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Video games => Fallout series => Fallout3 => Topic started by: deadman1 on October 21, 2009, 12:19:54 PM

Title: FO3 mods <index updated>
Post by: deadman1 on October 21, 2009, 12:19:54 PM
FO3 mods <index updated>
OK peeps, this topic has grown big. I have difficulties finding anything quickly, so I reckon it's about time to create an index. Just click on the link to jump to the post with details about the mod. Use your browser's back key to return to the index.
/Art

01 Added weapons (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17136#msg17136)
02 Sniper rifles / scope zooming mod (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17139#msg17139)
03 Sprinting (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17141#msg17141)
04 Combat Enhanced Tactics (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17142#msg17142)
05 Underground Hideout (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17147#msg17147)
06 Fallout 3 Custom Vector Maps v3/ Fallout 3 Flash Map (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17168#msg17168)
07 Pip-Boy Console Codes / Pip-Boy Cheater (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17173#msg17173)
08 Satellite Map of the Wasteland (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17177#msg17177)
09 Fallout 3 Mod Manager (FOMM) / Fallout Script Extender (FOSE) (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17221#msg17221)
10 DC Interiors Project (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17222#msg17222)
11 EVE - Energy Visuals Enhanced (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17223#msg17223)
12 Fellout (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17224#msg17224)
13 RTS - Real Time Settler (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17226#msg17226)
14 Weapon Modification Kits (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17227#msg17227)
15 Texture packs (Terrain pack/Rivet City pack/Megaton pack/Rocks pack) (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17229#msg17229)
16 RobCo Certified (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17230#msg17230)
17 Green World (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17231#msg17231)
18 SVD Dragunov (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17232#msg17232)
19 Art Mod (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17233#msg17233)
20 Artorps Zooming Scoped Weapons (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17250#msg17250)
21 Enhanced Night Sky (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17251#msg17251)
22 Better Living Through Chems (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17252#msg17252)
23 MTC Wasteland Travellers (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17253#msg17253)
24 Amplified Crippled Effects (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17254#msg17254)
25 Destroyable Environments (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17255#msg17255)
26 BuildableBotsV0-3a (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17258#msg17258)
27 Drivable Motorcycle (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17260#msg17260)
28 Sharing and Caring Companions (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17271#msg17271)
29 TheOutbreaks Wasteland Moods Series (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17300#msg17300)
30 Ultimate Perk Pack (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17301#msg17301)
31 Alexscorpions Sniper Gear (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17302#msg17302)
32 Owned (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17303#msg17303)
33 RR Companions Vault (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17304#msg17304)
34 Enhanced Weather - Rain and Snow v2 (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17305#msg17305)
35 Mini Hideout - Player Home - Katanas (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17306#msg17306)
36 Better Crosshair - FPS Style (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17310#msg17310)
37 Larger Dialogue Menu (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17312#msg17312)
38 No Scan Lines or Distort Effect On Pipboy (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17313#msg17313)
39 OTS Camera (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17314#msg17314)
40 Megaton Expansion Project V03 (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17315#msg17315)
41 Megaton Enclave Hidaway (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17316#msg17316)
42 Megaton caverns nuclear lab and playable fire hydrant (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17317#msg17317)
43 MMMF3 - Increased Spawns (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17321#msg17321)
44 Grey Sky (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17322#msg17322)
45 FreeBuilding V05 (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17323#msg17323)
46 SCC Dogs (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17324#msg17324)
47 Respawn6Hours (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17325#msg17325)
48 RespawnandNewBosses (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17326#msg17326)
49 Psychotic Wasteland- Serial Killer (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17327#msg17327)
50 The Pre-War Collector (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17328#msg17328)
51 Tchos Vault 101 Sealed Wing - player home (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17329#msg17329)
52 Wasteland Revisited Overhaul (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17332#msg17332)
53 Wasteland Fort (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17333#msg17333)
54 Rockville Commons (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17334#msg17334)
55 Fallout Stutter Remover (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17339#msg17339)
56 FF Interactive Bobbleheads (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17340#msg17340)
57 FF Destructible Radios (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17341#msg17341)
58 Faster Moving Character (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17342#msg17342)
59 Megaton Lighting Overhaul (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17344#msg17344)
60 Megaton Grass Mod (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17346#msg17346)
61 Mazas telephones (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17348#msg17348)
62 Lockpick and Hacking Mod (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17349#msg17349)
63 Lockpick - Bobblehead now bobbles (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17350#msg17350)
64 Key Man (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17351#msg17351)
65 Invisible Combat Armor (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17352#msg17352)
66 Necromancer (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17354#msg17354)
67 More Map Markers (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17355#msg17355)
68 More Hotkeys (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17358#msg17358)
69 Purge Cell Buffers (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17360#msg17360)
70 Clear Skies (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17375#msg17375)
71 Color Hi-Detailed map and icons (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17376#msg17376)
72 Starter Pack (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17386#msg17386)
73 The Skeleton Pin (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17387#msg17387)
74 The Fight for Survival (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17388#msg17388)
75 Vault 101 Army Convoy Wreckage (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17390#msg17390)
76 Wasteland Travel Caravans (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17391#msg17391)
77 Free Play after MQ  (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17432#msg17432)
78 Levelers Truck Trailer v20 (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17467#msg17467)
79 The Human Catapult (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17468#msg17468)
80 Killer Shades (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17493#msg17493)
81 MrSlackPants-NightVisionGoggles (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17496#msg17496)
82 PipBoy Lighting Pack (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17573#msg17573)
83 Remote Explosives ADVANCED (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17593#msg17593)
84 Fallout Street Lights - Wasteland (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17645#msg17645)
85 Pipboy Readius (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17713#msg17713)
86 Accuracy International AS50 Sniper (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17772#msg17772)
87 Rivet City Loft Apartment (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17773#msg17773)
88 DDS Converter 2.1 (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17889#msg17889)
89 Fallout 3 Configator (http://www.fallout3nexus.com/downloads/file.php?id=6769)
90 Colt M4 Carbines (http://openworldgames.org/owg/forums/index.php?topic=1150.msg18425#msg18425)
91 Alien House Theme Conversion (http://openworldgames.org/owg/forums/index.php?topic=1150.msg19278#msg19278)
92 Knightmares Prewar Clothing (http://openworldgames.org/owg/forums/index.php?topic=1150.msg20323#msg20323)
93 M14 Sniper Rifle (http://openworldgames.org/owg/forums/index.php?topic=1150.msg20325#msg20325)
94 Arsenal Mod RC2 (http://openworldgames.org/owg/forums/index.php?topic=1150.msg20326#msg20326)
95 Owned (http://openworldgames.org/owg/forums/index.php?topic=1150.msg21741#msg21741)
96 FNNCQ - slavery overhaul (http://openworldgames.org/owg/forums/index.php?topic=1150.msg21743#msg21743)
97 Steady Aim (http://openworldgames.org/owg/forums/index.php?topic=1150.msg21750#msg21750)
98 A Trail of Crumbs (http://openworldgames.org/owg/forums/index.php?topic=1150.msg22989#msg22989)

(//http://)





Just a very useful tip, in case you experience any problems with mods. I had an issue with a mod and PZ came up with the following tip. It worked just great. /Art

Quote from: PZ on November 16, 2009, 01:17:01 PM
(I learned the hard way) - disable the mod, load a saved game that you can sacrifice, save the game, and then reload it again.  One time I'd installed a mod that caused game crashes and after removing all of them, the crashes still occurred!  Loading and then immediately saving a game fixed the problem, [...] Evidently, something had occurred to corrupt my saved game file.



FO3 has tons of different mods, a good place to find them is on the official forum here:

http://www.bethsoft.com/bgsforums/index.php?s=10b404bdff77e96e71b789305d6bde47&showforum=45 (http://www.bethsoft.com/bgsforums/index.php?s=10b404bdff77e96e71b789305d6bde47&showforum=45)

I hope it´s ok to post a link to another forum here, seeing as on some other places I know of that´s a huge no no. If not then would a moderator please delete this  :-[

EDIT: PZ: no problem about posting other sites here deadman - we're into accurate dissemination of information no matter what the source.

Planet Fallout (http://planetfallout.gamespy.com/mods/list/rating/desc/) is another great mod site

PZ: This one has hundreds of mods, many of the ones I'm using came from here

Art: the FO3 nexus com needs you to register in order to download files bigger than 2MB.

http://www.fallout3nexus.com

EDIT: Any mod that you see listed with a yellow title and has a green edited comment is one that has been tested and does not conflict with other mods (unless specified otherwise)

Title: Fall Out 3 mod site
Post by: Art Blade on October 21, 2009, 12:21:44 PM
that's perfectly ok, thanks for the link  :-X
Title: Fall Out 3 mod site
Post by: PZ on October 21, 2009, 01:20:51 PM
@Art - yeah, FC2 is still the only game that I come to time and again - hope to find another like it one day that generates the same excitement.

@deadman and all others - at OWG we're all about the love of gaming, so external links that anyone finds to anything useful to our membership is appreciated.  In fact, it is nice to be able to go to one place and have all your questions answered either by asking, or by finding it in the numerous posts.  I certainly appreciate the highly detailed advice that I've receive whenever I've had a question that required an accuracy response.  :-X
Title: Re: FO3 mods
Post by: PZ on November 08, 2009, 06:30:44 PM
Added weapons

Here is one that adds 12 weapons to the game: adds twelve new weapons to Fallout 3. Including a Nuclear Sniper Rifle, .44 magnum smg, Nuclear Shotgun. You can find them in the Holden Arms Inc. Research Center. The research center is located in the ruins of Fairfax.

The weapons are found in the research center and weapons vault. Bring plenty of stimpacs because the area is overrun with feral ghouls. There are two bosses each with 1000 health(half of what a super mutant behemoth has).

With the exception of the Nuclear Shotgun the weapons use fallout 3 models

12 new weapons (http://www.fallout3nexus.com/downloads/file.php?id=8780)
Title: Re: FO3 mods
Post by: PZ on November 08, 2009, 07:52:00 PM
Sniper rifles

This is a really good .50 cal sniper rifle (http://www.fallout3nexus.com/downloads/file.php?id=5998) found just outside the vault 101 entrance on the ground.  I'm using this one now - accurate and highly destructive.

:-X :-X :-X
EDIT: I've tested and use this sniper quite a bit.  The appearance of the rifle (and reticle) are stock, but it packs quite the punch.  The accuracy is much better than the stock version, and I recently (11-09-09) installed a zoom feature that is outstanding.  Use this scope zooming mod (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17250#msg17250) for great results

These are reasonable sniper rifles (http://www.fallout3nexus.com/downloads/file.php?id=734) as well, and one of them is a silent sniper (found on the front desk of the Tenpenny lobby)
Title: Re: FO3 mods
Post by: PZ on November 08, 2009, 09:32:04 PM
Sprinting

A much needed mod, this one lets you hold the "run" key and you will sprint much like in FC2 - your breathing will change to enhance the immersion.

Sprinting mod (http://www.fallout3nexus.com/downloads/file.php?id=1854)

:-X :-X :-X :-X :-X
EDIT: I really like this mod as well - when in the 3rd person view, you shoulder your weapon and start sprinting - you can cover ground quite fast depending on your health point value.  This one adds a function that is sorely missing in the vanilla game - imagine if you couldn't sprint in FC2!
Title: Re: FO3 mods
Post by: PZ on November 08, 2009, 09:33:48 PM
Combat Enhanced Tactics

Changes the A.I. for NPC's, companions, NPC's from other mods so that they behave more appropriately during combat.... these setting add realism and the tactical feeling of combat from other games.

Combat Enhanced Tactics mod (http://www.fallout3nexus.com/downloads/file.php?id=6492)

:-X :-X :-X :-X
EDIT: this mod works great and adds better jumping to boot.  The foes tend to run away and try to hide when wounded - much more realistic combat.  Each added mod makes the game feel more like the FPS games that I tend to like.  We now have the best of both worlds and you can play the game in any style that you like.  :-X
Title: Re: FO3 mods
Post by: PZ on November 08, 2009, 11:39:15 PM
Underground Hideout

This one is really cool - it is an underground place to rest and relax in the waste land.  You have all the comforts of pre-war world - pure water from a waterfall, a bedroom of your own with all the amenities, and two guest rooms.  You have lab facilities, and armory, and even hydroponic gardens.  You can drop off your stuff here for storage until you need it.  It even has a water purifier that will cleanse all of your contaminated water.  Real cozy, this one.

Underground hideout (http://www.fallout3nexus.com/downloads/file.php?id=9592)

:-X :-X :-X :-X :-X
EDIT: - this is my favorite mod to date.  Installed it on 11-09-09 and it works great.

EDIT2: A new version of the hideout available 11-10-09 v3.3

EDIT3: 01-04-10 - Version 4.35 is now available, and has a mini-quest in order to get the key to the hideout.  Among other new features, you can now instantly teleport to a variety of places.  It also seems like the performance has been improved.  The author also has posted a walk-through on the quest to aid you in your efforts.

New Features:Bug FixesV3.3 DLC
Title: Re: FO3 mods
Post by: Ricamundo on November 09, 2009, 03:54:05 AM
Cool finds. 8) I've already installed 3 of them, and i'll have tio try them and make sure they w@&k ok before i get any more. :-X
Title: Re: FO3 mods
Post by: Ricamundo on November 09, 2009, 03:55:52 AM
Oh, i just noticed the underground hideout mod. That sounds way cool too, but i already have my house in Megaton, but i may get that mod anyways. Cheers!
Title: Re: FO3 mods
Post by: PZ on November 09, 2009, 05:55:59 AM
The nice thing is that you can easily uncheck the mod if it doesn't w@&k and you're good to go - then delete it out of your data directory and you're done.  The hideout is way cool - like a palace compared to the Megaton place.

EDIT: this is a short video clip (from the author, I think) regarding the use of your underground hideout.
[smg id=1638 type=av]
Title: Re: FO3 mods
Post by: PZ on November 09, 2009, 10:04:04 AM
Maps!

This package contains printable PDF vector-based maps as well as new hi resolution in-game maps (the one you see in your PIP).  The printable ones are outstanding in quality - you can mark up these paper copy as you wander through the F03 world.

Fallout 3 Custom Vector Maps v3 (http://www.fallout3nexus.com/downloads/file.php?id=566)

:-X :-X :-X :-X
EDIT: This one is a must have - it is a flash map that has all the locations on it - click-able, searchable, and even has embedded PIP maps and screen captures of the item locations.  If you have 2 PCs, or two monitors, this could come in really handy.  Check it out; you won't be sorry.

Fallout 3 Flash Map
Fallout 3 Flash Map (http://www.fallout3nexus.com/downloads/file.php?id=78)

EDIT2: Here are a few screen captures of some of the features of the flash map - it sure would be cool to have a feature like this built into the hideout so you could smoke your pipe while perusing the map, Sherlock Holmes style   ;D

You can list just about anything you want to see on the map - these are just a few:
[smg id=1647]
You can click an item and see the local map which displays its position
[smg id=1645]
More information will automatically rotate through the display - this rotation shows a screen capture of the building in which the item is located
[smg id=1646]
... and this one shows the table on which it resides
[smg id=1644]
Title: Re: FO3 mods
Post by: PZ on November 09, 2009, 11:26:19 AM
PIP Boy Easy Cheats

These two mods look interesting:

Pip-Boy Console Codes (http://www.fallout3nexus.com/downloads/file.php?id=8446) If your sick of Alt-Tabbing to get codes and commands for the Fallout 3 Console then this is the mod for you!

