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Fallout Mod Detectives


Ihoe

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Inspired by the Mod detectives thread in the official site of Bethesda, this is Fallout Mod detectives.

To avoid future "Is there a mod that..." threads I'm starting our first Mod Detectives thread here. Unfortunately, Unlike the Oblivion forum we don't have a "buddah" who collects mods, but instead we should all try to work as "One".

It's pretty simple. If you can't find a mod, you post a description of it here and I or someone else will find it for you. I think it's better to have one thread for all the questions than a lot of threads everywhere.

 

 

-Obey the general forum Rules here.

 

-If you are in need of a mod that you either know and can't remember the name of, or don't know exist you can ask for it here. People then (hopefully) post to inform you if such a mod exist.

 

-No need to post "Hey? anyone knows...?" ten times. Wait at least until the thread has moved on with one page before asking again.

 

-You can ask for mods you don't know exist.

 

-Search yourself, at least a little before coming here. maybe that Mod is right in front of your Eyes!

 

 

I'll start this off then.

 

1.are there any FPS saver mods that do not give a big visual decrease?

2.Is there any Town mod available?

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A:

1. There are a few... There's one for Rivet City Marketplace that removes the firebarrel ('Rivet City FPS', which can be real hard on older systems. And a couple others that deal with muzzle flash lightsources and full-screen blur effects in large battles, both of which can bring a PC to it's knees if you use Mart's Mutant Modification to increase hostile spawns. ('Better performance for older PCs - no gunshots lights' & 'Better performance for older PCs - no blur effect on hit/url]')

 

2. There are a few in the works... several, actually. The Fall-In mods are looking to un-board all of the sealed up buildings and create custom interiors and encounters all across the Wastelands. I know there's one working on NorthWest Seneca, and another in Canterbury Commons... and I think maybe one in Arefu (expanding the town over more of the bridge, and even hanging down below it). There's another mod in the works that is making an underground town in the middle of D.C. (the name escapes me completely...) I don't think any of these are 100% released, but they might be worth taking a gander at.

 

Q:

I'm trying to find a way to either set the player's home (Tenpenny Penthouse or Megaton House) as your follower/companions' rendevous location, or make it so that you can set them to "wait" (or preferably "sandbox mode") indefinately. Right now, after 3 days (pretty sure it's 72hrs... but maybe it was 24), they'll pack up and head to the pre-programmed meeting spot (RL-3 will head to Canterbury... Clover back to Paradise Falls... Jericho to Megaton... etc.).

 

If I can find either a mod that does this (but does not interfere with either my 'FollowersHire' or 'RemoteControlCompanions') or the in-GECK setting so that I can modify 'FollowersHire' myself, I'll be free to leave Dog and Clover behind while Me and Jericho go out for a few brews and to bust a few Raider heads. Heheheh.

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A:

I'm not pretty sure about such mod, All I Know is that there is a mod called "Buyable Slaves" Which Allows you to buy slaves and set your House Which is either in Megaton or TT as their Rendevous Point. But that mod is buggy and its contents won't work for Normal Companions.

 

You can find this mod at:

http://www.fallout3nexus.com/downloads/file.php?id=1944

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