mods compatible with broken steel

Post » Sat Feb 19, 2011 6:06 am

Hi i played fallout goty on the 360 and got all achievements. TBH the game felt to easy.
i have fallout 3 (vanilla) for pc , and broken steel.

Last time i tried fallout3 pc. there were a lot of problems with mods and broken steel, that's why i bought the 360 goty version.

so here's my question.

.-Is there a mod that makes the game harder BUT not turn it into a FPS. is there a simple one?
.-whats the most stable companion mod?
.-does the vanilla MMM still exists? (the one that only adds more spawn points and not new creatures)
And can you please help me with what patch to install with broken steel?

thanks for your time
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Steven Nicholson
 
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Post » Sat Feb 19, 2011 11:17 am

anyone?
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kelly thomson
 
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Post » Sat Feb 19, 2011 4:12 am

Gday

MMM is a good start , it also has a inbuilt menu in the game to turn on and off components, Comes with all the compatibility patches for DLC.

I am not sure if you can just get the spawn options with no new creatures added.
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Kay O'Hara
 
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Post » Fri Feb 18, 2011 8:50 pm


.-Is there a mod that makes the game harder BUT not turn it into a FPS. is there a simple one?
.-whats the most stable companion mod?
.-does the vanilla MMM still exists? (the one that only adds more spawn points and not new creatures)



1.Fallout Wanderers Edition.
2.I don't use many companion mods, sorry. :shrug:
3.http://www.fallout3nexus.com/downloads/file.php?id=1415
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teeny
 
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Post » Sat Feb 19, 2011 9:28 am

Thanks for the increased spawn link...I have started to feel the vanilla spawns were way too small.
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Bereket Fekadu
 
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Post » Sat Feb 19, 2011 4:07 am

"Broken Steel" has never had great issues with mods. Patch 1.5 on the other hand really screwed things up, but that's all fixed now.
For difficulty I also recommend Fallout: Wanderer's Edition, while it does make it much more viable to shoot in first person, it by no means makes it more of an FPS - your stats matter more, not less. It also makes it configurablely harder, from "Sort of like vanilla but different" to "You have 7 bullets. There are 8 of them. They all have guns. Good luck."
It does add things, but everything is adds is both vanilla-quality-or-higher and completely lore friendly.

I /think/ most companions are totally stable anyway, but that's not really my area, not much of a companion guy.

No, MMM should be used at the latest version - however, said latest version allows you to toggle every single new enemy on or off. You'll be wanting off :P
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Phoenix Draven
 
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Post » Sat Feb 19, 2011 1:04 am

thanks, i have been playing with this mods and everything is the way i wanted(thanks to a list that is here)
I do have 1 problem so far , the Regular assault rifle is not firing in burst mode. only fires one bullet, i cant seem to find the mod that does this.(is not the mussing unique weapons,because i disable that one and the one that replaces the texts) here's my load order

[X] Fallout3.esm
[ ] ThePitt.esm
[X] BrokenSteel.esm
[ ] Xepha's Dynamic Weather.esm
[X] Sharing and Caring Companions.esm
[X] RI_Core.esm
[X] ek.BrokenSteel.esp
[ ] Xepha's Dynamic Weather - Main.esp
[ ] Xepha's Dynamic Weather - Rain.esp
[ ] Xepha's Dynamic Weather - Sandstorm.esp
[X] NoFastTravel.esp
[X] Slower Levelling - slow.esp
[X] ACE2-0.esp
[X] Triage.esp
[ ] Pointiac.esp
[X] CaravanUpgrades.esp
[X] knockdowns.esp
[X] T3T_OutcastTechSupport.esp
[X] MTC Wasteland Travellers.esp
[X] MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp
[X] MissingUniqueWeapons-Standard-BS.esp
[X] PowerArmorTrainingPlus.esp
[X] DK_BulletTime.esp
[X] Sprint Mod.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] RI_PNeeds2S.esp
[X] DarNifiedUIF3.esp
[X] 1PipboyPDA.esp
[X] UWWUT.esp
[X] UWWUT - Broken Steel Addon.esp
[X] Supersledge Knockdown.esp
[X] Wasteland Travel Caravans.esp
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NAkeshIa BENNETT
 
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Post » Sat Feb 19, 2011 12:19 pm

thanks, i have been playing with this mods and everything is the way i wanted(thanks to a list that is here)
I do have 1 problem so far , the Regular assault rifle is not firing in burst mode. only fires one bullet, i cant seem to find the mod that does this.(is not the mussing unique weapons,because i disable that one and the one that replaces the texts) here's my load order

