Kashiwaba Tomoe Posted October 31, 2012 Posted October 31, 2012 What mods, adult and not, can you recomend for it ? I've got a basic layer of mods I Like plus a few I got browsing but I figured I'd check here to see if anyone has any that may catch my fancy.
Emily Posted October 31, 2012 Posted October 31, 2012 MY favorite mod: Fallout3.esm Anchorage.esm ThePitt.esm PointLookout.esm BrokenSteel.esm Zeta.esm Alton, IL.esm AWorldOfPainFO3.esm Unofficial Fallout 3 Patch.esm Fallout 3 Sexus.esm The Librarian.esm FNNCQ.esm JHBCloverPlus.esm iHUD.esm CALIBR.esm FO3 Wanderers Edition - Main File.esm FNNsys.esm Mart's Mutant Mod.esm CRAFT.esm CMF-Zeta.esm BackToAnchorage.esm Mothership Crew.esm TalonExtraArmor.esm SeducingWomen.esm sc_lovers_resource.esm Project Beauty.esm K2_RaiderDolls.esm EnhancedChildren.esm AliciasCuteShop.esm Shojo Race.esm HairPack.esm DCInteriors_ComboEdition.esm DCInteriors_SideQuests.esm MMZombieCemetery.esm Lings.esm LingsDLC.esm CrossModData.esm Animy_prostitution.esm Sydney Follower.esp ImaginatorFO3.esp Unofficial Fallout 3 Patch - Operation Anchorage.esp Unofficial Fallout 3 Patch - The Pitt.esp Unofficial Fallout 3 Patch - Broken Steel.esp Unofficial Fallout 3 Patch - Point Lookout.esp Unofficial Fallout 3 Patch - Mothership Zeta.esp nochilduse.esp Vianna Waterfall Sounds.esp Vianna Darker Nights v1-1.esp Vianna Darker Nights.esp DCInteriors_DLC_Collectables.esp DCInteriors_RgbabesCollection.esp CEI - CaesarrulezExcessiveInteriorsEN.esp DarNifiedUIF3.esp The Groovatron.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FO3 Wanderers Edition - Alternate Travel.esp FO3 Wanderers Edition - Project Beauty.esp FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp FNNsys - FWE.esp F3ProjectRealityMkI.esp Mart's Mutant Mod.esp Mart's Mutant Mod - Increased Spawns.esp Mart's Mutant Mod - Feral Ghoul Rampage.esp Mart's Mutant Mod - No Skeleton Decay.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Project Beauty.esp Mart's Mutant Mod - FWE Master Release.esp Mart's Mutant Mod - FWE Master Release + Project Beauty.esp Mart's Mutant Mod - FWE Master Release + DLCs.esp AliciasCuteShopDoorOverride.esp BusworldV1.05d.esp PCIdles.esp Bonds Tenpenny Tower Complete.esp Vianna Beach House Additions.esp Clover-ex.esp slaveraider.esp AsharasPresets.esp Tailor Maid Brokensteel.esp Tailor Maid Black Retex.esp Tailor Maid ZETA.esp APReanimated.esp Luka.esp Toasty's Rooved Megaton, Holey Light.esp Yoko'sOutfits.esp Tailor Maid Anchorage.esp FalsSexyT3Conversions.esp FollowersRelax.esp KelseyCompanion.esp JessiCompanion.esp Sydney Follower - FWE Dialog Fix.esp MantisCyberGear.esp 1PipboyPDA.esp Shojo Companions.esp teddybear_brothers.esp Wearable Teddypack.esp TeddyCharges.esp TeddyPacks.esp HouseholdWaterPurifier.esp SDs Megaton House Trophies + Water Purifier Compatability Patch.esp Rat's.esp BriannaCompanion.esp WorkiingToilets.esp JunkShop.esp s96Shortsnshirts.esp Tailor Maid PITT.esp CMF-Zeta.esp CUTE Rubber Gloves N Socks.esp LeatherBackpack - eng.esp Testweapon Arms x Arms.esp GhoulsLightsaberMod 2.1.esp Dogmeat_outfits.esp Colossus Headgear.esp Test-Weapon_additional armor.esp Death Canyon v3.esp Tailor Maid.esp 01Tucu'sBandanas.esp Hell Creatures.esp Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp Compatibility Plugin00 TalonCo & Marts.esp BlackWolf Backpack.esp BlackWolf Backpack - Vendor Script Replenish.esp BlackWolf Backpack - Blank's Container Patch.esp MZC Addon-Tyranid to Xenomorph (new name).esp LucyWestCompanion.esp JHBCloverPlusOverride.esp NoKarmaCheckToBuyClover.esp Koukaku_Armor.esp No Ammo Backpacks - Broken Steel.esp No Ammo Backpacks.esp PLweightadjust.esp MTC Wasteland Travellers.esp BM06AppleTreeQuest.esp Slave_Poses_FNNCQ.esp CompanionTurner.esp wadsworth.esp SchoolUniforms.esp Trophies - Megaton.esp t3belts_boots.esp 99+2.esp F3UmpaWeapon.esp kikaiEquipment.esp BM12PungaGardenPurchasable.esp pinionsuite.esp Ammo Box Respawn.esp medkit and toolbox respawn.esp Laurens_Bathroom_poetry_V1.esp AutoGates.esp SomeClothes.esp DYNAVISION - Dynamic Lens Effect.esp Their World.esp Sydney Follower - Load Order Fix.esp Pardon me for the long list. I post The load order in case CTD occur on your side. Some of the mod on the list are Rare. But i can tell most of them are Overworld expansions: Extended Dungeon, exterior, Camera, Creatures, Details, DLC Expansions. Fallout.3 can be very interesting if you are handy with GECK. Since New Vegas asset and mod resources can be applied on it. But more importantly is the Resident Evil: Operation racoon city. Ah, If i only i have some free-time on those. But Emily is so busy recently.