Pip-Boy Cheater (http://www.fallout3nexus.com/downloads/file.php?id=7638) allows you to get a few special console items right from your PIP

Title: Re: FO3 mods
Post by: PZ on November 09, 2009, 01:14:17 PM
Satellite Map of the Wasteland

This one reminds me of D_B's FC2 map, but without the icons.  8000x8000 in size, it offers a highly detailed view of the F03 wasteland.  It is a big download - 58 mb in jpg format!

Download link (http://www.fallout3nexus.com/downloads/file.php?id=1563)

Here is a tiny crop to give you an idea as to it's appearance
[smg id=1643]

:-X :-X :-X :-X :-X
EDIT: use this in conjunction with the No scan lines mod, and setting your PIPBoy to amber for a much more appealing map view, complete with color map markers. /PZ

I use it with a replacement mod of the pipboy, called Readius (not the PDA version) which removes scanlines on the fly, yet I use white pipboy colour (looks like the pic above) and it works just fine  :-X You get easily addicted to using a better pipboy map once you've seen it on your own screen :) /Art
Title: Re: FO3 mods
Post by: Art Blade on November 09, 2009, 02:00:28 PM
wow, I like the stuff you found and posted here, the hideout sure looks cool :)  :-X
Title: Re: FO3 mods
Post by: PZ on November 09, 2009, 02:46:02 PM
Thanks Art, I absolutely love the hideout - reminds me of when I was a child and I would create the perfect fort - all is destroyed up top and is dandy below in your safe place.
Title: Re: FO3 mods
Post by: Ricamundo on November 09, 2009, 02:59:21 PM
OK, i funally got the Hidout mod to w@&k. The Hidout.esm file had to be moved into the main Data folder, where the othewr mods esm folders were, then it worked just fine. now i have another small problem. theres quite a few messed up textures inside the hidout that are huge red blocky things. I think i remember seeing a fix for that tho.
Title: Re: FO3 mods
Post by: PZ on November 09, 2009, 04:46:23 PM
It sounds like the folder structure might have been a problem which would lead to the .esm being in the wrong place.  If that is the case, then the subfolders might also be in the wrong place.  Also the ArchiveInvalidation mod recommended at the download page is important for textures to w@&k properly.
Title: Re: FO3 mods
Post by: PZ on November 10, 2009, 02:29:24 PM
Fallout 3 Mod Manager (FOMM)

This one is essential to effectively manage the numerous mods that will be appearing in your game  ;)

A collection of utilities related to both creating and using mods. Current features include:Fallout 3 Mod Manager (http://www.fallout3nexus.com/downloads/file.php?id=640)

Some mods require this script extender which works seamlessly with FOMM

Fallout Script Extender (FOSE)

The Fallout Script Extender, or FOSE for short, is a modder's resource that expands the scripting capabilities of Fallout 3. It does so without modifying the Fallout3.exe or the G.E.C.K. files on disk, so there are no permanent side effects.

Fallout Script Extender (FOSE) (http://www.fallout3nexus.com/downloads/file.php?id=8606)

:-X :-X :-X :-X :-X
EDIT: both of these are essentials - if you don't have them, get them before you install or use any mods.
Title: Re: FO3 mods
Post by: PZ on November 10, 2009, 02:33:44 PM
DC Interiors Project

Have you ever thought about scabbing the DC wastes, even though, the super mutants may horrifically and violently rip your heart out? Have you said to yourself "D*** the torpedoes, I am going Downtown anyway", only to find once you arrive that 99% of the shops and houses are all boarded up? Have you ever seen a building on the horizon, thinking you'll head there, just to find nothing of interest, nothing worth investigating? If so, this mod is for you!

DC Interiors Project (http://www.fallout3nexus.com/downloads/file.php?id=5573)
Title: Re: FO3 mods
Post by: PZ on November 10, 2009, 02:38:14 PM
EVE - Energy Visuals Enhanced

This mod will make you start using energy weapons. If you already are a fan, then try not to mess your trousers. To start with, EVE introduces:
EVE - Energy Visuals Enhanced (http://www.fallout3nexus.com/downloads/file.php?id=8340)
Title: Re: FO3 mods
Post by: PZ on November 10, 2009, 02:43:38 PM
Fellout

200 years since the bombs fell and somehow everything is tinted green? Dust in the atmosphere, even
if it could magically last 200 years, would tend to make things red not green.

Fellout changes all that. Fellout gives a harshly lit world more reminiscent of the Sahara Desert,
though due to popular demand, (and if Enhanced Weather - Rain is installed), some areas of downtown
DC will have rain.

Fellout also neutralises indoor lighting. It doesn't make indoors any brighter or darker, but due
to Fallout 3's HDR adaptation, sometimes places will look brighter or darker. This was present in
the original game. Every light in the game has been degreened and with the new (1.0.15) addition of
fellout-brokensteel.esp then the Presidential Subway and new airforce base will also fit in with
Fellout's vision.

Check out this before and after:
[smg id=1648]

Fellout (http://www.fallout3nexus.com/downloads/file.php?id=2672)

:-X :-X :-X :-X :-X
EDIT: I installed and began using this mod on 11-09-09, and am very pleased with the results.  The environmental color is much more appealing. /PZ

There are two different versions of Fellout inside the archive. "Full" means, really dark nights, as in pitch black. The other mod is called Fellout-SOTD as in Scared Of The Dark, nights are not pitch black. If you choose Full, I highly   recommend the also included pipboylight mod which massively increases the light strength and radius of your pipboy. The vanilla pipboy flashlight, in comparison, would be like trying to use the phosphor glow of your grandpa's wrist-watch to enlighten the environment :) I also highly recommend you get a good night-vision device, like MrSlackPants-NightVisionGoggles (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17496#msg17496) /Art

Title: Re: FO3 mods
Post by: PZ on November 10, 2009, 02:55:37 PM
RTS - Real Time Settler

Getting bored with fallout 3? Enter Real Time Settler (FO3:RTS)!

A free mod for fallout 3 that lets you set up your own settlement anywhere, yes, anywhere in the fallout 3 universe. Want to build a settlement on top of the rivet city flight deck? How about on the side of a cliff? In the middle of the DC ruins? Or how about on the destroyed overpass next to the abandoned car fort? Heck, you can even found a settlement on top of nothing but water! You can do all this and so much more! You can place structures in full, free form, 3D! Want to make a staircase to let yourself and your villagers walk up the side of a cliff? No problem! Want to make a sandbag wall to block the back entrance? Done! How about a wall made of the various cars you see around the DC wastes? Done! In FO3:RTS you can build your own town to your exacting specifications.

You will be capable of maintaining a thriving settlement with up to 20 NPCs who will hail you as their leader. Make sure they have enough food, a working water supply, and that they are happy living under your rule. Trade with the default settlements found in the Fallout 3 universe (Megaton, Paradise falls, Rivet city, the Republic of Dave). Even better is that you are not limited to the items provided by the mod. If you really liked the look of the clean white sofa sitting outside the megaton shelter you can make some rough blueprints of it and hand it over to your (player built) academy and start building it all over your settlement! How about that "holster your gun or get shot" sign you loved from Dukov's palace? Yep, you can blueprint that too!

If building a thriving city does not satisfy your builder's itch enough, you can defend your settlement from (mod created) Raider attacks! You can dictate when the attacks occur as to not overwhelm you, but when you call down the thunder be ready to reap the whirlwind as these raiders are TOUGH! Equipped with Missile launchers and more these bad boys will put your skills to the test! FO3:RTS let's you create, manage and defend your own Fallout 3 settlement anywhere you like, however you like!

RTS - Real Time Settler (http://www.fallout3nexus.com/downloads/file.php?id=7070)

Title: Re: FO3 mods
Post by: PZ on November 10, 2009, 03:02:57 PM
Weapon Modification Kits (http://www.fallout3nexus.com/downloads/file.php?id=3388) <-click

Allow you to use standard Workbenches to modify your favourite firearms with a range of handy attachments:
In addition, the loving attention bestowed upon your weapon during modification results in durability improvements. Each successive mod applied to a weapon increases its durability by 25% (of its base durability).

edit: added missing link /Art
Title: Re: FO3 mods
Post by: PZ on November 10, 2009, 04:46:50 PM
Texture packs

Replaces landscape/ terrain textures and bumpmaps for FALLOUT 3.
The default game textures and bumpmaps and have a typical resolution of 512x512 pixels. These textures have all been replaced with real-world photograph-based equivalent textures, and you can choose 3 different resolutions to suit your PC.

Here is a screen capture of the comparisons (go to the download link to see the original hi-res images):
[smg id=1649]

Terrain pack (http://www.fallout3nexus.com/downloads/file.php?id=774)
Rivet City pack (http://www.fallout3nexus.com/downloads/file.php?id=3612)
Megaton pack (http://www.fallout3nexus.com/downloads/file.php?id=1662)
Rocks pack (http://www.fallout3nexus.com/downloads/file.php?id=866)

Check out this image of the Rocks mod - compare the default and max resolutions - impressive although this pic does not do it justice!
[smg id=1651]

:-X :-X :-X :-X
EDIT: In combination with Green World and Fellout, these three mods have made the experience much more appealing in a visual sense.  It is now pleasant to be in the game, and you wonder what is behind that tree, etc.  The textures in this mod makes the graphic experience much more realistic. /PZ

Several of the very high resolution mod versions are BIG (download size about 200MB) so be careful what you're going to download ;) Also, big texture packs might lag your game, slight stutters may occur. /Art
Title: Re: FO3 mods
Post by: PZ on November 10, 2009, 04:51:26 PM
RobCo Certified

RobCo Certified adds a new three-rank perk with the same name. With the perk, if you have a spare Fission Battery and some scrap metal you'll be given the option to repair any robot you destroy, turning them into a loyal ally who'll follow you anywhere. Each rank allows you to repair bigger and better robots to command. RobCo Certification is designed to allow non-combat sciency characters to be viable, letting them unleash a horde of robot minions against those who would threaten them.

RobCo Certified (http://www.fallout3nexus.com/downloads/file.php?id=712)
Title: Re: FO3 mods
Post by: PZ on November 10, 2009, 05:20:04 PM
Green World

Tired of the gray, desolate landscape?  This one may be for you - see lots of green foliage.

Green World (http://www.fallout3nexus.com/downloads/file.php?id=2456)

:-X :-X :-X :-X :-X
EDIT: I installed this mod on 11-09-09 and it has made the largest impact on the appearance of the game so far.  It has turned a landscape almost completely devoid of color into one that has some green trees, grasses, and other foliage.  FO3 appeared almost like a black/white movie before this; was desolate enough so that I actually appreciated seeing a few rusty things.  Now there is color! /PZ

Works great with Fellout (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17224#msg17224) mod /Art
Title: Re: FO3 mods
Post by: PZ on November 10, 2009, 05:26:38 PM
SVD Dragunov

Adds a SVD Dragunov rifle to the game as well as a unique version called The People's Dragunov. It has been added to some of the loot lists and Talon Company's leveled lists. There is also one in minefield next to Arkansas's ammo stash. It uses .308 ammo unless you use the CALIBR version. The unique variant is hidden somewhere near a radio tower out in the wasteland. It can be repaired with other SVDs and Sniper Rifles.
[smg id=1650 type=av]

SVD Dragunov (http://www.fallout3nexus.com/downloads/file.php?id=3759)
Title: Re: FO3 mods
Post by: Art Blade on November 10, 2009, 05:40:08 PM
I made this mod for my own amusement, but I gladly share it with you.
exclusively and free for members of OWG :)



new UPDATE!

The basic idea is to have one and a half perfect bodyguards, Charon and dogmeat.

Charon's own weapons modded. He'll be devastating when ordered to fight melee combat style. No more degrading of the modded weapons, and Charon now looks how I like him best:

Art Mod v.004 (Nov 21, 2009) (http://openworldgames.org/owg/forums/index.php?action=downloads;sa=view;down=112) <- download: click

[smg id=1668 align=center width=400]

so far, no problems known if used with other mods. Except if those mod Charon, dogmeat and Fawkes, then you might consider the load order using FOMM.

Brief mod summary:
(ArtBlade001, again, is the current file version)

- Dogmeat turns immortal once you call him "good boy"
- Fawkes is immortal
- Charon is immortal
- added a modified .44 scoped Magnum (pistol) sounds like a gun, looks like a laser...
- added a modified smg (about 5,000 rounds per minute...) Muzzle flash? More like a jet engine...
- Charon is a lot taller, and looks somewhat like DukeNukem3D (if you excuse, err, remove his wig and suit). He carries those two custom weapons that you can get from him by trading items with him.

Quote
Quote from: PZ on November 11, 2009, 01:16:49 PM
where might one look for Charon?

Just find the Undercity (inside the Museum of History). There you need to find The Ninth Circle (kind of ghoul club). Talk to the bartender... and if you're good at convincing people, you might cut a good deal, but you will be able to purchase Charon's contract -  whoever owns it will be Charon's master, or the other way round, Charon will follow whoever has the contract. :)

Here's me with Li in the back, and my (meanwhile differently dressed) version of Charon.
[smg id=1593 align=center width=400]
Charon will make a star ship trooper look like kid Tarzan in comparison  ;D


Release notes:

If you already have the older versions:

please replace it with ArtBlade001.esp (zip file ArtMod_v004) in your fo3 data folder. If for whatever reasons you lose items after the update, can't be much. Just the guns. You can get the guns again using the "additem" command (yes, I did finally check again how it works) -- see
this (http://openworldgames.org/owg/forums/index.php?topic=1127.msg16732#msg16732) post in the cheats topic :)

There are two modded weapons. New in v003: they won't degrade any more. Also new (v004) Charon's own weapons modded, especially his knife. Try his melee combat style :)

Anyway, new in this mod is that Charon comes equipped with both weapons so you can fetch them from him. He keeps his own old shotgun, though. He will also be carrying ammo (.44 magnum) which is used for both of my weapons.

The good thing is, my weapons are magic... They have ZERO weight... very useful... and once you have enough ammo to fill them up (you need to load them with .44magnum ammo) they will fire without using up any of the ammo LOL. Oh, the pistol has an advanced scope (you can see much farther with it than with a regular scoped magnum).

Once you meet Charon AND get his contract (making him your buddy) you can trade items with him, give him clothes or armour of your liking (New: Charon now wears Tenpenny's suit and Button Gwinett's wig. His own weapons are brutal now, especially his combat knife) and take one or both of my weapons and 50 rounds of ammo from him.

Then you can test them, keep them, or return one or both to him. He'll be a bloody tank with any of those weapons hehehe. And I have to admit, those weapons are planet killers. 1,000 hitpoints for each pistol round, and about 5,000 damage points per second for the MP...

