Yet another "Help me choose correct mods" -topic

Post » Thu May 27, 2010 10:57 am

A year or more have already passed and I finally feel like I should play this game. But there's currently a lot more worthwhile mods than there once were.

What I'm looking for:

Fix VATS stuttering, well known "feature" introduced in 1.1 patch. Is there any mod to make VATS usable again? I use currently Fallout Stutter Removal which seems to be great help, but it doesn't negate problem completely.
Thus, is there any complete fix for this or should I just change to some alternative solution? For example VATS->Bullettime.

Something that makes world harsher and game harder.
- No more killing 10+ BoS members at level 2 using 10mm pistol! WTH going on with vanilla setting?!
- More scavenging and survival, less loot/weapons/ammo
- More makeshift weapons, mostly melee

Mods that stays true to Fallout universe, though I might not start holy crusade if someone recommends mod that introduces modern weapons if they are well made.
- I would like see handheld pipboy, nothing fancy though. Modern iphone copies just doesn't fit in.

More dialogue options! Even those new option didn't do much.
Instead of
"Of course, I help you because you're evil and I like to do evil things" #1
"What!? That would be wrong and I can't do that because I'm good" #2
#1 - you start quest
#2 - nothing happens
you would have more options:
"Of course, I help you because you're evil and I like to do evil things" #1
"Why not, you pay well and that's all I care" #1
"What!? That would be wrong and I can't do that because I'm good" #2
"I don't care. And I really don't have time for this" #2

If there isn't such mod, I'll start creating one.


I'm considering following mods:
EVE
WMK
FWE
MMM
FOOK

What do you recommend and how do I install any of them together, since it seems like they overlap a lot? There were dosens of mergers available from for those mods and it isn't very well documented which ones should I use.
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Code Affinity
 
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Post » Thu May 27, 2010 11:57 am

It's documented right http://www.gamesas.com/bgsforums/index.php?showtopic=1062103...
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Kortniie Dumont
 
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Post » Thu May 27, 2010 4:27 am

It's documented right http://www.gamesas.com/bgsforums/index.php?showtopic=1062103...

Thanks for linking that.

Any help with other mods?
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Justin
 
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Post » Thu May 27, 2010 10:56 am

...
Any help with other mods?


http://www.gamesas.com/bgsforums/index.php?showtopic=1056342&st=0

:)
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Matt Bee
 
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Post » Thu May 27, 2010 11:57 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1056342&st=0

:)

Good list.
There seems to be nothing that "fixes"/enriches dialogue in this game?
If not I'll start one myself, but I hope there's enough interest in such mod making creation much more easier. I need to know which discussions need overhauling and what did you want to say, but wasn't an option.
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Gemma Flanagan
 
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Post » Thu May 27, 2010 1:18 pm

There seems to be nothing that "fixes"/enriches dialogue in this game?
If not I'll start one myself, but I hope there's enough interest in such mod making creation much more easier. I need to know which discussions need overhauling and what did you want to say, but wasn't an option.

Oh, there's interest. But, I'll tell you the difficulty: voice acting. If you tinker with the native dialogue in FO3, you will end up with NPCs half-voicing, half-silenting their dialogue. Just from hanging around the forums here and on Nexus, I can tell you that silent dialogue is a big turn off for many many mod users. And, I suspect that a mixed bag of silent and voiced is even worse than just silent.

Another difficulty: you end up messing with the quest structures. If all you added were options to say no to quests, this would probably not be an issue. But, if you want to actually expand dialogue options relating to quests, you're in for a hell of a project.

But there is interest. From this guy right here, for sure.

Suggestion: pick one quest and do it up right. Expand choices and consequences. Add some reasonableness and wit to the dialogue. I'd download it. And with a small focused showcase, you could garner some interest on the boards.

gothemasticator
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Jason Rice
 
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Post » Thu May 27, 2010 12:25 pm

There's a mod by PrincessStomper who, while not adding new dialogues options, is rewriting the player's dialogue for something more logical. I can't remember the name of this mod at the moment.
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Richard Dixon
 
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Post » Thu May 27, 2010 3:01 pm

There's a mod by PrincessStomper who, while not adding new dialogues options, is rewriting the player's dialogue for something more logical. I can't remember the name of this mod at the moment.


Better Prompts http://www.fallout3nexus.com/downloads/file.php?id=9030
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Jenna Fields
 
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Post » Thu May 27, 2010 1:50 am

- More makeshift weapons, mostly melee


Junk Metal Weapons http://www.fallout3nexus.com/downloads/file.php?id=4455
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xemmybx
 
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Post » Thu May 27, 2010 11:57 am

You might like It's Bubbly!
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BlackaneseB
 
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Post » Thu May 27, 2010 9:23 am

Something that makes world harsher and game harder.
- No more killing 10+ BoS members at level 2 using 10mm pistol! WTH going on with vanilla setting?!
- More scavenging and survival, less loot/weapons/ammo


none better than Arwen's Realism tweaks IMO!

If you want a new quest to guide you to quite a few lesser visited places try A Trail of Crumbs. It's very challenging in the last 4 or 5 stages with lots of combat!

http://www.fallout3nexus.com/downloads/file.php?id=11283

Hope that helps!
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Laura Ellaby
 
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Post » Thu May 27, 2010 4:32 pm

Ah well, since we are all promoting our own mods anyway, my Deathclaw Gauntlet fix is practically needed if you ever need to use that weapon. I'll soon expand it to DLC added weapons.

My ammo limit mod is nice to make the game harder, and for character specilasation I recommend SCBOP - Skill Cap Based On SPECIALs.

I suggest against FWE and FOOK together. They are both overhauls, and don't work well together.
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carly mcdonough
 
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Post » Thu May 27, 2010 2:08 pm

I suggest against FWE and FOOK together. They are both overhauls, and don't work well together.


You sure? I've heard of people running them together and it works alright for them.
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Angela
 
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Post » Thu May 27, 2010 7:58 am

Well, I feel that you just don't get the intended feeling for both mods if you use them together. You get something that is not FWE and not FOOK. Inbetween and that breaks the feel of them.
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Daniel Lozano
 
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Post » Thu May 27, 2010 12:02 pm

To put this into context, FWE+FOOK is not "the full experience".
Both mods have very different design philosphies and are a full experience each on their own.
Of course using both together is another kind of experience, not necessarily better or worse. Eventhough in my opinion it currently still is somewhat akin to a Frankenstein Monster.
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Arnold Wet
 
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Post » Thu May 27, 2010 3:23 pm

Oh, there's interest. But, I'll tell you the difficulty: voice acting. If you tinker with the native dialogue in FO3, you will end up with NPCs half-voicing, half-silenting their dialogue. Just from hanging around the forums here and on Nexus, I can tell you that silent dialogue is a big turn off for many many mod users. And, I suspect that a mixed bag of silent and voiced is even worse than just silent.

Another difficulty: you end up messing with the quest structures. If all you added were options to say no to quests, this would probably not be an issue. But, if you want to actually expand dialogue options relating to quests, you're in for a hell of a project.

But there is interest. From this guy right here, for sure.

Suggestion: pick one quest and do it up right. Expand choices and consequences. Add some reasonableness and wit to the dialogue. I'd download it. And with a small focused showcase, you could garner some interest on the boards.

gothemasticator

There's lots of possibilities adding new dialogue choices without need of new WA.
Quite a few times I've ran into scenario where there was nothing I wanted to say. Sure the outcomes where easy to see but personally I want more variety.

I don't have time for this until next tuesday. But after that I should have some time to spare to start working on this.
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Laura Hicks
 
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