Symon Posted October 31, 2012 Posted October 31, 2012 First thing, make sure you are on the 1.7 patch. Then, ignore any advice about turning esps into esms. This was ONLY a work round for the 1.5 patch being broken beyond use, and should be IGNORED. Find esps where the maker 'helpfully' preset them as masters for you and flip them back into esps with the tool of your choice. This will save much grief. Recommendations (only a few): Mothership crew. Sydney follower (be sure to flip back to a proper esp and ignore the load order patch attempt). DCInteriors Busworld
Kashiwaba Tomoe Posted October 31, 2012 Author Posted October 31, 2012 Yeah Symon, I've got the patch .exe saved with my mods. DC Interiors has caught my interest before, I may give it a go. Anyone know any mods that compliment FWE in adding Fallout material (Weapons/armor/etc) back to the game ? It's rather nice to have a propper fallout laser pistol, or gauss rifle, rather than only the fugly shit bethesda made.
ElvenScoundrel Posted October 31, 2012 Posted October 31, 2012 Honestly, I'd just suggest Tale of Two Wastelands. Playing in the Capital Wasteland with NV's mechanics is ace.
astymma Posted October 31, 2012 Posted October 31, 2012 Yeah Symon' date=' I've got the patch .exe saved with my mods. DC Interiors has caught my interest before, I may give it a go. Anyone know any mods that compliment FWE in adding Fallout material (Weapons/armor/etc) back to the game ? It's rather nice to have a propper fallout laser pistol, or gauss rifle, rather than only the fugly shit bethesda made. [/quote'] I'd suggest: RH Ironsights with FWE patch. Classic Fallout Weapons FO3-WRP
Kashiwaba Tomoe Posted November 1, 2012 Author Posted November 1, 2012 The second one looks good astymma, but I've had issues with RH Ironsights fucking up a few guns, and being off center, which has made me less eager to use the mod again. Also regarding that classic weapons mod, is it FWE compatable ? If not, anyone here feel like walking me thru replacing the models with the classic weapon pack's gun models ? Either way, it'd looks like for the classic weapons that that mod does re-add, it looks quite nice (better than FWE in a few cases) minus some of the missing weapons, such as gauss types.
Emily Posted November 1, 2012 Posted November 1, 2012 Honestly' date=' I'd just suggest Tale of Two Wastelands. Playing in the Capital Wasteland with NV's mechanics is ace. [/quote'] Can we use FO3 mod on Tale of Two Wastelands? There are lot of mod from fo3 that i can't live with. I don't actually play new Vegas but i do extract all their data to my FO3 and uses them as mod resources to play both game at a time. It's Pretty fun, It felt like The sims.2 + Resident Evil.
ElvenScoundrel Posted November 1, 2012 Posted November 1, 2012 Honestly' date=' I'd just suggest Tale of Two Wastelands. Playing in the Capital Wasteland with NV's mechanics is ace. [/quote'] Can we use FO3 mod on Tale of Two Wastelands? There are lot of mod from fo3 that i can't live with. I don't actually play new Vegas but i do extract all their data to my FO3 and uses them as mod resources to play both game at a time. It's Pretty fun, It felt like The sims.2 + Resident Evil. Yes, you can. With little work, mostly changing the mod master to FalloutNV, it should make FO3 mods run with TTW.
