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[Fallout 3 Newbie] Mod guidance


Nintynuts

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I've recently bought Fallout 3 and I'm a couple hours in and I like it, but I cant help but notice where it's lacking in some areas.

I like to play a variety of games but get the most out of them so it seems sensible to mod it to the best it can be.

However, I have some conditions to what I'm interested in:

- Must not change the way the game is meant to be played (at least radically)

- Must be operated behind the scenes, no command line rubbish

- Must not make the game significantly harder (I'm not exactly brilliant at this sort of game)

- Must be polished to a high standard, no bugs or visible seams so to speak

 

The hit list so far is:

Characters:

Project Beauty

A Good Hair Day

Breezes FO3 Males

Dimonized Type 3

Fallout 3 Re-animated

Wearable Backpack

Items:

Apocalypse Armoury

Energy Weapons Enhanced

Environment:

Fellout

Fallout street lights

Realistic Interior Lighting

Enhanced Weather

NMC Texture Pack

DCInteriors Project

Scavengable Vehicles

Destruction V6-1

Misc:

Darnified UI

Abbreviated Effects

Grenade Hotkey

RAM Boost

Fake Fullscreen

 

FOOK seems to cover a lot of this already, which aren't and might cause issues?

Any more suggestions along these lines are welcome, as are replacements or pre-merged packs to make things better/easier.

Please let me know if there are any conflicts between any of the mods mentioned and how to handle that if possible.

 

Thanks guys, looking forward to more responses!

Edited by Nintynuts
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Welcome to the nexus!

 

Well, like the the pc-gamer link says: Before you do anything else, download and install FoMM.

 

What that site unfortunately forgets to mention is that most of the mods listed there don't exactly get along well.

If you're going to install them, you're definitely going to need: FOIP

 

Another handy tool which you're going to need to make some of those mods (and many other mods aswell) to work is FOSE

Don't be taken aback by it, it's not as hard as it seems.

 

Another important thing to remember when you go installing mods: Don't go installing a huge load of mods and only then checking them out in-game. Instead, install 1 at a time, see if everything is working like it should, then install the next mod on your wish-list.

 

Next thing to take into consideration is: Load order. As you start installing mods you can see that they are added to a list of plugins in FoMM. Having these plugins in the right order is essential to making your game running as stable as possible with all the mods you've added.

How does one sort a load order: Well, there are certain "guidelines" to be used when one has a huge amount plugins (mods) running, but that's not necessary yet. For now, use BOSS

 

Another tool you are going to need as you start building up a load order is FO3Edit

Like FOSE; don't be taken aback by it. Once you start using it (and you are going to in the long run) you'll find that it's actually quite easy.

 

- Must not change the way the game is meant to be played (at least radically)

- Must not make the game significantly harder (I'm not exactly brilliant at this sort of game)

In this case Fallout wanderers edition is probably not the mod for you.

 

As for mods to recommend: I could recommend dozens of mods which I personally absolutely love, but it depends way too muc on one's own taste imho.

Instead I'd recommend you to look at the "top 100 mods" page found Here

 

That's all for now. :smile:

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@BlackRampage

 

Thanks SO much, that's one of the best responses I've had on any forum.

Those tools sound a little daunting, but i'll try to get to grips with them.

I thought wanders edition sounded like it might not be for me.

My only criticism is that the top 100 doesn't help too much because there's a lot of ones which add content like new buildings or levels I'd like to avoid.

 

If there's mods you love that sound like they're what I'm looking for, let me know and I'll take a gander!

That's what I'm asking for really, not just going by statistics like endorsements or downloads.

 

More responses like this please!

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Thanks SO much, that's one of the best responses I've had on any forum.

Is it? That says more about the quality of some of those other forums then about my own post. :mellow: True but unfortunate.

 

Well, there is 1 mod that will make some drastic alterations (for the better) to you HUD which I would definitely recommend: Darnified UI

After you've installed that one, I'd recommend getting this one too: Abbreviated Effects

 

As for the guns you mentioned in your first post: You could try: Apocalypse Armory

 

Aside from the above 3 I'm still not entirely certain what you're looking for. There are so many different kinds of mods. Clothing mods, quest mods, companion mods, weapon mods, you name it.

