What mods require a new game?

Post » Sat Apr 02, 2011 9:45 am

Tried to do a search with no luck, forgive me if I'm just dumb :celebration: Also, sorry if this is the wrong place to post this, not really sure on that.
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I may be getting a new PC to make my laptop just a traveling only computer, so I'd also be able to play Fallout 3 on the PC. I've already played through 2 characters on the PS3 so I don't need to play the vanilla game anymore. Question is, what mods would require a new game thus ending the current one? From what I'm aware of mods like FWE would require a new game if that assumption is correct? Any other mods like environment and weapon mods can be installed with no effect on my character so I can continue playing, true? I don't want to start a game and progress only to have to start all over again after installing a mod. I'd rather have everything setup from the get-go.

Note that I'm am not asking what mods to get, just what popular mods would require a new game, if any. Thanks! I'm new to PC gaming (sort of) so forgive me :wink_smile: and yes I've read the sticky up top about adding mods.
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Taylor Bakos
 
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Post » Sat Apr 02, 2011 11:55 am

none. except maybe alternative start mods.

some mods like MMM(marts mutant mod), fook and other rely large mods that are huge its recomended for best experience. otherwise you can install the big mod and wait 3 days in game..or so they say =] you dont even need to do that most the time. except for mmm cuz its adding mosnter spawns that reset every 3 days.
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Project
 
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Post » Sat Apr 02, 2011 7:13 pm

Thanks, I was looking at the alternate starts with the FWE mod. Just wanted to make sure I didn't find any other mods only to have to start all over again.

I figured it would have been best to at least start out the vault 101 stuff to make sure the game works as is before messing with tons of mods, then setup the rest before venturing into the wasteland.
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Tikarma Vodicka-McPherson
 
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Post » Sat Apr 02, 2011 10:46 pm

http://www.gamesas.com/index.php?/topic/1079218-relz-arwens-realism-tweaks-thread-%236/ do not require a new game (as they can technically be added at any time), but they work best with a new game . . . especially if you want to use my Skills module or my Reduced Quest XPR Module. They also work very well if you install these modules just before you exit Vault 101 (before you level up). But unless you have played the game through once, you probably should not add a major overhaul . . . especially one that makes survival in the Wasteland much more challenging.
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Benjamin Holz
 
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Post » Sat Apr 02, 2011 10:12 pm

Wasnt there a project going on a while back called "The eagle has landed" and you played the son of a enclave soldier who you had to find?
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+++CAZZY
 
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Post » Sat Apr 02, 2011 8:28 am

http://www.gamesas.com/index.php?/topic/1079218-relz-arwens-realism-tweaks-thread-%236/ do not require a new game (as they can technically be added at any time), but they work best with a new game . . . especially if you want to use my Skills module or my Reduced Quest XPR Module. They also work very well if you install these modules just before you exit Vault 101 (before you level up). But unless you have played the game through once, you probably should not add a major overhaul . . . especially one that makes survival in the Wasteland much more challenging.


I will look into your mod in the future, sounds like it's got some good stuff. Good grief so many mods to choose from. So are perk/skill mods just "best" to be used with a new game, before leveling up as said? And of course, as I mentioned before I played through 2 characters on the PS3 so I'm used to it by now :wink_smile:
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Emma Copeland
 
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Post » Sat Apr 02, 2011 2:33 pm

Oops, I missed the fact that you've played through the game already. Sorry.
And FWE is a very good choice (especially since it includes my Smarter AI module).

Any major overhaul is going to play better with a new game, since your game will be balanced from the very beginning (in whatever ways that the overhaul changes things). This is most apparent with anything that affects the player's stats (anything that modifies skills or skill progression, or includes perk changes), since they affect how developed your character is. For instance, my Tweaks makes it much more difficult to become powerful, especially at lower levels. So if you didn't add my mod until you were at level 10, these changes would not have nearly as much impact on your gameplay, since you are already overpowered by now. There would still be a noticeable impact, as my mod would knock you down several notches, but you would not experience the full effect of my Tweaks.
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Chris Cross Cabaret Man
 
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Post » Sat Apr 02, 2011 2:51 pm

There is one instance where a combination of two mods do sort of require a new game, or at least no later than that final door before going outside for the first time. Although I doubt too many people would use this combination.

http://www.fallout3nexus.com/downloads/file.php?id=5355 (Dimon's small female hands for type 3)
http://www.fallout3nexus.com/downloads/file.php?id=4180 (Brianide's Pip-Boy Invisible When Not in Use)

If the second is loaded after you enter the capital wasteland and that last CharGen menu, the left hand seems to revert to some non-small hand mesh when holding a weapon.

But it's only a cosmetic difference and probably wouldn't bother most people. ;)
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Nicholas C
 
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