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Hey Fallout Fans


itzTyler

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I am not using that many mods, and I can't claim to even know a 10th out there, but I use (or used) these - some were too powerful for my taste, others were replaced by the DLCs:

Alsatian Rex (dog graphics for Rex), Advanced Recon Gear, AsukaHUD, Better Bottlecap Mines, Boosted Skills (skills go over 100), Caravan Cardfix, Chinese Stealth Armor, Darnified UI, Dragoon Armor, Energy Weapons Denerfed, Glowing Star Bottlecap, Homemade Grenades, Implant Delimiter, Inventory Sorter, Lucky Bastard Rifle, Moraelins Lightsabers, Mr. Moneybags, NV Map Markers, Nightsky Variants, Ninja Perk Fix, Nevada Skies, Nuka Grenades, NV Home, NV Bobbleheads, Oven Cooking, OWB Stealth Armor Overhaul, Plentiful Poison, Perk every level, Plasma Shields, Player Home, Powered Power Armor, pyRepair, RHINO 45-70 M1, Shiloh Color Maps, Silver Rush Inventory Expansion, Slayer, Slower Level rates, Solar Energy Collector, Stalker Armor, Timescale, Unified HUD Project, Veronica Scribe Robe, Weapons and Armor Repair, Weight Balance, Western Sky, Weapon Mod Expansion

 

Plus of course the FOMM and NVSE.

 

You do not *need* any mod, but the ones in green are my favorites. The others (and those I didnt list) were used in at least one play-through by me. The ones in red are basically gamebreakers. All of those above are good, end it is up to you to use those which can break the game for you - having every implant, 50 perks, and unlimited energy ammo of triple strength, while wearing stealthy PPA makes you invincible.

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Tales from the burning Sands.

FVCE**

Underground hideout*

Willow better companion experience*

New Vegas Bounties I and II

Weapon Retexture Project*

New Vegas Restoration

Pimp My Scarf

 

*Mods that get redundant, less useful, or down right incompatible with certain DLCs in that order.

 

**Mods with DLC requirements.

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