The moments before you gain a cool new buddy...
[smg id=1594 align=center width=400]

The mod has a mini description (you can see it in GECK or FOMM):

Quotenew ArtBlade .44 Pistol ID 0x003d31- OK
new ArtBlade .44 ultra MP ID 0x004a7e

The ID codes you see is what you need if you want to place them into your inventory, but the starting two digits (01) may change depending on what ever else mods you have. Those ESP files tend to w@&k like 00 game file (standard), 02 esp with latest file date, 03 second youngest esp and so on. So, if you modify an ESP, it will come first after the game file, and thus shifting the 02,03,04 etc starting digits down. If my mod were the third file by age, you'd have to add an item ID with 04xxx and so on. Best you use FOMM and check the mod# there :)

Enjoy :)
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 07:29:48 AM
Quote from: Art Blade on November 10, 2009, 05:40:08 PM
Hmm, a mod post without my mod?... needs to be fixed...

ArtMod here on OWG :)

Oh dear, splitting the one original "other games" fo3-topic into several topics screwed up all my interlinks quite badly, I'll fix them tomorrow (bed time now).
Quoted by PZ before the quoted post was edited /Art

Download ArtMod 2
http://openworldgames.org/owg/forums/index.php?action=downloads;sa=view;down=110

info descriptions
http://openworldgames.org/owg/forums/index.php?topic=1152.50
http://openworldgames.org/owg/forums/index.php?topic=1127.msg16732#msg16732

Yours was the first mod I tried and is what prompted me to get more  ;D

I didn't even think about the internal links to the posts - my apologies that it has created extra w@&k - I guess that is why it will be important to create new boards as soon as there is interest in a game.  Keep it in mind everyone - if you have a game that you want to talk about, forward your request and we'll install a new board - takes only a couple of minutes and is well worth it if it helps prevent issues like this.  :-X
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 08:15:14 AM
Artorps Zooming Scoped Weapons

You can zoom your scoped weapons in and out using your mouse wheel.

Artorps Zooming Scoped Weapons (http://www.fallout3nexus.com/downloads/file.php?id=5351)

:-X
EDIT: a nice mod that allows you to use your mouse wheel to zoom in and out using your scoped weapon.
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 08:52:23 AM
Enhanced Night Sky

This mod creates a night time sky that is full of stars, and has a beautiful moon.

Enhanced Night Sky (http://www.fallout3nexus.com/downloads/file.php?id=442)

EDIT: Installed this one on 11-09-09 and it works like you would expect it to - the moon has always been beautiful in the game, but now the stars and general appearance of the sky has been significantly improved.
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 08:56:54 AM
Better Living Through Chems

This mod adds several dozen fictional and real-world alcoholic drinks and chems, many with unique effects, to all chem and liquor related leveled lists of Fallout 3. So, they spawn everywhere the vanilla chems do, and in locations appropriate to the chem in question.

Chems affect the body and the mind. Like all good things, too much is bad.
Some of these chemicals can be used to fill empty syringes, or Dart Gun toxin feeds, to be unleashed upon your enemies. Others may be used to fill up empty hypos left over from Stimpak use. They can help save your life or help end another's.

Alternatively, you can sell them - chemical assistance is in high demand by the suffering remains of humanity. Maybe you'll just keep them, and use them to help you save the world... or destroy it. Maybe you'll just have fun with them. Be warned, addiction and death may await the unwary.

Where to find these spawns of modern medicine? Good old Doc Church won't sell you cocaine, but he'll sell you some Coldturkene to cure your habit. You'll have to get your buzz from a dealer.

Unlike a Pre-War street drug, these chems are often medical grade and very pure. After the bombs fell, the street trade withered, but more than enough chems survived in hospitals, pharmacies and laboratories for the survivors to scavenge and make use of them for ages.

Better Living Through Chems (http://www.fallout3nexus.com/downloads/file.php?id=1745)
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 08:58:27 AM
MTC Wasteland Travellers

Wasteland are forgotten lands, but really they are to much empty. Why citizens stay forever in their own cities? And Why you're the only one that explore the wasteland?

This mod aim to create a more credible wasteland, adding NPCs which travel between cities, engage battles, living an dying in the wasteland. Wasteland and cities become more alive, removing the feel that the wastes are there only for the player.
All the aspects of the mod are fully configurable.

MTC Wasteland Travellers (http://www.fallout3nexus.com/downloads/file.php?id=6044)

:-X :-X :-X

EDIT: Installed this one on 11-09-09 and instantly the game became more alive.  Open your PIP and configure the spawn rate, the density of NPSs you'd like to see, and more.  Fallout 3 without this mod is like Farcry 2 - you're mostly alone except for hostiles, and the few "buddies" you meet along the way.  Imagine FarCry 2 in which you had native dwellers wandering the roads who can get involved in your battles, might be hostile to you (or friendly).  I had one even pick my pocket when he bumped into me!  (We got into a fight over that incident  ;D) / PZ

The mod contains an optional mod, both may be used together. The main mod populates the world outside cities, the optional mod inside cities./ Art

The crowded cities optional mod replaces some descriptions, like instead of "Door to Rivet City Market" you get an Italian description so I read "Door to mercato di rivet city" /Art
Quote[V2.1]

    * "Wasteland" not localized Again (I've forget to translate it in the optional files)
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 10:40:17 AM
Amplified Crippled Effects

New from Vault-Tec, Amplified Crippled Effects, or ACE, works towards making crippling limbs a very viable thing to do in combat.
Cripple an enemies legs, and they slow to a crawl. Cripple the arms, and their aim goes way off. Cripple the head to reduce their aim by
half blinding them. Cripple the torso, and their strength and endurance drop sharply, the enemy stumbles when you hit their already broken ribs and pound their guts.

Amplified Crippled Effects (http://www.fallout3nexus.com/downloads/file.php?id=85)
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 10:48:08 AM
Destroyable Environments

In a nut shell this is what this mod does, it essentially gives objects a health value. As you shoot the object and it reaches a certain health percentage it will change its looks, explode, or even both. This will help in creating a destroyable environment.

The overall feel for this mod that I'm going for is a very good immersion experience to help provide more realism and entertainment to the Fallout 3 environment.

Most of the time you will not even be able to notice that this mod is working. That's the way I want it. Overall the experience you get from this mod is better combat and more realistic combat that you will be able to better strategize in. It's cool too now be able to kill a raider by shooting the Nuka-Cola vending machine right beside him and have it blow him to pieces. Or to even drop a fission battery on a nearby table and wait for a super-mutant to walk by and have it blow off his arm after only shooting the battery once. Not to mention just being able to see more explosions.

This now will introduce a brand new aspect into the fallout world. You can now turn off of the lights, with your weapons that is. You can now shoot out lights and make the world a little darker. Perfect for all of you stealthy guys out there wanting to sneak up on some raiders. Even sneak through the enclave lines if you so choose. Make sure you keep a silenced pistol with you at all times.

Destroyable Environments (http://www.fallout3nexus.com/downloads/file.php?id=1904)
Title: Re: FO3 mods
Post by: Ricamundo on November 11, 2009, 11:15:17 AM
Wow, i cant keep up with all these mods. ;D I have the xtra 12 weapons, the .50 cal sniper(awesome) the Dragononv, for that right at FC2 home feel, the underground hideout(even with the fix, i still have texture isues, doh!) and the starry night sky(havent tried that 1 yet) Im a lil aprehensive to try too many more for now. ;)
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 11:30:22 AM
I know what you mean, but using FOMM has eased my mind a bit (that and another guy who said that he uses FOMM to load 60-80 mods routinely).  It allows you to easily control which mods are added into the game.  By the way, any mod you see listed with a green edited comment is one that I've tried out and is working properly with all of the other mods I've tried.  I'll comment on anything that I've found to be conflicting.
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 11:36:20 AM
BuildableBotsV0-3a

This mod adds a new room to the Robot Repair Centre near canterberry commons, containing the equipment required to build your own robots.

Building robots requires parts that can be scavenged off robots you find and kill in the wasteland. Certain junk objects can be modified via your robot workbench into useable robotic components (such as conductors).

Once built, each robot has the basic functionality of a companion NPC - they can be told to follow, wait, or patrol the area.

BuildableBotsV0-3a (http://www.fallout3nexus.com/downloads/file.php?id=1625)
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 11:48:57 AM
Drivable Motorcycle

Adds motorcycles to the Wasteland for you to repair, cruise around on and upgrade and pimp with weapons, awesome textures and crazy inventions. - "Nothing is better than first cripple a raider with your dual miniguns then crush his skull under your wheel!"  Now at last we have wheels  ;D

DRIVING INSTRUCTIONS:
==============================================================Drivable Motorcycle (http://www.fallout3nexus.com/downloads/file.php?id=6005)
[smg id=1652 type=av]
Title: Re: FO3 mods
Post by: Art Blade on November 11, 2009, 12:43:59 PM
just a sidenote, PZ, I fixed all broken links to and from my mod, including cheats topic and download section. The broken links only result if you split a topic and then split the remnants again, causing multiple topics. It doesn't happen if you split only once. :)

For those of you who missed it, I have created some space for my own mod here (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17233#msg17233) ;D
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 01:16:49 PM
Thanks Art, and I can vouch for how cool it is - I always have it loaded when I play (just can't stand the thought of losing my dog  ;D)

EDIT: where might one look for Charon?
Title: Re: FO3 mods
Post by: Art Blade on November 11, 2009, 01:44:44 PM
Thanks, PZ :) No conflicts, I hope :)

Quote from: PZ on November 11, 2009, 01:16:49 PM
where might one look for Charon?

Just find the Undercity (inside the Museum of History). There you need to find The Ninth Circle (kind of ghoul club). Talk to the bartender... and if you're good at convincing people, you might cut a good deal, but you will be able to purchase Charon's contract -  whoever owns it will be Charon's master, or the other way round, Charon will follow whoever has the contract. :)
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 01:49:31 PM
Sharing and Caring Companions

The SCC master file allows you to easily recruit any NPC you can open dialogue with. Recruited companions will follow, sneak and fight alongside you. Sharing and Caring Companions also allows you to trade with your friends and give them simple orders like 'wait' and 'dismiss'.

Sharing and Caring Companions (http://www.fallout3nexus.com/downloads/file.php?id=2399)

:-X :-X
EDIT: Installed this on 11-09-09 and it works flawlessly.  You can go to just about everyone in the FO3 world and induct them into being a follower.  I was able to recruit several of the Tenpenny Tower residents (the ones that usually only utter the Stepford wives lines) into actually doing things for me.  I was even able to recruit one of the security guards at Rivet City into following me and acting as my body guard.  This one greatly increases the number of companions you can recruit (I wonder how large I can grow my "army"  ;D )
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 01:50:23 PM
Quote from: Art Blade on November 11, 2009, 01:44:44 PM
Quote from: PZ on November 11, 2009, 01:16:49 PM
where might one look for Charon?

Just find the Undercity (inside the Museum of History). There you need to find The Ninth Circle (kind of ghoul club). Talk to the bartender... and if you're good at convincing people, you might cut a good deal, but you will be able to purchase Charon's contract -  whoever owns it will be Charon's master, or the other way round, Charon will follow whoever has the contract. :)

Thanks Art, just what I needed to get started!  ;)  (Man, this game has depth)
Title: Re: FO3 mods
Post by: Art Blade on November 11, 2009, 01:51:58 PM
hehehe,

here a tip for Charon with my mod:

As long as Charon uses the modified weapons, they won't degrade. Maybe give him the smg

Oh, could you please rate my mod as causing troubles or not causing troubles with other mods?
Title: Re: FO3 mods
Post by: PZ on November 11, 2009, 04:15:50 PM
I load your mod with every play and have never found it to conflict with any mod I've tried, and works exactly as you advertised.  In fact, I guess that I must sail under lucky stars because all of the mods I've installed have worked just fine  :-X
Title: Re: FO3 mods
Post by: Ricamundo on November 12, 2009, 04:48:19 AM
Just installed a couple more mods. The fellout thingy is in but im not sure what difference there is yet, as its overcast, and im in the middle of DC atm. I did also install the starry night mod, and i think i saw some earlier when i poked my head out the door of the Museum of History.

I found Charon, and talked to his owner whazzizname, and bought him, although im not crazy about buddies, i figure he can carry the extra gear that i scavenge till i can sell it on. :-X

I also found Art's guns on Charon, so i swapped them for some other weapons, because i wanted to try them. Art that smg is awesome! What a ROF! Found a pack of Mutants just outside the museum, and we took care of them pdq, ill tell ya. 8)

So far no issues, although unfortunately, the Underground Hideout still has texture problems, but it does w@&k ok. FYI, if you install the Dragonov mod, make sure you only have one or the other guns activated, or FO3 wont start! ::) I doubt if ill keep that one anyways, as the Dragonov doesnt have nearly the punch that the wonderful .50 cal sniper does. I wish i could repair it. That, and other unique weapons will eventually degrade.
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 08:26:24 AM
I'm not sure about fellout either, but I'm going to peruse the documentation a bit more to see if there is a more dramatic change that is possible - I recall several different themes when I first examined the mod.  You might consider Green World as it adds a wonderful splash of plant greenery.

I agree about the Dragunov - reminiscent of FC2, but that .50 sniper is devastating in comparison.

Strange about the hideout - I've not had any issues with it at all - you have FOMM and FOSE installed and are starting the game using FOSE?  (It does make a difference how you start the game evidently)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 09:25:01 AM
TheOutbreaks Wasteland Moods Series

This mod features several different themes which you
can use to customize the look of the Fallout 3 outdoor
environments.

TheOutbreaks Wasteland Moods Series (http://www.fallout3nexus.com/downloads/file.php?id=6550)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 09:34:11 AM
Ultimate Perk Pack

A highly-rated set pf additional perks

Ultimate Perk Pack (http://www.fallout3nexus.com/downloads/file.php?id=1409)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 09:36:06 AM
Alexscorpions Sniper Gear

Description
===========
This is the first part of my sniper gear mod. Adding 4 m82a sniper rifles.

Location
========
The PP-2000 Smg has been added.. the complete gear is at the Germantown Police station . .. now the main entrance is locked with 100 lockpick skill .. but if you go around you'll see another entrance on the 2nd floor in the colapsed section of the building .


Details
=======
Here are 4 sniper rifles that come in two colors and two variants .. silenced and unsilenced ... light and dark .
I've also included an esp with 50% less damage , i've made my mod compatible with CALIBR and added ammo to the vendors .. you can buy it from Moirra in Megaton , Flock and Shrapnel in Riviet city and From Tulip in Underworld.

Alexscorpions Sniper Gear (http://www.fallout3nexus.com/downloads/file.php?id=4362)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 09:38:53 AM
Owned

This mod aims to make the game more realistic. I always found it annoying that when I killed
The owner(s) of a property, I still could not sleep, take stuff and store away my items without
some kind of punishment for doing so.

This mod corrects these flaws that are so prevalent in the original game.
Now when you kill the owner(s) of a property, you will get full privilege to everything in
the house including the beds, the items and storage without any negative effects (beside a dose
of bad karma of course).

Some NPCs may be essential. If this is the case you will only have to knock them unconscious and
they will either leave to sleep and eat somewhere else or they may stick around for a while.

