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Chorrol.com _ Fallout Series Mods _ Mods for Fallout 3 and New Vegas

Posted by: mirocu Apr 16 2015, 02:15 PM

Suggestions, recommendations, comments, discussions... Anything as long as it involves mods for the Fallout games.

{Moderator note: With the addition of a FO4 mods thread, let's now limit this one to FO3 and NV mods.}

These are the mods I use for Fallout 3:

*Gunny (companion)
*The Vulcan minigun (and an additional mod that changes the rate of fire)
*Lucy as companion (though she has disappeared from the game now, should I take a hint...? wink.gif )
*Rideable subway trains (love this one!!)
*Immortal travelling merchants
*Custom icons for some miscellaneous items in the Pip-Boy
*Auto Aim Fix
*FOMM
*New crosshair
*No Goo piles
*More damage from the sawed-off shotgun
*Merchant selling goods from Point Lookout
*Scopeless .44 Magnums

I must have more but these are the ones I can remember. I'll add the rest when I get home and can check the list.

Out of these I enjoy the icon mod and the Gunny mod the most. The subway train mod is awesome and I love it, but since I mostly run around in the wasteland I don't get around to using it so much. It definitely adds to the atmosphere though and I strongly recommend it, and for the best effect it should be played in a pitch black room at night smile.gif

Edit: After reading Rosa's post I have added a couple to the list. Can't believe I forgot about Auto Aim Fix! blink.gif

Posted by: SubRosa Apr 16 2015, 08:37 PM

Now this is a great idea for a topic of its own. I never used to have a lot of FO3 mods. But I have added a lot lately.

http://www.nexusmods.com/fallout3/mods/640/ is of course the first one, OBMM's twin for FO3 and FONV.

http://www.nexusmods.com/fallout3/mods/2672/ - Removes the green tint on everything in the game, and makes the colors normal again. I modded this heavily to make the nights brighter, and just tweak how I want things. You can get it https://www.dropbox.com/s/hmme03ejzbvd7dw/Fellout.zip?dl=0.

http://www.nexusmods.com/fallout3/mods/9987/ - Replaces the pipboy with a pipgirl.

http://www.nexusmods.com/fallout3/mods/1903/ - Makes children playable.

http://www.nexusmods.com/fallout3/mods/11215/ - Adds an anime inspired child race.

http://www.nexusmods.com/fallout3/mods/6240/ - Fixes a bug with using custom races in Broken Steel (after finishing the main quest).

http://www.nexusmods.com/fallout3/mods/1146/ - Corean and Ren's Hair from Oblivion, ported to FO3.

http://www.nexusmods.com/fallout3/mods/14731 - Adds some new savegames with character faces, and HD face textures.

http://www.nexusmods.com/fallout3/mods/5606/ - Disables the auto aim, and stops bullets from rising after 30 meters.

http://www.nexusmods.com/fallout3/mods/357/ - Centers the camera.

http://www.nexusmods.com/fallout3/mods/7674 - Reduces the experiences points you get. I further modded it so that it gives even less xp.

http://www.nexusmods.com/fallout3/mods/4447/ - Allows you to use multiple mods that mod the workbenches.

http://www.nexusmods.com/fallout3/mods/9921/ - Allows you to create energy ammo at workbenches. I modded it to streamline the requirements down to a fission battery. I also used it as a template to make a mod that allows you to craft firearm ammo out of scrap metal.

http://www.nexusmods.com/fallout3/mods/9053/ - adds more pics in the pipboy for stuff.

http://www.nexusmods.com/fallout3/mods/839/ - Makes it a lot harder to change your karma level.

http://www.nexusmods.com/fallout3/mods/2333/ - Makes hacking terminals less brain work by displaying only 5 words you have to pick from to hack a computer.

http://www.nexusmods.com/fallout3/mods/101/ - An option from Enhanced Blood Textures, turns off the blood on the screen.

http://www.nexusmods.com/fallout3/mods/5279 - Gives you blankets so you can sleep anywhere.

http://www.nexusmods.com/fallout3/mods/16446/ - For screenshots.

http://www.nexusmods.com/fallout3/mods/746/ - Takes those scopes off the .44 Magnums. Dirty Harry didn't need a telescopic sight for his Magnum, neither do I.

http://www.nexusmods.com/fallout3/mods/5660 - For my samurai characters.

http://www.nexusmods.com/fallout3/mods/7513/ - A bunch of fixes and new textures to the gauss rifle.

http://www.nexusmods.com/fallout3/mods/9037/ - Lets you hotkey the crosshair on and off, as well as set the game to automatically hide it when you sheath your weapon.

http://www.nexusmods.com/fallout3/mods/3233/ - A suit of black combat armor. What is not to like?

http://www.nexusmods.com/fallout3/mods/11118/ - A suit of red and black recon armor.

http://www.nexusmods.com/fallout3/mods/3991/ - A suit of black recon armor. I modded it to remove the mesh it came with, as it had ridiculously skinny arms. Instead I set it to use the default recon armor mesh.

http://www.nexusmods.com/fallout3/mods/3240/ - Fixes an issue with the Reilly's Ranger Helmet using the default combat armor helmet texture.

http://www.nexusmods.com/fallout3/mods/15851/ - Adds a RL M110 sniper rifle.

http://www.nexusmods.com/newvegas/mods/54951 - Adds an M4 carbine. I modded it to make the Grunt Perk from Honest Hearts work with it. I also tweaked the stats to reduce the spread, and match the same damage as the Marksman Carbine.

http://www.nexusmods.com/fallout3/mods/13759/ - An HD texture replacer for Anty's outfit.

http://www.nexusmods.com/fallout3/mods/4574/ - A husky retexture for Dogmeat.

http://www.nexusmods.com/fallout3/mods/8828/ - Makes the combat armor and samurai armor a bit more curvier, without being chainmail bikinis.

Posted by: mALX Apr 17 2015, 05:01 AM



I haven't modded my FO3 game much yet, I made some dinners and filled drink glasses and coffee mugs; those two Megaton house mods; and plan to add some sitting area and a BBQ to the porch at Tenpenny.

I tried two of the Mystyks faces, but Asian Misa is from a save called Vaill.

So far that is all I've got installed, but did download (but haven't installed) Ling's Coiffures and a beauty mod - can't remember the name.


I saw a few things in the above lists that I'm dying to try:


Rideable Subway
Fellout
Children of the Wasteland
KT's Center Camera
SariD's Pose Pack

Hopefully, will eventually be adding these, lol.





Posted by: mirocu Apr 17 2015, 07:49 AM

The scopeless revolver mod was interesting, SubRosa. Ill definitely add that one smile.gif


But I better stay off the anime mod. I may have trouble focusing on the game if I added that... tongue.gif

Posted by: Winter Wolf Apr 19 2015, 02:53 AM

A dogmeat husky!! Noooo!!!!

All Australian gamers are breaking their hearts over that one. Mad Max and his blue-heeler cattle dog must be a part of Fallout 3. Isn't the husky mostly used in cooler climates? Surely that doesn't quite fit the wasteland feel of Fallout.

http://i.imgur.com/eGQU63G.jpg

The mods I use are mostly ones simple ones-

Dockside Inn
4-5 house mods
All Out Summoner mod
Bittercup Companion
Real named drugs
Essential companion and merchants
A trail of crumbs quest (good for an excuse to enter those unused buildings)
Functional vending machines
Miniguns rebalance
Usable cigarettes
Scope on hunting rifles
Alternating timescale
Interior cells reset
Better food
Better regulator duster
Killable children
Better looking Moira
Lower barter rate
Vanishing goo piles
Higher vehicle health
Follower- Willow
Gas mask
All weapons rebalance

Posted by: mALX Apr 19 2015, 04:07 AM

QUOTE(Winter Wolf @ Apr 18 2015, 09:53 PM) *

A dogmeat husky!! Noooo!!!!

All Australian gamers are breaking their hearts over that one. Mad Max and his blue-heeler cattle dog must be a part of Fallout 3. Isn't the husky mostly used in cooler climates? Surely that doesn't quite fit the wasteland feel of Fallout.

http://i.imgur.com/eGQU63G.jpg




D'AWWWW !!! How adorable and sweet!

I finished up the Arefu quest and was scouting around for more Bobbleheads when I suddenly got attacked by a bunch of guys in dusters; and then got bad Karma for killing them! Well, it turns out my trip to the Merseti Station put my Karma into the evil zone, and suddenly the Talon Company was no longer trying to kill me - the regulators were !!! I've never had them after me before, it was awful - and to get bad karma for someone who is trying to kill me - no way !!!

So I donated a couple thousand caps to St. Monica's church in Rivet City, and now the Wasteland is in balance again. Talon Company is attacking me again, and the wastelanders in Megaton are bringing me gifts, lol.




Posted by: mirocu Apr 19 2015, 08:00 AM

Wasnt that pic adorable?? laugh.gif

QUOTE(mALX @ Apr 19 2015, 05:07 AM) *

to get bad karma for someone who is trying to kill me - no way !!!

My country in a nutshell wink.gif

QUOTE(mALX @ Apr 19 2015, 05:07 AM) *

So I donated a couple thousand caps to St. Monica's church in Rivet City, and now the Wasteland is in balance again. Talon Company is attacking me again, and the wastelanders in Megaton are bringing me gifts, lol.

So now youre using the Wasteland Balance Restored mod? tongue.gif


Added a few mods to my list that had slipped my mind. They blend in too well but thats the kind of mods I like!

Posted by: Winter Wolf Apr 19 2015, 09:18 AM

Thanks folks! My best mate when I was at school had a 'red heeler,' and man, that was simply the coolest dog ever. They are really quiet too, and almost never bark. His dog would just give the occasional whine if it wanted something. You could see in its eyes just how intelligent it was, and like many dogs, had limitless energy.

Back on topic-
Have you guys ever played around with realistic damage mods for Fallout? I used one several years ago that scaled the damage up so that a head shot was instant death and one bullet to the body made you lose around 75% of your health. The follow up bullet would always be lights over for your character.

I only used the mod for a few days, but wow, it was so realistic! The battles were the most intense gun play I have ever had in a computer game. I disabled the mod as it didn't really suit the build I was using but have just remembered I need to go back and give it another go.

Posted by: mirocu Apr 19 2015, 09:46 AM

Its the same with that mod as with photo realistic graphics; no but no thanks tongue.gif


Could make for some intense fire fights to bring back the feeling I had when I was new to the game, but I much rather continue running around without the need for precautions laugh.gif

Posted by: mALX Apr 19 2015, 11:43 PM




@ Winter Wolf - That mod sounds a little too tough for gaming simply because you'd never get to play for dying - where would the fun be in it?

I like to believe the radiation accumulated through the centuries has had the effect of mutating our genetic makeup so to a certain extent we regenerate or are harder to kill than a person in today's world is. A gun may kill us very quickly in today's world, but we don't have 200 years worth of radiation in our genes. That has to have had some effect on our ability to survive.

So we didn't get as much as the Ghouls or Super Mutants, but we did get a bunch still - so have to look at what effects that would cause.










QUOTE(mirocu @ Apr 19 2015, 03:00 AM) *


So now youre using the Wasteland Balance Restored mod? tongue.gif


Added a few mods to my list that had slipped my mind. They blend in too well but thats the kind of mods I like!



laugh.gif



Posted by: mirocu Apr 20 2015, 08:58 PM

Just tried out the merchant on the docks and the scopeless Magnum and so far so good. It works as it should and Im happy and in a few months time I wont even notice theyre mods which is how I want it smile.gif

Posted by: Winter Wolf Apr 21 2015, 12:08 PM

The realistic damage mod was interesting because the gun fights were so evenly matched. They could kill you in 2 bullets but you could also wipe them out just as quick. The advantage the gamer had was VATS, because if you were quick on the draw you could nearly always get the first shot. The advantage the opponent had was strength in numbers. 4 raiders onto 1 made things quite interesting.

Boulders, wall cover, posts etc became so much more a part of the game as the shoot-outs were so real, which I really liked. I have no idea what deathclaws and scorps were like, I never used the mod long enough to find that out. Lol.

The mod was great in the short term, but, as you guys have said, I am still doubtful myself in the long term.

Maybe next year. Oh no that's for NV and Skyrim. Okay, the year after. No, that's for FO4.

Damn it....there is no time!

Posted by: mALX Apr 21 2015, 05:01 PM

QUOTE(Winter Wolf @ Apr 21 2015, 07:08 AM) *

The realistic damage mod was interesting because the gun fights were so evenly matched. They could kill you in 2 bullets but you could also wipe them out just as quick. The advantage the gamer had was VATS, because if you were quick on the draw you could nearly always get the first shot. The advantage the opponent had was strength in numbers. 4 raiders onto 1 made things quite interesting.

Boulders, wall cover, posts etc became so much more a part of the game as the shoot-outs were so real, which I really liked. I have no idea what deathclaws and scorps were like, I never used the mod long enough to find that out. Lol.

The mod was great in the short term, but, as you guys have said, I am still doubtful myself in the long term.

Maybe next year. Oh no that's for NV and Skyrim. Okay, the year after. No, that's for FO4.

Damn it....there is no time!



What I noticed about Fallout games: in the early game the enemy seems to be able to hit the Player around corners/through steel barriers and glass/etc. - but the Player's aim seems to miss them even in dead on and clear shots.

Then when the Player gets some skill raises and perks, it finally balances out correctly. Then after that the game begins to feel unbalanced again but this time it is the Player - like suddenly he is overpowered and Uber.

On the 360 there was no way to combat that except by Gameplay settings. At least on the PC game the Player can balance out the game early on; and then set everything back down some when the Player starts feeling overpowered.

The nice thing about the way Oblivion was done was that when the Player was at a low level, so were the enemies they faced; so as the player gained skills the enemies grew tougher - the game was always a fine balance. Some enemies were always well tougher than the player; but even the easier enemies gained in toughness to beat as the player became a tougher opponent.

The game never was too easy that way. (although I have gone in and set some of the enemies to be several levels higher than they were set).


Posted by: Winter Wolf Apr 24 2015, 10:04 AM

Yes, you are spot on there with your observations.

Out of the last four games the best by far (IMO) are Oblivion and FO3. I have no problem with the leveling of either game and can quite easily modify my play style to suit things. Even on Fallout (360) I can use some hardcore survival rules to keep things interesting after level 10, rules that actually suit the post apocalyptic setting of the game world.

I dislike Fallout NV and Skyrim by far. Fallout because I walk around for hours with nothing happening and then, bang, I suddenly have 12 creatures attacking me from all directions. I never feel that any level that the character is at means anything at all in the game. Leveling up is actually pointless.

Skyrim annoys me because I always feel the game is designed to be played with a follower alongside you, and the difficulty never feels quite right. It is either too easy or too hard.

Amazing that people complained so much about Oblivion and thereby forced Bethesda's hand.


Posted by: mALX Apr 24 2015, 06:33 PM

QUOTE(Winter Wolf @ Apr 24 2015, 05:04 AM) *

Yes, you are spot on there with your observations.

Out of the last four games the best by far (IMO) are Oblivion and FO3. I have no problem with the leveling of either game and can quite easily modify my play style to suit things. Even on Fallout (360) I can use some hardcore survival rules to keep things interesting after level 10, rules that actually suit the post apocalyptic setting of the game world.

I dislike Fallout NV and Skyrim by far. Fallout because I walk around for hours with nothing happening and then, bang, I suddenly have 12 creatures attacking me from all directions. I never feel that any level that the character is at means anything at all in the game. Leveling up is actually pointless.

Skyrim annoys me because I always feel the game is designed to be played with a follower alongside you, and the difficulty never feels quite right. It is either too easy or too hard.

Amazing that people complained so much about Oblivion and thereby forced Bethesda's hand.


Yeah, I think that complaining about Oblivion fell under the heading of "complaining to be complaining." I actually loved New Vegas, but couldn't travel in the Mojave till I was several levels up without having "The Day of 1000 Deaths" play out.

Before medium levels I didn't dare face a Deathclaw or giant radscorpion. And those Cadzoras!

Now, SubRosa taught me something about the Cadzoras I didn't know, I'm planning to test out her knowledge if I ever stop playing FO3 and try NV on the PC - haven't ever played NV on the PC yet!







Posted by: Winter Wolf Apr 25 2015, 02:33 AM

Ahh, Cadzoras and Nightstalkers, I have lost count of the annoying battles I have had there. Both are not fun for a low level character.

Tips regarding Cadzoras? Do tell.

I just reload and head another direction or lower the setting and get revenge.

Posted by: mALX Apr 25 2015, 02:43 AM

QUOTE(Winter Wolf @ Apr 24 2015, 09:33 PM) *

Ahh, Cadzoras and Nightstalkers, I have lost count of the annoying battles I have had there. Both are not fun for a low level character.

Tips regarding Cadzoras? Do tell.

I just reload and head another direction or lower the setting and get revenge.



That is exactly how I've been handling it too, but SubRosa said the reason they kill you so easily is that they have poison; and there are things in game that provide poison resistance; potions or perks, or articles of armor or clothing, etc.

For me, they are impossible to kill even one without dying, and they never attack just one at a time. So I have done just what you did until I get high enough to get that Anti-Material rifle with incendiary bullets; then I attacked them from a long ways away by just hitting them in Vats and backing out without shooting. It sets them on fire without alerting them to your presence.

That was on the 360, so it was the closest thing to a cheat I could find, lol.



Posted by: SubRosa Apr 25 2015, 02:45 AM

I wish I could remember what that tip about cazadors was too! laugh.gif It might have been to use automatic weapons. My most recent FONV character Annie Ley Oak did not have too much trouble with cazadors, and she used a Colt M4 Carbine (a mod, hmmm, how come that isn't in my list. http://www.nexusmods.com/newvegas/mods/54951). Or the tip could have been to use high explosives, like grenades or dynamite.

Posted by: mALX Apr 25 2015, 03:06 AM

QUOTE(SubRosa @ Apr 24 2015, 09:45 PM) *

I wish I could remember what that tip about cazadors was too! laugh.gif It might have been to use automatic weapons. My most recent FONV character Annie Ley Oak did not have too much trouble with cazadors, and she used a Colt M4 Carbine (a mod, hmmm, how come that isn't in my list. http://www.nexusmods.com/newvegas/mods/54951). Or the tip could have been to use high explosives, like grenades or dynamite.



You had some tribal potion and a perk, but I'd have to go look it back up before I could remember more than that.


Posted by: SubRosa Apr 25 2015, 03:12 AM

QUOTE(mALX @ Apr 24 2015, 10:06 PM) *

QUOTE(SubRosa @ Apr 24 2015, 09:45 PM) *

I wish I could remember what that tip about cazadors was too! laugh.gif It might have been to use automatic weapons. My most recent FONV character Annie Ley Oak did not have too much trouble with cazadors, and she used a Colt M4 Carbine (a mod, hmmm, how come that isn't in my list. http://www.nexusmods.com/newvegas/mods/54951). Or the tip could have been to use high explosives, like grenades or dynamite.



You had some tribal potion and a perk, but I'd have to go look it back up before I could remember more than that.

That's right! I think it was Honest Hearts that added a potion that made you immune from poison, and it automatically drank itself whenever you were hit with a poison attack. So you never even had to stop and find it in your inventory and click on it to use it. There is a regular antivenom in the vanilla game as well, but you do have to manually use it to stop the effects of poison. And if you are fighting cazadors, you are naturally going to get hit five more times after using it. wink.gif

Ahh, here is that post I made about taking on cazadors:
QUOTE
Annie's Colt M4 has been a real blessing versus the Cazadors. I have had better luck with her using that than any of my other characters. The burst fire gives me a good chance to hit with at least half its bullets, and couple of bursts will generally put one down. If all else fails I go to VATS. I took the headshot perk, and I think the Commando one, plus Action Girl. So she does really well in VATS. That is how I usually kill Deathclaws too. Oh, and I am using 5.56 Match Round and Armor Piercing with the Colt too. The Match Round for Cazadors and most other things, the Armor Piercing for Deathclaws and other armored types like the Legion.

Antivenom helps too. One of the DLCs adds one called Snakebite Tourniquet, which not only nullify's venom but gives you a resistance to poison for a while. Annie also took the Tribal Wisdom perk, which gives you a 25% poison resistance, makes you take 50% less limb damage from mutated insects, and even lets you eat them!

Posted by: mALX Apr 25 2015, 03:42 AM

QUOTE(SubRosa @ Apr 24 2015, 10:12 PM) *

QUOTE(mALX @ Apr 24 2015, 10:06 PM) *

QUOTE(SubRosa @ Apr 24 2015, 09:45 PM) *

I wish I could remember what that tip about cazadors was too! laugh.gif It might have been to use automatic weapons. My most recent FONV character Annie Ley Oak did not have too much trouble with cazadors, and she used a Colt M4 Carbine (a mod, hmmm, how come that isn't in my list. http://www.nexusmods.com/newvegas/mods/54951). Or the tip could have been to use high explosives, like grenades or dynamite.



You had some tribal potion and a perk, but I'd have to go look it back up before I could remember more than that.

That's right! I think it was Honest Hearts that added a potion that made you immune from poison, and it automatically drank itself whenever you were hit with a poison attack. So you never even had to stop and find it in your inventory and click on it to use it. There is a regular antivenom in the vanilla game as well, but you do have to manually use it to stop the effects of poison. And if you are fighting cazadors, you are naturally going to get hit five more times after using it. wink.gif

Ahh, here is that post I made about taking on cazadors:
QUOTE
Annie's Colt M4 has been a real blessing versus the Cazadors. I have had better luck with her using that than any of my other characters. The burst fire gives me a good chance to hit with at least half its bullets, and couple of bursts will generally put one down. If all else fails I go to VATS. I took the headshot perk, and I think the Commando one, plus Action Girl. So she does really well in VATS. That is how I usually kill Deathclaws too. Oh, and I am using 5.56 Match Round and Armor Piercing with the Colt too. The Match Round for Cazadors and most other things, the Armor Piercing for Deathclaws and other armored types like the Legion.

