FO3 mods <index updated>

Started by deadman1, October 21, 2009, 12:19:54 PM

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

PZ

I'll probably try them all, especially since FOMM is so easy to use as a mod manager (in fact, everything I've posted, I've already downloaded).  I'll also post within any mod that I test in green font with any positive comments, and in red font with anything negative.

Finding and trying the mods in this game has been lots of fun, and my game is now seriously tweaked so that it is becoming just what I want.  Plus the new lands, homes, and other items you can add at minimal impact to resources is fantastic.  It is amazing what one can do with GECK  :-X

PZ

Wasteland Revisited Overhaul

A settings mod that revamps much in the game - for instance, searching lockers now turns up worthwhile items rather than just junk.

Wasteland Revisited Overhaul

PZ

Wasteland Fort

Places an wasteland fort near the Overlook Drive-In and Tenpenny Tower for the player to use as a base.

  • A Ranch House to be used as a player home.
  • An Armory
  • A Barn that has been converted into a Barracks and Mess Hall.
  • A tent that includes a working infirmary.
  • Several containers (which should not respawn) and several shelves all around for storage.
  • Beds grant the 'well-rested' condition.
  • Workbench in the Barn and Armory
  • Sandbag bunkers to guard the fort
  • Companion friendly! Has nav-meshes.
  • Fast Travel.
  • Jukebox and radio to provide music.
  • An Nuka-Cola machine that dispenses Icy Nuka-Cola
  • Two invulnerable turrets to guard the entrance
  • Lamp posts around the base that can be turned on and off
  • A landing pad for those using CRI or Enclave Commander

Wasteland Fort

PZ

Rockville Commons

South West of Germantown, Rockville Commons is a small town watched over by Stuart Jameson and guarded by the Cortez family. Includes Doctor, Supplies, & Weapon vendors.

Hidden in the hills east of Paradise Falls, Vault 52 was created to research simulation entertainment. Dr Wolfgang VonHammer tries to take Tranquility lounger simulation to new heights. Includes Doctor, Supplies, & Weapon vendors.

Rockville Commons

Ricamundo

OMG what a plethora of stuff! 8) I've already tried the wasteland wanderer thingy. And there they are wndering around randomly in the wastes, but where i really noticed the diff was in megaton. What a population explosion there. ;D

One oddity(bug?) about this mod. I was on a mish with Charon  when we were approached by a group of 6 wanderers to escort them to Arefu, for caps, so i agreed and off we went. we got there, but i couldnt trigger a close of quest conversation(ie to get paid). When i said goodbye we walked away and they kept following us. Argh! What made it worse was as long as they were with us, i couldn't initiate a fast travel, so i let various baddies kill them off 1 by 1 and took the caps from tehm anyways.  ::)

The Fellout mod does make a diff although its subtle, but definately an improvement. 8) i've D/led the crosshair and wasteland revisited mods, as i love to snipe from afar, and as you mentioned, most of the stuff scavenged from desks and lockers is crap, apart from ammo and a few caps.

More shootin n hurtin tomorrow!  8)
Are you listening to the wind now? Tell the wind to bring me some beer. F*ck the beer, we need women!

PZ

I can't wait to try out these newly listed mods myself.  One thing you might do is to read the readme carefully in each of the mods - some of them need to be started in a specific order - that's where FOMM comes in handy.  It lists all of your mods in the order in which they will be loaded, and all you need do is drag a mod to a different location in the list and that will be it's new starting position.  The readme files also will list any bugs or incompatibilities.

