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Leman Russ

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Everything posted by Leman Russ

  1. It is. They are patches intended to allow large popular mods to work together. It wasn't mentioned explicitly since the mods themselves reference them often, but yeah, FOIP if you use those mods. :D And FOOK actually makes the game more realistic. It stays within Lore and removes the silly generic names.
  2. Essential mods are: FOOK2 > FallOut Overhaul Kit. Gives weapons REAL names instead of Ultra-Generic-Please-Don't-Sue-Us names, as well as improved textures across the board, makes followers less retarded and makes you have to give them ammo and a plethora of CUSTOMISABLE gameplay tweaks. NMCs Textures > Install after other mods, but wow does this make a hell of a difference. Vanilla FO3 is utterly unplayable. Have a look at the images, you will not be disappointed. MMM > Marts Mutant Mod. Considered one of THE best if not THE best mod ever made for Fallout 3. Now, I will admit, I have not personally used it so I cannot give my opinion, but I will be using it on my next playthough. Fellout > Again, imo 100% Essential. Removes the hideous green tinting all over the place and makes Nights actually Dark (as you would expect in a freaking Post Apocalyptic world) and brutal. Weapon Mod Kits > The mod so amazing they had to nick it for New Vegas. Nuf Said. :D Unofficial Fallout 3 Patch > Does what it says on the Tin. The Broken Steel patch is bugged on Rivet City though, you'll need to patch it with this. CASM > One Billion percent essential. Gamebryo has always had funky autosaves, but FO3's issues are REALLY bad. This replaces that entirely and fixes those issues. DC interiors > As mentioned an outstanding mod. You already mentioned "There is more where that came from." GNR mod which is another excellent mod. After that it really is a matter of personal taste. I personally have the HD Audio mod, a Quicker Entrance to Underworld mod, a high Quality Moon mod, an autoaim Fix mod, Level Cap remover, Faster Pipboy light and a Sprint Mod. I never did like Wanderers Edition myself, but each to their own. :) Don't forget to get FOSE (FallOut Script Extended) and FOMM (Fallout Mod Manager), both of which are needed for most mods anyway!
  3. http://www.fallout3nexus.com/downloads/file.php?id=16439 This is what you want.
  4. Essential mods are: FOOK2 > FallOut Overhaul Kit. Gives weapons REAL names instead of Ultra-Generic-Please-Don't-Sue-Us names, as well as improved textures across the board, makes followers less retarded and makes you have to give them ammo and a plethora of CUSTOMISABLE gameplay tweaks. NMCs Textures > Install after other mods, but wow does this make a hell of a difference. Vanilla FO3 is utterly unplayable. Have a look at the images, you will not be disappointed. MMM > Marts Mutant Mod. Considered one of THE best if not THE best mod ever made for Fallout 3. Now, I will admit, I have not personally used it so I cannot give my opinion, but I will be using it on my next playthough. Fellout > Again, imo 100% Essential. Removes the hideous green tinting all over the place and makes Nights actually Dark (as you would expect in a freaking Post Apocalyptic world) and brutal. Weapon Mod Kits > The mod so amazing they had to nick it for New Vegas. Nuf Said. :D Unofficial Fallout 3 Patch > Does what it says on the Tin. The Broken Steel patch is bugged on Rivet City though, you'll need to patch it with this. CASM > One Billion percent essential. Gamebryo has always had funky autosaves, but FO3's issues are REALLY bad. This replaces that entirely and fixes those issues. DC interiors > As mentioned an outstanding mod. You already mentioned "There is more where that came from." GNR mod which is another excellent mod. After that it really is a matter of personal taste. I personally have the HD Audio mod, a Quicker Entrance to Underworld mod, a high Quality Moon mod, an autoaim Fix mod, Level Cap remover, Faster Pipboy light and a Sprint Mod. I never did like Wanderers Edition myself, but each to their own. :) Don't forget to get FOSE (FallOut Script Extended) and FOMM (Fallout Mod Manager), both of which are needed for most mods anyway!
  5. I played FO:NV for about 5 hours at a friends place. Hated it. FO:3 is by far the better game.
  6. New York would be a nice idea, though it would probably be like the Capital Wasteland, as I cannot see NY not being Target #2 on the East Coast when the bombs fell. The Commonwealth would be very nice, since we have the Institute to explore as well as more Synth Moralising. Fallout London would (as a Native Londonite) be pure sex in game form, especially since the Underground system here is bigger than most cities in the US. :P
  7. So, quick question. Is it possible to extract the BSAs, then delete the BSAs themselved and run FO3 with the extracted files? I know you can extract the BSAs, I only ask because I am getting a replacement SSD in a few days and space will be tight as it is (making a small partition for the sole purpose of running FO3 since I use Linux normally). Since I run Fook, MMM and NMC's Textures, 90% of what is in the BSAs will never be used ANYWAY, so I figured I could save a few Gigamabytes by simply extracting them, overwriting them with the above mods then deleting the BSAs while keeping the ESM's ofc. Of course I'll try it either way, but I was wondering if someone had already done it before! :D
  8. Quick Update: I managed to get the Attribute points working (They were working all along, but I have the level cap at 35 atm for testing and 34*3 = 102 :P) but still have no luck on the specialisation points.
  9. Yeah, I had already figured out that part. No Dice however :wallbash:
  10. So yeah, I got it working :D yay no more annoying level cap! :thumbsup: However, I cannot seem to get more than 2 Specialisation points, not more than 102 attribute points, no matter what I set the values to in the exp table or the properties table. Must be another limit somewhere but in all honestly I'm not fussed :P
  11. Nope. Thanks for the heads up, i'll take a look now :thanks: I have no idea what the floats do either, however, the floats seem to be calculated from the other values rather than as a set integer, so I just continued on the pattern. In any case, the float for my lvl 25 is 95.0 :wallbash: Also quick brainfart question, once I edit properties.xls, i convert to GDA and dump it in the override\?
  12. So, I have successfully modded the EXP table so that it doesn't bug out and say 0/NaN when you hit lvl 25 (it now says 0/14000 :D) but there seems to be something stopping exp being awarded once you are level 25, as it stays at 0/14000 no matter how I get EXP. Anyone got any idea while I continue to dig arround?
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