Antivenom helps too. One of the DLCs adds one called Snakebite Tourniquet, which not only nullify's venom but gives you a resistance to poison for a while. Annie also took the Tribal Wisdom perk, which gives you a 25% poison resistance, makes you take 50% less limb damage from mutated insects, and even lets you eat them!



Oh thank you for re-posting that! We really should have a "Tips" thread for things like this. I think we used to have one at Bethesda where Acadian used to post his Buffy tips before he started writing her story, I learned a lot from him too, lol. Thank you, SubRosa!




Posted by: mirocu Apr 25 2015, 07:35 AM

I thought I would like to have mods that add real military weapons in Fallout 3 but for some reason I dont.. mellow.gif

Posted by: mALX Apr 25 2015, 08:24 AM

QUOTE(mirocu @ Apr 25 2015, 02:35 AM) *

I thought I would like to have mods that add real military weapons in Fallout 3 but for some reason I dont.. mellow.gif



Other than SubRosa's textures and saves, I don't have any mods except the ones I've made. I'd really like some beauty mods; hair mods; body mods; head tracking; voice; etc.


Posted by: Winter Wolf Apr 25 2015, 03:05 PM

Ahh, Snakebite Tourniquet.

Thanks Rosa! I shall remember this when I head back into NV this September. I see that you only need 30 Survival to craft it. Very handy!

Mirocu- It is more fun with mini nukes anyway. It saves on having to learn how to fly the B-29. Lol.

Posted by: mALX Apr 26 2015, 12:11 AM

QUOTE(Winter Wolf @ Apr 25 2015, 10:05 AM) *

Ahh, Snakebite Tourniquet.

Thanks Rosa! I shall remember this when I head back into NV this September. I see that you only need 30 Survival to craft it. Very handy!

Mirocu- It is more fun with mini nukes anyway. It saves on having to learn how to fly the B-29. Lol.



Wait, does the player get to fly the B-29?

I am considering going to New Vegas when I finish Fallout 3 because I've never played NV on the PC before.

Posted by: SubRosa Apr 26 2015, 02:13 AM

QUOTE(mALX @ Apr 25 2015, 07:11 PM) *

Wait, does the player get to fly the B-29?

No. You just see it fly overhead in the final battle at the dam. Assuming that you floated it up from the bottom of the lake for the Boomers.

Posted by: mALX Apr 26 2015, 02:51 AM

QUOTE(SubRosa @ Apr 25 2015, 09:13 PM) *

QUOTE(mALX @ Apr 25 2015, 07:11 PM) *

Wait, does the player get to fly the B-29?

No. You just see it fly overhead in the final battle at the dam. Assuming that you floated it up from the bottom of the lake for the Boomers.



That is what I remembered seeing in your vid.

I want to finish up FO3 because it is easier for me to play a game I'm familiar with right now, but after seeing you go through NV I'd like to try it too. I've gotten a lot further in it than I've gotten in Skyrim so far, lol.



Posted by: Winter Wolf Apr 26 2015, 03:39 AM

Sorry for the confusion mALX. I was just mentioning that the fat man is far easier to use as a delivery system than a B-29. I didn't mean it as a reference to NV. Yes, as Sub Rosa has said that bomber is sitting there underwater and needs a levitation spell to get things back in order. Shame that we cannot do bombing runs all across the Mojave. laugh.gif

Posted by: mALX Apr 26 2015, 03:45 AM

QUOTE(Winter Wolf @ Apr 25 2015, 10:39 PM) *

Sorry for the confusion mALX. I was just mentioning that the fat man is far easier to use as a delivery system than a B-29. I didn't mean it as a reference to NV. Yes, as Sub Rosa has said that bomber is sitting there underwater and needs a levitation spell to get things back in order. Shame that we cannot do bombing runs all across the Mojave. laugh.gif


It would be kind of cool to be able to fly it around, lol.



Posted by: mirocu Apr 26 2015, 07:16 AM

QUOTE(mALX @ Apr 26 2015, 04:45 AM) *

It would be kind of cool to be able to fly it around, lol.

Maybe theres a mod for that..? wink.gif

Posted by: mALX Apr 26 2015, 07:37 PM

QUOTE(mirocu @ Apr 26 2015, 02:16 AM) *

QUOTE(mALX @ Apr 26 2015, 04:45 AM) *

It would be kind of cool to be able to fly it around, lol.

Maybe theres a mod for that..? wink.gif



I don't know, I've never played it on the PC yet. I have it, just practicing playing on Fallout 3 first because I know it like the back of my hand, lol.



Posted by: mirocu Apr 26 2015, 09:24 PM

I know there is a good mod for New Vegas where you can fly a Vertibird, but the one for Fallout 3 is crap as crap can be. At least it was when I checked.

Posted by: mALX Apr 27 2015, 02:10 AM

QUOTE(mirocu @ Apr 26 2015, 04:24 PM) *

I know there is a good mod for New Vegas where you can fly a Vertibird, but the one for Fallout 3 is crap as crap can be. At least it was when I checked.



Surprisingly enough, my FO3 game is almost virtually unmodded..



Posted by: SubRosa Jun 22 2015, 05:57 PM

I found a http://www.nexusmods.com/newvegas/mods/38001/ to FONV. It comes in two flavors, normal, and wavy-bladed. It was really easy to port over to Fallout 3.

So one day we might be seeing Persephone exploring the Capital Wasteland or the Mojave. I will have to see if there are any cloak and hood mods out there. Not to mention create a new race for her. That cannot be much different from Oblivion though.

Posted by: mirocu Jun 22 2015, 06:02 PM

Nice sword, but I think Ill stick with the scopeless magnums biggrin.gif

Posted by: mALX Jun 22 2015, 06:48 PM

QUOTE(SubRosa @ Jun 22 2015, 12:57 PM) *

I found a http://www.nexusmods.com/newvegas/mods/38001/ to FONV. It comes in two flavors, normal, and wavy-bladed. It was really easy to port over to Fallout 3.

So one day we might be seeing Persephone exploring the Capital Wasteland or the Mojave. I will have to see if there are any cloak and hood mods out there. Not to mention create a new race for her. That cannot be much different from Oblivion though.



Holy Cow that thing is long!!! Can't swing it in close quarters, can you? But it sure looks sharp! (literally)





Posted by: Lopov Jun 22 2015, 07:40 PM

My main mods for New Vegas:

http://www.nexusmods.com/newvegas/mods/37804 - makes it possible to interact with some object like lamps, hydrants, coffee machines etc...

http://www.nexusmods.com/newvegas/mods/42056/ - when you activate a campfire, it'll burn for a while

http://www.nexusmods.com/newvegas/mods/42033/ - stops annoying messages "This DLC has been loaded. Level cap increased", instead it prevents them from loading unless you get to close to its starting location or your level is high enough

http://www.nexusmods.com/newvegas/mods/41658/ - a simple mod which gives Meyers a true sheriff outfit instead of letting him wear his Powder Ganger armor when he becomes a sheriff

http://www.nexusmods.com/newvegas/mods/54107/ - adds a bunch of respawning travelers, making FNV a less desolate place. At first I liked that Mojave is more or less deserted but with time I was longing to see some life in the desert

http://www.nexusmods.com/newvegas/mods/45303/ - a mod that lets you choose how long you want intervals to be between Legion/NCR hit squads. I have mine set to 21 days, default is 3

http://www.nexusmods.com/newvegas/mods/37052/ - in the vanilla game a wrong texture is used so all businesswears have the same texture, this mod fixes it and uses the appropriate texture

http://www.nexusmods.com/newvegas/mods/44820/ - HiRes faces, eyes,...

http://www.nexusmods.com/newvegas/mods/47815/ - makes it possible to wear certain headgear together

http://www.nexusmods.com/newvegas/mods/37546/ - you no longer get rewarded with good karma for killing Fiends

http://www.nexusmods.com/newvegas/mods/39611/ - adds a leather backpack to the game, obviously, one also involves a mattress, so you can sleep anywhere

http://www.nexusmods.com/newvegas/mods/42530/ - even those without any DT

http://www.nexusmods.com/newvegas/mods/41686/ - you can't interact quite a few of them in the base game

http://www.nexusmods.com/newvegas/mods/44139/ and http://www.nexusmods.com/newvegas/mods/35344/ extenders

http://www.nexusmods.com/newvegas/mods/34946/ - ...

http://www.nexusmods.com/newvegas/mods/36815/ - clears burning fire and removes crucified victims after some time passes

http://www.nexusmods.com/newvegas/mods/34848/ - removes the annoying empty message from containers

http://www.nexusmods.com/newvegas/mods/38652/ - allows you to open safes with explosives, force lock with melee weapons etc...Find links for other mods in the Description section

http://www.nexusmods.com/newvegas/mods/44260/ - adds PipBoys to some people that should have them in first place

http://www.nexusmods.com/newvegas/mods/48918/ - for some reason Primm Rep was cut from the final release

http://www.nexusmods.com/newvegas/mods/44486/ - removes annoying blur when hit or in VATS

http://www.nexusmods.com/newvegas/mods/46532/ - adds smokeable cigarettes

http://www.nexusmods.com/newvegas/mods/42195/ - makes Elijah looks like he looks on the hologram

http://www.nexusmods.com/newvegas/mods/49143/ - allows you to recruit any NPC. Must be used in conjuction with SCC Heal Fix because the original version doesn't allow you to heal followers

http://www.nexusmods.com/newvegas/mods/34917/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D34917&pUp=1 - removes blood from screen when hit. The newest version is complicated and comes with too many features of if someone's interested in merely removing blood, you have to use an older version of the mod

http://www.nexusmods.com/newvegas/mods/39189/ - does what it says

http://www.nexusmods.com/newvegas/mods/39435/ - increases its DT

http://www.nexusmods.com/newvegas/mods/57165/ - press X and sit down anywhere

http://www.nexusmods.com/newvegas/mods/34800/ - allows you to bottle water

Mods from http://www.nexusmods.com/newvegas/mods/searchresults/ - New Vegas Bounties I & II, http://www.nexusmods.com/newvegas/mods/49012/? (the best quest mods for FNV IMO)

http://www.nexusmods.com/newvegas/mods/51911/ - they no longer get killed that easily

http://www.nexusmods.com/newvegas/mods/36570/ - increase it to 5000 or 10000

http://www.nexusmods.com/newvegas/mods/58552/ - allows you to retrieve thrown items if the target was hit. Works well with Throwing Knives replenishment which adds TKs to merchants and raiders

http://www.nexusmods.com/newvegas/mods/48511/ - removes some invisible barriers

That's most of them. I use some body replacers, Breeze for males and Dimonized Type 3 for women and corresponding armor sets, I also use unofficial patches which I didn't list above.

I'm still looking for a mod that'd allow you to sleep anywhere without requiring a mattress or a perk from Lonesome Road DLC. Something like blankets from Fallout 3. Hopefully someone will port this mod one day.

Posted by: mirocu Jun 23 2015, 04:33 PM

That was an interesting list, Lopov..

QUOTE(Lopov @ Jun 22 2015, 08:40 PM) *

http://www.nexusmods.com/newvegas/mods/34946/ - ...

...but what does this mod do?? Theres no explanation!! ohmy.gif What does it dooooo??? panic.gif



Edit: tongue.gif

Posted by: mALX Jun 24 2015, 07:29 PM

QUOTE(Lopov @ Jun 22 2015, 02:40 PM) *

My main mods for New Vegas:

http://www.nexusmods.com/newvegas/mods/37804 - makes it possible to interact with some object like lamps, hydrants, coffee machines etc...

http://www.nexusmods.com/newvegas/mods/42056/ - when you activate a campfire, it'll burn for a while

http://www.nexusmods.com/newvegas/mods/42033/ - stops annoying messages "This DLC has been loaded. Level cap increased", instead it prevents them from loading unless you get to close to its starting location or your level is high enough

http://www.nexusmods.com/newvegas/mods/41658/ - a simple mod which gives Meyers a true sheriff outfit instead of letting him wear his Powder Ganger armor when he becomes a sheriff

http://www.nexusmods.com/newvegas/mods/54107/ - adds a bunch of respawning travelers, making FNV a less desolate place. At first I liked that Mojave is more or less deserted but with time I was longing to see some life in the desert

http://www.nexusmods.com/newvegas/mods/45303/ - a mod that lets you choose how long you want intervals to be between Legion/NCR hit squads. I have mine set to 21 days, default is 3

http://www.nexusmods.com/newvegas/mods/37052/ - in the vanilla game a wrong texture is used so all businesswears have the same texture, this mod fixes it and uses the appropriate texture

http://www.nexusmods.com/newvegas/mods/44820/ - HiRes faces, eyes,...

http://www.nexusmods.com/newvegas/mods/47815/ - makes it possible to wear certain headgear together

http://www.nexusmods.com/newvegas/mods/37546/ - you no longer get rewarded with good karma for killing Fiends

http://www.nexusmods.com/newvegas/mods/39611/ - adds a leather backpack to the game, obviously, one also involves a mattress, so you can sleep anywhere

http://www.nexusmods.com/newvegas/mods/42530/ - even those without any DT

http://www.nexusmods.com/newvegas/mods/41686/ - you can't interact quite a few of them in the base game

http://www.nexusmods.com/newvegas/mods/44139/ and http://www.nexusmods.com/newvegas/mods/35344/ extenders

http://www.nexusmods.com/newvegas/mods/34946/ - ...

http://www.nexusmods.com/newvegas/mods/36815/ - clears burning fire and removes crucified victims after some time passes

http://www.nexusmods.com/newvegas/mods/34848/ - removes the annoying empty message from containers

http://www.nexusmods.com/newvegas/mods/38652/ - allows you to open safes with explosives, force lock with melee weapons etc...Find links for other mods in the Description section

http://www.nexusmods.com/newvegas/mods/44260/ - adds PipBoys to some people that should have them in first place

http://www.nexusmods.com/newvegas/mods/48918/ - for some reason Primm Rep was cut from the final release

http://www.nexusmods.com/newvegas/mods/44486/ - removes annoying blur when hit or in VATS

http://www.nexusmods.com/newvegas/mods/46532/ - adds smokeable cigarettes

http://www.nexusmods.com/newvegas/mods/42195/ - makes Elijah looks like he looks on the hologram

http://www.nexusmods.com/newvegas/mods/49143/ - allows you to recruit any NPC. Must be used in conjuction with SCC Heal Fix because the original version doesn't allow you to heal followers

http://www.nexusmods.com/newvegas/mods/34917/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D34917&pUp=1 - removes blood from screen when hit. The newest version is complicated and comes with too many features of if someone's interested in merely removing blood, you have to use an older version of the mod

http://www.nexusmods.com/newvegas/mods/39189/ - does what it says

http://www.nexusmods.com/newvegas/mods/39435/ - increases its DT

http://www.nexusmods.com/newvegas/mods/57165/ - press X and sit down anywhere

http://www.nexusmods.com/newvegas/mods/34800/ - allows you to bottle water

Mods from http://www.nexusmods.com/newvegas/mods/searchresults/ - New Vegas Bounties I & II, http://www.nexusmods.com/newvegas/mods/49012/? (the best quest mods for FNV IMO)

http://www.nexusmods.com/newvegas/mods/51911/ - they no longer get killed that easily

http://www.nexusmods.com/newvegas/mods/36570/ - increase it to 5000 or 10000

http://www.nexusmods.com/newvegas/mods/58552/ - allows you to retrieve thrown items if the target was hit. Works well with Throwing Knives replenishment which adds TKs to merchants and raiders

http://www.nexusmods.com/newvegas/mods/48511/ - removes some invisible barriers

That's most of them. I use some body replacers, Breeze for males and Dimonized Type 3 for women and corresponding armor sets, I also use unofficial patches which I didn't list above.

I'm still looking for a mod that'd allow you to sleep anywhere without requiring a mattress or a perk from Lonesome Road DLC. Something like blankets from Fallout 3. Hopefully someone will port this mod one day.



Some of these mods I am very excited about and can see them becoming "Must haves" - like the backpack bedroll, (but truthfully - wish they had a lesser mattress looking thing and more like a blanket on the ground, or an animal fur that unrolled to a flat bed).

Sit anywhere is another; and SomeGuy's mod sounds very interesting. There were more; all in all a great list you have here, thank you so much for providing the links for us to find them!



Posted by: mALX Jun 24 2015, 08:27 PM



I forgot to mention the Hall of Face - spectacular mod !!!!! What a fantastic job they did on the textures, I wonder if that will port to FO3?




Posted by: Lopov Jun 24 2015, 09:33 PM

QUOTE(mALX @ Jun 24 2015, 08:29 PM) *
Some of these mods I am very excited about and can see them becoming "Must haves" - like the backpack bedroll, (but truthfully - wish they had a lesser mattress looking thing and more like a blanket on the ground, or an animal fur that unrolled to a flat bed).

Sit anywhere is another; and SomeGuy's mod sounds very interesting. There were more; all in all a great list you have here, thank you so much for providing the links for us to find them!
I agree about the mattress, I actually don't use this mod anymore because I was annoyed by the mattress, I'd prefer a simple blanket or some "power" that'd allow you to sleep anywhere.

Someguy's mods are a masterpiece, his quests are better than a lot of vanilla ones. They are challenging and include plot twists, and all of them are voiced. Also, New Vegas Bounties is a trilogy though the 3rd mod hasn't been released yet, it's still WIP.

Posted by: mALX Jun 25 2015, 11:05 PM

QUOTE(Lopov @ Jun 24 2015, 04:33 PM) *

QUOTE(mALX @ Jun 24 2015, 08:29 PM) *
Some of these mods I am very excited about and can see them becoming "Must haves" - like the backpack bedroll, (but truthfully - wish they had a lesser mattress looking thing and more like a blanket on the ground, or an animal fur that unrolled to a flat bed).

Sit anywhere is another; and SomeGuy's mod sounds very interesting. There were more; all in all a great list you have here, thank you so much for providing the links for us to find them!
I agree about the mattress, I actually don't use this mod anymore because I was annoyed by the mattress, I'd prefer a simple blanket or some "power" that'd allow you to sleep anywhere.

Someguy's mods are a masterpiece, his quests are better than a lot of vanilla ones. They are challenging and include plot twists, and all of them are voiced. Also, New Vegas Bounties is a trilogy though the 3rd mod hasn't been released yet, it's still WIP.



I used to love the mods of a guy called "Somewelshguy" - who disappeared from the modding scene. I wondered when I saw this guy's mods if it was the same person, lol.

I am most def going to download some of these mods!

But yeah, that was too much mattress for anyone to be toting around. I think it should have unfolded to something small and flat that would be a believable item someone would carry.

I wonder if a person could take the script from that backpack and point it to a different bed other than that mattress? Does NV even have those flat bedrolls like FO3 did? I'd really like to dig around and see if I could find a feasible alternative, then just retex the rolled up mattress in the backpack to match whatever I find.

I can't look into it right now, but will def check out what is doable to change out that bedroll. I read on the details page that he was having trouble just making a blue mattress there, so it could be an issue with changing out that original mattress.

I would love to see some of the ESO Argonian floor mats there instead! That would be perfect!



Posted by: Lopov Jun 26 2015, 06:54 PM

QUOTE(mALX @ Jun 26 2015, 12:05 AM) *
I used to love the mods of a guy called "Somewelshguy" - who disappeared from the modding scene. I wondered when I saw this guy's mods if it was the same person, lol.

I wonder if a person could take the script from that backpack and point it to a different bed other than that mattress? Does NV even have those flat bedrolls like FO3 did?
I think that Someguy2000 isn't the same person as Somewelshguy because ever since I know of Someguy2000's mods, he hasn't changed his name. I forgot to mention another great mod from him, namely http://www.nexusmods.com/newvegas/mods/50107- which adds not only a voiced companion with his own backstory but a completely new area to explore - the Caruthers Canyon.

Speaking of mattresses and bedrolls, the mattress in the Leather Backpack mod is depicted as folded when on the backpack and it gives you an option to unfold it, so it's still somewhat realistic. But yes, there are makeshift beddings in FNV as well except that they're much more rare than in FO3. There's also a new type of http://fallout.wikia.com/wiki/Bedrollin FNV

Posted by: mALX Jun 27 2015, 05:05 AM

QUOTE(Lopov @ Jun 26 2015, 01:54 PM) *

QUOTE(mALX @ Jun 26 2015, 12:05 AM) *
I used to love the mods of a guy called "Somewelshguy" - who disappeared from the modding scene. I wondered when I saw this guy's mods if it was the same person, lol.

I wonder if a person could take the script from that backpack and point it to a different bed other than that mattress? Does NV even have those flat bedrolls like FO3 did?
I think that Someguy2000 isn't the same person as Somewelshguy because ever since I know of Someguy2000's mods, he hasn't changed his name. I forgot to mention another great mod from him, namely http://www.nexusmods.com/newvegas/mods/50107- which adds not only a voiced companion with his own backstory but a completely new area to explore - the Caruthers Canyon.

Speaking of mattresses and bedrolls, the mattress in the Leather Backpack mod is depicted as folded when on the backpack and it gives you an option to unfold it, so it's still somewhat realistic. But yes, there are makeshift beddings in FNV as well except that they're much more rare than in FO3. There's also a new type of http://fallout.wikia.com/wiki/Bedrollin FNV



I like that blue one so much better! I'll bet that is the blue one he was talking about on his discussion about it - he said he was trying to substitute a blue mattress at the request of several people but it wasn't working for some reason.

If he gets that ble one working, that will rapidly become one of my favorite "must have" mods!



Posted by: Lopov Jun 27 2015, 08:17 AM

Then let me show you something that you'll like:

http://www.nexusmods.com/newvegas/mods/39067/

hubbahubba.gif

Posted by: mALX Jun 28 2015, 06:39 AM

QUOTE(Lopov @ Jun 27 2015, 03:17 AM) *

Then let me show you something that you'll like:

http://www.nexusmods.com/newvegas/mods/39067/

hubbahubba.gif



I still like the bedroll better because it is flatter; but I'd want to tweak it so it would give the healing, lol. I plan to open up that mod and try to substitute that nice blue bedroll, but it will be a while before I can get around to it.

I really appreciate all your info on this, I didn't remember even seeing a bedroll in NV.