BruceWayne Posted November 1, 2012 Posted November 1, 2012 The second one looks good astymma' date=' but I've had issues with RH Ironsights fucking up a few guns, and being off center, which has made me less eager to use the mod again. Also regarding that classic weapons mod, is it FWE compatable ? If not, anyone here feel like walking me thru replacing the models with the classic weapon pack's gun models ? Either way, it'd looks like for the classic weapons that that mod does re-add, it looks quite nice (better than FWE in a few cases) minus some of the missing weapons, such as gauss types. [/quote'] IIRC FWE already includes a tweaked version of Classic Fallout Weapons. Using the standalone version could result in CFW weapons being too under/-overpowered, because of the changes FWE makes to the game.
ElvenScoundrel Posted November 1, 2012 Posted November 1, 2012 changing the mod master? Yup, basically telling the mod to use FalloutNV.esm instead of Fallout3.esm. Fairly simple procedure, basically converting the mod to be used with New Vegas.
Kashiwaba Tomoe Posted November 1, 2012 Author Posted November 1, 2012 IIRC FWE already includes a tweaked version of Classic Fallout Weapons. Using the standalone version could result in CFW weapons being too under/-overpowered' date=' because of the changes FWE makes to the game. [/quote'] Ah ok that works too, though I'd be happy replacing the FWE Winchester plasma rifle with a more FOish one, things supposed to be held like a bug gun afterall.
BruceWayne Posted November 2, 2012 Posted November 2, 2012 If you are still looking, you might also want to check out these mods, covered by Gopher.
Kashiwaba Tomoe Posted November 2, 2012 Author Posted November 2, 2012 Oh I saw that on the front page of Nexus I think, the tutorials in RH ironsights and such. Actually what Im really curious about, have there been any mods that fix one of the bigger blunders by bethesda, and give FO3 ammo types like FO/FO2 had ? I imagine it wouldn't be too hard, just some scripted item to replace a weapon with an identical copy that uses the ammo type you want to switch to. Of course I dobut this since most FO3 modders are bethesda fanboys too busy adding chainmail bikinis with god level armor .
BruceWayne Posted November 3, 2012 Posted November 3, 2012 Oh I saw that on the front page of Nexus I think' date=' the tutorials in RH ironsights and such. Actually what Im really curious about, have there been any mods that fix one of the bigger blunders by bethesda, and give FO3 ammo types like FO/FO2 had ? I imagine it wouldn't be too hard, just some scripted item to replace a weapon with an identical copy that uses the ammo type you want to switch to. Of course I dobut this since most FO3 modders are bethesda fanboys too busy adding chainmail bikinis with god level armor . [/quote'] I wish I had those videos, when I first started modding. I learned everything the hard way. If you're talking more different kind of ammo, than you're good to go with FWE and CALIBR. If you're talking special ammo like HP and AP, I don't know. Apocalypse Armory has a lot of new guns and ammo types, but the last time I've played that, it wasn't compatible with FWE, so you'd have to choose or make your own comp. patch. Might be that they've done one now, not sure. The almighty chainmail bikini is complementary if you join the nexus.
Kashiwaba Tomoe Posted November 3, 2012 Author Posted November 3, 2012 FWE is allready on my standard install list, yes I was talking about 'special' ammo types, which until FO3 were standard in Fallout. It'd be awesome to get a pancor jackhammer (top shotgun in Fallout) from FWE working ingame, and be able to load slugs when facing enclave, or flechets against super mutants or deathclaws, or hell just make the basic choice between FMJ/JHP ammp This also appears to be a mod worth getting, however I've yet to really test it much.
BruceWayne Posted November 3, 2012 Posted November 3, 2012 Yeah, that would be Apcocalypse Armory. But I just checked and from the looks of it, it got pulled from Nexus. There is a FWE/CALIBR compatibility patch though... Never used that combat mod you mentioned. I'd check the FWE combat section on their website to see, if it conflicts, or if it's needed at all. https://sites.google.com/site/fo3wanderersedition/home With FWE you pretty much got the whole package gameplay-wise. Some recommendations for general de-Bethesda-fication (just checked my 1-year-old install, so some mods might not be available anymore): Add WeaponModKits for modding fun, EVE for some good old laser action and better effects, MMM for more monsters and more challenge (Wannamingos!), FNNCQ for a comprehensive slavery overhaul, ACR for a completely modifiable assault rifle that is truly awesome, CASM for autosaves, DTO for your +1 armor needs, dynamic weather (or enhanced weather) and lastly CUBE Experimental for one of the best quest mods ever made for any game (imo; it's from the same guys, that made the Nehrim total conversion for Oblivion). All of them play nicely together, from a gameplay point of view and have either FOIP or work with FWE out of the box. Also, they don't turn you into the half god you usually are around mid-game. Be careful, when installing any or all of them at once, mid-game. BOSS, FO3Edit, Wrye or FOMM should be used. You also might need to use FO3Edit's MasterUpdate. It might be broken for New Vegas, but is needed for a lot of FO3-mods.
