Taking Community Suggestions

Post » Sat Feb 19, 2011 1:00 am

Well, I am going to look to the community for some ideas of solid mods that might compliment my LO. As one can see, I have built mine up with a focus of smooth and seamless integration into the game while maintaining a focus on Realism/Immersion/Lore. I also try to maintain a fairly high quality standard as well. At this point, I think I have a pretty solid build that is rather stable, but I wouldn't mind content suggestions (as I may well have overlooked some fantastic mods that would blend with this build nicely).

So, without further pvssyr, here is my current LO:

Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Destruction.esm
CRAFT.esm
CALIBR.esm
Mothership Crew.esm
BridgeTown.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
DCInteriors_ComboEdition.esm
FNNCQ.esm
FNNCQ_DavidsLab.esm
FireLightFix.esp
LessRocks.esp
DarNifiedUIF3.esp
DynamicCrosshair.esp
Selective Fire.esp
Stimpak Counter.esp
AutoGates.esp
CASM.esp
Princess Better Prompts v1pt1.esp
Agatha Radio Enhanced.esp
Enclave Radio Enhanced.esp
GNR Enhanced.esp
GeneratorSound.esp
CONELRAD 640-1240.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
Scavenger World.esp
RZW_SimpleGrab.esp
HouseholdWaterPurifier.esp
MegatonHouseExtraStorageSG.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
NoKnockedOverComments.esp
SneakModeEffect.esp
RadiationEffects.esp
NPC Height Randomizer Less Variance.esp
CrowdedCities_v2.esp
MTC Wasteland Travellers.esp
MTC MoreGuardsInBigTown.esp
Clothed Sarah Lyons - Sleepwear.esp
NPC Response Expansion.esp
RandomExtraTraps.esp
megalight.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
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
DLM_FWE Medic PA FWE+Zeta required.esp
MZC-FWE_CP.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
Ammo Press Calibrified.esp
Dogmeat Leather Armor - CRAFT.esp
Burnification.esp
WSG Improved.esp
ImmersiveHealth-LITE.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
AttackableBrats.esp
FleshBurningPlasma.esp
ShellRain.esp
SunGlassesFX.esp
yaDisguisesMod.esp
yaDisguisesMod-DLC-Anchorage.esp
yaDisguisesMod-DLC-BrokenSteel.esp
yaDisguisesMod-DLC-ThePitt.esp
yaDisguisesMod-MOD-FWE.esp
BarterWithRaiders.esp
BarterWithRaiders-NPC Default.esp
BarterWithRaiders-NPC Default-MMM.esp
BarterWithRaiders-FWE Class Patch.esp
BarterWithRaiders-NoKarmaDiscount.esp
Savage Wasteland - Fewer Gun Wielding Maniacs.esp
MrSlackPants-DecentPipBoyLight.esp
URWL.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
Merged Patch.esp


Total active plugins: 121
Total plugins: 121

As you can see I also have a fairly big LO that I am running as well, and will probably cap that out at around 125-130 Mods to try and ensure I stay fairly stable, but I still want to see what kind of suggestions I might get. Diversity makes things interesting after all.
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Bereket Fekadu
 
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Post » Fri Feb 18, 2011 10:25 pm

Well, I am going to look to the community for some ideas of solid mods that might compliment my LO. As one can see, I have built mine up with a focus of smooth and seamless integration into the game while maintaining a focus on Realism/Immersion/Lore. I also try to maintain a fairly high quality standard as well. At this point, I think I have a pretty solid build that is rather stable, but I wouldn't mind content suggestions (as I may well have overlooked some fantastic mods that would blend with this build nicely).

So, without further pvssyr, here is my current LO:

/snip

As you can see I also have a fairly big LO that I am running as well, and will probably cap that out at around 125-130 Mods to try and ensure I stay fairly stable, but I still want to see what kind of suggestions I might get. Diversity makes things interesting after all.

I can strongly recommend http://www.fallout3nexus.com/downloads/file.php?id=11729. While I'm using an older version I've never had any problems with it, and the first time I got nuked to death by an Enclave vertibird I nearly pooed my pants with happiness. :) Just make sure you get the "Wasteland Patrols" one, I'm not sure how the others play with FWE, MMM etc.
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Dustin Brown
 
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Post » Fri Feb 18, 2011 8:51 pm

I can strongly recommend http://www.fallout3nexus.com/downloads/file.php?id=11729. While I'm using an older version I've never had any problems with it, and the first time I got nuked to death by an Enclave vertibird I nearly pooed my pants with happiness. :) Just make sure you get the "Wasteland Patrols" one, I'm not sure how the others play with FWE, MMM etc.