For the karma conscious you can buy selected properties via property managers. Hand over
your hard earned caps and you can aquire them. If you do not have enough caps in your inventory the
property will not be available to buy until you do. The managers can be found inside of properties.

You can also tax all of the properties, which is perfect if you want a little extra cash
at any time. Tax is collected once every three days from when you activated it, and the amount
you get varies on how expensive the house is. You can even turn it off at any time if you feel
you have enough cash in your pocket, it's up to you.

Doorbells have now been added to help make your play-through a more joyful one. The bells
will only appear outside when you have aquired a property, and with one simple ding-dong press; you
can lock and unlock your exterior doors to your hearts content.

Owned (http://www.fallout3nexus.com/downloads/file.php?id=1516)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 09:52:19 AM
RR Companions Vault

A large companion friendly, player's vault home and companion system. All the amenities for a player plus many features to allow companions to interact with the vault. There are some plugins available also. Some add new features to the vault others enable vault support for a few of the popular mods. The tutorial download includes a tutorial for creating custom companions in GECK for use with the vault. But it can be used for any type plugin.  If you like the idea of the underground hideout - take it to the level of a vault - you're basically the overseer and the place is complete with swimming pool, pub, jail, and lots more.

RR Companions Vault (http://www.fallout3nexus.com/downloads/file.php?id=3644)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 10:24:57 AM
Enhanced Weather - Rain and Snow v2

When you first load the game with this mod enabled you will receive the Enhanced Weather Settings item in the Items/Aid section of the PipBoy, by using it you will be able to change four parameters: Min Rain and Snow Duration, Max Rain and Snow Duration, Min Not-Rainy Not-Snowy weather duration and Max Not-Rainy Not-Snowy weather duration; the deafults settings are respectively, 2 hours, 2 days, 4 hours, 4 days. By activating that you will be able to test the rain and the snow too.

Enhanced Weather - Rain and Snow v2 (http://www.fallout3nexus.com/downloads/file.php?id=6170)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 10:33:18 AM
Mini Hideout - Player Home - Katanas

Adds a player home in Springvale under the Red Rocket gas station. The Key can be found via Mailbox just across the street.

Mini Hideout - Player Home - Katanas (http://www.fallout3nexus.com/downloads/file.php?id=6394)
Title: Re: FO3 mods
Post by: Art Blade on November 12, 2009, 11:10:29 AM
Quote from: Ricamundo on November 12, 2009, 04:48:19 AM
Art that smg is awesome! What a ROF!

LOL  ;D ;D ;D true  ;D

Give that smg to charon so on one hand it won't degrade and on the other hand he'll be a one-man army :) If you have the dog too, they will cooperate (fun to watch and to listen to, hehe). You should use the scoped pistol yourself, because I modded its fantastic long-ranged scope... firepower is great too, like an AS50 the size of a remote control  ;D
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 11:13:23 AM
Better Crosshair - FPS Style

This mod changes the default crosshair into a much better, more accurate one in the shape of a centre-less 'plus' symbol.

Better Crosshair - FPS Style (http://www.fallout3nexus.com/downloads/file.php?id=7543)

:-X
EDIT: - after installing this mod, the game felt more like a FPS shooter than with the "stock" on-screen indicator of where you point your weapon.  It did not make a huge impact, but each little bit helps.
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 11:23:54 AM
Larger Dialogue Menu

This mod makes the menu for dialogue much taller. This allows approximately 6 or 7 lines on the screen at once, meaning you don't have to scroll just to find something to say.

Larger Dialogue Menu (http://www.fallout3nexus.com/downloads/file.php?id=42)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 11:30:13 AM
No Scan Lines or Distort Effect On Pipboy

Annoyed by the scan lines and distortion in the Pip? This one removes the scan lines and distort effect from the pipboy.

No Scan Lines or Distort Effect On Pipboy (http://www.fallout3nexus.com/downloads/file.php?id=274)

:-X :-X :-X :-X :-X
EDIT: this is a fantastic mod - I really disliked the scan lines on the map in the PIPBoy, and now they are gone.  I combined this mod with the high definition color map (the one with the colored markers) and now have a fantastic looking map in game.  No more do I see that low resolution awful green glowing out of focus map.


Use the No Scan Lines mod with this great map mod (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17376#msg17376) for an excellent in-game experience.
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 11:39:57 AM
OTS Camera

3rd Person camera modification that allows you to dynamically alter the 3rd Person camera position in game, it also allows you to save 2 Preset Standing Camera Positions and 2 Preset Sneaking Camera Positions that will automatically switch based only on if you are sneaking or not, and which preset you are currently set to use.

OTS Camera (http://www.fallout3nexus.com/downloads/file.php?id=577)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 12:04:21 PM
Megaton Expansion Project V03

Ever wish you could find an arms dealer with more weapons than Lucky? Ever wish you could get powerful and useful chems that you don't get addicted to? Tired of watching humanity flounder? Help Sheriff Simms and his new friends make Megaton a safe haven.

Megaton has reached it's population limit and Sheriff Simms is fed up with having to turn people away. He has taken a bold step, he has decided to expand Megaton beyond its original walls and clean it up at the same time. Thanks to an ancient Ghoul named George and a Super Mutant named Lenny, Simms' project is off to an excellent start. New settlers and shopkeepers are setting up outside the gates. The new settlers have helped Simms make the Megaton Suburbs a safe if not beautiful place to live.

There's just one problem, the Wasteland is still a dangerous place. Can you help these new shopkeepers stay in business? Can you help the chemist's acquire the supplies they need?

Megaton Expansion Project V03 (http://www.fallout3nexus.com/downloads/file.php?id=7427)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 12:10:18 PM
Megaton Enclave Hidaway

Ever wonder why Nathan from megaton keeps going on about the enclave? Maybe they once came to megaton and planned to stay...

In this mod you find a note on the table outside your house in Megaton that has information on an enclave base in Megaton. This mod also adds 3 new weapons, 2 new chems, and 1 new kind of armor.

Megaton Enclave Hidaway (http://www.fallout3nexus.com/downloads/file.php?id=7940)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 12:13:00 PM
Megaton caverns nuclear lab and playable fire hydrant

Adds a hatch in the megaton bomb that leads to a massive cavern where nuclear bombs have been under development. Also, adds a wieldable fire hydrant.  The Megaton bomb was intentionally aimed at a nuclear bomb development centre, in order to cause a chain reaction.

The cavern itself is massive and is intended to look like a devastated nuclear lab. At the end of the cavern is a mini-nuke lab which has the Fat-man, MIRV and many mini-nukes. Also in this area is the firelance, alien blaster and plenty of ammo for both. This means that it is also useful if you ever want to quickly get your hands on some serious firepower.

Another feature of the mod is that the cavern also contains 3 powerful melee weapons - 1 of which is the newly playable fire hydrant, as wielded by Behemoths!

This mod is nowhere near perfect, just thought people might like a massive playground, I use it to test mini-nukes indoors.

Megaton caverns nuclear lab and playable fire hydrant (http://www.fallout3nexus.com/downloads/file.php?id=1757)
Title: Re: FO3 mods
Post by: Art Blade on November 12, 2009, 12:28:53 PM
PZ, you once said you had a mod that made the enemies respawn, so the wastelands won't turn into a massive emptiness once you killed them. Which mod is it?
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 01:06:03 PM
Here you go, Art - this is one I've found to be successful.  There is another but I'll need to look on my PC which I don't have access to at the moment:

MMMF3 - Increased Spawns

This is a mod to increase the number of creature and NPC spawns encountered in the game, adding more life and challenge to the Wasteland.

Previously, almost every encounter (spawn point) spawns a single enemy -- with this mod a range of spawns can occur. Two versions of the mod are included:

1-3 spawns -- Increased Spawns.esp
2-5 spawns -- Increased Increased Spawns.esp

The default Increased Spawns should provide a good mix of extra life and challenge in the wastelands, while Increased Increased Spawns will make the game considerably more lively and harder. However, you can set the range to whatever you like by editing the MMM Increased Spawn global variables (see below).

The percentages are almost flat across the board, with these exceptions:
MMMF3 - Increased Spawns (http://www.fallout3nexus.com/downloads/file.php?id=1415)

EDIT: I just remembered this one already posted in this thread - works well MTC Wasteland Travelers (//http://)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 01:19:27 PM
Grey Sky

***IMPORTANT: STILL IN ALPHA***

Grey Sky is an open world shooter inspired by GSC Gameworld's S.T.A.L.K.E.R. Shadow of Chernobyl. You explore the abandoned town of Clear Fortune, as you attempt to avoid the military presence there, figure out what caused the strange explosion in the center of town one year ago, and most of all, survive. Grey Sky implements many new gameplay features original to Fallout 3, including a new system of bleeding damage, a need to eat and sleep, an immersive HUDless health display, bizarre spatial anomalies, and a Commentary Mode system like the one found in Valve's The Orange Box.

Grey Sky (http://www.fallout3nexus.com/downloads/file.php?id=5661)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 01:39:50 PM
FreeBuilding V05

A three-story building inhabited with warriors on your side - many features including raider attacks that can be endless - should be quite the shooter's paradise

FreeBuilding V05 (http://www.fallout3nexus.com/downloads/file.php?id=1670)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 01:46:33 PM
SCC Dogs

This mod adds 4 unique new dogs to the game: Thresh, Limber, Symon and Tyro. You will all of them but Symon farily easily
even early into the game. (Read last paragraph if you want locations)

Each dog has their own unique stats. Thresher is fast but weak, Limber is a berserker, Tyro is a combo of both. Symon however is very special, he is one tough little puppy and the most unique of the bunch, you will find how unique he is once you find him.

Also note that all unique dogs are essential and will not die.

I also added a few respawning, not so special, dogs to Megaton and Paradise Falls.

SCC Dogs (http://www.fallout3nexus.com/downloads/file.php?id=4337)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 01:51:08 PM
Respawn6Hours

What you get
Creatures re-spawn about every 6 in-game hours instead of 73

Areas that would no longer have people/creatures such as Megalomart now have Raiders come back.

Upto level 100 creatures around the world (difficult is based on your level)

This should not invalidate any save game.
Tested in various areas bug-free

Major quest areas = no general respawn except the 6 hour creature RANDOM creature respawn.

This does not appear to respawn Quest Creatures such as Bohemoths nor does it respawn loot.

Respawn6Hours (http://www.fallout3nexus.com/downloads/file.php?id=1366)

:-X
EDIT: Installed this one on 11-18-09 and it works as claimed.  I went to the Super Market and found quite a few Raiders inside, just like the first time I visited.  It is much more fun to have foes to battle with rather than having an empty world after you kill everyone the first time through.

I've got this one myself, nice to see (and shoot) some Raiders again, back in that mall  ;D
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 01:54:14 PM
RespawnandNewBosses

RECOMMENDED FOR MEDIUM to HIGH LEVEL players

This mod does all of the following:
RespawnandNewBosses (http://www.fallout3nexus.com/downloads/file.php?id=1629)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 01:57:58 PM
Psychotic Wasteland- Serial Killer

The Capital Wasteland is a dangerous place. Especially now that you have this mod. This mod adds a serial killer to the Capital Wasteland, that is more than prepared for battle. He wanders the Wasteland, stalking his prey. If you run into him, be prepared for trouble. He shows no mercy. He shows no fear. He will not stop, and you cannot stop him. You have formally and officially been warned.

Psychotic Wasteland- Serial Killer (http://www.fallout3nexus.com/downloads/file.php?id=7526)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 02:04:32 PM
The Pre-War Collector

The main idea behind this mod was, to have a merchant in the wasteland who is a fairly reliant source of pre-war foods & misc stuff (original idea came when i was desperately in need of more sugar bombs for wasteland whisperer ^^)

Main features:
The Pre-War Collector (http://www.fallout3nexus.com/downloads/file.php?id=7714)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 02:09:23 PM
Tchos Vault 101 Sealed Wing - player home

My premise for this mod is that as Vault 101's population gradually declined over the years, as we learn in one of the quests, the Overseer has gradually sealed off various wings of the vault which are redundant or no longer needed for the citizen's needs, much like a castle or a mansion might have wings or rooms sealed off to save on upkeep.

Aside from that, it's just my personal dream house, outfitted with everything I find useful. Clean, well-lit, comfortably furnished, and specifically planned to accommodate followers. I've made a nice path grid, and installed plenty of idle markers for NPCs to interact with while they're in sandbox mode, from cooking, to cleaning, to repairing, to exercising, to showering and everything else I could find. The place has a complete navigation mesh, and enough beds to accomodate 6 comfortably. The water is non-radioactive, being purified by the same system as the rest of Vault 101. Also, it took a lot of fiddling, but the bath water looks like actual water.

Tchos Vault 101 Sealed Wing - player home (http://www.fallout3nexus.com/downloads/file.php?id=2454)

I've played with it and I believe Ricamundo still uses it with other mods. Should be ok/Art

:-X
EDIT PZ: I like this one - adds another hideout which is roomy and feels almost like a hotel in comparison to the underground hideout.  However, I still like my underground place the best.  This one is useful to have because of it's proximity to other areas.
Title: Re: FO3 mods
Post by: Art Blade on November 12, 2009, 03:06:38 PM
cheers PZ :)

Man, you're not going to tell me you really want to install all of those mods, are you  ;D
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 03:20:18 PM
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
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 03:22:48 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=2679)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 03:25:29 PM
Wasteland Fort

Places an wasteland fort near the Overlook Drive-In and Tenpenny Tower for the player to use as a base.
Wasteland Fort (http://www.fallout3nexus.com/downloads/file.php?id=6106)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 03:38:05 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=6077)
Title: Re: FO3 mods
Post by: Ricamundo on November 12, 2009, 04:22:49 PM
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)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 04:43:18 PM
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.
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 04:44:17 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=8886)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 04:51:25 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=4142)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 04:52:34 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=4783)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 04:54:58 PM
Faster Moving Character

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

Faster Moving Character (http://www.fallout3nexus.com/downloads/file.php?id=585)

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.)

Title: Re: FO3 mods
Post by: 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. :-[
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:01:53 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=7875)

Works :) Compatible with Fellout, the author suggests to load it after Fellout in FOMM. For OWG test pics, please read this post (http://openworldgames.org/owg/forums/index.php?topic=1168.msg17571#msg17571) /Art
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:03:45 PM
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 (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17221#msg17221)

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.
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:05:50 PM
Megaton Grass Mod

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

Megaton Grass Mod (http://www.fallout3nexus.com/downloads/file.php?id=3646)

EDIT: while this mod works just fine, the grass tends to appear unrealistic, and seems to clutter the main walkways.
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:13:56 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=6723)

:-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.
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:16:17 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=3090)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:22:00 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=8710)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:25:03 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=9623)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:26:53 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=5062)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:32:58 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=2243)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:36:29 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=2446)
Title: Re: FO3 mods
Post by: Art Blade on November 12, 2009, 05:37:32 PM
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
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:38:14 PM
lol, I know what you mean - the .50 shreds raiders with one shot!  ;D
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:38:50 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=6953)
Title: Re: FO3 mods
Post by: PZ on November 12, 2009, 05:49:32 PM
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 (http://www.fallout3nexus.com/downloads/file.php?id=7817)

EDIT: although I installed this mod on 11-12-09, I did not notice any improvement to my performance.
Title: Re: FO3 mods
Post by: Ricamundo on November 13, 2009, 03:35:10 AM
Sry PZ the link didnt really tell me in layman's terms what FOSE is. :-[
Title: Re: FO3 mods
Post by: Ricamundo on November 13, 2009, 04:45:23 AM
OK, i've got the Megaton expansion thingy, and is it ever cool! you get another house, with a new nuka fridge, bed, workbench, table and chairs as well as lots of storage, and some other knicknacks.

