CO:OP servers allow you to connect your in-game singleplayer saves to other players. The server should automatically be included as part of update 3.81. This guide is incomplete, but should help with guiding how to setup a basic CO:OP server.
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.
You must launch the server within a Fallout: New Vegas installation folder for the server to correctly work. To start it, you can either run nvmp_storyserver.exe
within your Fallout: New Vegas folder, or in the launcher by pressing the “Launch Local Server” button.
After this, a console window will appear. If any immediate errors are found, they will be highlighted in the console window in red or yellow. Please make sure you clear as many of these warnings or errors as possible that may appear to ensure the server can be started in its most stable state.
To join your own server, you can use the “Connect via IP” option in the NV:MP launcher and use either your local IP or public WAN (if you have port forwarded).
For other players to join your server, they must use “Connect via IP” and have your IP address ready (if they are connecting through the internet, you must port forward the port you use on your router). If this is a LAN connection, local players can use your network IP (if accessible). If you do not want to port forward (or can't), it is recommended that you use a local VPN program such as LogMeIn Hamachi or Radmin VPN.
When the server is launched, a list of available mods detected as installed are printed. These mods are scanned in the “Data” folder that the server is currently running from. In almost all setups, this means you should be running the server within your local Steam Fallout New Vegas folder, however the minimum requirements is that the server is contained in a folder that has “Data/” with the base game installed.
Please be aware that due to security and legal restrictions, mods or DLCs in CO:OP servers are not downloaded by players automatically. All players must install any DLCs or mods locally (this means they must be installed in your "Data" folder. Please note that in order for anyone to join your private CO:OP server, their load order must be identical to yours (this includes any DLCs OR mods that may be installed.)
To enable DLC on the server, install the DLC into your "Data" folder (whether the DLC is enabled or not in your plugins.txt / launcher is irrelevant, it will be enabled if it's discovered in Data due to how Fallout still parses the data). To confirm, you should see the name of the DLCs in the available mods list.
To enable mods on the server, you must have them installed into your “Data” folder. They will automatically be enabled the next time you start the server.
To disable mods on the server, you MUST make sure the mod is no longer in the "Data" folder. The server is not yet able to understand various mod manager setups for enabled/disabled mods, such as Mod Organizer 2 or Vortex.
If you are experiencing load order issues, or wish to adjust the order in which available mods are read by the server - you must use an external program to adjust how the mods are loaded. We recommend using LOOT.
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. |