If you could tell me a bit more about what kind of mod you're looking for, I'll be more then happy to see if I can link you to some nice mods. :smile:

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Abbreviated effects does look quite useful. Darnified looks awesome, the over-sized fonts are a pain. more like that if you have them :)

 

As for the guns you mentioned in your first post:

 

That's an excellent mod, but it's just too much, 23 different ammos is too complicated, i wouldn't mind like 5 more, and up to 100 new weapons using the same ammo possibly with interchangeable parts when repairing so if you know of anything like that, awesome.

 

As a general rule, I wanna play fallout 3 as it was meant to be but with enhancements to make it more user-friendy, better looking, fixing discrepancies or to expand the game by a small amount in keeping with the original themes (no robocops for example)

 

I saw a mod that lets you put scopes and things on weapons for example, that's taking it too far, it's not part of vanilla fallout 3.

 

Adding cool (not OP) variations on existing base weapons or hybrids would be cool so there's more choice from the same pool of ammo/parts. cheaper/easier schematics might be nice too, but the junk is a bit random.

 

Basically i'd be interested in hearing about any gear/junk/weapon mods if they're well done and not too expansive.

Edited by Nintynuts
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There's a couple of gun mods i use and i love them:

 

10mm Tacical SMG:

http://www.fallout3nexus.com/downloads/file.php?id=3183 (There are 2 files there, .. i couldn't get the newer one to work properly but the older one worked fine)

 

AK47 Tactical:

http://www.fallout3nexus.com/downloads/file.php?id=15082 (adds 4 versions of a lovely AK47 in a box behind Dukovs place)

 

Note: With nearly all mods that add custom textures you will need a form of archive invalidation. Everyone with any sense uses 'Archive invalidation invalidated':

http://www.fallout3nexus.com/downloads/file.php?id=944

 

Note: fallout mod manager has an archive invalidation feature included but it doesn't always work for me.

 

Now sometimes these mods (like with the 10mm tactical SMG) add the weapon TO the game but don't put it IN the game. So you'll need to find the item ID (open the esp in the GECK or FO3edit, find the item under weapons and you should see it) then you can use the console command: player.additem xxxxxxx 1 (where xxxxxx is the item ID and 1 is the number you wish to spawn in your inventory). But personally i like to open the esp of that weapon and find a dead NPC and simply add it to their inventory, so i can pick it up when i find that dead person. (the dead Jonas is one i often use).

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I've had another look at Apocalypse Armory and it might be worth a try if it's as well integrated as it claims.

 

@liquidlight88 - I'm not really interested in individual weapon mods, but thanks for your input. Firstly, I really want to avoid the console, seems like cheating and ruins immersion. Secondly it's just too much faff to do them individually, and there doesn't seem to be much choice between individual weapons or massive packs, so AA might be the best option just because it's good quality. I assume CALIBR is only necessary when merging multiple mods and AA alone wont need it

 

*List moved to first post*

 

My idea for padlocks keeps growing in my mind.

- when you pick a lock on a container, you get the padlock in your inventory,

- go to a workbench and you can make a keys for locks from scrap-metal,

- re-use it to keep loot safe in the wastes.

- The higher the difficulty of the lock the longer it lasts before your stuff is stolen.

- Combining locks (repairing) could increase their condition and difficulty. (broken locks don't work, but can be used for repairing others).

- The higher your lockpick stat when you repair a lock, the better the increase of difficulty.

I have a feeling there's a key system already in the game, so this could expand on that.

I don't know if the engine tracks NPCs out of range, but if it does, that should be used to determine if your stuff gets stolen (the NPCs lock picking stat if possible, or if they have bobby pins or can break the lock).

booby traps would be ace too, use a grenade/mine and wonderglue, if they open it, boom (more loot for when you return!). I should probably put this on requests shouldn't I?

Edited by Nintynuts
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Sorry i thought you said you didn't want to install weapon packs...

 

The additem console code can be useful to check if your installed weapons/armors ect are looking ok and to your liking (dodgy textures, mesh glitches ect). But like i said i find it preferable to add a weapon to a body somewhere. Actually i was wrong about that SMG .. it replaces Sydneys SMG.

 

Marts mutand Mod does indeed increase difficulty ... which is why it's so popular. So many people, including myself, find the game/enemies way too easy after level 8 or so. It'll also give you a lot more loot and you might consider a slower leveling mod to compensate for the many more enemies you will kill (or raise the level cap).