There's a new ghoul named George, who runs a gun repair/supply shop, as well as selling some new weapons. ( i bought them all and was underwhelmed, so i sold em back) There's other new buildings, such as an apothecary, and NPC's walking around out there too that you can talk to. It's really well done. 8) watch out tho, George's prices are pretty steep. :-\

I had also installed the mod that increases the # of goodies like caps you find in desks and lockers, and it's paid off already. I found 200 caps in a locker in New Megaton. ;D
Title: Re: FO3 mods
Post by: PZ on November 13, 2009, 08:15:09 AM
Ric,

FOSE is a script extender that allows people to write mods for FO3 that otherwise would not be possible.  Basically it adds functionality to the game without physically changing any of the files that are needed to run FO3.  Once you download and activate FOSE, then you can run any of the mods that are dependent on extended scripting.

Thanks for the feedback on the Megaton mods - I've not installed them yet, but they sound intriguing!  :-X
Title: Re: FO3 mods
Post by: PZ on November 13, 2009, 08:47:46 AM
Clear Skies

While the concept of dirty air and nuclear fallout may follow with the story, it results in the game having an overall sepia toned appearance. This mod removes said yellow haze and instead makes the game a more vivid blue. The nights and sunrise/sunsets have also be tweaked a little, but not drastically.

Clear Skies (http://www.fallout3nexus.com/downloads/file.php?id=1390)

EDIT: I added this mod on 11-12-09 and I just happened to be in the game at dusk - the sky was quite attractive and reminded me a bit of the FC2 sky during that time of the day.

Note: do not use this mod if you intend to use Fellout - they are incompatible with one another.
Title: Re: FO3 mods
Post by: PZ on November 13, 2009, 09:15:39 AM
Color Hi-Detailed map and icons

On the map you will see every house, every road, and all other things.  The highly detailed in-game map is based on the satellite image from another mod.

Icon colors:
Color Hi-Detailed map and icons (http://www.fallout3nexus.com/downloads/file.php?id=1789)

:-X
EDIT: - I was able to install this mod after a bit of tinkering.  The installation instructions are simple, but reference was made to use a "white PIPBoy", which I did not know how to do.  After searching Google, I found that you need to go into the game settings and change your HUD to white - that made the map and it's icons appear in all their glory.  I'd highly recommend this mod to anyone that is disappointed in the green low resolution in-game map.

Get rid of those awful scan lines in the PIPBoy maps with this mod (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17313#msg17313).
Title: Re: FO3 mods
Post by: Ricamundo on November 13, 2009, 11:00:20 AM
OK, thx for the explanation PZ. ;) I mentioned that george, the new arms maker/dealer in Megaton is expensive, i may be looking at it thru the other mod called i think wasteland revisited. that's the mod i mentioned that increases the value of stuff you find (sometimes drastically) just scrounging around in desks, file cabinets, and get this, garbage cans( the ones in bathrooms and other indoor areas.)

I went thru the museum Of History(again) and i must have pulled 10,000 caps out of there. 8) The value of weapons, and other things also are increased. Take a look at the burned and ruined books on shelves for a laugh and drastically increased value. Also check out some gore bags too; they'll make you ROFL for sure! :-X

One anomaly or bug that may have something to do with the wasteland revisited mod, or it may not, is what happened when i got a msg saying my radiation level had increased. I went into the pipboy and it had gone up, so i dosed myself with the usual radaway, but it barely made any difference. My carrying ability also suddenly dropped by 50 points, from 270 down to 210 or so, so suddenly i became overloaded. My health dropped to just over 300 from 475( i may have taken a shot or 2) and stimpacks stopped working.. :-\

I reloaded my last QS and all was well,  and i fast travelled to the nearest Doc to get my rads down. Since then it has been ok.
Title: Re: FO3 mods
Post by: PZ on November 13, 2009, 11:25:03 AM
Starter Pack

Once you step out of the Vault 101 you are poor and defenseless .Well no more since this mod provides you with some stuff right after leaving 101.The stuff is located inside hallowed rock (you will see it in the screen shots). The rock contains SMG, Sniper Rifle, some caps and of course ammo.

Starter Pack (http://www.fallout3nexus.com/downloads/file.php?id=3327)
Title: Re: FO3 mods
Post by: PZ on November 13, 2009, 11:26:33 AM
The Skeleton Pin

This one allows you to pick the lock of any door.

The Skeleton Pin (http://www.fallout3nexus.com/downloads/file.php?id=2906)
Title: Re: FO3 mods
Post by: PZ on November 13, 2009, 11:30:44 AM
The Fight for Survival

This mod adds a camp near Farragut West station that is under constant attack from the Enclave,Super Mutants and Talon Company Mercs. there is also a custom weapon on a dead guard,all the NPCs are on re-spawn so the fun can continue.

The Fight for Survival (http://www.fallout3nexus.com/downloads/file.php?id=9926)
Title: Re: FO3 mods
Post by: PZ on November 13, 2009, 11:39:12 AM
Vault 101 Army Convoy Wreckage

Adds two wrecked US Army trucks on the road outside Vault 101. The trucks have some crates containing Assault Rifles, 556mm Ammo, Combat Armor and Combat Helmets.  Just turn right onto the road as you leave the Vault and you'll see the trucks.

Vault 101 Army Convoy Wreckage (http://www.fallout3nexus.com/downloads/file.php?id=8882)
Title: Re: FO3 mods
Post by: PZ on November 13, 2009, 11:41:37 AM
Wasteland Travel Caravans

This mod adds a network of travel caravans to the wasteland to connect the major settlements. The normal fast travel system is still available, however this mod caters to those who prefer to make their trips between major areas slightly more immersive. Travel service is relatively cheap, and the caravans are well protected. Each operator is in or near the main area of the settlement they serve and has one pack brahmin and one normal brahmin. So they should be easy enough to find.

Wasteland Travel Caravans (http://www.fallout3nexus.com/downloads/file.php?id=7701)

:D
EDIT: This one is not worth it unless you have not been to any of the places where fast travel will w@&k, i.e., if you are fresh into the game - there is a caravan with one of the two-headed cows and what appears to be some kind of riding apparatus, but you really don't ride the animal - this is just another way to fast travel, but one that costs you $.
Title: Re: FO3 mods
Post by: Art Blade on November 14, 2009, 08:32:46 AM
PZ, I think you haven't posted this here yet:

Free Play after MQ (http://www.fallout3nexus.com/downloads/file.php?id=586) <- click

This should does enable you to play on after the game has finished (after the MainQuest, "MQ") just "survived" the MQ :) /Art

QuoteIT WILL MAKE NO SENSE TO LOAD THIS MOD WITH A SAVEGAME MADE AFTER MQ!
USE A SAVEGAME BEFORE MQ (Before entering the rotunda)!

Version 0.5:
-Sarah, Elder Lyons and Rothchild not essential anymore.
-Airlock door fixed
-Added optional support for Umpa's Animations. You just have to do the "radiated hard w@&k" in the endgame. ;)
-Also, if you have any mp3 file in ..\Data\Music\ZALpostMQ, it will be played after videos. NO MP3 HAS BEEN INCLUDED IN THIS ARCHIVE! Take your favourite sci-fi soundtrack final theme for that. :P
- Vault 101 open after MQ! :)

All other changes contain SPOILERS, so don't scroll down if you don't want to see them!

On a sidenote, if you use this, do as follows: Install the mod before you finish the main quest. Important: KEEP this mod ever after you finished the MQ. Should you remove it, you'll immediately see the end game movie... again... because the game thinks you're finished ;) /Art
Title: Re: FO3 mods
Post by: PZ on November 14, 2009, 09:13:58 AM
You're correct - great find!
Title: Re: FO3 mods
Post by: Art Blade on November 14, 2009, 08:36:28 PM
I've found something that sounds interesting for cheaters:

Levelers Truck Trailer v20 (http://www.fallout3nexus.com/downloads/file.php?id=1770) <- click

Basically it's a location (a trailer) that gives you a lot to play, get all kinds of items, night vision helmets, tweak your avatar's abilities etc. Massive. Haven't yet managed to test it myself, but will try :) The current version is 20, not 15 as shown at nexus. The readme contains 27 articles  ;D

QuoteLeveler's Truck Trailer
=======================
A Utility or a Cheat, you decide

A Home Base with several game cheats
by WillieSea

version 2.0 - 09/13/2009

Story
=====
You have just escaped from vault 101 and head west towards a long bridge.
You soon find it covered in Raiders but you also notice something unusual, there is a truck trailer at the entrance to the bridge that appears to contain the help you have been looking for.
You decide to make the trailer your own, no matter what the cost!

========================
Known Issues and Caution
========================
1. Not compatible with game version 1.5. Upgrade to v1.6 or above.

:-X
EDIT: installed the mod on 11-17-09 and at first glance this is exactly what is promised - a way to use cheats in the game, but without having to use the console to make it happen.  It allows you to interact with items in the trailer - for instance, there is a terminal that you can start to give yourself any of the perks in the game.  Another example - on the roof of the trailer is a HAM radio that allows you to call in creatures - you can have target practice!  Although I've not tried that much yet, the install is a simple tweak of existing resources so performance impact is nonexistent.
Title: Re: FO3 mods
Post by: Art Blade on November 14, 2009, 09:37:45 PM
The Human Catapult (http://www.fallout3nexus.com/downloads/file.php?id=6549) <- click

[smg id=1664 type=av]

QuoteTo use the catapult in the world, simply walk up to the *Living* Person/Creature that you would like to launch, press the designated key, and WHAM, the poor thing is launched into the sky like a speeding flesh bullet. (Assuming you have enough AP, that is)

That's really all there is to it.
So go out there and start launching!

*Warning* Due to the intense G-Forces, whiplash, and impact damage caused by the human catapult, severe injury or death is likely to occur on the subject being launched.


Installing Your Human Catapult
==============================

First of all, you must be using the Fallout Script Extender (FOSE) in order for this mod to w@&k properly.

You can download it at http://fose.silverlock.org/

To install the mod, extract/expand the zip file and then copy the contents of the folder into the Data folder of your Fallout 3 directory. Then be sure to use Fallout Mod Manager or Fallout Launcher to flag the mod as active.

Once you load the game, an item called "The Human Catapult" will be automatically added to your inventory.
(And yes, this does mean that you can use it in the Vault 101 tutorial segment of the game. I did that on purpose. There's nothing funnier than watching Amata eat the wall at 300 mph)

Alright, this mod is insane  ;D ;D ;D Careful, if you drop it, it's a finger LOL -- works quite well, just have to be close enough, but it is just great if someone runs at you and you send him away hahaha, and animals, monsters, supermutants alike. Fun! Works well with other mods.
Title: Re: FO3 mods
Post by: Ricamundo on November 15, 2009, 11:12:01 AM
LOL! Flying cows, now i've seen everything.
Title: Re: FO3 mods
Post by: Ricamundo on November 15, 2009, 11:18:18 AM
oh i almost forgot. I just finished trying out the Vault 101 secret area thingy, and i think i like it better than any of the other hideaways. 8) Its nice and big and airy, unlike the Underground hideout. I also have an all female staff including a repair person, and my own Doc and clinic, several large beds to sleep in, and a coffee shop. there's a swimming pool and showers too. ;D

So i now have 2 homes in Megaton, 1 in Vault 101, 1 in Tenpenny Tower, plus the Underground Hideout, as well as a room in Rivet City. :-X
Title: Re: FO3 mods
Post by: Art Blade on November 15, 2009, 01:38:14 PM
hehehe  ;D




Killer Shades (http://www.fallout3nexus.com/downloads/file.php?id=3664) <- click

QuoteLost long ago, this mysterious pair of sunglasses strikes down anyone who dares attack you.
Pros: Kills any foe instantly, including behemoths and deathclaws.
Cons: Only rewards you with 5 XP per kill. Doesn't add a kill to any stat.
Where to find it: On the hull of a boat, floating in the river just west of Jefferson Memorial.

When I first installed it, there was no boat. Just a pile of ammo boxes and a hunting rifle, "floating" where the boat should have been. I swam around and saw something, then accidently bumped into the floating sunglasses (like the lucky shades model). So, reload... then I got them. Might be easier to add them to your inventory via the console: player.additem 0x000ea6 1 where x would be the number of the mod, like 2, or 3, or 4... Then it is fairly easy. You walk around looking at things, then you hear something horrible behind you, turn around to see what it is, and the moment you see it, it just drops dead  ;D Doesn't harm friendlies.
Title: Re: FO3 mods
Post by: Art Blade on November 15, 2009, 02:25:53 PM
MrSlackPants-NightVisionGoggles (http://www.fallout3nexus.com/downloads/file.php?id=3368) <- click

Quite some description on Nexus, so briefly what it does: Helps if you use Fellout. The author had exactly that in mind.

Needs FOSE.

Not a cheat, it's a product you can buy from Moira, and it uses various energy cells. It is customisable, various brightness levels, bound to "N" key, and comes either as shades or as "nothing" - just lets you see better while allowing you to wear whatever headgear you have (maybe those killer shades) :)

Tested them. Only costed 350 caps  :) They w@&k like a charm  :-X and apparently compatible with other mods, too  :-X
Title: Re: FO3 mods
Post by: PZ on November 16, 2009, 10:31:53 AM
Great finds Art!

I'm excited to try the trailer mod to see what goodies I can find there, and the night vision issue will solve my problems with the full version of fellout.   That human catapult mod sounds hilarious!
Title: Re: FO3 mods
Post by: Art Blade on November 16, 2009, 12:41:24 PM
PZ: ok cool, if you try the trailer mod, please edit that post adding your comment (compatibility, fun factor etc).

Glad if you like the other mods :) The fellout full is very cool, turn out or dim down your room lights at night, and FO3 nights are... BLACK :) So cool if you see the sky being the only dim ambient light source, no light pollution at all. Of course you can see "real" lights from very far away... And I do recommend you use the pipboylight mod that comes with fellout. It will expand the light radius to a useful degree if you switch on your torch (erm, flashlight, that is. Hehe. By the way, the German term for torch/flashlight translates to "pockets-light" :) )

Title: Re: FO3 mods
Post by: PZ on November 16, 2009, 01:10:03 PM
Will do - thanks for the tip on the flashlight - I must have missed that one when installing fellout - I noticed how black the nights were, and the limited effectiveness of the standard flashlight.
Title: Re: FO3 mods
Post by: deadman1 on November 16, 2009, 02:05:53 PM
Quote from: Art Blade on November 16, 2009, 12:41:24 PM
PZ: ok cool, if you try the trailer mod, please edit that post adding your comment (compatibility, fun factor etc).