PZ

Fallout Stutter Remover

This requires FOSE 1.2 beta 1 or later.
FOSE 1.2 beta 1 is available here: http://fose.silverlock.org/beta/fose_v1_2_beta1.7z
More recent versions of FOSE will become available on the FOSE website, here: http://fose.silverlock.org/

Fallout Stutter Remover

PZ

FF Interactive Bobbleheads

Interactive BobbleHeads (IBH) makes the collectible bobbleheads in FO3 non-quest, world interactive items. With this mod, bobbleheads can be picked up, dropped from inventory, and set up anywhere you choose. IBH also features a place-able bobblehead display stand as an option for characters that don't live in Megaton or Tenpenny, but would still like to display their bobbleheads on a stand. Both the stock stands and the new place-able stand allow the bobbleheads to be placed and removed at the player's discretion. Additionally, IBH allows for the adjustment of the SPECIAL & skill bonuses the player receives when the bobbleheads are first picked up.

FF Interactive Bobbleheads

PZ

FF Destructible Radios

FF Destructible Radios makes the radios found throughout FO3 destructible objects... Now you can turn them off for good!

FF Destructible Radios

PZ

Faster Moving Character

Makes your character move either 10%, 20%, 30%, 40% or 50% faster with no animation problems.

Faster Moving Character

EDIT: what a breath of fresh air to be able to move more quickly through the FO3 world!  Formerly it was a bit boring to travel so slowly (for me), but now it actually looks like I'm running when in the 3rd person view, and I cover the ground at a more reasonable pace.  The only downside is that the opposition also moves faster!  ;D (combine this with the mod that improves the foes combat abilities and you have a reasonably good FPS.)


Ricamundo

Sry waht is FOSE? I have something called FOOK but i havent activated it as im not sure what it is. :-[
Are you listening to the wind now? Tell the wind to bring me some beer. F*ck the beer, we need women!

PZ

Megaton Lighting Overhaul

Adds Real lighting to Megaton.

Non modded Megaton lights only have lightbeams but they dont actually generate light. This mod makes the lights more noticeable, realistic and more attractive by making them generate light ! You now can walk around town and see all the shops lit up.

This is most noticeable for people who you use Fellout or other mods that make the nights darker.

The lighting has been done in a realistic way eg I have not added lighting where there is not a light source.

Megaton Lighting Overhaul

Works :) Compatible with Fellout, the author suggests to load it after Fellout in FOMM. For OWG test pics, please read this post /Art

PZ

Quote from: Ricamundo on November 12, 2009, 05:01:45 PM
Sry waht is FOSE? I have something called FOOK but i havent activated it as im not sure what it is. :-[

Check out this post

I'd not mess with FOOK until I read about it - although I've only briefly glanced at it, I gather that it changes lots of the game.

PZ

Megaton Grass Mod

The grass is suddenly greener in Megaton - literally.  Grass makes the old crater town seem much more inviting.

Megaton Grass Mod

EDIT: while this mod works just fine, the grass tends to appear unrealistic, and seems to clutter the main walkways.

PZ

Mazas telephones

This mod adds 9 walkie talkies which you can give to NPC:s/companions. Once an NPC has the radio you can communicate with him/her anywhere. Something worth mentioning is that these things are something of a cheat as well, if you choose to use it that way: You can make doctors heal you over the phone or trade items to merchants.
Another thing worth mentioning is that using this on some quest npc:s during a quest might seriously mess it up, be careful.

Mazas telephones

:-X
EDIT: this is a great mod to communicate with your companions.  I have a couple of companions in my underground hideout, and have given each of them a walkie talkie (from this mod).  I have the main communication walkie talkie in my inventory and whenever I need something from one of the companions, all I need do is establish communication with them and they will respond to my instructions.

PZ

Lockpick and Hacking Mod

The Screwdriver
Stashed in a tool box sitting in a corner at Craterside Supply, the
Screwdriver allows you to pick anything. It won't magically unlock things
for--you still need to do the w@&k, but it will allow you to try and pick
even the "Very Hard" locks. To use it, just arm it like any weapon.

A good alternative to this, if you don't like picking at all, is the
Explosive Entry mod.