Spoiler
[X] Fallout3.esm
[ ] ThePitt.esm
[X] BrokenSteel.esm
[ ] Xepha's Dynamic Weather.esm
[X] Sharing and Caring Companions.esm
[X] RI_Core.esm
[X] ek.BrokenSteel.esp
[ ] Xepha's Dynamic Weather - Main.esp
[ ] Xepha's Dynamic Weather - Rain.esp
[ ] Xepha's Dynamic Weather - Sandstorm.esp
[X] NoFastTravel.esp
[X] Slower Levelling - slow.esp
[X] ACE2-0.esp
[X] Triage.esp
[ ] Pointiac.esp
[X] CaravanUpgrades.esp
[X] knockdowns.esp
[X] T3T_OutcastTechSupport.esp
[X] MTC Wasteland Travellers.esp
[X] MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp
[X] MissingUniqueWeapons-Standard-BS.esp
[X] PowerArmorTrainingPlus.esp
[X] DK_BulletTime.esp
[X] Sprint Mod.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] RI_PNeeds2S.esp
[X] DarNifiedUIF3.esp
[X] 1PipboyPDA.esp
[X] UWWUT.esp
[X] UWWUT - Broken Steel Addon.esp
[X] Supersledge Knockdown.esp
[X] Wasteland Travel Caravans.esp


There's a lot of mods on there that I don't use, so I can't help you with that. However, once you start assembling a decent load order, you really need to think about using either a merged or a bashed patch to resolve mod conflicts. I use a merged patch in my game and that works well for me, and the merged patch is easier to create and use than the bashed one. To create a merged patch, you'll need FO3Edit -

http://www.fallout3nexus.com/downloads/file.php?id=637

Be sure to download the Fallout3 Training Manual for FO3Edit at the same link as well - it's an excellent tutorial and will take you step for step through the merged patch creation process.

I'll let the bashed patch users describe that one, since I've never used it. However, I can tell you that it is supposed to be a more sophisticated method of resolving mod conflicts and allows you a greater ability to customize your patch than the merged patch does. However, it comes at the cost of a steeper learning curve with using the software.
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Eliza Potter
 
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Post » Sat Feb 19, 2011 8:10 am

thanks for all your help, i'll take a look at the software, i have downloaded , wanderers edition, to see that mod. thanks.
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Elina
 
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Post » Sat Feb 19, 2011 12:35 am

thanks for all your help, i'll take a look at the software, i have downloaded , wanderers edition, to see that mod. thanks.


I'm using FWE in my current game and absolutely love it. However, you'll need to make some adjustments to your load order if you use it. I've flagged the mods that may cause problems below.

[X] Fallout3.esm
[ ] ThePitt.esm
[X] BrokenSteel.esm
[ ] Xepha's Dynamic Weather.esm - needs to load below the FWE main esm.
[X] Sharing and Caring Companions.esm - needs to load below the FWE main esm.
[X] RI_Core.esm
[X] ek.BrokenSteel.esp
[ ] Xepha's Dynamic Weather - Main.esp
[ ] Xepha's Dynamic Weather - Rain.esp
[ ] Xepha's Dynamic Weather - Sandstorm.esp
[X] NoFastTravel.esp - FWE has options which allow you to disable fast travel, or fast travel using a motorcycle.
[X] Slower Levelling - slow.esp - remove this one. FWE has slower leveling options built in
[X] ACE2-0.esp
[X] Triage.esp - included with FWE; remove.
[ ] Pointiac.esp
[X] CaravanUpgrades.esp - FWE beefs up your caravans.
[X] knockdowns.esp
[X] T3T_OutcastTechSupport.esp
[X] MTC Wasteland Travellers.esp
[X] MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp
[X] MissingUniqueWeapons-Standard-BS.esp
[X] PowerArmorTrainingPlus.esp - FWE provides an advanced power armor training perk; you'll probably need to disable this mod.
[X] DK_BulletTime.esp - included with FWE; remove
[X] Sprint Mod.esp - included with FWE; remove
[X] Mart's Mutant Mod - Increased Spawns.esp - handled within FWE by a menu-driven system when you install FOIP (more on this later)
[X] Mart's Mutant Mod - Zones Respawn.esp - see notes for MMM increased spawns. Also, I don't see the MMM .esm file in your load order.

[X] RI_PNeeds2S.esp
[X] DarNifiedUIF3.esp
[X] 1PipboyPDA.esp
[X] UWWUT.esp - disable; incompatible with FWE.
[X] UWWUT - Broken Steel Addon.esp - disable; incompatible with FWE.

[X] Supersledge Knockdown.esp
[X] Wasteland Travel Caravans.esp


There may be others, but those are the ones that I can see.

A couple of pages you need to check out and download files from if you use FWE -

https://sites.google.com/site/fo3wanderersedition/home - has complete information on installing and using FWE, known compatibility issues with many mods, describes its features, gives load order instructions and much more.
http://www.fallout3nexus.com/downloads/file.php?id=4968 - has FWE compatibility patches for the major mods (MMM, WMK, Project Beauty, EVE) - you must download and install the applicable compatibilty patches here if you use FWE with any of these other mods, or you will have major problems.
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biiibi
 
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Post » Sat Feb 19, 2011 9:55 am

Gday

MMM is a good start , it also has a inbuilt menu in the game to turn on and off components, Comes with all the compatibility patches for DLC.

I am not sure if you can just get the spawn options with no new creatures added.

I think you can (pretty sure every new creature can be individually turned on/off, they just come on by default - I don't think turning these off actually hurts any other features, only turning down the increased spawn level from default does), plus then you can also take advantage of some of the other features of the mod as well (like Dynamic Scaling or Soft Unleveling).

Overall, I think for a creature mod, MMM is probably the most robust out there.
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Loane
 
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