Glad if you like the other mods :) The fellout full is very cool, turn out or dim down your room lights at night, and FO3 nights are... BLACK :) So cool if you see the sky being the only dim ambient light source, no light pollution at all. Of course you can see "real" lights from very far away... And I do recommend you use the pipboylight mod that comes with fellout. It will expand the light radius to a useful degree if you switch on your torch (erm, flashlight, that is. Hehe. By the way, the German term for torch/flashlight translates to "pockets-light omg, "pockets lamp", even. LOL /Art" :) )

Flashlights are called "pocket-lights" in swedish as well  ;D
Title: Re: FO3 mods
Post by: Art Blade on November 16, 2009, 02:54:46 PM
 ;D

Well, I've checked on all posts so far, and commented (edited) every mod I've used. I think there are a couple of mods I still haven't but want to try, like that MMM (respawn mod). I'll keep adding comments to those mods I tested.
Title: Re: FO3 mods
Post by: Ricamundo on November 16, 2009, 03:55:14 PM
I did The Pitt today, and i was surprised at how short it was. The Pitt is ok, not bad, but no hell, compared to Point Lookout anyways, which was great, and easily my fave. only Broken Steel left to go, but i understand i must finish the MQ(American Dream?) first.
Title: Re: FO3 mods
Post by: Art Blade on November 16, 2009, 06:57:39 PM
deadman, I didn't even see the mistake after you posted "pockets-light" - it's a "pockets lamp" in German  :D ;D Did you, at least, translate it right? :)
Title: Re: FO3 mods
Post by: Art Blade on November 16, 2009, 07:29:03 PM
PipBoy Lighting Pack (http://www.fallout3nexus.com/downloads/file.php?id=2655) <- click

QuoteA simple request from the Ars Technica forums from ronelson for a pack of PipBoy light range mods. They also change the colour slightly.

no mods = 15 metres.
pip30.esp = 30 metres.
pip60.esp = 60 metres.
pip150.esp = 150 metres.
pipomfg.esp = 1600 metres (1 mile).

Can be used with Fellout ( http://fallout3nexus.com/downloads/file.php?id=2672 ). Fellout contains "pip60.esp" as "Fellout-pipboylight.esp", any one of these ESPs can replace that.

For FOOK interoperability, ensure this is loaded before FOOK is.

Just found this. Since I'm using Fellout, I know the pip60 mod, and that is already good. I think those of you who don't use Fellout might still find it useful. Once you've been to rather dark places, you might remember this post :)

By the way, LOL @ "pipomfg"  ;D

EDIT PZ: I installed this mod on 11-18-09 and it is marvelous.  Now when the night changes to a dark Halloween sky, holding the Tab key turns on a 150 meter flashlight which is sufficient to have great fun in the game.

I've switched to pip150, too :)
Title: Re: FO3 mods
Post by: PZ on November 16, 2009, 08:03:24 PM
I just installed this one and am using the 150 meter PIPBoy - works great especially with the fellout mod in the dark. 

By the way, I inactivated the clear skies mod and noticed no difference in the night graphics so evidently it was not working anyway.
Title: Re: FO3 mods
Post by: Ricamundo on November 17, 2009, 08:47:25 AM
Can one of you find gents explain in simple terms how to order the list of mods in FOMM? I find it confusing, as each has a 2 digit number, like 00 01 02, but others have a number/letter combo, like 0B,0C, OD or something like that. How is the list supposed to look, and how do you arrange it?

Am i to understand that the higher priority items go at the bottom of the list? :-\
Title: Re: FO3 mods
Post by: PZ on November 17, 2009, 10:00:35 AM
It's easy - you click on the mod in the FOMM list and drag it to a new position in the list.  I hope to order my list one of these days and take a screen cap if Art doesn't beat me to it.

Typically the higher priority items will go to the end of the list, but some mods specify an order which you should adhere to - it is always spelled out in the readme for the mod.  It also doesn't hurt to post your mod order if you have any problems and others can compare to their list.
Title: Re: FO3 mods
Post by: deadman1 on November 17, 2009, 10:44:13 AM
Quote from: Art Blade on November 16, 2009, 06:57:39 PM
deadman, I didn't even see the mistake after you posted "pockets-light" - it's a "pockets lamp" in German  :D ;D Did you, at least, translate it right? :)

Nope I didn´t  :-[ It´s "pocket lamp" in swedish also  ;D
Btw we say "ficklampa" in swedish what´s the german word for it?
Title: Re: FO3 mods
Post by: Art Blade on November 17, 2009, 10:49:15 AM
deadman, it's "Taschenlampe". If we'd use "ficklampa", we would get into troubles. Lampa is ok, almost sounds like Lampe, but "fick" is like the English word, where "i" would be "u" ... lol a "f*ck lamp"  ;D
Title: Re: FO3 mods
Post by: Art Blade on November 17, 2009, 10:52:44 AM
Quote from: PZ on November 17, 2009, 10:00:35 AM
I hope to order my [ FOMM load order ] list one of these days and take a screen cap if Art doesn't beat me to it. [...] It also doesn't hurt to post your mod order if you have any problems and others can compare to their list.

I keep mine up to date, check this post (http://openworldgames.org/owg/forums/index.php?topic=1181.msg17494#msg17494)

Edit:

I created a new topic for the mods and their load orders for you to post and compare. Click the link :) /Art
Title: Re: FO3 mods
Post by: deadman1 on November 17, 2009, 11:01:56 AM
Quote from: Art Blade on November 17, 2009, 10:49:15 AM
deadman, it's "Taschenlampe". If we'd use "ficklampa", we would get into troubles. Lampa is ok, almost sounds like Lampe, but "fick" is like the English word, where "i" would be "u" ... lol a "f*ck lamp"  ;D


LOL
Title: Re: FO3 mods
Post by: Art Blade on November 17, 2009, 11:16:17 AM
Quote from: Ricamundo on November 17, 2009, 08:47:25 AMI find it confusing, as each has a 2 digit number, like 00 01 02, but others have a number/letter combo, like 0B,0C, OD or something like that.

Rica, that is called hexadecimal (6+10=16). Unlike decimal (10), where you count from 0-9, you count from 0-F. Like 0-9 and continue a,b,c,d,e,f. So a decimal 9 is a hexadecimal 9. but a decimal 10 is a hexadecimal 0A. :) So, if you want to say dec 15 it would be hex 0F, and dec 16 would be hex 10.  ;D
Title: Re: FO3 mods
Post by: PZ on November 17, 2009, 11:56:32 AM
Remote Explosives ADVANCED

IEDs for Fallout 3

Brief Instructions:You can also shoot the following and cause them to detonate:Remote Explosives ADVANCED (http://www.fallout3nexus.com/downloads/file.php?id=10038)

:-X
EDIT: it works!  You can shoot the items and they'll explode.
Title: Re: FO3 mods
Post by: Art Blade on November 17, 2009, 12:30:37 PM
hmm, anyone dares shooting those gazillion mini-nukes in the armoury of the Underground HideOut?  :)
Title: Re: FO3 mods
Post by: Art Blade on November 17, 2009, 12:36:24 PM
Quote from: PZ on November 16, 2009, 08:03:24 PMBy the way, I inactivated the clear skies mod and noticed no difference in the night graphics so evidently it was not working anyway.

Here is a day view using Fellout:

[smg id=1673 align=center width=400]
Title: Re: FO3 mods
Post by: PZ on November 17, 2009, 01:49:29 PM
Quote from: Art Blade on November 17, 2009, 12:30:37 PM
hmm, anyone dares shooting those gazillion mini-nukes in the armoury of the Underground HideOut?  :)

Only using the tgm console command, my friend  ;D
Title: Re: FO3 mods
Post by: PZ on November 17, 2009, 01:50:27 PM
Quote from: Art Blade on November 17, 2009, 12:36:24 PM
Here is a day view using Fellout:
[smg id=1673 align=center width=400]

What a great view - way different from the plain vanilla version of the game!  :-X
Title: Re: FO3 mods
Post by: Art Blade on November 17, 2009, 03:58:29 PM
A new version ArtMod 003 (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17233#msg17233) is now up and running... no more degrading weapons, and Charon looks like George Washington (if you're far enough away) hehe

Just by the way, I loaded an old savegame from before I knew Charon (now ALL mods on) and went into the Room where he hangs out. LOL, he already looks like George :) So, don't be surprised LOL
Title: Re: FO3 mods
Post by: Art Blade on November 17, 2009, 05:09:25 PM
Quote from: PZ on November 17, 2009, 01:50:27 PM
What a great view - way different from the plain vanilla version of the game!  :-X

Some more: (green world and fellout)

[smg id=1674 align=center width=400]

Title: Re: FO3 mods
Post by: PZ on November 17, 2009, 07:11:10 PM
If it weren't for dogmeat in the foreground, you'd hardly know this was Fallout 3!
Title: Re: FO3 mods
Post by: Ricamundo on November 18, 2009, 03:29:00 AM
Nice shot Art. 8) I can only hope that the Devs @ Bethesda are keeping one eye on all these great mods and encorporating these ideas into FO4, assuming there will be one.

Oh and thx for the "Greek" explanation of the FOMM list...erm  yeah that..makes...sense.. :P
Title: Re: FO3 mods
Post by: PZ on November 18, 2009, 07:39:17 AM
Ric, were you ever able to place the mods in the order you want them to be in?
Title: Re: FO3 mods
Post by: PZ on November 18, 2009, 08:07:24 AM
Fallout Street Lights - Wasteland

QuoteThis mod adds lights and FX beams (some flickering ones too) to most of the street lights and signs in the DC ruins. It works great with Fellout (Fellout has the darker nights).

Was playing with the "Fallout Street Lights" mod and was starting to miss the lighting during those long black nights (Fellout) in the wasteland. As the orginial mod was not updated for several months I started to do this myself as an add-on for the original mod.

To preserve the "wasteland feeling" I started out with the locations where people are living (They would want lights in those dark nights to see it coming) and locations where power is expected to still w@&k like factories. Have only used existing object for the moment.

Fallout Street Lights - Wasteland (http://www.fallout3nexus.com/downloads/file.php?id=10045)

:-X :-X :-X
EDIT: this is an excellent mod - takes a pitch black city and turns on some of the streetlights.  The flickering effect is a great touch - makes it seem more post-apocalyptic.  Read the installation instructions - you need both the original Street Lights mod as well as the Wastelands version.
Title: Re: FO3 mods
Post by: Ricamundo on November 18, 2009, 10:41:10 AM
Quote from: PZ on November 18, 2009, 07:39:17 AM
Ric, were you ever able to place the mods in the order you want them to be in?

Well, i played around with the list, after looking at how some other peeps did it, by googling..what else? ;)

They seemed to have Fallout first, which i had, but they had all the DLC stuff after, then CALIBR, then random other mods, so if i recall, mine is...

Fallout
DLC's (only BS still to do)
CALIBR
Fellout
Wasteland travellers x 3
Respawn 6 hrs
Pipboy light
then all the extra forts, homes, bases., weapons etc

BTW, I have re installed FOSE, mainly because i REALLY wanted to install the Anti stutter program, which requires FOSE. I have played a good 3-4 hrs today with only 1 CTD, which could very well be a co-incidence, since i've had quite a few of those, even without FOSE, so finger's x-ed. ;) The stuttering was still there, but kinda off and on with some indoor areas a tiny bit stuttery(found vault-tec factory) and some out door areas were fine. I also tweaked my view distance and object fades a bit, and performance seems to be pretty reasonable.
Title: Re: FO3 mods
Post by: PZ on November 18, 2009, 11:43:07 AM
One other thing to try is the change the order again if you continue to have failures - I played with the position of different mods and that changed how the game handles.
Title: Re: FO3 mods
Post by: deadman1 on November 18, 2009, 12:06:59 PM
I cannot get the detailed pip-boy map to w@&k even atfer changing my pip-boy colour to white. I think I followed the install instructions but I might have missed something, but I can´t figure out what it could be. Any ideas anyone?
Title: Re: FO3 mods
Post by: Art Blade on November 18, 2009, 12:39:55 PM
QuoteInstallation:
1. Extract files , place folder Textures to Fallout 3/Data directory .
2. Check bInvalidateOlderFiles=1 in FALLOUT.INI at Fallout 3 folder in MY Documents/my games
3. Check if Archiveinvalidation.txt ...

- Skip 3) if you're using "ArchiveInvalidation Invalidated!"

- 2) check the fo3 ini in your savegames folder

- 1) I think that's probably where your problem is caused. You need to create a textures folder and subfolders inside the data folder. Those will replace the vanilla textures without touching them - the data folder will be loaded after the original textures.

Hope that helps :)
Title: Re: FO3 mods
Post by: Art Blade on November 18, 2009, 01:49:29 PM
Quote from: PZ on November 18, 2009, 08:07:24 AM
Fallout Street Lights - Wasteland

this is an excellent mod - takes a pitch black city and turns on some of the streetlights

Tested those too, here a rather dark night, with those lights added, and then using night vision:

[smg id=1676 align=left width=300][smg id=1677 align=right width=300]
Title: Re: FO3 mods
Post by: Ricamundo on November 18, 2009, 03:24:19 PM
I can second the streetlight mod. Its great in various locations in the Wasteland but in DC it is utterly incredible. So atmospheric i cant believe the Devs never bothered to do this.

Get this mod! 8)
Title: Re: FO3 mods
Post by: PZ on November 18, 2009, 04:02:35 PM
Great screenies Art - perfectly captures the essence of the street lights effect.  :-X

You can walk up to the lights, stand beneath and look up into the flickering fluorescent bulbs - quite realistic how they w@&k
Title: Re: FO3 mods
Post by: Ricamundo on November 19, 2009, 03:19:02 AM
Almost forgot. I updated to Artmod v3, and i just luuuuv those guns now that they don't degrade with almost every shot fired.  8) Thx Art!
Title: Re: FO3 mods
Post by: Art Blade on November 19, 2009, 11:25:43 AM
very welcome, Ricamundo :)

I got the idea that there actually was an option to prevent a weapon from degrading when I read about some other weapons mod, whose author stated he had fixed that issue (too) :)
Title: Re: FO3 mods
Post by: Art Blade on November 19, 2009, 04:51:11 PM
Pipboy Readius (http://www.fallout3nexus.com/downloads/file.php?id=9741) <-click

Needs FOMM and FOSE

Just FYI: the following white text is also written by me, not the mod authors, although I am close to his readme. I kind of rewrote the installation and unistallation part here, adding more info, because I had to do some experimenting before I got everything right.

There are two mods in the downloads, a PDA and Readius. Use either this or that, all the below is about the Readius. I tested the PDA version, but it has a 90° rotated screen, so Hi-Res Maps look crap, and I didn't like it that much. However, your choice.

Mod Type: Replacement, get rid of your old pipboy, even in 3rd person view :)  And again, say good-bye to scan lines, they get removed by this mod too. It does w@&k with Hi-Res Coloured Maps.

[smg id=1678 align=center width=400]

Bit tricky for me to install and I also uninstalled it, just to make sure it works both ways (which it does). Tricky because neither do you copy an .esp file into DATA, nor do you copy folders into TEXTURES etc. It will be managed by FOMM, entirely.