Posted by: SubRosa Jun 29 2015, 03:57 AM

I linked to a few mods in the screenshot topic, which deserve a place here as well:

http://www.nexusmods.com/fallout3/mods/13155/ is basically the vanilla Merc Adventurer outfit, with some other pieces of merc clothing added on to make it look more substantial.

http://www.nexusmods.com/fallout3/mods/8107 allows you to do the Point Lookout main quest without having to go to the cave to get lobotomized.

Posted by: mALX Jun 29 2015, 09:51 PM

QUOTE(SubRosa @ Jun 28 2015, 10:57 PM) *

I linked to a few mods in the screenshot topic, which deserve a place here as well:

http://www.nexusmods.com/fallout3/mods/13155/ is basically the vanilla Merc Adventurer outfit, with some other pieces of merc clothing added on to make it look more substantial.

http://www.nexusmods.com/fallout3/mods/8107 allows you to do the Point Lookout main quest without having to go to the cave to get lobotomized.



Great idea! Yes, I have yet to talk to a single person who was pleased with having their brain lobbed off - and from the glitch of the player losing some perks mysteriously after the lobotomy! What a great mod!



Posted by: SubRosa Jul 3 2015, 11:06 PM

http://www.nexusmods.com/fallout3/mods/21404 is a mod that brings our beloved ED-E from New Vegas to Fallout 3. It is still a work in process, but I believe all the basic things work now. I have not tried it yet, but I am keeping an eye on it.

Posted by: mALX Jul 3 2015, 11:16 PM

QUOTE(SubRosa @ Jul 3 2015, 06:06 PM) *

http://www.nexusmods.com/fallout3/mods/21404 is a mod that brings our beloved ED-E from New Vegas to Fallout 3. It is still a work in process, but I believe all the basic things work now. I have not tried it yet, but I am keeping an eye on it.



OH! I Love ED-E !!!! Thanks for bringing this to attention !!!!




Posted by: SubRosa Jul 6 2015, 12:57 AM

I have been using http://www.nexusmods.com/fallout3/mods/20346 for a while now. It is a subtle, but excellent mod that makes the wasteland exteriors look brilliant. I have never seen Megaton look this good. It also plays well with Fellout. I found it works best if you put it before Fellout in your load order.

Posted by: mALX Jul 6 2015, 02:01 AM

QUOTE(SubRosa @ Jul 5 2015, 07:57 PM) *

I have been using http://www.nexusmods.com/fallout3/mods/20346 for a while now. It is a subtle, but excellent mod that makes the wasteland exteriors look brilliant. I have never seen Megaton look this good. It also plays well with Fellout. I found it works best if you put it before Fellout in your load order.



That looks beautiful! I am not a fan of all the haze in some of those places shown, it really looks so much better without it - wonder how/if it changes the render rate/FPS's?



Posted by: SubRosa Jul 6 2015, 02:06 AM

I have not seen any FPS drop with it.

Posted by: mALX Jul 6 2015, 02:10 AM

QUOTE(SubRosa @ Jul 5 2015, 09:06 PM) *

I have not seen any FPS drop with it.



Well, then I'll most def be getting it. That sky looks so much better, and the buildings so much clearer! I noticed one shot in Point Lookout - the big Ferris Wheel = I took that same shot in my game a few months back and mine is so foggy it looks like hell.

Thank you for posting that, I never would have found that without you mentioning it!



Posted by: SubRosa Jul 6 2015, 04:10 PM

I found http://www.nexusmods.com/fallout3/mods/12173 a few days ago and have tried it out. The models are good. It adds several M16 variants, and even a couple of Heckler and Koch rifles that are essentially M16/AR15 knock-offs.

The only downside is the modder put them in the Megaton Armory, which you have to break into. So I just deleted that part, and put them in a respawning container outside of Vault 101.

I also used this to make a mod that replaces the vanilla assault rifle with the M16A4. So far so good. I am going to play with it a bit to see how I like seeing the M16 as opposed to the old vanilla assault rifles (which are really just https://en.wikipedia.org/wiki/Heckler_%26_Koch_G3).

Posted by: Lopov Jul 6 2015, 06:20 PM

I'm adding http://www.nexusmods.com/fallout3/mods/2091/ to the list.

Posted by: mALX Jul 6 2015, 08:12 PM

QUOTE(SubRosa @ Jul 6 2015, 11:10 AM) *

I found http://www.nexusmods.com/fallout3/mods/12173 a few days ago and have tried it out. The models are good. It adds several M16 variants, and even a couple of Heckler and Koch rifles that are essentially M16/AR15 knock-offs.

The only downside is the modder put them in the Megaton Armory, which you have to break into. So I just deleted that part, and put them in a respawning container outside of Vault 101.

I also used this to make a mod that replaces the vanilla assault rifle with the M16A4. So far so good. I am going to play with it a bit to see how I like seeing the M16 as opposed to the old vanilla assault rifles (which are really just https://en.wikipedia.org/wiki/Heckler_%26_Koch_G3).



I keep forgetting Megaton has an armory! In all these years, and all the games I've played; I've never broken into it!

I have actually broken into the one in Rivet City, but never was able to survive the standing turrets and sentry bot long enough to leave there with any loot, lol.






QUOTE(Lopov @ Jul 6 2015, 01:20 PM) *

I'm adding http://www.nexusmods.com/fallout3/mods/2091/ to the list.



I like this idea, but how do you heal crippled limbs then?



Posted by: Lopov Jul 7 2015, 09:03 AM

By sleeping or by visiting doctors.

Posted by: mALX Jul 7 2015, 07:06 PM

QUOTE(Lopov @ Jul 7 2015, 04:03 AM) *

By sleeping or by visiting doctors.



Well (if that mod is seeking to make it more realistic), if they are going to disable healing crippled limbs with Stimpacks (which is a strong medicine); then how can they leave it so just sleeping heals them?

I agree with (and think it is a great idea) disabling crippled limb healing via Stimpacks; but think that sleep healing crippled limbs should be disabled too then.

The Player should have to visit a doctor - or the modder should make some kind of crafting thing where they have to find leg braces, syringes, forceps, etc - and actually make something themselves to fix crippled limb; not just sleep in a bed.

And maybe if they have crafted their own healing of crippled limbs (instead of paying a doctor) there could be a cooldown period where their speed/stamina (etc) was 5% less temporarily or something.

Now THAT I would like!



Posted by: Lopov Jul 8 2015, 09:52 PM

I agree that it doesn't make a lot of sense that sleeping heals limbs instantly but I still prefer it over stimpaks because you automatically heal any crippled limbs if applying stimpaks, during the combat for instance.

At least with this mod your limbs don't get fully healed with stimpaks, you actually have to find a place to rest (or use the blanket mod which allows you to rest anywhere, but still).

Posted by: mALX Jul 9 2015, 12:18 AM

QUOTE(Lopov @ Jul 8 2015, 04:52 PM) *

I agree that it doesn't make a lot of sense that sleeping heals limbs instantly but I still prefer it over stimpaks because you automatically heal any crippled limbs if applying stimpaks, during the combat for instance.

At least with this mod your limbs don't get fully healed with stimpaks, you actually have to find a place to rest (or use the blanket mod which allows you to rest anywhere, but still).



I remember (playing on the 360) where before my explosives skill was high enough to disarm the bomb in Megaton I used to live in the Gibson house in Minefield (because I couldn't find a bed in Megaton that didn't cost over 100 per night and include a prostitute in bed with me, lol).

Early in the game stimpacks and beds were more important than gold; and the trek from Vault 101 to Minefield had very few beds available or chances to find stimpacks either.

At that stage of the game I never had a good enough gun to tangle with the enemies I came across:

A really bad Raider camp on a bridge/Mireluks/a Super Mutant camp/another Raider camp/ - not to mention all the free roaming radscorpions/vicious dogs/patrolling robots/etc. and having to pass near the Bethesda ruins.

I remember feeling I might never make it to a safe place to sleep; and the tremendous feeling of relief and joy when I caught sight of Minefield on the horizon - it was sweet, and what a huge gaming experience that was.

That is when I fell in love with Fallout 3, because it really pitted your survival against the entire world in the beginning of the game.

Then when you gain in levels and get better weaponry and armor, then you are able to fight your way into places where there are supplies to be had; and then stimpacks and beds can be found more readily and lose their value to the Player because you can get them and are surviving a little better.

Then about 3/4 of the way through the game the balance seems to go the other way, where suddenly you have over a hundred stimpacks in your inventory and have a safe house with a full medical stand to treat your own injuries so don't need the stimpacks - and you no longer have to scrounge to survive; too much money and equipment so you are setting great armor and weapons up in displays around your house.

Somewhere between that initial surviving well and before it reaches the "owning" stage, THAT is when a mod should kick in to ease back on supplies or toughen up what it takes to survive. Like for instance, a person might have to use BOTH a Stimpack and bed to heal major wounds or crippled limbs; or the days in bed extended to 3 for a major injury or break. (because if you are not at home, that means you won't be able to safely sleep in a dungeon bed because the enemies will respawn).

(Like maybe have your extreme wounds or crippled limbs only heal by 1/3 per day with both bedrest and stimpacks)

Like at that point suddenly make it where the Stimpacks have suddenly lost potency and work at 5-25% of their former state; or been poisoned so only some of them work and it is a random crapshoot whether you will be healed or not (or maybe even have them sicken the player temporarily because they have been out in the world soaking up radiation, so maybe they give radiation sickness now or something).

And without the Stimpacks sleeping doesn't heal a broken limb; you have to use both or go to the doctor for real healing (and at that point in the game the Player certainly has the bottlecaps to spend on Doctors, and doctors are plentiful in the wasteland, I've even come across them in random encounters).

I am really interested in seeing how Fallout 4's hardcore mode is going to be set up.



*

Posted by: SubRosa Jul 12 2015, 08:12 PM

I have been using http://www.nexusmods.com/fallout3/mods/18500 for a little while now. It is a simple texture replacer that adds HD textures for most of the monsters in the wasteland. I have not seen any real performance impact, but your mileage may vary depending on your system.

One thing I really like is that it does not truly change the appearance of the monsters. It just improves the quality. I have recently tried out a few other HD texture replacers like NMC's Texture pack, which dramatically altered how some things looked, changing their colors, the materials they are made of (like desks going from being metal to wood), and so on. I didn't like that one bit, so I deleted them.

The one other high def texture replacer I did keep is http://www.nexusmods.com/fallout3/mods/19799/. It replaces the ground textures and meshes, improving things like rocks, streets, and so on, as well as the dirt itself. So far I am liking it, though I am not completely sold yet.

It comes one different levels of quality, so you can use a lower definition version if you have a slower system. I have not seen any reduction in framerate using the highest version on my machine. However, the load times when I change from indoor to outdoor cells, or when I fast travel, are about three times longer. But that is not a deal-breaker for me.

Finally, I have also been using http://www.nexusmods.com/fallout3/mods/15939, which has been outstanding. It brings back the old traits from the earlier Fallout games, and New Vegas. You can pick two of them during the tutorial, just like the other games. What I really like is that if you have an already established character long out of the vault, the first time you start them you will get the prompt to add the traits. So it works for brand new characters and for old, pre-existing ones. That was very thoughtful.

I have seen some other Trait mods that simply add the traits as regular perks you pick when you level up. But I don't like those. It does not make much sense taking them, since the traits are balanced so that while they give you one bonus, you also receive a penalty to make up for it. This is because they are meant to be freebies you can take when you make your character, not rewards for experience. For example, why take Four Eyes as a regular perk, when you could just take the Intense Training perk and get a +1 to Perception with no drawbacks?

Posted by: mALX Jul 13 2015, 12:16 AM

QUOTE(SubRosa @ Jul 12 2015, 03:12 PM) *

I have been using http://www.nexusmods.com/fallout3/mods/18500 for a little while now. It is a simple texture replacer that adds HD textures for most of the monsters in the wasteland. I have not seen any real performance impact, but your mileage may vary depending on your system.

One thing I really like is that it does not truly change the appearance of the monsters. It just improves the quality. I have recently tried out a few other HD texture replacers like NMC's Texture pack, which dramatically altered how some things looked, changing their colors, the materials they are made of (like desks going from being metal to wood), and so on. I didn't like that one bit, so I deleted them.

The one other high def texture replacer I did keep is http://www.nexusmods.com/fallout3/mods/19799/. It replaces the ground textures and meshes, improving things like rocks, streets, and so on, as well as the dirt itself. So far I am liking it, though I am not completely sold yet.

It comes one different levels of quality, so you can use a lower definition version if you have a slower system. I have not seen any reduction in framerate using the highest version on my machine. However, the load times when I change from indoor to outdoor cells, or when I fast travel, are about three times longer. But that is not a deal-breaker for me.

Finally, I have also been using http://www.nexusmods.com/fallout3/mods/15939, which has been outstanding. It brings back the old traits from the earlier Fallout games, and New Vegas. You can pick two of them during the tutorial, just like the other games. What I really like is that if you have an already established character long out of the vault, the first time you start them you will get the prompt to add the traits. So it works for brand new characters and for old, pre-existing ones. That was very thoughtful.

I have seen some other Trait mods that simply add the traits as perks you pick when you level up. But I don't like those. It does not make much sense taking them, since the traits are balanced so that while they give you one bonus, you also receive a penalty to make up for it. This is because they are meant to be freebies you can take when you make your character, not rewards for experience. For example, why take the Four Eyes Trait that way, when you could just take the Intense Training perk and get a +1 to Perception with no drawbacks?



I like the land textures very much, and some of the creature ones looked great, but a couple of them seemed better in the vanilla (imho). That Traits perk sounded Awesome! Didn't we already have to choose our character trait at the beginning of NV?



Posted by: SubRosa Jul 13 2015, 12:33 AM

QUOTE(mALX @ Jul 12 2015, 07:16 PM) *

I like the land textures very much, and some of the creature ones looked great, but a couple of them seemed better in the vanilla (imho). That Traits perk sounded Awesome! Didn't we already have to choose our character trait at the beginning of NV?

The Traits are in New Vegas. It was only Fallout 3 that they were cut from. This mod only brings them back to FO3.

Posted by: mALX Jul 13 2015, 01:33 AM

QUOTE(SubRosa @ Jul 12 2015, 07:33 PM) *

QUOTE(mALX @ Jul 12 2015, 07:16 PM) *

I like the land textures very much, and some of the creature ones looked great, but a couple of them seemed better in the vanilla (imho). That Traits perk sounded Awesome! Didn't we already have to choose our character trait at the beginning of NV?

The Traits are in New Vegas. It was only Fallout 3 that they were cut from. This mod only brings them back to FO3.



Oh, OK. I remember always wanting to try the "Wild West" trait, but always ended up spending my trait in defensive choices because of how under-powered I felt so early on in the game, lol.



Posted by: SubRosa Jul 13 2015, 04:54 PM

I consolidated all the mods I created in the past to port New Vegas items into FO3, and put them in a single mod. There was more than I thought:

Stealth Suit Mk. II
Reinforced Leather Armor
Anti-Material Rifle
Bumper Sword (and Legate Sword)
Binoculars
Proton Axe (and Inversal Proton Axe)

I am planning on adding more Vegas stuff. That is what prompted me to put it all together into a single mod.

Right now I have it in a Sunset Sasparilla crate outside of Vault 101. But I am thinking of putting a Crimson Caravan merchant with a Brahamin outside of Megaton. Maybe Cass? If I can figure out how to copy over her face data.

Aha! I did figure out how. You can use FNVEdit and FO3Edit, and copy over the face gen data from one to another.

If anyone would like a copy let me know, and I'll email it, or put it up on a file sharing site like Dropbox. I won't be putting it on the Nexus, as Bethesda doesn't like people using resources from one game with another.

Posted by: mALX Jul 14 2015, 12:00 AM

QUOTE(SubRosa @ Jul 13 2015, 11:54 AM) *

I consolidated all the mods I created in the past to port New Vegas items into FO3, and put them in a single mod. There was more than I thought:

Stealth Suit Mk. II
Reinforced Leather Armor
Anti-Material Rifle
Bumper Sword (and Legate Sword)
Binoculars
Proton Axe (and Inversal Proton Axe)

I am planning on adding more Vegas stuff. That is what prompted me to put it all together into a single mod.

Right now I have it in a Sunset Sasparilla crate outside of Vault 101. But I am thinking of putting a Crimson Caravan merchant with a Brahamin outside of Megaton. Maybe Cass? If I can figure out how to copy over her face data.

Aha! I did figure out how. You can use FNVEdit and FO3Edit, and copy over the face gen data from one to another.

If anyone would like a copy let me know, and I'll email it, or put it up on a file sharing site like Dropbox. I won't be putting it on the Nexus, as Bethesda doesn't like people using resources from one game with another.



Does that Stealth Suit Mk II have a stealth field where you can become invisible by squatting? And I LOVE the Anti-Material Rifle with the incendiary bullets, wonder if they would have the same fireball VATS glitch if ported over to FO3? - In fact, I wonder if the PC game even has that glitch, it may have been just a 360 NV issue.




Posted by: SubRosa Jul 14 2015, 12:13 AM

QUOTE(mALX @ Jul 13 2015, 07:00 PM) *

Does that Stealth Suit Mk II have a stealth field where you can become invisible by squatting? And I LOVE the Anti-Material Rifle with the incendiary bullets, wonder if they would have the same fireball VATS glitch if ported over to FO3? - In fact, I wonder if the PC game even has that glitch, it may have been just a 360 NV issue.

No, you are thinking of the Chinese Stealth Suit that makes you invisible. The Stealth Suit Mk. II is from Old World Blues, and is completely different.

I don't think that fireball glitch exists on the PC. At least I have never seen it with characters who have used the Anti-Material Rifle. But in any case I have not tried importing specialty ammo. I am not sure if FO3 would even support multiple types of ammo for a single weapon.

Posted by: mALX Jul 14 2015, 12:26 AM

QUOTE(SubRosa @ Jul 13 2015, 07:13 PM) *

QUOTE(mALX @ Jul 13 2015, 07:00 PM) *

Does that Stealth Suit Mk II have a stealth field where you can become invisible by squatting? And I LOVE the Anti-Material Rifle with the incendiary bullets, wonder if they would have the same fireball VATS glitch if ported over to FO3? - In fact, I wonder if the PC game even has that glitch, it may have been just a 360 NV issue.

No, you are thinking of the Chinese Stealth Suit that makes you invisible. The Stealth Suit Mk. II is from Old World Blues, and is completely different.

I don't think that fireball glitch exists on the PC. At least I have never seen it with characters who have used the Anti-Material Rifle. But in any case I have not tried importing specialty ammo. I am not sure if FO3 would even support multiple types of ammo for a single weapon.



Oh, okay. Well, that fireball glitch was my main fun in using the Anti-material, verysad.gif (although on several occasions Veronica was accidentally the fireball recipient, unfortunately)





Posted by: mirocu Jul 17 2015, 05:06 PM

There was a revolver mod I tried out a while back but I gave up on it pretty soon on account of its ear-piercing sound. It was a very loud, high-pitched sound and I found myself reluctant to fire because of it. It hurt my ears!


-Mod authors! Check your sound levels! wink.gif

Posted by: Lopov Jul 17 2015, 05:57 PM

mALX, I found a mod for FO3 that you might like. It's called http://www.nexusmods.com/fallout3/mods/1119/ and allows you to disable limb recovery upon sleeping and has various other adjustable features like how much health recovers when sleeping etc...

I've also been using the http://www.nexusmods.com/fallout3/mods/10016/ which automatically starts a quest without any markers.

http://www.nexusmods.com/fallout3/mods/110/ - does what it says, I find it ridiculous that you get your INT + 10 points to distribute when leveling, this mod lowers the value, making it your INT + 5.

Posted by: mALX Jul 17 2015, 07:32 PM

QUOTE(Lopov @ Jul 17 2015, 12:57 PM) *

mALX, I found a mod for FO3 that you might like. It's called http://www.nexusmods.com/fallout3/mods/1119/ and allows you to disable limb recovery upon sleeping and has various other adjustable features like how much health recovers when sleeping etc...



This looks Awesome - and the author has made a sister mod to go with it called "Real Injuries," making crippling injuries and major wounds harder to heal. These sound like exactly what I've been looking for, thank you so much for the link!



Posted by: mirocu Jul 18 2015, 03:46 PM

QUOTE(Lopov @ Jul 17 2015, 06:57 PM) *

I've also been using the http://www.nexusmods.com/fallout3/mods/10016/ which automatically starts a quest without any markers.

This was a neat thing! I think every Bethesda game needs this mod... tongue.gif

Posted by: Lopov Jul 27 2015, 05:53 PM

Recently I've been using stimpaks again to cure cripple limbs, however http://www.nexusmods.com/fallout3/mods/14659/. So if you get crippled while fighting and inject a stimpak, your health increases but your limbs no longer get automatically healed as long as there's a battle going on.

With this mod http://www.nexusmods.com/fallout3/mods/1119/ no longer restores crippled limbs and health to max.

This mod http://www.nexusmods.com/fallout3/mods/21446/ from the player character.

Posted by: mALX Jul 30 2015, 08:24 PM

QUOTE(Lopov @ Jul 27 2015, 12:53 PM) *

Recently I've been using stimpaks again to cure cripple limbs, however http://www.nexusmods.com/fallout3/mods/14659/. So if you get crippled while fighting and inject a stimpak, your health increases but your limbs no longer get automatically healed as long as there's a battle going on.

With this mod http://www.nexusmods.com/fallout3/mods/1119/ no longer restores crippled limbs and health to max.

This mod http://www.nexusmods.com/fallout3/mods/21446/ from the player character.



I love several of the RL mods by that (second) author; really wish they would combine them into one to save on the number of mods installed.

The first two mods are something I would def be interested in, but not the last. In fact, just the opposite - I want a mod that adds more voice to my character.

Thanks for the links, Lopov!









