CO:OP servers allow you to connect your in-game singleplayer saves to other players. Server host AND joining player's will need to read this guide, If your only joining a co-op server don't do the server host steps
This page is split up between Host (The person who makes the server), Joining (The player's joining the host's server), and Both (Host and joining), Read all of your respective sections.
Please do not confuse CO:OP servers with SDK servers. SDK servers are very similar as they share the same underlying code, however SDKs are setup in a much more complex manner.
1. Right click the program LOOT -> Run as administrator -> IF prompted regarding a ambiguous load order then click Game -> Fix ambiguous Load Order
3. Ensure it says Fallout: New Vegas on the top left dropdown
4. Click Update Masterlist -> Sort Plugins -> Apply sorted load order
For other players to join your server, they connect with Connect via IP button on the NVMP Launcher but they will use a different IP depending on your method of allowing their connection.
1. Search in windows and open the program Command Prompt
2. Type in ipconfig → hit enter → Scroll until you find your network adapter
If you have a physical wired internet: Ethernet adapter Ethernet
If you have wireless internet: Wireless LAN adapter Wi-Fi
If you have wireless internet: Ethernet adapter Wireless LAN adapter Wi-Fi
3. Copy the numbers after IPv4 Address . . . → Add :27015 to the end → Anyone on your local network can paste this into Connect via IP on the NVMP launcher. → Join
3.To join your own server you click Connect via IP in the NV:MP launcher and use the IP localhost:27015
The server.cfg file is created on server start up, and populates with default values used. You can edit the file whilst the server is shut down, and changes will re-apply on server start up.
Category | Name | Description | Options | Default Value |
---|---|---|---|---|
Network | Hostname | Sets which hostname is listened to by the game server. This can be overrode by command line arguments (see below). | DNS resolvable host | * (any) |
Network | Port | Sets which port the server will listen on. This can be overrode by command line arguments (see below). | 0-65,535 (if valid) | 27015 |
Server | EnableConsole | If enabled, players can use console to run cheats. | 0 or 1 | 0 (disabled) |
Server | EnableSaving | [Recommended only for Development] If enabled, players can save their progress locally. |
0 or 1 | 1 (enabled) |
Server | EnableVATS | If enables, players can use VATS in combat. | 0 or 1 | 0 (disabled) |
Server | Difficulty | Globally overrides the difficulty in use by each player. | Ranges from 0 for Very Easy, to 4 for Very Hard. | 2 (Normal) |
Server | IsHardcore | Globally overrides the hardcore mode in use by each player. | 0 or 1 | 0 (disabled) |
Command line arguments can be set if you run the server through a command line window, or through a bat file. They can override certain properties, or set more intensive options on the server.
Name | Description | Options | Default Value |
---|---|---|---|
-profile | [Recommended only for Development] Sets the minimum ms (millisecond) a server frame can be in terms of performance. If it is exceeded, then hot spots marked manually are printed to console |
any floating point number | 1.0 |
-unrestricted | Reduces restrictions of mod lists received by players. By default servers are running fully restricted, meaning all players require the same mods and plugins (Data folder, NVSE folder) listed with the same checksums (to validate they are the correct files as the server is running in). | all checksums |
if unset: none if set: all |
-port | Overrides which port the server will listen on instead of what port is read from server.cfg | 0-65,535 (if valid) | |
-quiet | Asserts or errors will instead not produce message boxes that require user interaction. | ||
-hostname | Overrides which hostname the server will listen on instead of what hostname is read from server.cfg | DNS resolvable host | |
-secure_logs | Forces any logging that provides sensitive information (such as player IP address) to use alternative non-sensitive values, or none at all. IPs are instead listed as connection UID values. |