Few Beginner Questions

Post » Fri Feb 18, 2011 11:15 pm

I'll cut to the chase. I'm not afraid of using Bash/BOSS/FOSE/FOMM/ and the like. I simply do not have the time to take the time and perfect my load order, so I'm hoping to get it right the first time. With your help of course. :)

These are the core mods I wish to install:

- FWE
- MMM
- UPP
- FOOK
- WMK
- CFW
- EVE
- Project Beauty
- Fellout

(Obviously I will need CRAFT and CALIBR installed)


These are the mods I am unsure of compatibility with the above mods:

- Slaves Stick Around
- Ambient Temperature
- Pip-boy Readius
- Powered Power Armor
- IMCN
- Various Dogmeat changing mods

These are the main mods I'm concerned with. There are a lot of other mods I would like to install, but it would probably be easier if someone could post on what type of mods wouldn't blend with my above choices for mods.


What should my load out look like if it was including all of the above mods and other misc mods (just a general area to put them)?

Would it be appropriate to use nVamp's installation guide for Fo3? (Just adapted to Fo3 where necessary?)


One more question, are there any other must have mods out there? Maybe ones that add quests, locations?

Thank you for reading.
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Sat Feb 19, 2011 7:01 am

I'll cut to the chase. I'm not afraid of using Bash/BOSS/FOSE/FOMM/ and the like. I simply do not have the time to take the time and perfect my load order, so I'm hoping to get it right the first time. With your help of course. :)

Well, if you are comfortable with all those, you should be mostly fine getting a good LO worked out. BOSS will actually take care of a lot of the LO itself for you at this point, still being developed and more mods added all the time. But, yea, obviously pointers can't hurt, even if you a fluent in the environment.

These are the core mods I wish to install:

- FWE
- MMM
- UPP
- FOOK
- WMK
- CFW
- EVE
- Project Beauty
- Fellout

(Obviously I will need CRAFT and CALIBR installed)

Well, in regards to FOOK and FWE, those are both major overhauls and heavily conflict with one another. To my knowledge, none of the compatibility patches for it are currently up to date either. I would suggest looking those over quick and picking the one that suits you the best.

In regards to EVE, be careful with that, as most of the compatibility patches for that are for the older version of EVE being patched to the major mods, just pay attention to your versions and you should come out okay. If you can't get around it there are some other smaller mods that are not as comprehensive that can do some stuff for your Energy Weapons.

I'll be honest, I have no idea what CFW is that you have listed there - if it is Classic Fallout Weapons you won't need it, FOOK and FWE both already cover this.

And then for Project Beauty. It conflicts with lots of other mods that alter NPCs usually, but there are patches for most the major mods out there. You may want to get versed with FO3Edit if you aren't to be able to make yourself some patches if needed for that one.

These are the mods I am unsure of compatibility with the above mods:

- Slaves Stick Around
- Ambient Temperature
- Pip-boy Readius
- Powered Power Armor
- IMCN
- Various Dogmeat changing mods

Most of these should be just fine, at least with FWE (not sure about FOOK, never felt that one was supported as well, thus my personal choice of using FWE). Again, just make sure you check around for patches on things here and there. You may also consider the Unified HUD Project, as a number of your mods have HUD elements and that will simplify greatly getting them all working together.

As for the Dogmeat changes, many of them will conflict with one another. Remember, LO determines what gets loaded, if multiple things change the same thing, the last one loaded wins and other changes tend to be ignored. Granted, working with Bash and a Based Patch (mixed with BOSS and its Bashed Tags), in a lot of cases you will find yourself okay with a lot of your choices listed.

These are the main mods I'm concerned with. There are a lot of other mods I would like to install, but it would probably be easier if someone could post on what type of mods wouldn't blend with my above choices for mods.

What should my load out look like if it was including all of the above mods and other misc mods (just a general area to put them)?

Would it be appropriate to use nVamp's installation guide for Fo3? (Just adapted to Fo3 where necessary?)

One more question, are there any other must have mods out there? Maybe ones that add quests, locations?

Thank you for reading.

A big trick with the blending is to understand what the overhauls you want to use are doing. In a number of cases, they already do the same things as a lot of little random mods scattered around, making those other choices moot in a lot of cases. I suppose to try and give you a bit of an idea on what things may work out, I will drop my LO here for you since I do use a lot of the same things you are using already.

Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
FNNsys.esm
Destruction.esm
Phalanx-PointLookout-Navmesh.esm
aHUD.esm
iHUD.esm
CRAFT.esm
CALIBR.esm
Mothership Crew.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
FNNIguana.esm
Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
DCInteriors_ComboEdition.esm
FNNCQ.esm
FNNCQ_DavidsLab.esm
FireLightFix.esp
BlackWidowBurkeFix.esp
LessRocks.esp
Reduced Dust Particles.esp
DarNifiedUIF3.esp
Selective Fire.esp
DynamicCrosshair.esp
Stimpak Counter.esp
CASM.esp
Princess Better Prompts v1pt1.esp
Agatha Radio Enhanced.esp
Enclave Radio Enhanced.esp
GNR Enhanced.esp
GeneratorSound.esp
ReneersRadioMod.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
Ex Libris - PreWar Book Titles.esp
implants.esp
Tenpenny Tower true peace.esp
Scavenger World.esp
RZW_SimpleGrab.esp
LittleLamplightDogs.esp
ReciveLyonsPA.esp
RZW_PortableLamps.esp
MAXdog.esp
MegatonHouseExtraStorageSG.esp
loadingsc.esp
Treasure Maps_Underground.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasure Maps_Bobblehead Edition.esp
Treasure Maps_A Fist Full of Caps.esp
Destruction - Main.esp
Destruction - Main - Statics.esp
Destruction - DLC.esp
Destruction - DLC - Statics.esp
BusworldV1.05d.esp
NoKnockedOverComments.esp
SneakModeEffect.esp
NPC Height Randomizer Less Variance.esp
CrowdedCities_v2.esp
MTC Wasteland Travellers.esp
MTC MoreGuardsInBigTown.esp
Clothed American Soldiers.esp
Confessor Cromwell has a Break_EV.esp
Clothed Sarah Lyons - Sleepwear.esp
Outcast Scribes03.esp
ThreeDogs 3 Dogs Alternative.esp
NPC Response Expansion.esp
FruitTrees.esp
RandomExtraTraps.esp
megalight.esp
Riverboat Landing Merchant.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Alternate Travel.esp
DLM_FWE Medic PA FWE+Zeta required.esp
MZC-FWE_CP.esp
BBBackpacks-v1-1.esp
Refurbishes [ALL].esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
Echo_UseBothGloves.esp
Ammo Press Calibrified.esp
AutoGates.esp
Burnification.esp
BuildableBots v0.3a.esp
WSG Improved.esp
ImmersiveHealth.esp
FalloutFood.esp
FalloutFoods - FWE Master Release.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
WRWC - Classic Fallout.esp
Attentater's Wasteland Economy.esp
FleshBurningPlasma.esp
Gifts4Kids.esp
ShellRain.esp
SunGlassesFX.esp
yaDisguisesMod.esp
yaDisguisesMod-DLC-Anchorage.esp
yaDisguisesMod-DLC-BrokenSteel.esp
yaDisguisesMod-DLC-ThePitt.esp
yaDisguisesMod-MOD-FWE.esp
Savage Wasteland - Fewer Gun Wielding Maniacs.esp
Phalanx-MainFollowerModule.esp
Phalanx-BrokenSteel-Integration.esp
Phalanx-PointLookout-Integration.esp
MrSlackPants-DecentPipBoyLight.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - BS.esp
Realistic Interior Lighting - OA.esp
Realistic Interior Lighting - PL.esp
NColorDCInteriors.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - Rain.esp
Xepha's Dynamic Weather - Sandstorm.esp
Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp
Xepha's Dynamic Weather - Green Tint Remover.esp
FNNIguana - FWE.esp
FNNIguana - MMMRC6.esp
FNNsys - FWE.esp
FNNsys start inventory.esp
Merged Patch.esp

Total active plugins: 148
Total plugins: 148


I am also considering the new Action Point Project that is being worked on, but you can take your own mileage with that suggestion. Either way, if you have more questions or anything, don't hesitate to ask.
User avatar
xxLindsAffec
 
Posts: 3604
Joined: Sun Jan 14, 2007 10:39 pm


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