Posted by: SubRosa Jul 30 2015, 10:46 PM

I put my https://www.dropbox.com/s/638yhx2wgjbgj4r/Vegas%20Gear.1.3.zip?dl=0 mod on Dropbox for anyone that is interested. It ports some things over from FONV to Fallout 3. They can all be found in a Sunset Sasparilla crate outside the entrance to Vault 101. It is things like the Rebreather, Anti-Material Rifle, Reinforced Leather Armor, lots of hats, and so on. Basically things I liked.

Posted by: mALX Jul 30 2015, 11:00 PM

QUOTE(SubRosa @ Jul 30 2015, 05:46 PM) *

I put my https://www.dropbox.com/s/l8xkw2x2vat7pkl/New%20Vegas%20Gear.zip?dl=0 mod on Dropbox for anyone that is interested. It ports some things over from FONV to Fallout 3. They can all be found in a Sunset Sasparilla crate outside the entrance to Vault 101. It is things like the Rebreather, Anti-Material Rifle, Reinforced Leather Armor, lots of hats, and so on. Basically things I liked.



Thank you, thank you!!! Oh, I can't wait to use that rebreather in Point Lookout! Thank you so much!



Posted by: mirocu Jul 31 2015, 10:43 AM

QUOTE(SubRosa @ Jul 30 2015, 11:46 PM) *

I put my https://www.dropbox.com/s/l8xkw2x2vat7pkl/New%20Vegas%20Gear.zip?dl=0 mod on Dropbox for anyone that is interested. It ports some things over from FONV to Fallout 3. They can all be found in a Sunset Sasparilla crate outside the entrance to Vault 101. It is things like the Rebreather, Anti-Material Rifle, Reinforced Leather Armor, lots of hats, and so on. Basically things I liked.

*refrains from downloading on account I have no Dropbox account and dont want one*




sad.gif

Posted by: SubRosa Jul 31 2015, 04:56 PM

You can still download it. Just close out the window asking you to sign up. It will still let you download the file.

Posted by: mALX Jul 31 2015, 08:01 PM

QUOTE(mirocu @ Jul 31 2015, 05:43 AM) *

QUOTE(SubRosa @ Jul 30 2015, 11:46 PM) *

I put my https://www.dropbox.com/s/l8xkw2x2vat7pkl/New%20Vegas%20Gear.zip?dl=0 mod on Dropbox for anyone that is interested. It ports some things over from FONV to Fallout 3. They can all be found in a Sunset Sasparilla crate outside the entrance to Vault 101. It is things like the Rebreather, Anti-Material Rifle, Reinforced Leather Armor, lots of hats, and so on. Basically things I liked.

*refrains from downloading on account I have no Dropbox account and dont want one*




sad.gif



What SubRosa said.

It doesn't show till you click on it, but it does have an option to "Skip this and get on with my download" - (which is what I used).



WOO HOO!!! Thank you SubRosa!!!







Posted by: mirocu Aug 1 2015, 03:31 PM

Downloading has occurred biggrin.gif

Posted by: SubRosa Aug 4 2015, 05:57 PM

I am downloading http://www.nexusmods.com/fallout3/mods/21520 for the Megaton House. I have been watching it for a while, and now it looks like it is finally finished. It adds appropriate trophies to the Megaton house whenever you do things like complete quests, discover specific locations, crafting things, reading skill books, and so on.

There are two versions, one that just unlocks all the trophies to start with, and the version I have been waiting for, that adds each trophy as you go through the game and meet the requirements for it. I don't know if I will use it in Hecate's game, since she has already done most things, and she has her house already filled with trophies she has taken. But I will definitely be using it with my next FO3 character, probably Annie. Or Persephone if I go back to her.

Posted by: mALX Aug 4 2015, 11:23 PM

QUOTE(SubRosa @ Aug 4 2015, 12:57 PM) *

I am downloading http://www.nexusmods.com/fallout3/mods/21520 for the Megaton House. I have been watching it for a while, and now it looks like it is finally finished. It adds appropriate trophies to the Megaton house whenever you do things like complete quests, discover specific locations, crafting things, reading skill books, and so on.

There are two versions, one that just unlocks all the trophies to start with, and the version I have been waiting for, that adds each trophy as you go through the game and meet the requirements for it. I don't know if I will use it in Hecate's game, since she has already done most things, and she has her house already filled with trophies she has taken. But I will definitely be using it with my next FO3 character, probably Annie. Or Persephone if I go back to her.



I love it! They even have an engine from "The Pitt!" But it did seem to make the Megaton house feel too cramped in the screens; wish they had created a basement or display room add on instead of stuffing it all into the little Megaton house.

Thanks for drawing attention to it!



Posted by: mirocu Aug 5 2015, 10:40 AM

QUOTE(SubRosa @ Aug 4 2015, 06:57 PM) *

I am downloading http://www.nexusmods.com/fallout3/mods/21520 for the Megaton House.

Neat. I would download it but I dont wanna mess up my home, I like it as it is..

Posted by: SubRosa Aug 6 2015, 07:54 PM

I uploaded a new version of https://www.dropbox.com/s/638yhx2wgjbgj4r/Vegas%20Gear.1.3.zip?dl=0. All I did was modify the Rebreather to use a different slot. Now your glasses will remain equipped when you put the Rebreather on, as will hats.

Posted by: mALX Aug 6 2015, 11:22 PM

QUOTE(SubRosa @ Aug 6 2015, 02:54 PM) *

I uploaded a new version of https://www.dropbox.com/s/5d777gnvj67nfp9/Vegas%20Gear.zip?dl=0. All I did was modify the Rebreather to use a different slot. Now your glasses will remain equipped when you put the Rebreather on, as will hats.



Oh, that is great !!! Thank you very much !!! We've been stormed out here, so I haven't gotten to install the original download yet and play with it, but I will most def be getting to play by this weekend at the latest and will install this update instead.

Thank you so much again, SubRosa!



Posted by: SubRosa Aug 12 2015, 07:03 PM

Since I started playing New Vegas again, I have added a few essential mods into my load order.

http://www.nexusmods.com/newvegas/mods/48511 does just what the name says. Finally it gets rid of all those collision boxes all over the place, that funnel your movements into those few Obisidan-approved routes. Now we can go anywhere. Though surviving the creatures we find is another tale...

http://www.nexusmods.com/newvegas/mods/44757
"One hud to rule them all,
one hud to find them,
one hud to bring them all,
in the darkness bind them."

This does something similar to iHud in Skyrim. The big sell for me is that it dynamically removes and restores the hud as you play, so you only see the things you need, when you need them. You need MCM and NVSE, but I found it works without UIO (which I do not have, as I cannot open the blasted 7zip file it comes in).

http://www.nexusmods.com/newvegas/mods/44381 is sort of like Baywatch Nights, except without anything Baywatch-related. Which is a good thing. It adds a much more interesting night sky, and has options for how large you want to moon to be, and how bright. It is the successor for the next mod in the list.



http://www.nexusmods.com/fallout3/mods/442 is a Fallout 3 mod that vastly improves the night sky. Throw in http://www.nexusmods.com/fallout3/mods/538 (install after Enhanced Night Sky, as it overwrites ENS's moon files), and it creates a brilliant night sky to gaze up at.

Posted by: mirocu Aug 13 2015, 12:45 PM

I believe the One Hud mod is applied to Fallout 4 smile.gif

Posted by: mirocu Nov 14 2015, 04:34 PM

Just wanted to say all Fallout 4 mod suggestions and discussions go here as well, naturally smile.gif

Posted by: Grits Nov 14 2015, 05:04 PM

Concerning the Commonwealth:

The first FO4 mod I will look for is one to stabilize the camera in third and first person. I do not find wobbly camera movement immersive, I find that it makes me hurl. Gun bob is not the issue. I think thats done well in this game. In the meantime I will play my PS4 game with the mod of wearing Sea Bands on my wrists. tongue.gif

I would also like to see equipped weapons holstered on the characters instead of carried out of sight in crevices unknown.

My characters hair texture looks like it is missing a file or two. Hopefully that will be patched, otherwise mod.

And finally (for now), the Pip Boy map is cute, but it is not a map. Maybe I just havent found one yet, but with all of the people around who do not have Pip Boys I would think that someone would have drawn a real map.

Posted by: mALX Nov 14 2015, 05:40 PM



From what I've seen on YouTube, that PipBoy map was the worst I've ever seen in any of the previous Fallout games. Really have to agree with you - it is NOT a map.

I personally hope someone will find the cutting room floor stuff from this game and see if any of it is salvageable for some main questline doctoring and possibly some more substantial side/misc quests.

(Like for example: How Ghastley was able to take a "go kill Unicorn and bring back horn" quest into an amazing fun quest that did not leave you feeling like a murderous tool villain who would commit random slaughter for a jet pack hunting vest).





QUOTE(Grits @ Nov 14 2015, 11:04 AM) *

My characters hair texture looks like it is missing a file or two. Hopefully that will be patched, otherwise mod.



I wondered when I saw your character's hair too. I mean, so far on YouTube i've seen male characters with darker hair, but their hair looked great. The female NPC's hair looked fine, too. There is most def an issue with her hair.

You can go to a barber in Diamond City and try a different style and color, see if that helps?



Posted by: Grits Nov 14 2015, 06:17 PM

Yeah, Ive seen an NPC with Jennas hair style and color and she looks just as dusty as Jenna. My sons guy has great, shiny hair. When Jenna gets to the barber she might try a different color. Until then she has an awesome hat. laugh.gif

Posted by: mALX Nov 14 2015, 06:57 PM

QUOTE(Grits @ Nov 14 2015, 12:17 PM) *

Yeah, Ive seen an NPC with Jennas hair style and color and she looks just as dusty as Jenna. My sons guy has great, shiny hair. When Jenna gets to the barber she might try a different color. Until then she has an awesome hat. laugh.gif



That is what I noticed too, shiny and healthy looking hair. It must be just that color or something. It does not look good, kind of like it is still in cryo or something - or like you said, dusty.



Posted by: Grits Nov 18 2015, 12:17 PM

Fallout 4

Im not on a PC so I cant vouch for this mod, but heres one on the Nexus that displays the full dialog options instead of the mysterious Yes, No, Sarcastic ones that can cause you to say things you dont mean: http://www.nexusmods.com/fallout4/mods/1235/.

Posted by: mirocu Nov 18 2015, 03:53 PM

QUOTE(Grits @ Nov 18 2015, 12:17 PM) *

Fallout 4

Im not on a PC so I cant vouch for this mod, but heres one on the Nexus that displays the full dialog options instead of the mysterious Yes, No, Sarcastic ones that can cause you to say things you dont mean: http://www.nexusmods.com/fallout4/mods/1235/.

Sweet! If I had the game Id definitely download that smile.gif

Posted by: Lopov Nov 19 2015, 01:48 PM

Thanks to this http://www.nexusmods.com/newvegas/mods/45278/, actually a guide, I created my first custom companion for Fallout New Vegas. Instructions are very detailed and suitable for a beginner like me and companions come with their own companion wheels just like in the vanilla game.

Thorne, the man who saved Blondie's life in the Deep Creek Mountains, will at some point join her as a companion in the Mojave. I recommend this guide to anyone interested in making custom NPCs as followers.

Posted by: mALX Nov 24 2015, 03:40 PM

QUOTE(Lopov @ Nov 19 2015, 07:48 AM) *

Thanks to this http://www.nexusmods.com/newvegas/mods/45278/, actually a guide, I created my first custom companion for Fallout New Vegas. Instructions are very detailed and suitable for a beginner like me and companions come with their own companion wheels just like in the vanilla game.

Thorne, the man who saved Blondie's life in the Deep Creek Mountains, will at some point join her as a companion in the Mojave. I recommend this guide to anyone interested in making custom NPCs as followers.



This is Awesome, thanks Lopov!



Posted by: Grits Nov 24 2015, 04:34 PM

Thank you for that link, Lopov. Congrats on making a companion for Blondie! smile.gif

Posted by: Lopov Dec 6 2015, 09:40 PM

Looking for mods for the Hobo's game, I came upon a few lesser known but good mods:

http://www.nexusmods.com/fallout3/mods/8909/

No need to carry a sniper rifle for scoping.

http://www.nexusmods.com/fallout3/mods/17179/

Sometimes my characters like to have a beer or two or three but I dislike when I have to reload because they get automatically addicted.

http://www.nexusmods.com/fallout3/mods/20438/

NPCs only say thieving-relaed comments when you're sneaking.

http://www.nexusmods.com/fallout3/mods/11634/

No explanation required, I believe but I'll add one thing, not mentioned in the description - lamps require energy cells to be turned on.

http://www.nexusmods.com/fallout3/mods/21877/

Most of what you find inside is junk but there are people out there that call them treasures.

Posted by: mALX Dec 10 2015, 05:21 PM

QUOTE(Lopov @ Dec 6 2015, 03:40 PM) *

Looking for mods for the Hobo's game, I came upon a few lesser known but good mods:

http://www.nexusmods.com/fallout3/mods/8909/

No need to carry a sniper rifle for scoping.

http://www.nexusmods.com/fallout3/mods/17179/

Sometimes my characters like to have a beer or two or three but I dislike when I have to reload because they get automatically addicted.

http://www.nexusmods.com/fallout3/mods/20438/

NPCs only say thieving-relaed comments when you're sneaking.

http://www.nexusmods.com/fallout3/mods/11634/

No explanation required, I believe but I'll add one thing, not mentioned in the description - lamps require energy cells to be turned on.

http://www.nexusmods.com/fallout3/mods/21877/

Most of what you find inside is junk but there are people out there that call them treasures.



I really like the sound of the "Less Suspicious NPC's," it really irritates me in (for example) Rivet City Marketplace where just turning around to leave nets you comments by Flak/Shrapnel/Harkness/etc.

Also like the idea of addictions coming on slower. When you use something like Jet once and 3 minutes later your vision blurs and stays that way for the next 12 hours - kind of ridiculous. I think you should probably have at least 3 doses of meds before addiction sets up. And Alcohol should take more than that, say 15 bottles of beer or 5 bottles of hard liquer? I don't know, I just think getting addicted after one bottle is kind of over doing it.

But that said; if you buy the chem lab for your Player house - it clears up addictions every time you activate it to, so you can keep yourself addiction free as long as you stop by home daily.


Posted by: SubRosa Dec 11 2015, 03:59 AM

I have started using a few new mods for my latest FO3 character Loviatar.

http://www.nexusmods.com/fallout3/mods/3002/ - adds two new laser pistols and two rifles, based on those from the classic Fallout games. There is a version that replaces all the vanilla laser weapons, and a standalone (I am using the latter).

http://www.nexusmods.com/fallout3/mods/8340 - I just stared using this, so I am not absolutely sure about it. It looks like it overhauls all the energy weapon visual effects, like how bodies explode and turn to ash, etc...

http://www.nexusmods.com/fallout3/mods/19085 - allows you to use energy weapons to burn though locks, instead of picking them. Your success is based off your Energy Weapons skill. Works great for an energy weapon user!

I also created my own home-made Radiation Resistance mod. I found out it is really easy to change the maximum Rad Resistance cap from 85% up to 100%. All you have to do is change the Game Setting fPlayerMaxResistance. The number you put it becomes the new cap.

Posted by: mALX Dec 14 2015, 04:17 PM

QUOTE(SubRosa @ Dec 10 2015, 09:59 PM) *

I have started using a few new mods for my latest FO3 character Loviatar.

http://www.nexusmods.com/fallout3/mods/3002/ - adds two new laser pistols and two rifles, based on those from the classic Fallout games. There is a version that replaces all the vanilla laser weapons, and a standalone (I am using the latter).

http://www.nexusmods.com/fallout3/mods/8340 - I just stared using this, so I am not absolutely sure about it. It looks like it overhauls all the energy weapon visual effects, like how bodies explode and turn to ash, etc...

http://www.nexusmods.com/fallout3/mods/19085 - allows you to use energy weapons to burn though locks, instead of picking them. Your success is based off your Energy Weapons skill. Works great for an energy weapon user!

I also created my own home-made Radiation Resistance mod. I found out it is really easy to change the maximum Rad Resistance cap from 85% up to 100%. All you have to do is change the Game Setting fPlayerMaxResistance. The number you put it becomes the new cap.



I love the look of that EVE - really nice to see some diversity in the appearance of the energy shot!!! Is it random, or do certain energy guns do certain things? Anyway, Awesome!

I'd already seen the gun in your screens; and on this third one - that is kind of cool, like maybe if they made it where you had to be over-radiated (like over 500 or something) for it to work would be cool; something that gives you a reason to be able to have energy coming from your fingers enough to melt a lock, lol.

This is a really interesting playthrough you are doing here, can't wait to see what all you do with it !!!




Posted by: SubRosa Dec 14 2015, 04:39 PM

I am not sure about everything EVE does yet. I have seen some new ash piles, and a couple of really cool new critical hit effects. In one of them a dozen beams of light came shooting out of the Raider's body, and then he exploded into light. But I don't know if they are random, or if the effects are tied to specific weapons yet.

The Hot Energy mod is supposed to simulate you using an energy weapon to melt the lock off. But there is no way to actually script it using the gun. So it just makes a new sound effect when you melt a lock. I like it a lot, it makes a lot more sense than my mad scientist learning how to pick locks.

Posted by: mALX Dec 14 2015, 05:37 PM

QUOTE(SubRosa @ Dec 14 2015, 10:39 AM) *

I am not sure about everything EVE does yet. I have seen some new ash piles, and a couple of really cool new critical hit effects. In one of them a dozen beams of light came shooting out of the Raider's body, and then he exploded into light. But I don't know if they are random, or if the effects are tied to specific weapons yet.

The Hot Energy mod is supposed to simulate you using an energy weapon to melt the lock off. But there is no way to actually script it using the gun. So it just makes a new sound effect when you melt a lock. I like it a lot, it makes a lot more sense than my mad scientist learning how to pick locks.



Yes, she is most def a different kind of scientist! She needs to be overseer of a vault, see what she does with that! laugh.gif

But I def agree, it does make more sense that she would do something like that rather than a mundane picking of locks.

That EVE sounds Awesome!



Posted by: SubRosa Dec 20 2015, 06:32 AM

I stopped using EVE. I started having random lockups in the game after I started using it. So I removed it, and the problems stopped. So I am guessing it was causing the issue.

In other news, I started using http://www.nexusmods.com/fallout3/mods/10016. It is a workaround for the way the game always forces a quest to be active, with its map marker always visible. What it does is create a dummy quest called Survive!, that has no map marker and cannot be completed. So you can just select that quest, and not have to deal with quest markers.

Posted by: mALX Dec 20 2015, 08:33 AM

QUOTE(SubRosa @ Dec 20 2015, 12:32 AM) *

I stopped using EVE. I started having random lockups in the game after I started using it. So I removed it, and the problems stopped. So I am guessing it was causing the issue.

In other news, I started using http://www.nexusmods.com/fallout3/mods/10016. It is a workaround for the way the game always forces a quest to be active, with its map marker always visible. What it does is create a dummy quest called Survive!, that has no map marker and cannot be completed. So you can just select that quest, and not have to deal with quest markers.



laugh.gif I need those quest arrows at certain times, like finding a place like Bailey's Crossing - though I have finally begun to remember where it is in relation to the Red Racer factory; but finding the Red Racer factory is sometimes an issue, lol.



Posted by: mirocu Jan 7 2016, 12:12 PM

If I didnt have quests with no map markers I would get that mod. As it is I can go without, but it is indeed nifty smile.gif

Posted by: SubRosa Jan 14 2016, 09:31 PM

I came across a mod for New Vegas

http://www.nexusmods.com/newvegas/mods/44312/ (Not Safe For Work!) is a face texture mod I just started using. Rather than replacing the vanilla textures, it creates a bunch of new races with its modded textures. Each race has a differing level of makeup, from Girl Next Door who has none, Posh Princess - who has some, Bombshell - with heavy makeup, and Goth - which is self-explanatory.

It is supposed to be for the Type 3 Body mod. But I don't like how that looks. But Mojave Delight works just fine without it, with the added bonus of it not being a nude mod that way.

The downsides are that copying faces from or using savegames for faces won't work with this, because of the custom races. There is also a limited number of hairstyles for the new races. The latter is fixed with a patch on the http://www.nexusmods.com/newvegas/mods/47929/ page. Delighted is an addon for Mojave Delight. I tried it, and was not impressed, so deleted it. But if you look down in the Old Files section at the bottom, you will find the Mojave Delight Patch-MikotoBP file. If you have the Mikoto Beauty Pack (and you should!) download it and replace the original MojaveDelight.esp with the one from the patch. That will add all the hairs from Mikoto to the Mojave Delight races.

There is also a version of the same mod for FO3, but I am happy enough with how people look there already.

Posted by: SubRosa Jan 27 2016, 07:33 PM

I started using http://www.nexusmods.com/fallout3/mods/21655 a few days ago in place of Pitt Gal Stats. So far I am loving it. It does not have replacements for all the weapon pipboy images, but neither did Pitt Gal. I love the art style.

There is a http://www.nexusmods.com/newvegas/mods/60314, and I think the modder is working on an http://imgur.com/a/n0qUN.

Posted by: SubRosa Apr 3 2016, 11:25 PM

I just discovered http://www.nexusmods.com/fallout3/mods/19917 for Fallout 3. It adds breathtaking in game pics as loading screens.

Posted by: mirocu Apr 4 2016, 08:09 AM

QUOTE(SubRosa @ Apr 4 2016, 12:25 AM) *

I just discovered http://www.nexusmods.com/fallout3/mods/19917 for Fallout 3. It adds breathtaking in game pics as loading screens.

Kinda neat smile.gif


Will you be using it?

Posted by: SubRosa Apr 4 2016, 12:19 PM

I installed it. But I am playing New Vegas right now, so it will be a while before I see them.

Posted by: SubRosa Apr 6 2016, 12:22 AM

I think that http://www.nexusmods.com/newvegas/mods/60930 is made for Lopov! biggrin.gif I have not tried it, but the name alone makes me think he should give it a try.

Posted by: mirocu Apr 6 2016, 07:03 AM

QUOTE(SubRosa @ Apr 6 2016, 01:22 AM) *

I think that http://www.nexusmods.com/newvegas/mods/60930 is made for Lopov! biggrin.gif I have not tried it, but the name alone makes me think he should give it a try.