You know, I have been debating this one for a good long time now, and was always a little hesitant on using it due to the reports of potential issues with the Vertibirds in it, but having reread the description on Nexus, it seems that it is fairly easy to get around the potential issues they could cause with a quick console command (and since I already manually do pcb commands - I could accept another small immersion break if I have an issue to quick set and reset a variable). Now I suppose my only concern will be how my game performance reacts to having it in the LO, but again, it looks like I should be able to adjust a couple of variables to make it react in a way that will be kind to my game and still add in the new experience.

I do believe you have successfully convinced me on this one (and it really does mesh with my current LO setup really well) - officially downloaded and getting tossed in my next update run to get my LO updated and any new mods in - thanks for pointing me back to that!
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Brooks Hardison
 
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Post » Sat Feb 19, 2011 4:07 am

I think the key with Wasteland Patrols is to load it pretty high. I keep it as my third .esp, right behind Darnified UI and it works well for me there :)

May I suggest:

http://www.fallout3nexus.com/downloads/file.php?id=14354 - allows you to watch your character sleep with a chance of having dreams or random encounters
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Nichola Haynes
 
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Post » Sat Feb 19, 2011 3:00 am

I think the key with Wasteland Patrols is to load it pretty high. I keep it as my third .esp, right behind Darnified UI and it works well for me there :)

May I suggest:

http://www.fallout3nexus.com/downloads/file.php?id=14354 - allows you to watch your character sleep with a chance of having dreams or random encounters

Ahh, I will keep that in mind with Wasteland Patrols.

And you know, I don't know how I missed that See You was FWE compatible before, so I think I will use that along with http://www.fallout3nexus.com/downloads/file.php?id=14665 that starts the items in your inventory.

Thanks for the suggestions folks - looks like I am gonna be two for two so far, keep them coming.
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Latisha Fry
 
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Post » Sat Feb 19, 2011 1:21 am

Actually you`ve given me some great Mods I never knew existed. I really am going to have to stop at some point and play the game! Between this and work I really don`t have the time. Lol.

Not much that I can offer in return. You don`t look like an NPC fan, but what about Amy Wong? She`s a merchant who joins and sells stuff for you. Only prob with her is she tends to run into battle and die so i changed her Bravery to cautious and energy to low which seemed to fix that.

Phalanx companion Mod which has an excellent malcolm NPC fully voice acted and not badly at all, but you need to speak to the Sheriff in Megaton to get him.

No Empty Container fix. LOL. A marmite moment, but I don`t leave home with out it.
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Vera Maslar
 
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Post » Fri Feb 18, 2011 10:36 pm

If you don't like the lockpicking and hacking mini-games, there's a mod that makes them purely skill based; whether or not you succeed is based entirely on your character's skill and not on yours. I forget the name, but it should be fairly easy to find on the Nexus.
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Kelli Wolfe
 
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Post » Sat Feb 19, 2011 2:37 am

Actually you`ve given me some great Mods I never knew existed. I really am going to have to stop at some point and play the game! Between this and work I really don`t have the time. Lol.

Not much that I can offer in return. You don`t look like an NPC fan, but what about Amy Wong? She`s a merchant who joins and sells stuff for you. Only prob with her is she tends to run into battle and die so i changed her Bravery to cautious and energy to low which seemed to fix that.

Phalanx companion Mod which has an excellent malcolm NPC fully voice acted and not badly at all, but you need to speak to the Sheriff in Megaton to get him.

No Empty Container fix. LOL. A marmite moment, but I don`t leave home with out it.

No worries, pick away at my list, I love it, great feel in game. I did do Phalanx before, and went back to the FWE module again, but I may debate going back to Phalanx again as I really do like a few of the features they have over FWE.

The main reason that I normally avoid Companion mods (I do add in NPCs with things like Travelers and Crowded Cities) is because of the whole seamless aspect I shoot for in my games, and too many of the Companions available are all a bit different from one another as authors took random and different approaches with different advanced features that I don't want sometimes. When I do things with Companions I tend to shoot for packs (thus the FWE or Phalanx options).