Kashiwaba Tomoe Posted November 3, 2012 Author Posted November 3, 2012 FWE doesn't really alter the combat AI of FO3 as far as I can tell (admitedly Ive now logged more hours with than without FWE) but since installing it, combat is MUCH harder, also the AIs seem to be much more effective at injuring limbs now too, and generally not always be quite as stupid as before. So far, I approve of it. As for MMM, Ive heard it basically makes hostile NPCs spawn quick as hell, and all over the place too, not sure if that's what I'm looking for as part of it being a wasteland should mean it is mostly lifeless, not a baddie around every corner like in vanilla. Of course that was also one of my reasons for saying taking it FPS would be a bad idea, back before bethesda go the rights even, because if it's 3d, you're not going to have a world map as the only city to city travel method.
BruceWayne Posted November 3, 2012 Posted November 3, 2012 Yeah, MMM takes it over the top at times. Makes it a lot harder though. But it's configurable with an ingame menu, so you could adjust it to whatever you like. I'm not sure if it's necessarily a bad idea to take it FPS. I think that's not the main problem of FO3. But I don't want to go down that road again. If you want some good laughs go to NMA and read their reviews of FO3. Top down is coming back with Wasteland 2 and some of the original Fallout devs, so you might get what you wish for in the future.
Symon Posted November 3, 2012 Posted November 3, 2012 You also might need to use FO3Edit's MasterUpdate. It might be broken for New Vegas' date=' but is needed for a lot of FO3-mods.[/quote'] I said this in an earlier post, but I'll have to repeat it. A thousand times no! This was only for use with the busted FO3 1.5 patch. It's not needed on 1.6 and 1.7. In fact you should look for mods that have been so treated and reverse the process. It's this procedure that makes F03 so unstable that many people think it hopeless. My FO3 is rock-stable in part because it has many mods but no esmified esps. All reversed when I first downloaded the mod. esps are NOT esms and should not be semi-turned into one. That option is only needed to reverse esmifying an esp. I repeat NEVER DO THIS. Advice to do so is redundant unless you are using the broken 1.5 patch.
BruceWayne Posted November 3, 2012 Posted November 3, 2012 You also might need to use FO3Edit's MasterUpdate. It might be broken for New Vegas' date=' but is needed for a lot of FO3-mods.[/quote'] I said this in an earlier post, but I'll have to repeat it. A thousand times no! This was only for use with the busted FO3 1.5 patch. It's not needed on 1.6 and 1.7. In fact you should look for mods that have been so treated and reverse the process. It's this procedure that makes F03 so unstable that many people think it hopeless. My FO3 is rock-stable in part because it has many mods but no esmified esps. All reversed when I first downloaded the mod. esps are NOT esms and should not be semi-turned into one. That option is only needed to reverse esmifying an esp. I repeat NEVER DO THIS. Advice to do so is redundant unless you are using the broken 1.5 patch. Okay, didn't know that. The last time I've played, I was still using that method and didn't run into any problems. At least none that I noticed. The occasional CTD not counting, as I saw them as part of a heavily modded game. So this might have been the culprit. Good to know. The problem might be that a lot of mod guides and readmes(?) still reference MasterUpdate, MasterRestore and advice their users to do it. Not everybody seems to have changed them accordingly or the people that have written them, don't/didn't know or care about them anymore.
Symon Posted November 3, 2012 Posted November 3, 2012 Yeah, a lot of FO3 modders just gave up with 1.5. The advice was given (and helped) with the 1.5 patch (only). With 1.6 (and later 1.7) it didn't help that Beth didn't list it as a fixed bug (IIRC, they never acknowledged the issue existed.) Hence, obsolete advice that was not updated with the later (much better) patches. See: http://fallout.wikia.com/wiki/Fallout_3_patch_1.6 http://fallout.wikia.com/wiki/Fallout_3_patch_1.7 Note this - Bug fixes * Fixed the problems v1.5 had with incorrectly loading new objects from esp. [unlisted] * Fixed the problems v1.5 had with saving with new objects from esp loaded. [unlisted] Unlisted (by Bethesda). The official documentation for those patches was useless, but they actually seem to fix much that is badly broken.
Kashiwaba Tomoe Posted November 3, 2012 Author Posted November 3, 2012 It's like they're trolling the customer base, mixing assholery with incompetence. If anyone from bethesda is reading this and offended: good.
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