It has Steve in it!

I wonder if it also comes with Janet, Jerry and Captain Ballarms? biggrin.gif

Posted by: Lopov Apr 6 2016, 07:26 PM

QUOTE(SubRosa @ Apr 6 2016, 01:22 AM) *

I think that http://www.nexusmods.com/newvegas/mods/60930 is made for Lopov! biggrin.gif I have not tried it, but the name alone makes me think he should give it a try.

Haha, it's the Hobo: Mojave Edition. laugh.gif I love the guy's looks in the screenies.

I see that this Hobo has the same basic outfit as my Hobo except that his is enhanced in some ways. And he comes with his own house, something my Hobo can't brag about because he doesn't call any place a home.

Posted by: Lopov Apr 9 2016, 08:02 PM

Here's a http://www.nexusmods.com/fallout3/mods/1019/ to fix the buzzing sound glitch which I encountered today. Suddenly there was a loud buzzing sound present, at first I thought it's something related with my sound card, then I realized it's the sound of a ripper. After googling I found it to be a fairly common glitch in Fallout 3, though I haven't encountered it yet until today, which occurs when there's some NPC in the area and has a ripper unsheathed.

The console command "killall" also solved the situation because the ripper-wielder was obviously killed but I didn't like that all raiders, animals and other possibly peaceful beings had to die as well. The mod which I linked to above, solves the problem instantly.

Posted by: SubRosa Apr 9 2016, 09:13 PM

Thanks! I get that bug with the ripper sound effect all the time. It seems that every time I go near somene with a ripper, that sound keeps playing forever, even when I leave the cell. I always had to save and reload to get rid of it.

Posted by: mirocu Apr 9 2016, 09:45 PM

I dont get that bug at all. I do however often get one at Tenpenny Tower where it keeps playing the menu music forever.

Posted by: SubRosa Apr 17 2016, 09:49 PM

I just uploaded two of my house mods for New Vegas.

http://www.nexusmods.com/newvegas/mods/61720 does just what the title says. It turns a formerly boarded up house north west of the General Store into a player home. It is a small, three room house with bed, workbench, reloading bench, and campfire, along with lots of safe storage.

http://www.nexusmods.com/newvegas/mods/61721 does the same in Novac. It turns a boarded up bungalow in the motel parking lot into a player home. This one only has a bed, campfire, and workbench. But there is a reloading station outside, in the gas station across the street from the motel.

Posted by: Lopov Apr 18 2016, 03:05 PM

Good work! What I like the most is that your homes aren't over the top, they're ordinary homes and actually look like homes, instead of some palaces or even vaults that can be found on Nexus. If I hadn't finished creating Blondie's house in Novac a few days ago, I'd use the Novac Bungalow as her home. Now I'll save it for some future character.


Posted by: mirocu Apr 18 2016, 03:18 PM

@Rosa - Do you announce your mods on Nexus somehow when you release a new one? Just interested.



Oh, but now I reckon Ill get an answer like "Get New Vegas and try out the mod first. Then well talk"


wink.gif laugh.gif

Posted by: SubRosa Apr 18 2016, 05:46 PM

Thanks Lopov. I prefer my character's lairs to be small just for convenience. It is easier to find all my stuff/ put it all away if there are only a few rooms to spread out in. Plus I always want to keep myself immersed in the game, so I try to make them as reasonable and lore-appropriate as possible.

Posted by: Lopov Apr 24 2016, 10:17 AM

I created a hostile NPC and put her into wasteland, everything works fine except I can't hit it in VATS. What should I do in the GECK to enable this feature?

EDIT: I figured it out, I had to check a box in the Destruction Data.

Posted by: SubRosa Apr 24 2016, 04:31 PM

QUOTE(mirocu @ Apr 18 2016, 10:18 AM) *

@Rosa - Do you announce your mods on Nexus somehow when you release a new one? Just interested.



Oh, but now I reckon Ill get an answer like "Get New Vegas and try out the mod first. Then well talk"


wink.gif laugh.gif

Do'h, I forgot to reply. When you release a new mod on the Nexus it shows up in a little sidebar on that particular game site's main page showing the latest six releases. If it gets enough kudos, it will also get put upon on the main banner up at the top of the page. Other than that, I don't do anything myself.

Posted by: Lopov Apr 24 2016, 05:35 PM

One question: how can I achieve that some NPC is not hostile at first but gets hostile after getting close enough to my PC?

Posted by: SubRosa Apr 24 2016, 05:45 PM

Go to the Actor ->http://geck.bethsoft.com/index.php?title=AI_Data_Tab. Check the Aggro Radius Behavior and set a distance. If I understand things correctly, that determines the distance the actor will attack at. It is how the animals in Skyrim first growl at you, but only attack if you move too close.

Posted by: Lopov Apr 24 2016, 09:20 PM

Thanks. It worked but it was a bit problematic to find the proper radius so in the end I made the NPC friendly when she approaches SX4 but after exiting the conversation she gets hostile automatically.

Fiddling with GECK is quite addicting. I learned a lot of new things today (packages, dialogues, that kind of stuff) and time flied past so quickly that I didn't even notice it was dark outside when I was done.

Posted by: Lopov Apr 27 2016, 09:59 AM

I created all hunters in SX4's game though some of them are initially disabled. The first one is the "least complicated" - as soon as the mod runs and timer passes 7 AM, the first hunter will activate herself and walk towards SX4. Upon meeting him she'll engage him into a conversation after which she'll get automatically hostile.

The 2nd one will be placed outside Smith Casey's Garage, idling around until SX4 gets close enough at which point he'll greet him and just as the 1st hunter, attack after the conversation is over. The "force greet" stuff took me a while to figure out, I had to watch a tutorial on how it's done.

The 3rd one will get enabled as soon as the 2nd hunter dies and will appear a distance behind SX4. He'll be hostile by default and will instantly begin shooting at SX4. The 4th one will get enabled in the game as soon as the 3rd one dies but will wait for SX4 at a specific location. When she dies AND when SX4 reaches a certain point in the MQ, a group of four hunters will get enabled in the north of the wasteland and they'll begin walking towards SX4, attacking him on sight. Once they're dead, SX4 will found a note from the Doctor, telling the leader where to meet him once SX4 is dead. He'll head to the meeting point (close to Springvale), where upon entering the trigger location the Doctor and three more hunters will appear around SX4 and the final fight will begin.

So far everything works as intended, now it's time for polishing.

Posted by: SubRosa May 13 2016, 05:37 PM

A few days ago I started using http://www.nexusmods.com/fallout3/mods/22100 for FO3. There is a http://www.nexusmods.com/newvegas/mods/61815. So far so good with the Vegas version. The new sounds are good - and appropriate for items they are for, though I am still getting used to them.

Posted by: SubRosa May 14 2016, 07:22 PM

Today I came upon http://www.nexusmods.com/newvegas/mods/39289 for New Vegas. It allows you to free crucified victims from crosses without killing them. It looks like you need a Stimpack or Super Stimpack to do so, and Medicine skill helps. I am trying it out, but I think I have already gone though all the areas with crucified people already in Hecate's game.

I also read that you can get them down without any mods if you do something to the victims that cause them to be knocked down. The Ranger Takedown is supposed to work. Or apparently using boxing gloves, since they cause fatigue damage that eventually knocks the target out instead of killing them. Bean bag shells might work too.

Posted by: SubRosa May 24 2016, 02:48 PM

Now that I am back to playing FO3 again, I have a few more mods for it to share.

http://www.nexusmods.com/fallout3/mods/19864/ gives the Capital Wasteland a whole new look. It comes in several flavors, from total devastation to forested. I am using the forested edition, which seems more realistic for 200 years after the war.

http://www.nexusmods.com/fallout3/mods/22091 adds crops to the various settlements. It seems to have a very small footprint, and just changes a few small areas around the settlements to add in the corn. It doesn't add any npcs, or do anything else. But it does convey a great sense that these places are self-sufficient.

http://www.nexusmods.com/fallout3/mods/17965 adds in a bunch of new interior spaces throughout the wasteland. So far I have only come across one of the new places in Greyditch. It was very well built, with a lot of attention to detail and clutter that made the space come alive (or come destroyed!). It was a real tough battle with the enemies though.

I did not like the lighting either, but I never do. So I made a small mod for it that gave every new interior the Shack Default lighting and image space. I put that before Fellout in my load order, and now it looks much nicer.

Posted by: SubRosa May 29 2016, 03:52 PM

My modded version of https://www.dropbox.com/s/hmme03ejzbvd7dw/Fellout.zip?dl=0. I took the regular Fellout with Brighter Nights, and made the interiors a little brighter so I can see better, and cleaned up the imagespaces and weather even more, to give the game more color, and make it easier to see things.

Posted by: Winter Wolf Jun 29 2016, 10:06 AM

The Moribund environment mod has just been brought over to Xbox 1.

It makes the world seem way more apocalyptic, as if the bombs landed 2 weeks ago rather than 200 years.

https://www.youtube.com/watch?v=-gzo8KhgL5w

I haven't downloaded it yet but would love to use it for my survival character.

Posted by: Renee Jul 24 2016, 12:50 AM

Whoa that looks spectacular, WW. It drew an emotional response from me. sad.gif

So I lost both my credit cards last week, which means I couldn't order Fallout 3 for my PC. But I just got new cards today, meaning I will hopefully have this game on PC tomorrow. biggrin.gif

My first character is going to need an alternate start mod, and will also not be coming from a vault, meaning he won't have a Pipboy, so I'm looking to see if there are two mods out there to cover this? Thanks. I'm sure the alt-start mod will be easy to find, but I want to see your suggestions because some of these will be better than others. The "no Pipboy" mod might be harder to find, of course.

Posted by: SubRosa Jul 24 2016, 01:57 AM

There is a no Pipboy mod. It is called http://www.nexusmods.com/fallout3/mods/12144/. It removes the pipboy and gives you a little hand-held tablet in its place. I loved the idea of it, and tried it out. But you hold the tablet at a slight angle, and reading all the text crooked just drove me crazy after a while.

But as far as a pipboy goes, I am sure there would be plenty of them laying around the Wasteland. I don't know why we don't see more characters with them. You could RP any number of reasons for a character starting with one. From it was passed down through the family, or they stole it, or scavenged it, or took it off someones body, or even bought it from a mechant, etc...

There are some alternate start mods as well. I tried one once, but found I liked the vanilla start better. Most of my characters don't follow the main quest, or the official game story. For them I just pretend the tutorial in Vault 101 was just a strange dream. I still like doing it for the same reason I always do the tutorial in Oblivion. It gives me a chance to get to know my new characters before getting them out in the 'real' world.

I made a little mod that adds a variety of different weapons to where you start in the Vault, that way I can arm up in whatever way fits a new character's style. For example Hecate started with a rifle, because she is a riflewoman/sniper. I think Molly Hatchet started with a baseball bat but it might have been a fire axe, because she is a melee fighter. Holland Smith started with the 10mm submachine gun, because she is a full auto weapon user.

Once me characters get out in the world I just ignore the main quest and its prompts, and go about my business. My backstory for Holland Smith was that she was a US Marine who fought in the Great War. She was taken by the aliens of Mothership Zeta before it went nuclear. So I did the tutorial with her in Vault 101. Then after she got out I used the coc command to teleport to the Recon Craft crash site. From there she was automatically sucked up to Mothership Zeta, and I started the dlc with her as normal.

It was the same with Oda Hidetaka, who was a 16th century samurai woman. I did the tutoral in the vault with her too, went to the Mothership, and considered her real game to start once I got there.

It may seem kind of clunky doing it that way, but I really do like that time in the tutorial, and getting a feel for what each character is like.

Posted by: Renee Jul 24 2016, 02:10 AM

Thanks SR, it is okay if the Pipboy Readius mod is not perfect; it's only going to be for my first character, and he'll be more of a test than a true roleplay (yeah... we'll see about that, Gade). This is going to be the same guy who will wish he were in a real military, Major A. Holl, so those other mods you dug up awhile ago (the army clothes and the motorcycle) might also be in his game. See.... he's already turning into a roleplay. X(

I know what you mean about vanilla starts = a dream. I did this in Skyrim dozens of times; rolled a nu t00n, started him or her out in the tutorial, and then RP'd that it was some sort of dream as I rushed through it, with the sound on my TV turned down.

Hopefully we'll be seeing Major Andrew Holl tomorrow. smile.gif

Posted by: Renee Jul 31 2016, 02:46 PM

Hey, what mod manager should I be using for Fallout 3? I plan on getting this game on PC today. I don't actually know what managers there are out there, but let's keep in mind that I won't be modding this game too heavily (maybe a couple dozen plug-ins by the end of the summer), so I won't need something with some huge learning curve.

Thanks!

Posted by: Lopov Jul 31 2016, 05:02 PM

I use http://www.nexusmods.com/newvegas/mods/36901/, which is basically the same as Oblivion Mod Manager. For sorting mods, I use BOSS.

Posted by: SubRosa Jul 31 2016, 05:05 PM

I also use FOMM as well, plus http://fose.silverlock.org/, which a lot of mods require.

Posted by: Renee Jul 31 2016, 05:19 PM

Hey you're right on time. FO3 literally just finished downloading. Cool, this makes everything a lot easier. I am psyched.

Game installed, but won't work. I try to start it without or with the fose_loader and it keeps telling me that "ordinal 42 not found" and then points me to a specific folder where this is missing. I have to go on Google now. Apparently I'm suipposed to update Gaming for Windows Live, so I try this and it says THAT can't be installed either. I'm going in circles trying to figure out what's wrong.

Edit: I got this figured. For anybody else who is having ridiculous problems getting Fallout 3 to run, there is a mod over at THE Nexus which is called http://www.nexusmods.com/fallout3/mods/1086/?. I got this downloaded. Problem was, this program wants the game to already have an INI configuration file sitting in the Documents > My Games > Fallout 3 folder. So what do we do?

I wound up googling a lot. Somewhere, I found a link offering a pre-made INI file, again over at THE Nexus. All I had to do was place this file in the Fallout 3 documents folder, installed & ran the GFWL disable program, and *BOOM* the game finally worked. Problem is, I have no idea where I found that configuration file now.

Posted by: mirocu Aug 18 2016, 09:50 AM

Yeah, the Disable mod is mandatory now when GFWL isn´t even up anymore. Again, one reason I never get online required games wink.gif

Posted by: Renee Aug 18 2016, 03:55 PM

QUOTE(mirocu @ Aug 18 2016, 04:50 AM) *

Yeah, the Disable mod is mandatory now when GFWL isn´t even up anymore. Again, one reason I never get online required games wink.gif

mirocu, you don't know what a hassle that was, getting Fallout 3 to just start. It was ridiculously difficult and frustrating.


Posted by: Lopov Aug 19 2016, 07:53 PM

Anyone knows what's the console command in FNV for the animation which allows one to sit on the ledge? The same one exists in FO3, there it's called dlcpittsitonledge but in FNV for obvious reasons this command no longer works. I tried omitting dlcpitt, adding various dlcXX and loose before the command but nothing works.

Posted by: SubRosa Aug 20 2016, 12:48 AM

I had the same issue in FNV, with that and a few other animations. I never know which ones are going to work, and which will not. sad.gif

Posted by: mirocu Aug 20 2016, 10:43 AM

QUOTE(Renee @ Aug 18 2016, 04:55 PM) *

QUOTE(mirocu @ Aug 18 2016, 04:50 AM) *

Yeah, the Disable mod is mandatory now when GFWL isn´t even up anymore. Again, one reason I never get online required games wink.gif

mirocu, you don't know what a hassle that was, getting Fallout 3 to just start. It was ridiculously difficult and frustrating.

I do in fact as I had the same problem myself. Thankfully though, as I´m used to fixing game related problems on my puter it went fairly smooth. Still, frustration always kicks in until I know what to do wink.gif


Glad you got around it, Renee goodjob.gif

Posted by: Renee Aug 22 2016, 09:52 PM

Can't help you Lopov. Maybe one day I'll be playing New Vegas finally, and come across the same problem, and find that obscure tidbit through Bing or Google that'll solve!

Oh and I'm glad to hear you're messing with Blondie again. New Vegas = Blondie, right?

QUOTE(mirocu @ Aug 20 2016, 05:43 AM) *

I do in fact as I had the same problem myself. Thankfully though, as I´m used to fixing game related problems on my puter it went fairly smooth. Still, frustration always kicks in until I know what to do wink.gif

Glad you got around it, Renee goodjob.gif

I've definitely improved at figuring stuff out haven't I? I used to freak out and cry in these forums about PC stuff, right? Now I'm a lot more level-headed, but ... I'll still take those frustration moments at a minimum please, thank you.

Posted by: mirocu Aug 23 2016, 04:34 PM

QUOTE(Renee @ Aug 22 2016, 10:52 PM) *

I've definitely improved at figuring stuff out haven't I? I used to freak out and cry in these forums about PC stuff, right?

At this point I´d say you know even more than me since you make your own mods and I don´t laugh.gif

Posted by: Lopov Sep 4 2016, 08:44 PM

I found the http://www.nexusmods.com/fallout3/mods/21441/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D21441%26preview%3D&pUp=1 mod today and came upon this https://staticdelivery.nexusmods.com/mods/120/images/21441-3-1435677998.jpg. laugh.gif At first I thought it's a joke from the mod author but then I read that it was actually http://fallout.wikia.com/wiki/Pink_power_armor from the vanilla game. biggrin.gif Since Ally completed PA training thanks to the OA DLC, she might take a round through Point Lookout in this piece.

Posted by: SubRosa Sep 4 2016, 09:01 PM

Ally needs a green suit of powered armor!

Posted by: Lopov Oct 27 2016, 02:52 PM

I've been checking Nexus today for possible homes in Novac bungalows and found a bunch of them except that most of them were overpowered and unrealistic and didn't look like bungalows at all from inside. Then I came upon a relatively fresh Novac Bungalow mod and TBH, I wasn't expecting much before checking the pics but after doing so I immediately liked it a lot, especially the campfire on top of the oven was a nice touch and it was the only bungalow that actually looks like a bungalow in Novac would from inside. Then I checked the author and everything became clear to me...it's a http://www.nexusmods.com/newvegas/mods/61721/from our SubRosa!

Posted by: Renee Oct 27 2016, 07:25 PM

I love moments like this. I remember I was looking for a peaceful animal mod awhile back, and found one I really liked. Turns out it was made by dreamed1, a guy over at Beth's forums.

Posted by: SubRosa Oct 28 2016, 12:21 AM

QUOTE(Lopov @ Oct 27 2016, 09:52 AM) *

I've been checking Nexus today for possible homes in Novac bungalows and found a bunch of them except that most of them were overpowered and unrealistic and didn't look like bungalows at all from inside. Then I came upon a relatively fresh Novac Bungalow mod and TBH, I wasn't expecting much before checking the pics but after doing so I immediately liked it a lot, especially the campfire on top of the oven was a nice touch and it was the only bungalow that actually looks like a bungalow in Novac would from inside. Then I checked the author and everything became clear to me...it's a http://www.nexusmods.com/newvegas/mods/61721/from our SubRosa!

As I was reading the first sentence, I was yelling at my screen "Try my mod!" laugh.gif

Posted by: mALX Oct 28 2016, 06:52 AM

QUOTE(SubRosa @ May 29 2016, 10:52 AM) *

My modded version of https://www.dropbox.com/s/hmme03ejzbvd7dw/Fellout.zip?dl=0. I took the regular Fellout with Brighter Nights, and made the interiors a little brighter so I can see better, and cleaned up the imagespaces and weather even more, to give the game more color, and make it easier to see things.


Wish you could make one of these for your Skyrim game, give it some great color too! Thank you so much for sharing this!




Posted by: mALX Oct 28 2016, 07:28 AM

QUOTE(SubRosa @ Jul 23 2016, 08:57 PM) *

There is a no Pipboy mod. It is called http://www.nexusmods.com/fallout3/mods/12144/. It removes the pipboy and gives you a little hand-held tablet in its place. I loved the idea of it, and tried it out. But you hold the tablet at a slight angle, and reading all the text crooked just drove me crazy after a while.

But as far as a pipboy goes, I am sure there would be plenty of them laying around the Wasteland. I don't know why we don't see more characters with them. You could RP any number of reasons for a character starting with one. From it was passed down through the family, or they stole it, or scavenged it, or took it off someones body, or even bought it from a mechant, etc...

There are some alternate start mods as well. I tried one once, but found I liked the vanilla start better. Most of my characters don't follow the main quest, or the official game story. For them I just pretend the tutorial in Vault 101 was just a strange dream. I still like doing it for the same reason I always do the tutorial in Oblivion. It gives me a chance to get to know my new characters before getting them out in the 'real' world.

I made a little mod that adds a variety of different weapons to where you start in the Vault, that way I can arm up in whatever way fits a new character's style. For example Hecate started with a rifle, because she is a riflewoman/sniper. I think Molly Hatchet started with a baseball bat but it might have been a fire axe, because she is a melee fighter. Holland Smith started with the 10mm submachine gun, because she is a full auto weapon user.

Once me characters get out in the world I just ignore the main quest and its prompts, and go about my business. My backstory for Holland Smith was that she was a US Marine who fought in the Great War. She was taken by the aliens of Mothership Zeta before it went nuclear. So I did the tutorial with her in Vault 101. Then after she got out I used the coc command to teleport to the Recon Craft crash site. From there she was automatically sucked up to Mothership Zeta, and I started the dlc with her as normal.

It was the same with Oda Hidetaka, who was a 16th century samurai woman. I did the tutoral in the vault with her too, went to the Mothership, and considered her real game to start once I got there.

It may seem kind of clunky doing it that way, but I really do like that time in the tutorial, and getting a feel for what each character is like.



In FO4 the Player doesn't start with one, do they? I think they find it inside that lab in the vault after they escape the cryo-pod; but I haven't played it yet (so not sure).

Oh, I see - You are talking about FO3; and because you start your game outside the vault. Well, it could be that the government prior to the bombs dropping used the Pip-boy as a device to keep track of everyone (aka 666 type thing); or the aliens could have stuck it on her in MZ since she starts there.