Installation: copy the file Pipboy_Readius.fomod into your FOMM folder: HD:\GAMES\FO3\FOMM\MODS

Then fire up FOMM, click on the PACKAGE MANAGER button, click on the readius mod, then click the enable button. Just click yes yes yes etc, it will create a couple of folders inside FO3\DATA\ which during deinstallation can be deleted.

Mod conflicts - Attention:

- It will render any mod useless that mods the TEXTURES of the original pipboy3000, except the piplight mod that comes with fellout. It doesn't affect mods that change the screen content, like Hi-Res Maps.
- It will override the remove scanlines mod, so if you want to get rid of Readius, you'll need to reinstall the remove scanlines mod.

QuoteANYONE USING 360 CONTROLLER there is a way to use this mod and have it workign 100%... dl a program called xpadder and bind the tab button to your b button and the b key to your right thumbstick pressed in. or whatever suits you. but if you play the game with this running it will let you use this mod without anyproblems. pressing b will bring up the readius and pushing in the stick will put the light on smile.gif WOOO finaly can use this mod how i wanted. scorp maybe u culd post this fix in the readme/description (obviosusly written alot clearer) so 360 controller uses will have a w@&k around. (this also wont conflict with the drivers in windows and controller will function like normal but only bind those two buttons. leave the rest blank)

GAME ISSUES:
Might cause a problem with tranquility lane quest (where you have to go to rescue Dad, in that b/w game phase, you're a kid and have no pipboy. The game removes it, and gives it back after you solved the quest. Solution, if you fear troubles, remove the mod before you enter the pod that pulls you in to tranquility lane. After the quest, install the mod again. I'll do it that way :)


Deinstallation: How it worked for me

1) Use the in-game built-in "Uninstall Mod" (that mode of your Readius is accessed by default using "B" which switches on the lights on the Readius): press it for 3 seconds, which opens the mod options menu.

2) The mod removes your armor, coat, whatever. So first re-equip your armor, then save, and exit game.

3) Open FOMM, uncheck the "PDA" mod esp (yeah, it's always PDA mod, whether or not you use the PDA version or the Readius version)

4) Then press the package manager button, click on the Readius mod and click deactivate button. Then right-click on the now disabled entry and select "delete" (if you still got the download file, do it). Then close the package manager.

5) Manually delete a few folders:

meshes/ -- remove the folder scorptech,
meshes/characters/_1stperson  -- remove the folder locomotion
textures/ -- remove the folder scorptech
textures/ -- remove the folder pipboy3000 (you can actually keep that if you want to get rid of scanlines, but I'd recommend installing "remove scanlines" mod again which will create yet again that folder)
sound/ remove the folder "fx" that contains "ui" and "pipboy" folders. If you keep that, Readius sound will stay even with your pipboy3000

Done, finally :)
Title: Re: FO3 mods
Post by: PZ on November 19, 2009, 05:09:28 PM
Cool appearance to the PIPBoy - how does the screen size compare to the vanilla version?
Title: Re: FO3 mods
Post by: Art Blade on November 19, 2009, 05:33:50 PM
you can see quite well, the image is a lot crisper in game (the pics get softened a bit on uploading here). Also, you can still change the values for FOV (field of view) while viewing the pipboy (got its own entry) which usually is 45 I believe, and that mod decreased it to 37 I think. Saw it briefly during installation, FOMM changes some of the fallout.ini entries. The smaller the FOV value, the more of a zoom effect you get.
Title: Re: FO3 mods
Post by: Art Blade on November 20, 2009, 11:01:47 AM
I've just tested that: edit the fallout.ini, change "fPipboy1stPersonFOV=" from 35 to 25 and you'll get this:

[smg id=1679 align=center width=400]

Title: Re: FO3 mods
Post by: PZ on November 20, 2009, 02:07:59 PM
These maps are looking better all the time - are those waves I'm seeing in the water? 

What an improvement over the awful out-of-focus green, full-of-scan lines map that the original PIPBoy comes with.

EDIT: I'm now using the PIPBoy mod Art recommended and I like it quite a bit more than the stock one, especially when you change the fallout.ini to make it larger on your screen
[smg id=1683]
Title: Re: FO3 mods
Post by: Art Blade on November 20, 2009, 02:26:34 PM
I reckon you see a repeating pattern of water textures. It is the same map you use, by the way :) You can fix the entry in the fallout.ini too (the ini is in the savegames folder) even if you're using the old fashioned pipboy3000. Just check the value you've got in there, and reduce it a little, say by 10. Then fire up your game and check out your pipboy :)
Title: Re: FO3 mods
Post by: PZ on November 20, 2009, 03:36:43 PM
I'll do that as soon as I fire up the game again - using the maps in a game is loads of fun for me, as long as the map is relatively good.  That is what initially disappointed me with FO3 - the poor quality of the in-game map.
Title: Re: FO3 mods
Post by: Art Blade on November 20, 2009, 04:45:36 PM
You know, I've been horsing around with Charon "Washington", and gave him the silenced sniper rifle from the UndergroundHideOut, plus some ammo. Was so much fun watching him wreak havoc in Rivet City  ;D

[smg id=1680 align=center width=400]

Then I decided to talk to him about tactics, told him to use melee instead of ranged weapons, and he drew his combat knife, slashing and stabbing poor Harkness and Shrapnel. That gave me the idea to add another weapon to my mod, for Charon, some ba$t@rd of a sword or something really bad for melee. Going to think of something :)
Title: Re: FO3 mods
Post by: fragger on November 20, 2009, 05:24:22 PM
Go, George! ;D :-X
Title: Re: FO3 mods
Post by: PZ on November 20, 2009, 06:18:37 PM
Cool - I'm just now getting into additional companions - a couple of mods that I'm trying out.
Title: Re: FO3 mods
Post by: PZ on November 20, 2009, 06:22:42 PM
Accuracy International AS50 Sniper

This sniper sounds and works and looks like the version in FC2 - except even a bit better, I think.  Looks really nice on your back in 3rd person view.  The scope is also modified to look like the real thing

Accuracy International AS50 Sniper (http://www.fallout3nexus.com/downloads/file.php?id=9522)

EDIT: installed this mod on 11-20-09 and it is great - looks so much better than the stock sniper rifles, and makes me feel more like a FPS.

Here are a few captures:
Choosing the AS50 (don't forget to pay for a few .50 cal rounds)  You can purchase the rifle and ammo from Moira
[smg id=1682]
... a view of the rifle as you carry it
[smg id=1688]
... a view as it is slung over your shoulder
[smg id=1686]
... the reticle
[smg id=1687]
Title: Re: FO3 mods
Post by: PZ on November 20, 2009, 06:55:47 PM
Rivet City Loft Apartment

QuoteLocated inside the stairwell of Rivet City.
Key isn't hard to find...mailbox.
Included:
Nuka-Cola Machine
Lab and Infirm Set
Full Bar and Dry Foods
Storage For Everything You've Scavenged
Couple of Fruit Trees
Personal Computer
Safes
Bathroom
w@&k/Armory Area
Big TV!
Pool Table
Carpet...well sorta
Excellent Location

Rivet City Loft Apartment (http://www.fallout3nexus.com/downloads/file.php?id=10069)

EDIT: this is just a small mod that uses existing FO3 resources - really nice to have another place to hang your hat!

[smg id=1685]
[smg id=1684]
Title: Re: FO3 mods
Post by: Art Blade on November 20, 2009, 09:35:38 PM
nice finds :)

I like your haircut. Reminds me of Charon Washington without rig. The two of you walking side by side must be a great view  ;D
Title: Re: FO3 mods
Post by: PZ on November 20, 2009, 10:10:18 PM
Thanks!

I thought so too - I just found Charon and was amazed to see that he looked much like I do  :-X
Title: Re: FO3 mods
Post by: Art Blade on November 20, 2009, 10:30:48 PM
are you using ArtMod v003 already? Be prepared, going to update that soon to v004 :)
Title: Re: FO3 mods
Post by: PZ on November 20, 2009, 11:08:19 PM
Looking forward to it - what is new?
Title: Re: FO3 mods
Post by: Art Blade on November 21, 2009, 12:03:58 AM
I'm boosting Charon's knife a bit. I've seen him dismbemer and decapitate some Raiders with it already  ;D

[smg id=1689 align=center width=400]
Title: Re: FO3 mods
Post by: Ricamundo on November 21, 2009, 03:06:41 AM
I often heard Charon pull out his knife when danger was near, but he almost always used his combat shotty, which seems to have incredible range and accuracy. :)
Title: Re: FO3 mods
Post by: Art Blade on November 21, 2009, 06:02:58 AM
basically, what he (or any companion) does, depends on your decision. Just open the dialogue menu, click let's talk about tactics, and there you can define: stay close/keep distance and try to flank, and then the option to chose between long range weapons and melee. When he's told to use long range, he'll almost always prefer any gun over his knife. Tell him to flank and use melee, then he runs after the baddies, with his knife swinging and slashing :)
Title: Re: FO3 mods
Post by: Art Blade on November 21, 2009, 04:15:44 PM
Quote from: PZ on November 20, 2009, 11:08:19 PM
Looking forward to it - what is new?

see downloads: v004 (http://openworldgames.org/owg/forums/index.php?action=downloads;sa=view;down=112)  :)  Here a test:

[smg id=1691 align=left width=300] [smg id=1692 align=right width=300]
We changed clothes, talking business. Went to the elementary school near Megaton, Charon was told to use melee combat style -- and some Raiders assisted. Charon took out two at once, one of them losing his head... :)
Title: Re: FO3 mods
Post by: PZ on November 21, 2009, 09:59:48 PM
Cool - just went there to get it and will play with it in game now  :-X
Title: Re: FO3 mods
Post by: Ricamundo on November 22, 2009, 03:20:44 AM
I gave up trying to get Broken Steel to w@&k, so i decided to start a new game right from the beginning. It was nice to come out of 101 in daylight this time, and have the huge advantage of pre existing hideouts waiting.

the 101 hideout was great to have, as was the Army Convoy just up the road. Hello 10 assault rifles, and 1000 rounds of 5.56, as well as some frags and armour. 8)

But the .50 cal sniper wasn't there near the V101 entrance. >:( How doea Artmod w@&k? I had given Charon all my weapons before i went into the chamber, but im sure he wont have those when i go back to underworld. Will he have them? I cant remember where i got them, originally :-[
Title: Re: FO3 mods
Post by: Art Blade on November 22, 2009, 04:24:08 AM
The ArtMod hasn't changed item-wise, so the game doesn't complain if you replace it with an update. The only thing you might need to keep in mind is the load order in FOMM. If you used to have a previous ArtMod in the second slot, then best move the updated ArtMod into second slot, too.

As for giving items to a named NPC (such as Quest characters or pre-fab companions like Charon), they will keep your items. If I understand you correctly, you gave him your weapons sometime in an advanced stage of the game and now you started over, beginning a new career? That would mean you did a time travel in an alternate reality, so Charon hasn't met you, hence he will never have the items you gave him in another dimension :)
Title: Re: FO3 mods
Post by: fragger on November 22, 2009, 06:35:57 AM
I'm going to pick this game up tomorrow - but I'm gonna feel like I'm about 47 squares behind you guys (grabs head in a futile attempt to stop it spinning) ;D
Title: Re: FO3 mods
Post by: Art Blade on November 22, 2009, 06:56:50 AM
 ;D Don't worry, you'll be fine. And you'll understand that stuff once you've started playing (around with mods)  ;)
Title: Re: FO3 mods
Post by: PZ on November 22, 2009, 08:28:50 AM
lol, I started the Artmod and Charon now has his George Washington hair  ;D

Looking forward to reading about your experiences fragger  :-X

PS: this is the only game that has come close to the FC2 experience for me.  I realized this morning that the games that hold my interest the most are the ones where I'm not a spec-ops kind of guy.  ;)
Title: Re: FO3 mods
Post by: Art Blade on November 22, 2009, 12:51:29 PM
Quote from: PZ on November 22, 2009, 08:28:50 AMI realized this morning that the games that hold my interest the most are the ones where I'm not a spec-ops kind of guy.  ;)

Actually, I think that's it. I'm the same  ;D
Title: Re: FO3 mods
Post by: Ricamundo on November 23, 2009, 02:57:01 AM
Im not familiar with Spec Ops. Can someone explain?
Title: Re: FO3 mods
Post by: PZ on November 23, 2009, 06:16:35 AM
Military special operations - the Navy SEAL type of guy if I'm not mistaken
Title: Re: FO3 mods
Post by: Art Blade on November 23, 2009, 06:56:48 AM
As far as I understand PZ, that means he's not so much into military sims :)
Title: Re: FO3 mods
Post by: PZ on November 23, 2009, 10:29:34 AM
Pretty much - I like A2 and OFP2, but they do not hold the same fascination as being the character in FC2, and now FO3.
Title: Re: FO3 mods
Post by: Art Blade on November 24, 2009, 05:16:09 PM
DDS Converter 2.1 (http://www.tesnexus.com/downloads/file.php?id=8698) <- click

NOT A MOD (but a tool for mods and modders)

Don't worry, it's for Oblivion but FO3 is based on the same game engine, and it does w@&k with FO3.

It can convert DDS files (Direct Draw Surface) to various common graphic files and vice versa. Good if you want to edit some graphics yourself. Essential for modders :)

By the way, if you use irfanView, you can go to the FO3\data\textures folder and open (view) .dds files in there with it. If irfanview doesn't open it at once, just drag and drop a .dds file onto the fired-up irfanview window. For example, you can check the hires colour map with it, and other graphics used by mods :)
Title: Re: FO3 mods
Post by: PZ on November 27, 2009, 11:39:34 PM
I just used the Hamada radio station mod to add Farcry 2 music into FO3 - it worked well and it is quite interesting to hear the FC2 music in Fallout 3!
Title: Re: FO3 mods
Post by: Ricamundo on November 28, 2009, 03:01:03 AM
Quote from: PZ on November 27, 2009, 11:39:34 PM
I just used the Hamada radio station mod to add Farcry 2 music into FO3 - it worked well and it is quite interesting to hear the FC2 music in Fallout 3!

I always turn the game music off, so i dont know what FC2 music sounds like, nor F)3's music.  ;) I'll have to do the GNR mish so at least i can hear 3Dog. ;)

Title: Re: FO3 mods
Post by: Art Blade on November 28, 2009, 05:01:57 AM
FO3 is the only game I keep turning the music on and off (usually off). When I turn the radio on, that GNR music is what I really like. Thing is, if you turn your pipboy radio on and start walking around in buildings or areas with hostiles present, they'll be attracted to your music source, too. Prepare for happy meetings: turn on your radio  ;D
Title: Re: FO3 mods
Post by: Ricamundo on November 29, 2009, 02:59:27 AM
I had an interesting anomaly yesterday. I finally found the Museum Of Historyand went into Underworld to be reunited with my buddy Charon. Upon entering the 9th Circle area, Charon went rogue, and started shooting everyone, then he killed me!