The Pip-Boy Hacking Mod Chip
To keep tabs on certain vault residents, the Overseer needs easy access to
their private terminals. He devised the Pip-Boy Hacking Mod Chip to
facilitate his surveillance activities. Before you leave Vault 101, make
sure to drop by his room and snag it out of his dresser. (Use the "Instant" version if you've already left the Vault) To use it, just turn it on in the Weapons screen. You have 5 seconds to begin hacking or it
will shutoff automatically.

Lockpick and Hacking Mod

PZ

Lockpick - Bobblehead now bobbles

This small fix makes the Lockpick Bobblehead - bobble - as intended when placed on the display stand in either your Tenpenny Tower suite or your Megaton house.

Lockpick - Bobblehead now bobbles

PZ

Key Man

Just for you cheaters  ;D : go to vault 101 and there should be a trunk which contains all the keys for the entire game.

Key Man

PZ

Invisible Combat Armor

This mod adds invisible fighting armor, don it and you can enter in every place without be seen. Screens show how to move quietly without be seen.
Small Note : don't turn on pipboy light

Invisible Combat Armor

PZ

Necromancer

This gives you the ability to buy at any level the Necromancer Perk. This Perk allows you, while sneaking, the option to raise the dead and place them under your control. The corpse must be fully intact. If any limbs are missing then you cannot resurrect them.

Necromancer

PZ

More Map Markers

Adds map markers to many existing places, some for convenience, others to assist exploration.

You will be asked whether you wish to download all available map markers to your PipBoy. Choose "Download map markers to PipBoy" to automatically display all available markers on your map as undiscovered locations. This is identical to taking the Explorer perk at level 20. Choose "Skip download" if you wish to discover these markers yourself.

Once the Enclave makes its appearance, new markers will become available indicating the locations of Enclave field operations. You will again be asked if you wish to download these markers.

More Map Markers

Art Blade

Quote from: PZ on November 12, 2009, 05:32:58 PMThe corpse must be fully intact. If any limbs are missing then you cannot resurrect them.

could be difficult... with those weapons I use (meaning both my firearms and my buddies)  ;D
[titlebar]Vision without action is a daydream. Action without vision is a nightmare.[/titlebar]What doesn't kill us, makes us weirder.

PZ

lol, I know what you mean - the .50 shreds raiders with one shot!  ;D

PZ

More Hotkeys

More Hotkeys adds more hotkeys. If you're still not convinced you need it, read on!

You gain a second set of hotkeys for weapons accessed by holding down Shift, and a third set that binds entire suits of clothes you access by holding down Alt. Quick and easy.

If you'd like something (a little bit) innovative, More Hotkeys also adds Stance Sets. By holding Shift and Alt, you can store your gear for your current stance, be it sneaking, weapon drawn or weapon holstered. Now you can bind your gun and armour to your Weapon Drawn stance, and a neat-looking suit to your Weapon Holstered stance. Then when trouble comes calling, draw your gun, tap two keys and you're in full battle gear, then after winning simply put your piece in the holster, tap two keys and you're back in your casual suit.
Stance Sets make remembering just which hotkey your T51b is bound to a thing of the past.

More Hotkeys

PZ

Purge Cell Buffers

Some people may remember purging cell buffers helped performance in Oblivion and it is the same for Fallout 3! After running around for hours the engine can get cluttered up with useless things slowing the game down, sometimes causing crashes and other strange things.

What this mod does is automatically purges the cell buffers to help maintain stable performance. The cell buffers are purged every 10 cell changes only when moving from an exterior cell to an interor cell\interior cell to an exterior cell which eliminates the "stutter" purging the cell puffers can cause while also avoiding excessive load times since the cell buffers are never purged while moving from an interior cell to an interior cell\exterior cell to an exterior cell.

To change the frequency of cell buffer purging simply open the console (press the tidal key) and type in "set PCBFreq to ##" where ## is the desired number.

Purge Cell Buffers

EDIT: although I installed this mod on 11-12-09, I did not notice any improvement to my performance.

Tags:
🡱 🡳

Similar topics (2)