And by the way, GAAAAAH! How on earth do you do through MZ at level 1 ????? I barely got through it with a high level character, and the end battle took me years to finish!





QUOTE(SubRosa @ Jul 31 2016, 12:05 PM) *

I also use FOMM as well, plus http://fose.silverlock.org/, which a lot of mods require.



Same here on both of these. And breaking into Skyrim's files used to require FOMM's BAS opener, not sure if that was ever fixed.





QUOTE(Lopov @ Oct 27 2016, 09:52 AM) *

I've been checking Nexus today for possible homes in Novac bungalows and found a bunch of them except that most of them were overpowered and unrealistic and didn't look like bungalows at all from inside. Then I came upon a relatively fresh Novac Bungalow mod and TBH, I wasn't expecting much before checking the pics but after doing so I immediately liked it a lot, especially the campfire on top of the oven was a nice touch and it was the only bungalow that actually looks like a bungalow in Novac would from inside. Then I checked the author and everything became clear to me...it's a http://www.nexusmods.com/newvegas/mods/61721/from our SubRosa!



I remember this mod!



Posted by: Winter Wolf Oct 28 2016, 10:46 AM

Just a shout out to all those who have yet to play Fallout 4.

Unlike the brilliant FO3 which has a complete underground subway network, the disappointing FO4 has small stations that are not linked in any meaningful way. You simply explore each one and then loop back out through the same entrance. Very boring.

I was very pleased to see that the problem has now been fixed with 'Subway Runner,' a mod that links 90% of the underground system. The subways are a very dangerous place so just make sure that you pack high-powered weaponry and heaps of rad-away. smile.gif

http://www.nexusmods.com/fallout4/mods/18639/?

Posted by: mALX Oct 28 2016, 07:42 PM

QUOTE(Winter Wolf @ Oct 28 2016, 05:46 AM) *

Just a shout out to all those who have yet to play Fallout 4.

Unlike the brilliant FO3 which has a complete underground subway network, the disappointing FO4 has small stations that are not linked in any meaningful way. You simply explore each one and then loop back out through the same entrance. Very boring.

I was very pleased to see that the problem has now been fixed with 'Subway Runner,' a mod that links 90% of the underground system. The subways are a very dangerous place so just make sure that you pack high-powered weaponry and heaps of rad-away. smile.gif

http://www.nexusmods.com/fallout4/mods/18639/?



WINTER WOLF !!!!!!!!!!!!!!!!!!!! WOOOOOOOOOOOOOOOOOOOOOT !!!!!!!!!!!!!!!!!





Posted by: Winter Wolf Oct 29 2016, 03:11 AM

Thanks mALX!!! smile.gif smile.gif

I am still around, always just lurking in the background and popping back into view every once in awhile. Lol.

Have been playing heaps of Far Cry Primal and a little bit of Witcher 3. Almost ready to plunge back into some crazy Beth action.

Hope everyone is health and happy. smile.gif


Posted by: mALX Oct 30 2016, 03:15 AM

QUOTE(Winter Wolf @ Oct 28 2016, 10:11 PM) *

Thanks mALX!!! smile.gif smile.gif

I am still around, always just lurking in the background and popping back into view every once in awhile. Lol.

Have been playing heaps of Far Cry Primal and a little bit of Witcher 3. Almost ready to plunge back into some crazy Beth action.

Hope everyone is health and happy. smile.gif


My son got that Witcher 3, he loved it! Oh, it is so good to see your Wolfy Avatar active!



Posted by: Lopov Oct 31 2016, 07:53 AM

Well now I finally know why one of dead Crimson Caravan guards didn't have any armor on. Explanation can be read in the http://www.nexusmods.com/newvegas/mods/48865/.

Posted by: Renee Oct 31 2016, 03:01 PM

I have Far Cry 3, it came with the PS3 I bought. Still haven't touched it though! I want a female protagonist in these sort of games, maybe I've been spoiled by Lara for all those years.

QUOTE(Winter Wolf @ Oct 28 2016, 05:46 AM) *

Unlike the brilliant FO3 which has a complete underground subway network, the disappointing FO4 has small stations that are not linked in any meaningful way. You simply explore each one and then loop back out through the same entrance. Very boring.

My gosh, this sounds worse than Skyrim. At least Skyrim has two entrances to most lairs, instead of just one.

Posted by: Lopov Oct 31 2016, 09:12 PM

I created a small mod today which removes quest markers. What I did was to create a quest that can't be completed, and it doesn't have any markers, so having this quest active essentially removes (annoying) quest markers. The mod kicks in as soon as you complete the tutorial Ain't that a kick in the head quest.

Posted by: SubRosa Oct 31 2016, 10:20 PM

There is one like that for Fallout 3 that I use. It starts a quest called Survive the Wasteland! that also has no quest markers.

Posted by: Lopov Nov 4 2016, 05:04 PM

http://www.nexusmods.com/newvegas/mods/57688/ (check the video) laugh.gif biggrin.gif

Posted by: SubRosa Nov 4 2016, 09:13 PM

I have seen the mod before but never watched the vid. That was hilarious! laugh.gif

Posted by: mALX Nov 5 2016, 04:13 PM

QUOTE(Lopov @ Nov 4 2016, 12:04 PM) *

http://www.nexusmods.com/newvegas/mods/57688/ (check the video) laugh.gif biggrin.gif



OMG, that vid had me choking to death laughing!!! Thanks for posting that, Lopov!






Posted by: Lopov Nov 5 2016, 08:57 PM

SubRosa, I uploaded a screenshot taken inside your bungalow. Not sure if you have to approve of the shot, but it doesn't show up between user-added screenshots.

Posted by: SubRosa Nov 5 2016, 09:18 PM

I did have to approve it. It did not give me any notification, so I am glad you mentioned it. It was not easy figuring out how to verify it.

Posted by: Lopov Nov 5 2016, 09:23 PM

I thought this must be the case because I often upload pics to various mods but very rarely do they actually appear online.

I left your mod intact but I modded in the key, named Florens' Bungalow Key. Now whenever I force lock the door with the console, I don't need to unlock it with the console too. My characters always have to sleep with doors of their rooms / bungalows firmly locked.

Posted by: Lopov Nov 19 2016, 10:00 PM

When not in a mood to game, I like to edit faces of NPCs, sometimes to make them better-looking or sometimes to make their faces reflect their personality. I've altered appearance of several vanilla NPCs and in some cases when developers used the same face for more than one people (e.g. almost all masked Legion Decani have the same face), I created new faces.

Let's take Legate Lanius, for instance. He's the main antagonist in the game and he wears his mask at all times because his face is supposed to be disfigured. It's not true, though, his http://fallout.wikia.com/wiki/Lanius?file=LaniusNoHelmet.png is completely normal. I completely changed Lanius and while I don't claim that my Lanius is "better" than the vanilla one, he now at least has a reason to wear a mask at all times.

http://shrani.najdi.si/?2h/ZN/2CaAeKtc/l1.jpg

http://shrani.najdi.si/?29/nE/2KAHRvjU/l2.jpg

Notice the shortened (beaten) nose and asymmetrical face features.

I also altered one of the vanilla companions - Craig Boone. He looks tough already in the base game but only with his http://fallout.wikia.com/wiki/Craig_Boone?file=Craig_Boone.jpg equipped. Otherwise, I can't help it, he looks http://fallout.wikia.com/wiki/Craig_Boone?file=FNVBooneHeadshotNoHatGlasses.jpg to me. http://imgur.com/wHx8Bge looks completely different. And another http://imgur.com/iBPMIRz.

I edited various other NPCs but another one I want to show, is Siri (http://fallout.wikia.com/wiki/Siri?file=Siri.jpg). Siri will play an important role in Alan Webb's story and while I don't find anything to be wrong with her vanilla face, I wanted her to be more 'impressive'. I wanted for Webb to notice her and possibly get interested in http://imgur.com/6ZS8DVc. I think it did the trick.

Posted by: mALX Nov 22 2016, 11:55 PM

QUOTE(Lopov @ Nov 19 2016, 04:00 PM) *

When not in a mood to game, I like to edit faces of NPCs, sometimes to make them better-looking or sometimes to make their faces reflect their personality. I've altered appearance of several vanilla NPCs and in some cases when developers used the same face for more than one people (e.g. almost all masked Legion Decani have the same face), I created new faces.

Let's take Legate Lanius, for instance. He's the main antagonist in the game and he wears his mask at all times because his face is supposed to be disfigured. It's not true, though, his http://fallout.wikia.com/wiki/Lanius?file=LaniusNoHelmet.png is completely normal. I completely changed Lanius and while I don't claim that my Lanius is "better" than the vanilla one, he now at least has a reason to wear a mask at all times.

http://shrani.najdi.si/?2h/ZN/2CaAeKtc/l1.jpg

http://shrani.najdi.si/?29/nE/2KAHRvjU/l2.jpg

Notice the shortened (beaten) nose and asymmetrical face features.

I also altered one of the vanilla companions - Craig Boone. He looks tough already in the base game but only with his http://fallout.wikia.com/wiki/Craig_Boone?file=Craig_Boone.jpg equipped. Otherwise, I can't help it, he looks http://fallout.wikia.com/wiki/Craig_Boone?file=FNVBooneHeadshotNoHatGlasses.jpg to me. http://imgur.com/wHx8Bge looks completely different. And another http://imgur.com/iBPMIRz.

I edited various other NPCs but another one I want to show, is Siri (http://fallout.wikia.com/wiki/Siri?file=Siri.jpg). Siri will play an important role in Alan Webb's story and while I don't find anything to be wrong with her vanilla face, I wanted her to be more 'impressive'. I wanted for Webb to notice her and possibly get interested in http://imgur.com/6ZS8DVc. I think it did the trick.



These changes are amazing! I have always wondered what that Lanius would look like under his mask, but never pictured that dorky normality at all! That was a real blow to see! Your version looks much better in all of these! Awesome job!




Posted by: SubRosa Nov 23 2016, 12:23 AM

Neat faces. Lanius looks like an inbred mutant. Your Boone looks a lot better. But I note that he has Deeno's eyebrows! That worries me.

Siri? You edited the Apple digital assistant? laugh.gif

Posted by: Renee Nov 23 2016, 11:40 PM

That's awesome you mess around with faces, Mr. Lopov. I really like the new Lanius, he looks like some tough guy out of a comic book.


Posted by: Acadian Nov 25 2016, 04:43 PM

With the recent (and wise) addition of a FO4 mods thread, I have retitled this one to reflect it as a home for FO3/NV mods. smile.gif

Posted by: Lopov Nov 25 2016, 07:38 PM

QUOTE(SubRosa @ Nov 23 2016, 12:23 AM) *
But I note that he has Deeno's eyebrows! That worries me.
That's the result of lowering a nose sellion and inner brow angle. I do this when I want to create a sort of angry/tough-like look.

QUOTE(Renee @ Nov 23 2016, 11:40 PM) *
That's awesome you mess around with faces, Mr. Lopov. I really like the new Lanius, he looks like some tough guy out of a comic book.
He's supposed to be a savage and I want him to look like a savage, not like some poker player. tongue.gif

QUOTE(Acadian @ Nov 25 2016, 04:43 PM) *
With the recent (and wise) addition of a FO4 mods thread, I have retitled this one to reflect it as a home for FO3/NV mods. smile.gif
Thank you.

Posted by: Renee Jul 2 2017, 09:43 PM

Hi. Does anyone know of anything which allows us to add our own music to the game?

Posted by: SubRosa Jul 2 2017, 09:47 PM

Do you mean add new radio stations or replace the songs on the existing radio stations? There are tons of new radio stations on the Nexus. http://chorrol.com/forums/index.php?showtopic=5844.

Or do you mean replacing the actual background music?

Posted by: Renee Jul 3 2017, 12:12 AM

I am talking about music from our radio. I see you've posted some info in that thread you linked to, so I'll try that. Thanks.


Posted by: Renee Jul 11 2017, 09:27 PM

I've been looking for clothing mods for Janet. Yeah, I've found some great ones so far!

Does anybody know how to get rid of the 'invisible' clothes glitch? Especially with mod-added clothes, sometimes they 'flicker' on and off, meaning that I can see the clothes, then they're not there anymore for a second or two. So annoying. Anybody know?


Posted by: SubRosa Jul 11 2017, 10:09 PM

I have never seen it in my games before. But might be a lack of Archive Invalidation. http://www.nexusmods.com/fallout3/mods/944.

Posted by: Renee Jul 12 2017, 01:24 AM

QUOTE(SubRosa @ Jul 11 2017, 05:09 PM) *

I have never seen it in my games before. But might be a lack of Archive Invalidation. http://www.nexusmods.com/fallout3/mods/944.

SWEET it works!!! It works it works! cake.gif


Posted by: Renee Jul 17 2017, 01:38 AM

QUOTE(Renee @ Jul 2 2017, 07:12 PM) *

I am talking about music from our radio. I see you've posted some info in that thread you linked to, so I'll try that. Thanks.

I never did get this to work. I even found an extractor program. I could see the songs in Bethesda's Fallout 3 > Data > Sound > Radio folder, but even after renaming them, could not get this to work through GNR.

But I did find this mod: http://www.nexusmods.com/fallout3/mods/18358/?. I was able to replace some of the songs in its Radio folder, so problem solved. biggrin.gif


Posted by: SubRosa Oct 15 2017, 07:46 PM

I have added a whole bunch of texture replacers to New Vegas:

https://www.nexusmods.com/newvegas/mods/64007

https://www.nexusmods.com/newvegas/mods/56477

https://www.nexusmods.com/newvegas/mods/36616/

https://www.nexusmods.com/newvegas/mods/35143

https://www.nexusmods.com/newvegas/mods/46981

https://www.nexusmods.com/newvegas/mods/36580

https://www.nexusmods.com/newvegas/mods/45656

https://www.nexusmods.com/newvegas/mods/36990

https://www.nexusmods.com/newvegas/mods/64022

Posted by: Lopov Oct 16 2017, 10:26 AM

I finished the https://www.nexusmods.com/newvegas/mods/55120/ mod yesterday. It's a quest mod where you are sent undercover by the NCR to infiltrate a terrorist cell called War Trash and discover their plans. The mod is suitable for Lee Cyeng except that in his case he was forced to work undercover as a favor to the senators who saved him from the death row. While undercover, you have to do some pretty nasty, actually outright evi things, and while you can turn on War Trash bosses at any time, you never find out their plans if you do, because the quest fails automatically. Still, nobody is forcing you to be evil but of course Lee Cyeng played the game to the end, though even he felt uneasy doing some vile things.

During the mod several important vanilla NPCs die which means a lot of potentially failed quests. This isn't a big issue in Lee's game because he doesn't do many vanilla quests but otherwise this mod can ruin several of them. Nothing game-breaing happens but still, the Mojave is quite different at the end of the mod. You can avoid killing some vanilla NPCs if you have certain high skills but it's very difficult and Lee managed to save only a few.

The mod is very good, one of the best I've played from the Nexus and I still keep thinking of it which means that it really impressed me. Especially close to the ending there are some totally unexpected twists and I don't recall when I was like "Whoa! I never expected that" for the last time.

The mod has some glitches like the dialogue system more or less forces you to choose options, sometimes the dialogue doesn't play out as it should and in conversations some actions are imposed on you even if you never did them but I just imagined that Lee answered in a different way.

Also, at the end of the mod your reputation takes a big hit, it's hard not to end with the Evil rep unless you were a saint before and a lot of factions hate you. Once again, that's suitable for Lee's game because his superiors in the NCR don't care about how people see him, they only care about the mission being completed but I imagine this may bother some players who are in good relations with several factions prior to starting the mod. But once again, if careful, you can partially avoid such things for instance close the end, one of the NCR bases in the Mojave is attacked by War Trash and Lee managed to stay behind, sneaking, so he didn't directly kill almost any NPC soldier. As a a result, he didn't suffer any major consequences from the NCR.

Posted by: Lopov Oct 28 2017, 06:36 PM

When I was playing with Lee Cyeng for only three hours, I already had two CTDs in and around Goodsprings, so I downloaded New Vegas Anti Crash- https://www.nexusmods.com/newvegas/mods/53635/. Today I surpassed fifty hours and since I installed NVAC, I've never had another CTD. Not a single one.

The most problematic area in my game is the 188 trading post, if approaching it, especially from the south side, the game would very often crash. Now with NVAC active, the game stutters for a second or two but it doesn't crash.


Posted by: Renee Oct 29 2017, 01:06 AM

Holy [censored] Lopov, you're at 50 hours. That deserves some cake. cake.gif

I've got several new mods in Cbo's game which I'm loving but the most significant utility-type program is https://www.nexusmods.com/fallout3/mods/8886/?. It comes with an .ini file which allows us to cap our framerates. hehe.gif In my case, I wasn't having problems with low frames, matter of fact my computer runs those frames too fast. In outdoor areas it was averaging somewhere in the 90s.

"In the 90s" sounds great, but the problem was those frames were constantly bouncing around, causing things to be not as smooth. 90 for a few seconds, 92, 88, 87, 95 .. etc. Oddly, going into Options (where we're supposed to be able to make our game match our screen's refresh rate, whatever it's called) did not work for me.

*cheerful Tenpenny Resident voice*:
But with Fallout Stutter Remover, I now can cap my game at 60 fps, no problem! Bon appetit!

Posted by: SubRosa Oct 29 2017, 02:04 AM

QUOTE(Renee @ Oct 28 2017, 08:06 PM) *

Holy [censored] Lopov, you're at 50 hours. That deserves some cake. cake.gif

I've got several new mods in Cbo's game which I'm loving but the most significant utility-type program is https://www.nexusmods.com/fallout3/mods/8886/?. It comes with an .ini file which allows us to cap our framerates. hehe.gif In my case, I wasn't having problems with low frames, matter of fact my computer runs those frames too fast. In outdoor areas it was averaging somewhere in the 90s.

"In the 90s" sounds great, but the problem was those frames were constantly bouncing around, causing things to be not as smooth. 90 for a few seconds, 92, 88, 87, 95 .. etc. Oddly, going into Options (where we're supposed to be able to make our game match our screen's refresh rate, whatever it's called) did not work for me.

*cheerful Tenpenny Resident voice*:
But with Fallout Stutter Remover, I now can cap my game at 60 fps, no problem! Bon appetit!

I use FSR as well, and its Oblivion cousin OSR. The problem with Bethesda games is they are made to run at 60 fps, and no higher. The physics are tied to the frame rate. Going faster than 60 fps actually causes problems in their games. Ojects fly around, quests breaking, and CTDs.

It is also why Gsync monitors won't work with Bethesda games. G-sync monitors usually run at 120hz or 144 hz (frames per second), but that completely wrecks Bethesda games. If you can even get it to work on a Beth game at all.

Posted by: Renee Oct 29 2017, 02:23 PM

Oh okay, I see. Yes I use OSR as well. Oddly though, the Vsynch thingie works in Oblivion, even before I used OSR my game would cap at 60 fps. I only use OSR occasionally in towns to cap the game at 30.

Skyrim is the same. Skyrim runs 60 almost all the time, even in towns, so I've never needed any program there (fingers crossed).

Dangit off-topic. I would link y'all to another of my fave mods but it appears that THE Nexus is down. sad.gif

Posted by: Turija Nov 6 2017, 09:53 PM

QUOTE(Renee @ Oct 29 2017, 02:23 PM) *

Oh okay, I see. Yes I use OSR as well. Oddly though, the Vsynch thingie works in Oblivion, even before I used OSR my game would cap at 60 fps. I only use OSR occasionally in towns to cap the game at 30.

Skyrim is the same. Skyrim runs 60 almost all the time, even in towns, so I've never needed any program there (fingers crossed).

Dangit off-topic. I would link y'all to another of my fave mods but it appears that THE Nexus is down. sad.gif


Hey Renee! *waves*. I just started modding FO3 a couple weeks ago after years of on and off play on the Xbox. After struggling with stability issues for a couple weeks I remembered that I had to run Oblivion at 30 FPS to get a stable game. So I dropped the FPS in FSR from 59 to 30 and voila my FO3 game now seems pretty stable. I run classic Skyrim at 59 FPS without issue and almost never crash but for some reason I can’t get a stable Oblivion or Fallout 3 game at any other FPS but at 30 FPS I can play for hours without a crash or freeze.

I’m running GNR Enhanced and Enclave Enhanced and sometimes I just let the game run when I am doing other things around the house so I can listen to the music.

I’m also running FWE, Iron Sights, DC Interiors and Metro Cab Interiors and enjoying the modded game much more than vanilla.

Posted by: Lopov Nov 8 2017, 05:34 PM

Welcome to the wasteland, Turija!

I also enjoy modded Fallout(s) more than vanilla though my New Vegas is much more modded than FO3, in FO3 I'm satisfied with much less mods. I also use most of those you mentioned except FWE and Iron Sights.

Posted by: Renee Nov 8 2017, 06:43 PM

Yes, Lopov, your New Vegas does have a lot of mods (for you). But it's because you keep finding stuff which match Lee's gameworld, how can you resist? biggrin.gif

Turija: GOod to see you! Hey, let me know how Fallout Wasteland Edition (FWE) does for you. I was curious about that mod last summer but it seemed too much of an overhaul. I had a feeling it'd conflict with some of the stuff I had in my game, so I never tried FWE. Been curious though. How is your experience with FWE?


Posted by: Turija Nov 9 2017, 05:17 AM

Well, you know me, I’ve always enjoyed old school stat driven roleplaying overhauls like Maskars Oblivion Overhaul and Requiem. FWE seems like the FO3 version. So far I’m really enjoying it. Most of the gameplay features can be toggled or adjusted, which I like. It also adds some neat new perks, new chems, new weapons and some new enemy variants, all of which are very seemless and seem like they could have been part of the original game. FWE also integrates Skyrim style sprinting and a slow time feature called “bullet time” that works like the Skyrim slow time archery perk. Like any big overhaul it does present compatibility issues with some mods. But xEdit works the same in FO3 as Skyrim and Oblivion so I’ve been able to easily resolve any conflicts that were not already covered by existing patches. FWE doesn’t really alter the landscape so there is no need for landscape patches and you don’t really have to worry about it conflicting with navmesh edits from other mods.