Curious, how nasty of an effect would it be on my game to switch out Followers Enhanced and toss in Phalanx? It would seem to me that messing with these on a Save Game could be a little rough on it, more so considering I have Jericho rolling with me right now.

If you don't like the lockpicking and hacking mini-games, there's a mod that makes them purely skill based; whether or not you succeed is based entirely on your character's skill and not on yours. I forget the name, but it should be fairly easy to find on the Nexus.

Indeed, Zumb's security mod - I personally use the FWE skill check system, but didn't use Zumb's as the fiance like the minigames, and to make life easier I just neglected adding it to my list. Does it still offer the minigames as an option still - if so, I may just use it.
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R.I.P
 
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Post » Fri Feb 18, 2011 8:10 pm

No, but you could do like I did with Mass Effect 2's mining operations: let your better half do those things while you play the rest of the game. She liked mining, I hated it, so I let her mine while I did something else. ;)
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Cassie Boyle
 
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Post » Sat Feb 19, 2011 3:45 am

No, but you could do like I did with Mass Effect 2's mining operations: let your better half do those things while you play the rest of the game. She liked mining, I hated it, so I let her mine while I did something else. ;)

Now that Nexus is back up for me and I could look it over, it actually appears that it does in its config menu, so this might be just perfect for me and my fiance, thanks for pointing me back to it Jac :)
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Russell Davies
 
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Post » Sat Feb 19, 2011 8:10 am

Now that Nexus is back up for me and I could look it over, it actually appears that it does in its config menu, so this might be just perfect for me and my fiance, thanks for pointing me back to it Jac :)

:facepalm: It's been so long since I've installed that mod, I forgot that it was configurable. Anyway, I know you said you're not fond of companions, but I tried to make Jasmine a part of the world: she isn't overpowered and knows a bit about what's going on. Eventually I hope to have her quests done and they'll be compatible with the world (no flying off into ancient Rome to kill Caesar, for example). While it is still technically in beta, outside of a few things not currently working (set home being the only real one), it's stable and fully tested by me. :shifty:
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u gone see
 
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Post » Sat Feb 19, 2011 12:35 am

:facepalm: It's been so long since I've installed that mod, I forgot that it was configurable. Anyway, I know you said you're not fond of companions, but I tried to make Jasmine a part of the world: she isn't overpowered and knows a bit about what's going on. Eventually I hope to have her quests done and they'll be compatible with the world (no flying off into ancient Rome to kill Caesar, for example). While it is still technically in beta, outside of a few things not currently working (set home being the only real one), it's stable and fully tested by me. :shifty:

Actually, I probably will be using your Jasmine mod soon enough here, as I used you Morrowind one as well, so I am eager to see what all you can manage with a game that has an actual companion system built into it from the get go as well. My current hold off there is deciding just how I will be handling the rest of the game Companions so I can blend her in as best as I can (I know with a few mod options I should be able to do so).
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Thomas LEON
 
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Post » Fri Feb 18, 2011 9:08 pm

Sounds good. Let me know if you come across any problems. Hopefully there won't be any aside from the home marker issue. :)
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Neliel Kudoh
 
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Post » Sat Feb 19, 2011 5:38 am

I would love to see a huge expansion of sewers.

EDIT...nevermind, at first, I thought you were talking about mods to make.
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Ross Thomas
 
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Post » Sat Feb 19, 2011 8:53 am

http://www.fallout3nexus.com/downloads/file.php?id=839 (If FWE doesn't cover this)
http://www.fallout3nexus.com/downloads/file.php?id=6953 (I especially like the ability to hotkey outfits)
http://www.fallout3nexus.com/downloads/file.php?id=8416
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Miss K
 
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Post » Fri Feb 18, 2011 10:02 pm

I've been using http://www.fallout3nexus.com/downloads/file.php?id=15301 instead of Talkies hotkeys and I think it's slightly better. It remembers what you bound even after it's been removed from your inventory or used, so stim and mines work really well, plus you can bind more than 1 item to a hotkey, and cycle through weapons or equip several items at once.
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Jade MacSpade
 
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Post » Sat Feb 19, 2011 5:55 am

someone should make a second civil warish type mod, pit the enclave vs the brotherhood of steel.
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Karen anwyn Green
 
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Post » Sat Feb 19, 2011 6:59 am

I thought the Broken Steal already did that - you're tasked with helping the Brotherhood attack an Enclave fortification after Liberty Prime was disabled.
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El Khatiri
 