MMM also uses those great tattoo skins for the male raiders and incorporates elements of 'project beauty' (so you may not need project beauty). But i think MMM leaves the female raider meshes alone. So if you're gonna use a type3 or V or whatever female body replacer you might want these skins for your female raiders: The body and face skin/flesh tones work better

 

http://www.fallout3nexus.com/downloads/file.php?id=11711

Edited by liquidlight88
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Sorry i thought you said you didn't want to install weapon packs...

I didn't want a massive pack of miss match weapons made because they though it would be cool. but the AA looks sensible and well done so i will try it.

The additem console code can be useful to check if your installed weapons/armors

Definitely worth knowing for testing purposes, but I don't want to use the console when playing for real, not sure what you meant about adding to bodies

So if you're gonna use a type3 or V or whatever female body replacer you might want these skins for your female raiders: The body and face skin/flesh tones work better

I hadn't thought about body replacements, but it seems worth it because they do look like they've just had a mudbath. when I was browsing the database the more popular ones seemed to focus on nudity. Not that i have a problem with it, but I'm not interested in it for the sake of boobs. If there is a combination of packs for improving both male and female meshes that's compatible with the beauty mod, let me know and I'll have a look, as it seems worth it. how does the nudity work? as when I take raiders clothes they generally have undergarments on. i wouldn't mind disabling it for females if it was straightforward.
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I hadn't thought about body replacements, but it seems worth it because they do look like they've just had a mudbath. when I was browsing the database the more popular ones seemed to focus on nudity. Not that i have a problem with it, but I'm not interested in it for the sake of boobs. If there is a combination of packs for improving both male and female meshes that's compatible with the beauty mod, let me know and I'll have a look, as it seems worth it. how does the nudity work? as when I take raiders clothes they generally have undergarments on. i wouldn't mind disabling it for females if it was straightforward.

How does the nudity work? Same as in real life actually. When you, for example, kill a raider, then take his or her clothing / armor, they'll be naked instead of having the vanilla "underwear". Makes a lot more sense imho.

 

Anyway, for females I'd recommend this one: Dimonized Type 3

 

For the males: Breezes FO3 Males

 

Please do read the readme's (That's why they're named thus) of both mods very carefully. Both have their own ways of installing.

 

With the female body replacer you'll have be very careful that you copy and paste the files into the right folders.

 

The male body replacer requires even more thought. First off: You cannot install it by simply dragging and dropping it's files into the data folder just like that. Instead you're going to have to install it through FoMM's own "package manager" Don't be alarmed. It's not as hard as it sounds.

Another thing to take into consideration: If you're planning on installing Marts Mutant mod as well, make sure that you install that first, then install breezes body replacer. You'll find out why when you install it.

 

 

As for the weapon mods you requested: I'd still recommend Apocalypse Armory as the one that comes closest to your wishes. I think it does needs Calibr to work properly though, but you'll have to look that up yourself. I don't use AA myself.

 

Good to see you're showing some initiative of your own by the way. (yes, i mean that.)

 

Oh, and I noticed you've already found the fake fullscreen mod. Very good choice.

 

Now that I'm busy anyway; 3 more recommendations:

 

If you're planning on using the Fellout mod (which I'd highly recommend) get Fallout street lights as well. It's a must-have when you've got Fellout. You'll find out why as soon as you've installed Fellout.

Also, if you like the look of Fellout and like to see similar effects indoors, get: Realistic Interior Lighting

 

Another very lore-friendly mod I'd highly recommend is: DCInteriors Project

 

 

Oh, about placing items in containers: Try the mailboxes. I think most of them never reset. (or it could be because there are no mailmen to empty them anymore :biggrin: )

 

Wearable Backpack (Not sure about this, how well does it integrate, does it break any mechanics?)

Nope. Integrates just fine.

Mart's Mutant Mod (Increase Difficulty? - :()

Yes, it generally does increase difficulty, but just about every single feature, including difficulty, is customizable.

Energy Weapons Enhanced (Possible conflict with AA?)

No conflicts. Just overrides. Nothing to be seriously concerned about.

Scavengable Vehicles (Work with AA?)

I see no reason why it shouldn't work with AA.

Edited by BlackRampage
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