Posted by: TheCheshireKhajiit Nov 9 2017, 05:25 AM

QUOTE(Turija @ Nov 8 2017, 10:17 PM) *

Well, you know me, I’ve always enjoyed old school stat driven roleplaying overhauls like Maskars Oblivion Overhaul and Requiem. FWE seems like the FO3 version. So far I’m really enjoying it. Most of the gameplay features can be toggled or adjusted, which I like. It also adds some neat new perks, new chems, new weapons and some new enemy variants, all of which are very seemless and seem like they could have been part of the original game. FWE also integrates Skyrim style sprinting and a slow time feature called “bullet time” that works like the Skyrim slow time archery perk. Like any big overhaul it does present compatibility issues with some mods. But xEdit works the same in FO3 as Skyrim and Oblivion so I’ve been able to easily resolve any conflicts that were not already covered by existing patches. FWE doesn’t really alter the landscape so there is no need for landscape patches and you don’t really have to worry about it conflicting with navmesh edits from other mods.

This FWE does sound like an interesting mod. If Khajiit ever gets back into Fallout3/NV he may give it a try.

Posted by: Turija Nov 9 2017, 12:16 PM

QUOTE(TheCheshireKhajiit @ Nov 9 2017, 05:25 AM) *

QUOTE(Turija @ Nov 8 2017, 10:17 PM) *

Well, you know me, I’ve always enjoyed old school stat driven roleplaying overhauls like Maskars Oblivion Overhaul and Requiem. FWE seems like the FO3 version. So far I’m really enjoying it. Most of the gameplay features can be toggled or adjusted, which I like. It also adds some neat new perks, new chems, new weapons and some new enemy variants, all of which are very seemless and seem like they could have been part of the original game. FWE also integrates Skyrim style sprinting and a slow time feature called “bullet time” that works like the Skyrim slow time archery perk. Like any big overhaul it does present compatibility issues with some mods. But xEdit works the same in FO3 as Skyrim and Oblivion so I’ve been able to easily resolve any conflicts that were not already covered by existing patches. FWE doesn’t really alter the landscape so there is no need for landscape patches and you don’t really have to worry about it conflicting with navmesh edits from other mods.

This FWE does sound like an interesting mod. If Khajiit ever gets back into Fallout3/NV he may give it a try.


This Khajiit is sure enjoying it. FWE comes with an alternate start option, so I’m roleplaying a scavenger who snuck out of Vault 101 at age ten, right after he got his first B.B. gun and has been scavenging the wastes ever since. FWE’s additional crafting options helps here. There is a perk that lets you reload ammo, so you can convert extra minigun ammo (plus scrap metal and tin cans) to feed your sniper rifle or .44 magnum, for example. You can also craft “repair parts” from scrap metal with high enough repair skill to repair your sniper rifle and other rare gear yourself. There’s also a perk called Rad Child that’s similar to the vanilla perk Rad Regeneration that you can take at about Level 6, but unlike Rad Regeneration, Rad Child lets you regenerate limbs and health (stacks with Rad Regeneration), but consumes the radiation to do so. So, this gives you an alternative way to reduce your radiation and heal at the same time, turning radiation into a resource you can manage. This combination of perks really makes it feel like a character who grew up in the wastes and is at home there, who is completely self sufficient in the wastes and does not need civilization to survive.

FWE also has a primary needs option (sleep/hunger/thirst), which I really like but can be toggled off for those who don’t want that type of thing.

Posted by: Lopov Nov 9 2017, 01:23 PM

Looks like a lot of things from FWE were later used in vanilla New Vegas, there's even a perk called Rad Child IIRC. Though probably it was the other way around, and FWE uses some ideas from New Vegas. wink.gif

Posted by: Renee Nov 9 2017, 02:53 PM

Oh yeah, that's right. We have two Khajiit here now. rollinglaugh.gif

Cool, thanks for explaining. I won't add FWE into Cho or Janet's games, since the are long-standing and I don't wanna mess anything up, but if I roll a new character this coming spring maybe I'll try it.

One mod I tried last summer which added loads of content was MMM, but I was not satisfied with this mod for Fallout 3, because it only adds aggressive creatures, and it adds a LOT of them. mad.gif The Oblivion version of MMM for instance adds farm animals and a lot of non-threatening creatures, so that Cyrodiil's fauna feels more balanced. For some reason, Fallout's version does not follow this trend.

I may actually go into the Fallout version at some point with FO3Edit, and make some changes. Bring down the Aggression of several creatures, because a world in which everything attacks us just doesn't seem real. "It's a videogame though" isn't really an excuse. smile.gif there has to be some balance.

Posted by: Turija Nov 9 2017, 09:26 PM

QUOTE(Lopov @ Nov 9 2017, 01:23 PM) *

Looks like a lot of things from FWE were later used in vanilla New Vegas, there's even a perk called Rad Child IIRC. Though probably it was the other way around, and FWE uses some ideas from New Vegas. wink.gif


You are probably right that FWE took the idea from NV. I haven’t played much of NV yet but I just read the description of the NV perk and I think I like the way they implemented it in FWE better. Unlike NV, you have to be at least at advanced rad poisoning before you get any healing from the perk, so there is a bit more of a debuff involved in FWE, and the amount of healing per second is a lot less with FWE. Healing also consumes radiation (1 point of radiation for one point of health) with the perk in FWE, which makes sense since your body is using the energy from the radiation to heal. This also helps keep your radiation level from getting too high but at the same time it limits your ability to heal since the healing stops once your radiation level drops to 400. So then you find yourself needing to go out and get exposed to some more radiation in order to heal more. I’ve only recently taken this perk but found it to be a fun mechanic so far, although it makes healing up after a battle a lot easier, so you’re not constantly needing to find a bed to heal and can save your stimpacks for tough battles.

Posted by: Lopov Nov 13 2017, 05:03 PM

I don't understand one thing on the Nexus, not just for Fallout but still - for instance, I want to search for the companion mod Willow but if I click on the Companions category on the Nexus, it doesn't appear at all, neither it appears if I type 'willow' in the search box. But if I type into Google 'new vegas willow', I immediately see the mod and clicking on it brings me to the mod site on the Nexus. Where's the catch?

P.S.
There are many such mods, not just Willow.

Posted by: Renee Nov 13 2017, 05:46 PM

QUOTE(Lopov @ Nov 13 2017, 11:03 AM) *

P.S.
There are many such mods, not just Willow.

Now that you mention it, yes, this is true for me too. Sometimes I can find that I'm looking for. Other times I can't find it unless i use Bing or Google.

Posted by: SubRosa Nov 13 2017, 11:33 PM

QUOTE(Lopov @ Nov 13 2017, 11:03 AM) *

I don't understand one thing on the Nexus, not just for Fallout but still - for instance, I want to search for the companion mod Willow but if I click on the Companions category on the Nexus, it doesn't appear at all, neither it appears if I type 'willow' in the search box. But if I type into Google 'new vegas willow', I immediately see the mod and clicking on it brings me to the mod site on the Nexus. Where's the catch?

P.S.
There are many such mods, not just Willow.

I often have the same problem. Sometimes it is because of spelling. For example if you search for "Dwarven Bow", you wont find "Dwarven Black Bow", because it is looking for the words in a specific order.

But other times I do the same kind of search you did with one word, and it shows up in Google, but not from the Nexus' own search engine. It must be an issue with their search function.

Posted by: Kane Feb 21 2018, 05:11 PM

As someone who is playing Fallout 3 for the first time - this thread is excellent! I'll be tracking and downloading a lot of these mods, me thinks. smile.gif

QUOTE(SubRosa @ May 24 2016, 08:48 AM) *
Now that I am back to playing FO3 again, I have a few more mods for it to share.

http://www.nexusmods.com/fallout3/mods/19864/ gives the Capital Wasteland a whole new look. It comes in several flavors, from total devastation to forested. I am using the forested edition, which seems more realistic for 200 years after the war.

http://www.nexusmods.com/fallout3/mods/22091 adds crops to the various settlements. It seems to have a very small footprint, and just changes a few small areas around the settlements to add in the corn. It doesn't add any npcs, or do anything else. But it does convey a great sense that these places are self-sufficient.

http://www.nexusmods.com/fallout3/mods/17965 adds in a bunch of new interior spaces throughout the wasteland. So far I have only come across one of the new places in Greyditch. It was very well built, with a lot of attention to detail and clutter that made the space come alive (or come destroyed!). It was a real tough battle with the enemies though.

I did not like the lighting either, but I never do. So I made a small mod for it that gave every new interior the Shack Default lighting and image space. I put that before Fellout in my load order, and now it looks much nicer.

QUOTE(SubRosa @ Jul 31 2016, 11:05 AM) *
I also use FOMM as well, plus http://fose.silverlock.org/, which a lot of mods require.

QUOTE(SubRosa @ Dec 10 2015, 09:59 PM) *
I have started using a few new mods for my latest FO3 character Loviatar.

http://www.nexusmods.com/fallout3/mods/3002/ - adds two new laser pistols and two rifles, based on those from the classic Fallout games. There is a version that replaces all the vanilla laser weapons, and a standalone (I am using the latter).

http://www.nexusmods.com/fallout3/mods/8340 - I just stared using this, so I am not absolutely sure about it. It looks like it overhauls all the energy weapon visual effects, like how bodies explode and turn to ash, etc...

http://www.nexusmods.com/fallout3/mods/19085 - allows you to use energy weapons to burn though locks, instead of picking them. Your success is based off your Energy Weapons skill. Works great for an energy weapon user!

I also created my own home-made Radiation Resistance mod. I found out it is really easy to change the maximum Rad Resistance cap from 85% up to 100%. All you have to do is change the Game Setting fPlayerMaxResistance. The number you put it becomes the new cap.

QUOTE(SubRosa @ Jul 5 2015, 06:57 PM) *
I have been using http://www.nexusmods.com/fallout3/mods/20346 for a while now. It is a subtle, but excellent mod that makes the wasteland exteriors look brilliant. I have never seen Megaton look this good. It also plays well with Fellout. I found it works best if you put it before Fellout in your load order.

QUOTE(SubRosa @ Jun 28 2015, 09:57 PM) *
I linked to a few mods in the screenshot topic, which deserve a place here as well:

http://www.nexusmods.com/fallout3/mods/13155/ is basically the vanilla Merc Adventurer outfit, with some other pieces of merc clothing added on to make it look more substantial.

http://www.nexusmods.com/fallout3/mods/8107 allows you to do the Point Lookout main quest without having to go to the cave to get lobotomized.


QUOTE(SubRosa @ Apr 16 2015, 02:37 PM) *
Now this is a great idea for a topic of its own. I never used to have a lot of FO3 mods. But I have added a lot lately.

http://www.nexusmods.com/fallout3/mods/640/ is of course the first one, OBMM's twin for FO3 and FONV.

http://www.nexusmods.com/fallout3/mods/2672/ - Removes the green tint on everything in the game, and makes the colors normal again. I modded this heavily to make the nights brighter, and just tweak how I want things. You can get it https://www.dropbox.com/s/hmme03ejzbvd7dw/Fellout.zip?dl=0.

http://www.nexusmods.com/fallout3/mods/9987/ - Replaces the pipboy with a pipgirl.

http://www.nexusmods.com/fallout3/mods/1903/ - Makes children playable.

http://www.nexusmods.com/fallout3/mods/11215/ - Adds an anime inspired child race.

http://www.nexusmods.com/fallout3/mods/6240/ - Fixes a bug with using custom races in Broken Steel (after finishing the main quest).

http://www.nexusmods.com/fallout3/mods/1146/ - Corean and Ren's Hair from Oblivion, ported to FO3.

http://www.nexusmods.com/fallout3/mods/14731 - Adds some new savegames with character faces, and HD face textures.

http://www.nexusmods.com/fallout3/mods/5606/ - Disables the auto aim, and stops bullets from rising after 30 meters.

http://www.nexusmods.com/fallout3/mods/357/ - Centers the camera.

http://www.nexusmods.com/fallout3/mods/7674 - Reduces the experiences points you get. I further modded it so that it gives even less xp.

http://www.nexusmods.com/fallout3/mods/4447/ - Allows you to use multiple mods that mod the workbenches.

http://www.nexusmods.com/fallout3/mods/9921/ - Allows you to create energy ammo at workbenches. I modded it to streamline the requirements down to a fission battery. I also used it as a template to make a mod that allows you to craft firearm ammo out of scrap metal.

http://www.nexusmods.com/fallout3/mods/9053/ - adds more pics in the pipboy for stuff.

http://www.nexusmods.com/fallout3/mods/839/ - Makes it a lot harder to change your karma level.

http://www.nexusmods.com/fallout3/mods/2333/ - Makes hacking terminals less brain work by displaying only 5 words you have to pick from to hack a computer.

http://www.nexusmods.com/fallout3/mods/101/ - An option from Enhanced Blood Textures, turns off the blood on the screen.

http://www.nexusmods.com/fallout3/mods/5279 - Gives you blankets so you can sleep anywhere.

http://www.nexusmods.com/fallout3/mods/16446/ - For screenshots.

http://www.nexusmods.com/fallout3/mods/746/ - Takes those scopes off the .44 Magnums. Dirty Harry didn't need a telescopic sight for his Magnum, neither do I.

http://www.nexusmods.com/fallout3/mods/5660 - For my samurai characters.

http://www.nexusmods.com/fallout3/mods/7513/ - A bunch of fixes and new textures to the gauss rifle.

http://www.nexusmods.com/fallout3/mods/9037/ - Lets you hotkey the crosshair on and off, as well as set the game to automatically hide it when you sheath your weapon.

http://www.nexusmods.com/fallout3/mods/3233/ - A suit of black combat armor. What is not to like?

http://www.nexusmods.com/fallout3/mods/11118/ - A suit of red and black recon armor.

http://www.nexusmods.com/fallout3/mods/3991/ - A suit of black recon armor. I modded it to remove the mesh it came with, as it had ridiculously skinny arms. Instead I set it to use the default recon armor mesh.

http://www.nexusmods.com/fallout3/mods/3240/ - Fixes an issue with the Reilly's Ranger Helmet using the default combat armor helmet texture.

http://www.nexusmods.com/fallout3/mods/15851/ - Adds a RL M110 sniper rifle.

http://www.nexusmods.com/newvegas/mods/54951 - Adds an M4 carbine. I modded it to make the Grunt Perk from Honest Hearts work with it. I also tweaked the stats to reduce the spread, and match the same damage as the Marksman Carbine.

http://www.nexusmods.com/fallout3/mods/13759/ - An HD texture replacer for Anty's outfit.

http://www.nexusmods.com/fallout3/mods/4574/ - A husky retexture for Dogmeat.

http://www.nexusmods.com/fallout3/mods/8828/ - Makes the combat armor and samurai armor a bit more curvier, without being chainmail bikinis.


Posted by: mirocu Feb 21 2018, 06:58 PM

Kane is off in the Wasteland! smile.gif

Posted by: Renee Feb 21 2018, 10:18 PM

Yeah, that's pretty exciting Kane, that you'll be playing FO3. I found a few good mods during my summer / fall 2017 playthrough that I can include in those lists.

Posted by: SubRosa Feb 21 2018, 11:20 PM

Just as a word of warning, I stopped using EVE - Energy Visuals Enhanced because I was getting unexplained CTDs after I started using it. Removing it seemed to stop the CTDs. So be careful with that one.

I also stopped using A World of Pain, because the enemies it puts in the new locations are too overpowered. I just found it very unbalanced.

Posted by: Kane Feb 22 2018, 01:35 AM

Renee; I'm looking forward to it! I'm already shocked at how many more dialogue options there are.

'Rosa; I'll nix them from consideration. Thanks for the tip!

Posted by: Renee Feb 22 2018, 01:53 PM

QUOTE(Kane @ Feb 21 2018, 07:35 PM) *

Renee; I'm looking forward to it! I'm already shocked at how many more dialogue options there are.

I really like the way they handled dialog for this game, between NPCs. In Oblivion they sound corny a lot of times (which I like, but a lot of people don't like them). In Skyrim the conversations sound top-notch and make so much sense. But then they repeat the exact same conversation over again... literally every three minutes.

Fallout 3 is very laid-back in this regard. Often you'll hear "Hey Jenny" ... "How's it going?" .. which is more the way how actual people talk. And the more-extensive conversations are rare. There are a few moments when they repeat too often (similar to Skyrim) but this is pretty much limited to Moriarty's tavern, from what I've heard.

Yeah I'm off-topic. I'm trying to get on Nexus so I can lay some mods on you, Kane. It's not booting up for some reason. Check back here later in the day though, I should have a few goodies.


Posted by: Kane Feb 22 2018, 02:06 PM

Will do! biggrin.gif

Posted by: Renee Feb 23 2018, 01:00 AM

I did a little soul-searching and decided not to lay a whole bunch of mods out there for you, Kane. Because I think it's better if you just play the game, and discover for yourself what you might want. I mean, with a game like Fallout, anything you think of has probably been done. Me? I wanted more diverse weather patterns (rain and snow). *Bam* found a mod which does this well. That was probably my very first mod, because it's something I wanted during my Xbox days more than anything else!

So I will just show you some very simple mods which add so much.

So for instance, if you want to sleep anywhere, https://www.nexusmods.com/fallout3/mods/5279/ is a great one.

And I'm also going to shoe you https://www.nexusmods.com/fallout3/mods/8909/, because that one (to me) is sort of a must-have. It's just good to know what's out there sometimes, before they know you're out there. panic.gif I predict you'll thank me some day for this one! !

My final selection is https://www.nexusmods.com/fallout3/mods/2655/. This one contains several .esp files, and you only choose one of them. Each one gives you progressively more light as you're exploring underground. bluewizardsmile.gif

What are you using for a mod manager?

Posted by: Kane Feb 23 2018, 01:07 AM

No worries! I always do a vanilla playthrough first. Mods will come later, if I end up enjoying it. smile.gif

I will likely be using whatever Wrye Bash option there is for the game. Possibly Fallout Mod Manager.

Posted by: Renee Feb 23 2018, 01:35 AM

Okay, I have not used Wrye Bash for Fallout 3, but I have used Fallout Mod Manager. It works great for simply copy/pasting stuff into the Data folder, and then activating as usual. But making FOMODs is not as easy as it is for Oblivion.

But thankfully you know Renee. smile.gif Renee takes notes on everything, when it comes to PC gaming. wink.gif I will copy/paste my notes for How to make FOMODs with FOMM.



Copy/paste that somewhere safe, if you like. The Fallout version of Mart's Monster Mod and a few other such biggies works best if you structure them into FOMODs.

Oh yeah, and it's a good idea to use https://www.nexusmods.com/skyrimspecialedition/mods/1918/ (rather than BOSS) for organizing your load order. BOSS works better for Oblivion, though. wink.gif Hope this helps.


Posted by: Kane Feb 23 2018, 01:41 AM

Whew, that is one heck of a process! ohmy.gif Thank you kindly for it, I haven't seen anything that comprehensive since I've started looking at mods. I'm glad I know Renee! smile.gif

LOOT is good for me - I already have it for Skyrim and FO4. I didn't know that about BOSS being better for Oblivion, though. But I only used about 10 mods so far in OB.

Posted by: Renee Feb 23 2018, 01:49 AM

QUOTE(Kane @ Feb 22 2018, 07:41 PM) *

Whew, that is one heck of a process!

That's called "arrgh, how do I figure this out?!?" And then I go on Google, and then usually wind up watching something on You Tube, some tutorial or whatever ..... that's another thing: any problem you come up in this game ... somebody has probably figured it out already, and made their "fix" into a YouTube video. And if you can't find something on YT, somebody probably has written up their solution on some forums somewhere, some obscure website with a community we've never even heard of.


Posted by: Kane Feb 23 2018, 08:40 PM

All good points. I actually had to hit up the Google machine just to get the game running out of Steam. Windows Live Games or some such shenanigans.

Posted by: Renee Feb 23 2018, 09:05 PM

QUOTE(Kane @ Feb 23 2018, 02:40 PM) *

Windows Live Games or some such shenanigans.

Yup yup, me too. Countless other gamers out there, I'm sure. I think when I hit the GFWL wall, I had no idea what was going on, and nobody here did either. I was on my own. sad.gif "My game installed fine!" I heard. sad.gif I remember that whole deal being really super-frustrating.

I think Bethesda does include a few words of warning (or maybe Steam does) about needing to disable GFWL, but I did not manage to read these words, because... who would expect such a ridiculous setback? panic.gif


Posted by: Kane Feb 23 2018, 09:08 PM

QUOTE(Renee @ Feb 23 2018, 03:05 PM) *
QUOTE(Kane @ Feb 23 2018, 02:40 PM) *

Windows Live Games or some such shenanigans.

Yup yup, me too. Countless other gamers out there, I'm sure. I think when I hit the GFWL wall, I had no idea what was going on, and nobody here did either. I was on my own. sad.gif "My game installed fine!" I heard. sad.gif I remember that whole deal being really super-frustrating.

I think Bethesda does include a few words of warning (or maybe Steam does) about needing to disable GFWL, but I did not manage to read these words, because... who would expect such a ridiculous setback? panic.gif


TBH, I didn't see a single mention of it during install.

It was ready to go, and my settings were maxed, but when I clicked launch....nothing happened. indifferent.gif

Posted by: SubRosa Feb 23 2018, 10:07 PM

Try https://www.nexusmods.com/fallout3/mods/1086/. I have always used it with Fallout 3.

Posted by: mirocu Feb 24 2018, 09:03 AM

QUOTE(SubRosa @ Feb 23 2018, 10:07 PM) *

Try https://www.nexusmods.com/fallout3/mods/1086/. I have always used it with Fallout 3.

Samesis™ smile.gif

Posted by: SubRosa Apr 29 2018, 06:32 PM

https://www.nexusmods.com/fallout3/mods/23037 = adds a bunch of npcs and unique items that were cut back into the game. Looks pretty neat.