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Post » Sat Feb 19, 2011 12:44 am

I just stumbled onto this little mod: http://fallout3nexus.com/downloads/file.php?id=13499

I was curious, has anyone ever tried this out? Does it play nice with FWE and such? Figured I might check before getting all jumpy and tossing at it the tools to dig through it by hand.
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Dean
 
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Post » Sat Feb 19, 2011 11:38 am

Redeye - you may want to check out the following creature mods:

Dangerous radroaches for MMM

Stalker creatures for MMM

And just coming back online is Fallout Tactics which is modular - the creature mod is just awesome especially super mutant variations, the weapons mod is being patched for FWE. The other modules are WIPs so be careful.
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Solina971
 
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Post » Sat Feb 19, 2011 5:50 am

Redeye - you may want to check out the following creature mods:

Dangerous radroaches for MMM

Stalker creatures for MMM

And just coming back online is Fallout Tactics which is modular - the creature mod is just awesome especially super mutant variations, the weapons mod is being patched for FWE. The other modules are WIPs so be careful.

I missed your reply to this somehow...

Anyways, I'm really considering the Stalker creatures for MMM and Fallout Tactics looks pretty interesting as well (probably wait for some more development on that one to be done as I like what I see there). Good picks, though, got some decisions to make here.
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Haley Merkley
 
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Post » Sat Feb 19, 2011 7:49 am

Well before Martigen integrated the mutant dogs and boars from the STALKER mod I did use it. If you have played any of the STALKER games they will be disappointing as none of them have the special powers that the mutants in those games have.

And I don't recall the really interesting mutants from STALKER - such as the invisible hunter (like a deathclaw that was invisible) or the dwarf that could twist your mind (that was so cool and could be totally done here too). Basically they are just different shapes and skins that run and melee attack and that is all.

I too am interested in fallout tactics - except the compatibility issues - I hate that about overhauls that over-reach. All weather mods are incompatible. I mean yay more stuff to do and new things to fight, but why must I use that mods weather.

It is a special mentality that gets into attempting to fix all things about a game at once when there exists alternates that handle the situation at hand (in this case two excellent weather mods exist). The way these games are moddable is to the tune of modularity - and when an overhaul begins to over-reach beyond combat/game mechanic tweaks meeting leveling/scaling content extensions then it is far less appealing.

At best it means a mountain of patches to get them to play with other mods. At worst it means putting up with sub-par content because the mod authors are spread too thin and rarely ever does it match the content of the more specialized mods.
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lucy chadwick
 
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Post » Sat Feb 19, 2011 12:24 am

I too am interested in fallout tactics - except the compatibility issues - I hate that about overhauls that over-reach. All weather mods are incompatible. I mean yay more stuff to do and new things to fight, but why must I use that mods weather.

It is a special mentality that gets into attempting to fix all things about a game at once when there exists alternates that handle the situation at hand (in this case two excellent weather mods exist). The way these games are moddable is to the tune of modularity - and when an overhaul begins to over-reach beyond combat/game mechanic tweaks meeting leveling/scaling content extensions then it is far less appealing.

At best it means a mountain of patches to get them to play with other mods. At worst it means putting up with sub-par content because the mod authors are spread too thin and rarely ever does it match the content of the more specialized mods.

Isn't tactics being built modular, and thus the weather aspect could be left out?
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Andres Lechuga
 
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Post » Sat Feb 19, 2011 8:03 am

Then the compatibility section needs to be rewritten.
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Nikki Morse
 
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Post » Fri Feb 18, 2011 8:55 pm

Then the compatibility section needs to be rewritten.

Why, it seems pretty clear:

Weather mods:
All Weather mods are incompatible with the Fo3T weather plugin file. You have to decide which one you use.

I dunno, that seems pretty well clear, more so with the information presented in the section just before compatibility section, WHAT DO THE ADDITIONAL ESP FILES CONTAIN which goes through and clearly shows that the project is modular and has a Fallout3Tactics Weather.esp listed in it.

I may start trying bits of this out pretty soon here actually, since it seems there is a http://www.fallout3nexus.com/downloads/file.php?id=15740 listed on the description page as well, and it looks like those patches also cover some other mods too in my LO.

Really glad you pointed me to this Chakka, gonna have to dig through this info carefully, as well as the files themselves, and see how/what I want to use from there.
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Céline Rémy
 
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