mod so small after such a long development?
A: To be honest the "G.E.C.K." Is a very challenging tool that takes a lot of time to learn, and I think this is just the best I could do within my limited schedule. 

Q: Will you make any more mods?
A: Maybe, but nothing large-scale, just small mods that take a short amount of time to create. Or collaboration mods with teams, message me if you have any projects you need help with. I've been on other projects with creators like, "The Frontier." So I'll to try continue to be involved, but it'll have to work with my schedule. 

Q: Why is the voice acting terrible?
A: I wouldn't call it terrible, it's just effortless.

Q: Why did you re-release the mod?
A: Since this is the last update; I wanted everyone to get the chance to see it.

Q: What was the goal of this mod?
A: I've gone through many renditions of this mod's story and where I wanted it to go. But I realized halfway through, that it's incredibly difficult to create a mod as a lone author. So I instead opted for a smaller, more immersive path. You'll be able to see the plethora of cut content I left in the mod. I probably should've cleaned up better, but it got away from me.

Q: How long have you been using the "G.E.C.K."
A: I've been using the "G.E.C.K." Since (2019), with my first mod release in (February 2020). Then, "Deep E.L.U.M." Released as, "Enclave Bunker" In (May 2020). I've only ever made two mods, but I've been consistent with updating, "Deep E.L.U.M." Up till now. 

Q: Why have you added so much custom content?
A: I always love the content other creators make, especially if their mod is lesser known; I like to use their mod with permission, as a shout-out to that creator. This makes my mod feel so much more unique than others.
 
Q: What inspired you to create this mod?
A: I've always loved, "Fallout." I started playing, "Fallout 3." In (2009) then, "Fallout New Vegas." in (2012). These two games are ultimately what got me into modding, not excluding Fallout 4, but FO3 & FNV are just so much better, and the, "Gamebryo." Engine is so fun to play with. Shout out to, "Alchestbreach." For making Fallout mods still relevant; I don't think I would've finished this if it wasn't for him!

Q: Why'd you make an Enclave mod?
A: The only other Enclave mod with quests is, "For The Enclave." I just wanted to make an Enclave mod for role players and to capture the mysterious aesthetic of the faction. I also wanted to re-imagine the faction, as most creators like to use the old, "Fallout 2." Template of this faction. Not to say that it's bad, but it's already been done.  

Q: Why is the story so short & boring? 
A: This is probably the one thing I wished I expanded on better, but I honestly just put that story there so the mod feels more immersed into the game.   

Changelog:

V1.0

Re-edited the Usonian House interior, created the Enclave Bunker cell, added floor wires, added ceiling wires, added doors, added DLC content, added plexi maps, added tables, added chairs, added war room table, added tape machines, added hall pillars, added terminals, added flags, created navmesh, created the Mess Hall Cell, created the Barracks Cell, added food to the Mess Hall Cell, added tables to the Mess Hall, added chairs to the Mess Hall, added a fridge to the Mess Hall, added posters to the Mess Hall, added personal crates to the Barracks Cell, added APA displays to the Barracks Cell, Added Beds to the Barracks Cell, added Support Computer NPCs, added the Enclave Laser Rifle, added the Remnants Power Armor set, added NPC Packages, created NPC Dialogue.

V2.0

Expanded the Enclave Bunker Cell, re-edited the floor wires, re-edited the ceiling wires, fixed the missing door texture, added the weapon repair NPC, re-edited navmesh, created the Medical Bay Cell, added the Auto-Doc to the Medical Bay Cell, added personal containers to the Medical Bay Cell, added lights to the Medical Bay Cell, added posters to the Medical Bay Cell, added computers, added animations.

V3.0

Enclave Bunker Cell overhaul, Changed name to Enclave Safe House, re-edited NPCs, re-edited the floor wires, re-edited the ceiling wires, added Construction 133, added lights, added Remnants Power Armor re-texture, created the Lab Robots cell, added consoles to the Lab Robots cell, added lights to the Lab Robots cell, added tape machines to the Lab Robots cell, added the ST Robot Race, added door guards, added flood lights, added pods, added plasma proton axe, re-edited the Barracks Cell, added a crashed vertibird to the Usonian exterior, re-edited the Usonian interior.

V4.0

Expanded the Enclave Safe House Cell, added floor wires, added ceiling wires, added control panels, added lights, added consoles, added the Vanguard Bunker exterior, created the Vanguard Bunker Cell, removed the Lab Robots Cell, removed the Mess Hall Cell, Removed the Barracks Cell, Removed the Medical Bay Cell, added Barracks to the Enclave Safe House Cell, added Mess Hall to the Enclave Safe House Cell, added Medical Bay to the Enclave Safe House Cell, removed Enclave lights, added tube lights.

V5.0

Interior overhaul, expanded interiors, new interiors. More decorations, removed companion, created quest, created dialogue. Added custom assets, finalized all interior Nava-meshes.