Posted by: TheCheshireKhajiit Jul 15 2018, 04:37 AM

Khajiit cannot seem to get this game running smoothly with even a handful of mods. When we go into combat it’s about a 75% chance of CTD. Guessing this one doesn’t really understand what he’s doing since he is accustomed to how mods work on F4.

Posted by: SubRosa Jul 15 2018, 05:03 AM

QUOTE(TheCheshireKhajiit @ Jul 14 2018, 11:37 PM) *

Khajiit cannot seem to get this game running smoothly with even a handful of mods. When we go into combat it’s about a 75% chance of CTD. Guessing this one doesn’t really understand what he’s doing since he is accustomed to how mods work on F4.

It is probably one of the mods you are using. I have found a few that caused CTDs, like EVE (Energy Visuals Enhanced).

Posted by: TheCheshireKhajiit Jul 15 2018, 02:05 PM

QUOTE(SubRosa @ Jul 14 2018, 11:03 PM) *

QUOTE(TheCheshireKhajiit @ Jul 14 2018, 11:37 PM) *

Khajiit cannot seem to get this game running smoothly with even a handful of mods. When we go into combat it’s about a 75% chance of CTD. Guessing this one doesn’t really understand what he’s doing since he is accustomed to how mods work on F4.

It is probably one of the mods you are using. I have found a few that caused CTDs, like EVE (Energy Visuals Enhanced).

Not sure, but I was only using the unofficial patch, Fallout 3 Redesigned (which enhances player and NPC appearances), the popular Iron Sights mod, the popular animation overhaul (forget its name), stutter remover, and the invalidation (validation?) thing because one of those other mods required it. We do have FOSE installed too.

Posted by: SubRosa Jul 15 2018, 04:20 PM

Try disabling each one at a time and seeing if the CTDs continue. Stutter Remover is good, if you have the right settings. But if you have the settings wrong for your computer, I believe it can cause CTDs. That is one you have to experiment with until you get the settings right. It took me a lot of trial and error.

Posted by: TheCheshireKhajiit Jul 15 2018, 04:45 PM

QUOTE(SubRosa @ Jul 15 2018, 10:20 AM) *

Try disabling each one at a time and seeing if the CTDs continue. Stutter Remover is good, if you have the right settings. But if you have the settings wrong for your computer, I believe it can cause CTDs. That is one you have to experiment with until you get the settings right. It took me a lot of trial and error.

Stutter remover has settings? Khajiit has never seen a menu for it.

Posted by: SubRosa Jul 15 2018, 06:17 PM

QUOTE(TheCheshireKhajiit @ Jul 15 2018, 11:45 AM) *

QUOTE(SubRosa @ Jul 15 2018, 10:20 AM) *

Try disabling each one at a time and seeing if the CTDs continue. Stutter Remover is good, if you have the right settings. But if you have the settings wrong for your computer, I believe it can cause CTDs. That is one you have to experiment with until you get the settings right. It took me a lot of trial and error.

Stutter remover has settings? Khajiit has never seen a menu for it.

There is no in game menu for it. You have to do all the setup for it in its .ini files. The Readme should have notes about the recommended settings and what they do. The Oblivion version was a lot more complicated, and took me hours of changing settings and trying them out in the game to see what worked for me. I am looking through my settings for Fallout 3, and it looks like all I changed from the default settings was to set MaximumFPS = 60

Posted by: TheCheshireKhajiit Jul 15 2018, 06:33 PM

QUOTE(SubRosa @ Jul 15 2018, 12:17 PM) *

QUOTE(TheCheshireKhajiit @ Jul 15 2018, 11:45 AM) *

QUOTE(SubRosa @ Jul 15 2018, 10:20 AM) *

Try disabling each one at a time and seeing if the CTDs continue. Stutter Remover is good, if you have the right settings. But if you have the settings wrong for your computer, I believe it can cause CTDs. That is one you have to experiment with until you get the settings right. It took me a lot of trial and error.

Stutter remover has settings? Khajiit has never seen a menu for it.

There is no in game menu for it. You have to do all the setup for it in its .ini files. The Readme should have notes about the recommended settings and what they do. The Oblivion version was a lot more complicated, and took me hours of changing settings and trying them out in the game to see what worked for me. I am looking through my settings for Fallout 3, and it looks like all I changed from the default settings was to set MaximumFPS = 60

Khajiit forgot about the readme! Using the the mod organizer to download these things makes it easy to forget about the readmes. This one will check it out later.

Posted by: SubRosa Jul 15 2018, 10:35 PM

Something else you should try is this. I forgot about it until now.

Fallout 3 crashes when loading interiors

If you have a multi-core CPU, like the Quad, and you experience a Fallout 3 crash when loading interiors (the PC version of Fallout 3, specially in closed spaces). It seems that this crash is caused by a bug in Fallout which doesn't adapt multi-threading well, and this PC game stops responding in small areas.
Fallout 3 crash fix

The fix for this Fallout 3 bug is very easy: just copy and paste and you are ready to go:

* Open the folder My documents / My Games / Fallout3
* Edit the file FALLOUT.ini.
* Inside FALLOUT.ini look for a group called [general].
* Inside the general group, after all the configuration parameters, just copy and paste the following 2 lines:

bUseThreadedAI=1
iNumHWThreads=2

Now close and save the Fallout 3 configuration file.

Posted by: TheCheshireKhajiit Jul 15 2018, 11:11 PM

QUOTE(SubRosa @ Jul 15 2018, 04:35 PM) *

Something else you should try is this. I forgot about it until now.

Fallout 3 crashes when loading interiors

If you have a multi-core CPU, like the Quad, and you experience a Fallout 3 crash when loading interiors (the PC version of Fallout 3, specially in closed spaces). It seems that this crash is caused by a bug in Fallout which doesn't adapt multi-threading well, and this PC game stops responding in small areas.
Fallout 3 crash fix

The fix for this Fallout 3 bug is very easy: just copy and paste and you are ready to go:

* Open the folder My documents / My Games / Fallout3
* Edit the file FALLOUT.ini.
* Inside FALLOUT.ini look for a group called [general].
* Inside the general group, after all the configuration parameters, just copy and paste the following 2 lines:

bUseThreadedAI=1
iNumHWThreads=2

Now close and save the Fallout 3 configuration file.

Thanks! Khajiit will go ahead and put this in just to “dot the i’s”.

Posted by: Kane Jul 16 2018, 01:30 PM

Let me know how it works out! I tried a little modding after I beat the game in vanilla, but never could get it right.

Posted by: TheCheshireKhajiit Jul 16 2018, 03:00 PM

QUOTE(Kane @ Jul 16 2018, 07:30 AM) *

Let me know how it works out! I tried a little modding after I beat the game in vanilla, but never could get it right.

Well, Khajiit re-downloaded everything he had except the stutter remover and Iron Sights and everything seems to be working fine. Got into several fights with no CTDs. This one feels he must note that he is using Nexus Mod Manager since he already uses it for F4.

Posted by: Kane Jul 16 2018, 03:01 PM

That's typically all I use, but one of these days I may become a permanent Wrye Basher.

Posted by: Lopov Jul 20 2018, 10:42 AM

Stutter Remover was causing problems for me as well until I got the settings right, as SubRosa suggests. In my case it weren't CTDs but the game would often freeze for a few seconds, not necessarily while in combat. But no matter how I tweaked settings, the freezing never completely stopped, it only got less frequent so in the end I got used to playing without it, and didn't miss it.

Posted by: TheCheshireKhajiit Jul 20 2018, 03:10 PM

QUOTE(Lopov @ Jul 20 2018, 04:42 AM) *

Stutter Remover was causing problems for me as well until I got the settings right, as SubRosa suggests. In my case it weren't CTDs but the game would often freeze for a few seconds, not necessarily while in combat. But no matter how I tweaked settings, the freezing never completely stopped, it only got less frequent so in the end I got used to playing without it, and didn't miss it.

Good to know. Khajiit may just do without it.

Posted by: Lopov Aug 25 2018, 05:38 PM

Yesterday I installed Fallout 3 for the first time on my new laptop- I expected some problems regarding the game and Windows 10 but there weren't any. The only issue I had was that the G.E.C.K. would crash instantly as I tried to edit an interior cell, but I read online that it should be run with Nvidia instead of the default integrated video card and this solved the problem.

Then I set up games of my eldest characters (creation-wise), namely the Hobo and Ally "Gator". With the Hobo there weren't any problems, but with Ally there was because when porting mods from my previous laptop to an external HDD and then to the new laptop, I obviously forgot to port my own custom mod which I used for editing some things in her game, most notable being her private quarters on the steamboat. With this custom mod lost, the quarters reverted to the default state so most of Ally's loot and containers were lost. Fortunately I had an old save from 2016 when I haven't yet created my mod so I had some of her loot stored in vanilla containers. I tried to re-create my mod as best as I could based on my memories of how it had been, and I also restored some of the lost loot. Some things were definitely lost in the process but I think I recovered most of the stuff.

Posted by: Lopov Sep 1 2018, 09:55 PM

QUOTE(SubRosa @ Sep 1 2018, 07:32 PM) *
Uncle Chuckles makes me think of John Wayne Gacy. Great use of that mask by the modder!

Those guys that Blondie is lighting up look like Regulators. But they can't be because it's New Vegas. I guess someone just used the duster on them.

That up close with Palo Pete looks like a classic http://fabkid.tripod.com/wootrade.html, where the hero and anti-hero are standing face to face with guns in each other's faces.

I remember Marko dying in the Good, Bad, and Ugly ending.


Each criminal you pursue in the mod is based on some character, whether real-life, from movies, from mythology etc. Most references are from American history so I don't recognize them all but you're right about Uncle Chuckles being inspired by Gacy, the mod author confirmed it on the forums, when the mod was released, he was giving out kudos for every correct reference. For instance, there's a bounty on a super mutant named Prometheus and he's a behemoth obsessed with collecting flamer fuel. biggrin.gif

Then there's Paul Potts, a reference to Pol Pot, and Freddie the child killer whose main weapon is a deathclaw hand, then there's the Burns clan led by Ma Burns (by Ma Baker)...These are just to name a few, there are tons of others, maybe you should play out the mod to see if you can get them all. wink.gif

Those are indeed Regulators that came this far in search of a gold stash. They weren't exactly the friendliest guys around but then again, neither was Blondie.

Marko is the "big bad boss" of the New Vegas Bounties trilogy mod, in case you'll ever try out the mod, I'll avoid writing more about him because the author pulled such a great twist in the 3rd installment regarding Marko that I was speechless. In fact I'd say that quests are more interesting than most vanilla ones. smile.gif

Posted by: Renee Sep 2 2018, 12:35 PM

Wow. Rea-life references. That sounds like I'm going to have to check that out some day.

Posted by: Lopov Sep 3 2018, 10:05 AM

Since yesterday I've been using https://www.nexusmods.com/newvegas/mods/52037/ for FNV, which makes the game look more vivid and crisp. I use its optional Brighter nights plugin else nights are too dark which I could cope with but only if enemies too would have troubles seeing in the night, not just my character.

Then I tried ILO - Interior Lighting Overhaul but found that it darkens interior areas way too much and not even fiddling with brightness and contrast setting of my computer didn't help much.

So instead I installed https://www.nexusmods.com/newvegas/mods/63407, which also affects interiors but I had to increase its FilmicPass contrast setting to make the game brighter because nights would once again get too dark. Now I'll try and play with this setting, see how I like it.

Posted by: Renee Sep 3 2018, 05:06 PM

Okay. I've been using https://www.nexusmods.com/fallout3/mods/16935/, because that was one of my main things I wanted to change.

Don't forget about https://www.nexusmods.com/fallout3/mods/2655/ though. It comes with several different .esps which make for greater lighting distances. We can even make it so that our Pipboy lights up an entire mile!!! ohmy.gif That would be too much for me though. I prefer the 30 meter version.

Posted by: Lopov Sep 3 2018, 05:31 PM

I use https://www.nexusmods.com/newvegas/mods/64023 for PipBoy in New Vegas.

Darkened interiors look really dark but ILO made some interiors like common rooms totally dark, so I uninstalled it.

I really like the http://shrani.najdi.si/?2N/Fc/1hIbbO8/1377-blondie-at-grubngul.jpg of New Vegas, http://shrani.najdi.si/?1L/g0/2uNjo4yP/1381-blondie--guts-at-ni.jpg are still quite dark and resemble visuals from Dead Money DLC but they're not too dark.

Posted by: Lopov Jun 27 2019, 09:59 AM

My FO3 has lately become unstable, no new mods / fixes installed whatsoever, but the game would sometimes crash immediately after loading, sometimes it would be smooth for 5-10 minutes, but then it'd crash. I've never had serious problems with CTDs in FO3 before and despite using the 4GB patcher, which is said to solve such issues, the CTDs continued. Then I read about the pcb command and surprisingly, it seems to eliminate CTDs completely if I type it in the console on the start of every session. However, on some forums I read that it's not recommended to use it too often, can anyone that's more familiar with this command than me, tell me if this is true and that I should avoid it or is it safe to use?

EDIT: I also tried searching for the so called FOSE crashdump / crash log but can't find any, it's supposed to be in the FOMM folder. Any ideas?

EDIT 2: Oops, I used the wrong thread, can one of the mods / admins please move it to the appropriate one? Thanks.

EDIT 3 by Acadian: Moved to FO3 thread.

EDIT 4: Lopov thanks Acadian.

Posted by: SubRosa Jun 27 2019, 09:50 PM

I think PCB is short for Purge Cell Buffer. I think using it was practically a necessity in heavily modded Morrowind games, back in the day, because the mods would use so much memory the game would crash.

It has been a long time since I have looked at it and exactly what it does, so I can't so much more.

Posted by: mALX Jun 28 2019, 04:10 AM



Whew! Found it! I am interested in hearing the responses on your questions, Lopov!






Posted by: Lopov Jun 28 2019, 08:12 AM

Thanks anyway, SubRosa. As it turned out, the PCB command helped for a little while, meaning that CTDs weren't happening as quick upon loading the game, but they did come back after a while.

Well, I may have found the culprit behind them but I'll need to do some more extensive and prolonged play-testing to see if this was the issue. In the end it looks like to be the good old mod conflict, but it took me ages (hours) to figure out what was the reason, because as I said, I've no installed new mods whatsoever in the past year or so. But I figured out that two mods that haven't been actively conflicting each other until lately, may have started to do so - namely the Bryan Wilks mod and the SCC Companion mod, on a top of it Ally is also traveling with vanilla Sergeant RL-3. I did some extensive play testing the other night and noticed that when Ally was traveling alone, no CTDs. If she was traveling with Bryan and / or RL-3, the CTDs would get more common. I disabled the SCC mod and CTDs seemed to be gone but as I said above - only time will tell if this was a real issue or not.

Posted by: Lopov Jun 28 2019, 04:23 PM

Huh, I think I'll have to give up, I have no idea what's causing CTDs in Ally's game. I was dubious that the SCC was behind it in the first place, but I tried to be optimistic. Today I tried disabling mods one by one, I uninstalled potentially problematic mods, I made a clean save, a fresh install --> all in vain. I think her savegame got corrupted. The game is playable for 5-10 minutes, then it freezes and CTDs. It only happens in her game, not in the Hobo's or Barlow's, so it must be something related to her save file, I assume. It never CTDs if some menu like PipBoy or waiting menu are opened, I can have them opened for an hour(tested) but if no menus are opened, it'll eventually freeze, then CTD.

I've been struggling with this issue since this morning, but so far without any result. Now I'm off to the beach to refresh myself in the waving sea, then I'll try CASM, I'll see if it'll be any better. I'll report later.

P.S.
A big Thank goes to my wife who tolerates her husband struggling with video games issue and as such spends today more time with our daughter than me. embarrased.gif

Posted by: ghastley Jun 28 2019, 05:31 PM

No idea if FO is like Skyrim, but the content of the save file there means that removing mods can cause CTD's even when the mods are all OK. So trying to find a culprit that way just makes it worse. You may even have a problem because of a mod you don't have any more.

Posted by: SubRosa Jun 28 2019, 06:13 PM

It might be a script from a deinstalled mod that is still running, and failing because the mod is no longer there. There is a tool that can find those and stop them, but I forget what it is called. I had to use it in Skyrim to kill some orphaned scripts like that. I am at work, so I cannot look it up right now.

Posted by: mALX Jun 28 2019, 06:18 PM

QUOTE(Lopov @ Jun 28 2019, 11:23 AM) *

Huh, I think I'll have to give up, I have no idea what's causing CTDs in Ally's game. I was dubious that the SCC was behind it in the first place, but I tried to be optimistic. Today I tried disabling mods one by one, I uninstalled potentially problematic mods, I made a clean save, a fresh install --> all in vain. I think her savegame got corrupted. The game is playable for 5-10 minutes, then it freezes and CTDs. It only happens in her game, not in the Hobo's or Barlow's, so it must be something related to her save file, I assume. It never CTDs if some menu like PipBoy or waiting menu are opened, I can have them opened for an hour(tested) but if no menus are opened, it'll eventually freeze, then CTD.

I've been struggling with this issue since this morning, but so far without any result. Now I'm off to the beach to refresh myself in the waving sea, then I'll try CASM, I'll see if it'll be any better. I'll report later.

P.S.
A big Thank goes to my wife who tolerates her husband struggling with video games issue and as such spends today more time with our daughter than me. embarrased.gif



Fallout New Vegas used to have a LOT of issues with save files becoming corrupt; even with an unmodded game.

There were certain quests that were known causers of corruptions = meeting with the Great Khan; watching the rocket ship go up to space; something about how you did the Black Mountain quest; and one that had to do with the ray gun that uses the solar energy to blast enemies.

What I started doing was making a clean save at the Doc's office before adding any mods; and keeping that save to go back to if needed. That way if that character's save files became corrupt I could just restart her on that clean save without having to reinstall the whole game.

Another thing you can try is going back before her latest save to previous saves till you find one that is stable = before the corruption took place. Delete any saves that occurred after that stable one, and just resign yourself to having to redo some things. At least that way you don't completely lose your character.

If you are in FO3; I never remember them having an issue with corrupt save files; only some issues with 64 bit computers with multiple processors = there was something you needed to do to turn off two processors or something to stabilize your game. I had to do it on mine; and it worked great after that.

So if it is FO3 then it is probably something caused by mods. But - wasn't there some built in thing in these games that your saves couldn't go past a certain number without the game becoming unstable?

(In which case; a clean reinstall and not using any higher numbered previous save files should fix the issue).


Another thing = what Ghastley said somewhere in here = if you have a mod installed that has scripts in it; removing the mod later causes instability in any of the games after Oblivion because the scripts don't remove from the save files; and those saves won't work anymore without that script still running.

So when you shut down all your mods to try and stabilize your game; you might be making the problem worse since those saves are going to continue looking for those script agendas and not finding them = they kind of frantically search repeatedly for the script in their save to the point that all the game's resources are used up in it trying to find those missing scripts and you end up with crashes. Because of the time gap from the time you start your game till it crashes = this seems like a likely candidate as your issue.

Any game after Oblivion = if you remove a mod you kind of have to start a new character to keep your game stable. Try to stay away from mods with scripts unless they are something you are not going to want to remove.






Posted by: mALX Jun 28 2019, 06:42 PM


Addendum: What Ghastley and Subrosa said!





Posted by: Lopov Jun 28 2019, 07:57 PM

Had an odd game session now. First I was getting constant CTDs after 5-10 minutes, then I got lucky and could play for 40 minutes without problems, then again around 5 CTDs one after another.

@ghastley - yeah, I'm aware of this, but AFAIK those mods which I removed, were all minor mods, without any scripts whatsoever. I rarely use complex mods and those which are more complex, I haven't touched. Thanks anyway, I'll give it a try with the tool SubRosa suggested if she finds it.

@mALX - for me NV was rarely buggy, neither was FO3, up until now. I had occasional stutters and CTDs, but they weren't as common.

Usually I'm very careful about keeping tons of previous saves but in Ally's case my previous save is from years back and I don't feel like replaying it all again, also because of a lack of time.

I have the .ini edits required for Windows 10 but there's not any difference.

I'll make an insight into mods which I removed or deactivated.

EDIT: I'll try New Vegas Anti Crash, it has a support for FO3. According to some users', it fixed crashes that couldn't be related to anything specific. Fingers crossed.

Posted by: SubRosa Jun 28 2019, 09:10 PM

https://www.nexusmods.com/skyrim/mods/52363/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D52363&pUp=1. It might work on New Vegas, I do not know.

Posted by: Lopov Jun 28 2019, 10:16 PM

Thanks, yet I didn't manage to get it working for FO3.

Not sure if I got lucky or NVAC actually works but I played for around an hour now without any crashes, even in combat. Let's hope for the best.

Posted by: Lopov Jun 29 2019, 10:19 PM

So far, so good. I've been using NVAC and I also removed .ini edits that were supposed to prevent CTDs at Windows 10. The game seems to run smoother now, not sure if because of NVAC or because of removed edits. No CTDs in more than an hour.

Posted by: SubRosa Jun 29 2019, 10:27 PM

That is good news. I was going to suggest that if worse came to worse you make a copy of Ally's face, and just start a new game, and copy it over to the new Ally.

Posted by: Lopov Jun 30 2019, 06:46 AM

Ha, that's a good suggestion.

I won't try and fiddle with NVAC or .ini edits, not to make the situation worse again, but I wonder which one helped. I kinda think it might have been the edits. Funny, though, because they are always mentioned as a top solution to make the game more stable.

Or maybe it was NVAC that helped, I know that heavily-modded Blondie's and Red Orchid's game have crashes extremely rarely.

And it's not just that crashes are gone, as I said, the game runs much more smoother, I was used to occasional stutter before, especially when new cells were generating, but all of this is gone now.

Posted by: Renee Jul 21 2019, 05:40 PM

https://www.nexusmods.com/fallout3/mods/4180 -- the only one which works (for me). I tried three other No Pipboy mods before finding the one which works. For me.

Holy chryslus what a great thread this is! I must go through all your lists. I bet there's all sorts of stuff I can use for my new character's game.

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