I tried it again from the other entrance and same result. So i quit the game, went into FOMM and deactivated Artmod, started up FO3 and Charon, who now looked like a Ghoul, was normal. I bought him from his owner, and Charon immediately went over and killed him, but noone else. We left UNderworld, and i saved and quit, went back into FOMM, and reactivated Artmod, and restarted the game. Charon was once again looking like George Washington, and not a Ghoul, and was behaving normally again, so its all good, as i have reaquired those sweet Artmod guns. 8)
Title: Re: FO3 mods
Post by: Art Blade on November 29, 2009, 05:59:24 AM
Sorry to hear he attacked you, I don't think it has to do with my mod. I tested it myself and it worked fine, and I did not alter any of his scripts. I can only think of a hiccup of FO3 itself. Or you should consider using a different after shave lotion  ;D
Title: Re: FO3 mods
Post by: Ricamundo on November 29, 2009, 06:27:54 AM
LOL. I woulsnt be surprised if it was just a fluke with all the mods im running. Actually (knock on wood) FO3 is running quite smoothly these days, even with the extra mods i just installed.(changing weather, and better A.I behaviour in fighting, or whatever its called). I just have the eror msg on quitting, but that's a small annoyance, imho.
Title: Re: FO3 mods <index updated>
Post by: Art Blade on November 29, 2009, 07:07:48 AM
FYI
There are so many mods our beloved Admin PZ came up with, it was practically impossible to keep track. Even I had difficulties remembering if we already had a certain mod or not. So I decided to add an index to the first post: Just skim the index, click on a mod name you're interested in and the corresponding post will open in the same window. Use the "back" function of your browser to return to the index. :)
Thank you.
Title: Re: FO3 mods <index updated>
Post by: PZ on December 01, 2009, 04:20:27 PM
Fallout 3 Configator

Fallout 3 has a huge amount of configuration variables you can change to customize and optimize your gaming experience. Most of these variables can't be accessed trough the game or the launcher so you have to use a text editor... Or Fallout 3 Configator!

This tool let's you change Fallout 3's configuration variables trough a simple user interface. You can see the description for each variable and configure it with a click of a mouse. You can also create several different configuration presets and switch between them in seconds. Couldn't be any easier!

Fallout 3 Configator (http://www.fallout3nexus.com/downloads/file.php?id=6769)
Title: Re: FO3 mods <index updated>
Post by: Art Blade on December 01, 2009, 04:51:35 PM
thanks for the additional index update... "he exceeded our expectations"  ;D :-X
Title: Re: FO3 mods <index updated>
Post by: PZ on December 02, 2009, 10:18:12 PM
Does anyone remember how to change the size of the PIPBoy in game?  I recall changing how much of the screen I could use, but now have forgotten.
Title: Re: FO3 mods <index updated>
Post by: Art Blade on December 03, 2009, 10:57:19 AM
I remember it.
Title: Re: FO3 mods <index updated>
Post by: Art Blade on December 03, 2009, 11:03:31 AM
Do you want me to tell it, too?  ::)










alright, then (http://openworldgames.org/owg/forums/index.php?topic=1150.msg17742#msg17742)  ;D
Title: Re: FO3 mods <index updated>
Post by: PZ on December 03, 2009, 11:32:21 AM
You're a funny, funny guy Art!  ;D

I actually woke up this morning remembering something about the fallout3.ini, but not exactly where.

Interestingly, I performed an uninstall which evidently left the old fallout3.ini file intact on my system, perpetuating any problems that it might have.  Because I'm optimizing my game, I'm going to manually delete those user files and any registry entries related to FO3.  Annoying how often an unistall application leaves so much legacy.

Thanks for the reminder post!
Title: Re: FO3 mods <index updated>
Post by: Art Blade on December 03, 2009, 12:26:33 PM
It was my sincere and utmost pleasure  ;D
Title: Re: FO3 mods <index updated>
Post by: PZ on December 04, 2009, 09:20:18 AM
Colt M4 Carbines

This is my favorite weapon after playing in the game for a while.  Looks great, and it reminds me of the AR-16 in FC2 (minus the camo).  It comes in several flavors, both loud and silenced versions are included

Colt M4 Carbines (http://www.fallout3nexus.com/downloads/file.php?id=6264)
Title: Re: FO3 mods <index updated>
Post by: Ricamundo on December 06, 2009, 03:00:55 AM
Quote from: PZ on December 04, 2009, 09:20:18 AM
Colt M4 Carbines

This is my favorite weapon after playing in the game for a while.  Looks great, and it reminds me of the AR-16 in FC2 (minus the camo).  It comes in several flavors, both loud and silenced versions are included

Colt M4 Carbines (http://www.fallout3nexus.com/downloads/file.php?id=6264)

I couldnt get this mod to w@&k. When i installed it with FOMM, i saw a msg saying this mod required file extensions or something, but i installed it anyways. There was a data folder with 3 files in it, that when i tried to d n d to the appropriate folders they couldnt be installed there, so i gave up and deleted em. Ah well, after Art's weapons, every other gun is pretty much a candy a$$ gun anyway. ;D
Title: Re: FO3 mods <index updated>
Post by: Art Blade on December 06, 2009, 03:29:23 AM
lol, thank you :)

regarding that carabine mod, I checked the description, there don't seem to be any special issues with it. Maybe this here helps, those are the folders involved:

Quote(install folder)\Fallout 3\Data\ColtM4Carbines.esp
(install folder)\Fallout 3\Data\Meshes\Weapons\2handautomatic\M4Carbine\
(install folder)\Fallout 3\Data\Meshes\Interface\Hud\Aimpoint.nif
(install folder)\Fallout 3\Data\Textures\Weapons\2handautomatic\EmdgM4\
(install folder)\Fallout 3\Data\Sound\Fx\Wpn\emdgm4carbine\

Have you checked them?
Title: Re: FO3 mods <index updated>
Post by: PZ on December 06, 2009, 11:00:01 AM
One thing to consider is Windows permissions.  Evidently if you install as an administrator, and play as a limited user, your permissions to write to a folder can be compromised.  It is advised to change the permissions of the game installation folder o full control for everyone.

Another issue is the installation folder itself - mine is "E:\Fallout"

This is to circumvent an issue with the default folder and some of the mods.
Title: Re: FO3 mods <index updated>
Post by: PZ on December 17, 2009, 02:53:36 PM
Alien House Theme Conversion

Quote=- REQUIRES ALL THE DLC PACKS! -=

This Modification adds new Megaton House Theme that converts the entire house into alien themed. The house includes not only ornaments but gadgets that can be useful for some.

The price of the Conversion is 2000 caps and additional devices such as jukebox and infirmary are 300 caps.

The Special Devices are as fallows:Additionally you have a new Wadsworth in the Alien house that doesnt attack you even if you do and can't be killed, so you may exercise what ever nuclear experiments inside the house you like.

Alien House Theme Conversion (http://www.fallout3nexus.com/downloads/file.php?id=10400)

Title: Re: FO3 mods <index updated>
Post by: Art Blade on December 17, 2009, 03:33:39 PM
 :) :-X
Title: Re: FO3 mods <index updated>
Post by: retiredgord on December 17, 2009, 03:49:32 PM
Are these mods available for the PS3 or just the lucky computer guys?
Title: Re: FO3 mods <index updated>
Post by: PZ on December 17, 2009, 08:30:50 PM
I hate to say it, but PC only - they are modifications to the software.  Personally, I wish that the mods were available for the consoles because I'd love to play this on the PS3.
Title: Re: FO3 mods <index updated>
Post by: retiredgord on December 18, 2009, 04:43:09 AM
 :'( :'( :'( :D :D :D :D :D    RAZZZZAFRATTZZZ.  (real bad swearing)
Title: Re: FO3 mods <index updated>
Post by: PZ on December 18, 2009, 11:17:39 AM
I know how you feel Gord - whenever it is available, I'll purchase for the PC first, and it it is a spectacular game, I can sometimes get my wife to go shopping for a PS3 version.  ;)

Title: Re: FO3 mods <index updated>
Post by: PZ on January 10, 2010, 12:49:51 PM
Knightmare's Pre-War Clothing Mod

These re-textures provide much needed color to FO3 clothing.  This mod is to clothing as Fellout is to the environment.

QuoteA little texture mod for the male and female pre-war clothing. I left the Grimy
Business wear alone since I liked the way it looked but most of the clothing just bothered me.
When I finished the whole thing I decided I may as well release it and see if people like it or
not. I know it doesn't fit in all that well but I get a little tired of everything looking drab
and dull.

Knightmare's Pre-War Clothing Mod (http://www.fallout3nexus.com/downloads/file.php?id=2683)
Title: Re: FO3 mods <index updated>
Post by: PZ on January 10, 2010, 01:08:07 PM
M14 Sniper Rifle

A powerful sniper with a highly detailed texture.

M14 Sniper Rifle (http://www.fallout3nexus.com/downloads/file.php?id=6356)
Title: Re: FO3 mods <index updated>
Post by: PZ on January 10, 2010, 01:13:25 PM
Arsenal Mod RC 2

In this version all NPC, all factions, all Super Mutants are re-equipped with one of 131 new weapons - Only high-quality and highly-models and textures are used.  Gone are the cartoon-ish FO3 weapons!

Arsenal Mod RC 2 (http://www.fallout3nexus.com/downloads/file.php?id=10681)
Title: Re: FO3 mods <index updated>
Post by: RedRaven on January 16, 2010, 01:33:48 PM
Nice find PZ. name was instantly familiar from a Stalker mod, turns out it is the same one but set for FO3.
A personal favourite from the selection is the Kris submachine gun. Recently saw a documentary that tested it, it fires .45 calibre rounds and because of its ingenious firing mechanism it has very little recoil, specially when compared to pistols of the same calibre. Very good stopping power.
Title: Re: FO3 mods <index updated>
Post by: PZ on January 16, 2010, 03:07:40 PM
Thanks Red,
I really like the appearance of the weapons - they look like something that would be in today's games as opposed to the goofy looking vanilla weapons.

I'll have to try that sub - have been using a M14 sniper mod for a while now, which also has high definition textures.
Title: Re: FO3 mods <index updated>
Post by: PZ on January 29, 2010, 03:20:20 PM
Owned

This mod is fun - I killed Tenpenny and am now able to use his place as if it is my own.  If you own all of the establishments in Tenpenny Tower, you can actually collect taxes on the properties.  I also bought a few other places in the FO3 world and am able to take items without being attacked by the locals.

QuoteThis mod aims to make the game more realistic. I always found it annoying that when I killed
The owner(s) of a property, I still could not sleep, take stuff and store away my items without
some kind of punishment for doing so.

This mod corrects these flaws that are so prevalent in the original game.
Now when you kill the owner(s) of a property, you will get full privilege to everything in
the house including the beds, the items and storage without any negative effects (beside a dose
of bad karma of course).

Download Owned (http://www.fallout3nexus.com/downloads/file.php?id=1516)
Title: Re: FO3 mods <index updated>
Post by: PZ on January 29, 2010, 03:24:06 PM
FNNCQ - a Fallout 3 slavery overhaul

This is another one of my favorites - I posted an adventure in which I enslaved a raider and used him for my mule - quite funny.  Even more so was the enslavement of Mr. Burke in Megaton!

QuoteFeatures:
---------
O a complete new slavery system where almost every NPC can be enslaved, follow the player, be placed anywhere (also DLC spaces) and !! don't !! get lost, aggressive or loose equipment
O game mechanics (spawn points), original stats and dialogue is not harmed
O 5 following slaves (choose whoever you want)
O slaves can be trained, have needs and heal while sleeping
O & o slave training. Your slave can be trained for a specific function
(O mule, O fighting basic, O fighting extended, o housekeeping, o working )
O 2 new places to sell your slaves
O 4 additional 'stored' slaves in real functional prison (want to see Burke in prison, now you can)
O 5 additional slaves can be placed everywhere in the game world and stay there with a mobile collar controller without slowdown of the gameplay, make your own slave prison with the mcc
O 2 new weapons, 8 new slaver gear items
O several nice looking slave collars and other equipment for slave managment
o fully voice acted (also slave dialogue)

legend: 'O' means fully done, 'o' in progress

Download FNNCQ (http://www.fallout3nexus.com/downloads/file.php?id=9497)
Title: Re: FO3 mods <index updated>
Post by: PZ on January 29, 2010, 03:48:44 PM
Steady Aim

One of the details that I never appreciated in F03 is the poor ability to aim when you're using a sniper rifle.  (I'd be arrested for a DUI if my car was weaving as much as your scope does.)  Now my aim is rock steady, just like in Far Cry2.  :)  Add to this the mod that disables auto-aim and you have a weapons system that behaves much more like a FPS.  :-X

QuoteAdds the Hold Breath feature you can use to steady sniper aims.  If you play CoD you know what I mean.  Basically it allows you to sharpen your aim for a brief period of time.

You cannot hold breath
1) immediately after taking a shot.
2) immediately after releasing your last held breath

The maximum duration you are allowed to hold your breath is about 6 seconds.

Download Steady Aim (http://www.fallout3nexus.com/downloads/file.php?id=10960)
Title: Re: FO3 mods <index updated>
Post by: PZ on February 18, 2010, 03:24:48 PM
A Trail of Crumbs

"A Trail of Crumbs" is an exciting, challenging and most of all FUN quest that seeks to guide the player to these and other locations. The quest encompasses 10 separate locations to explore where you will find a hidden key and a modest amount of loot, and extends game play by approximately 4 hours. Once you find the key, you will receive the coordinates to the next location to explore to find the next key and so on etc. Each of these places have lots of loot and there are plenty of enemies in each of them so you can collect quite a bit of spoils along the way if you wish! The player receives a nice perk, some armor with custom stats and a nice little bunker for completing the quest.

To start the quest make your way to the little patio area behind the Chryslus Building. You will find a Talon Merc named Bubba who will help you on your way after you dispose of him and search his body.

A Trail of Crumbs (http://www.fallout3nexus.com/downloads/file.php?id=11283)
Title: Re: FO3 mods <index updated>
Post by: Ricamundo on August 31, 2010, 11:21:01 AM
Nice find PZ. 8) Im in mid quest at the moment and enjoying finding the mini safes buried deep in each location. It seems like theres extra loot throughout each location as well, as i know ive been to all of em and i thought i'd picked them clean, but i keep finding stuff here and there, as well as the usual enemies.

SPOILER...

The Mama Dolce location is full of Chinese ghoul soldiers and officers, so ive been able to stock up on Chinese assault rifles, which i need to keep with me to repair my much loved and much used Zoulong Assault rifle. It has a damage rating of 465 max, compared to the 200 or so for the standard Chinese assault. ;D

Combine that with the perk that makes your target basically expode into several chunks(cant remember the name) and you have some "meaty" encounters. ;) im up to about 190,000 caps now, and all the guns/armour/etc that i want, so any new quest, or mods that add a lil some some are welcome.

One mod i tried that hasnt worked out too well for me is the "Arefu Expanded" mod, a rather large and ambitious mod that turns Arefu into a sort of Megaton look, with new characters, a player home, and new quests, as well as a bar, and gun guy, but my graphics slowed to a steady stutter whenever i was in or near the new Arefu, and i had 2 CTD's in close succesion after i started playing, which i hadnt had for quite a while, so sadly, i had to deactivate it.

Im continuing with some of the addon mods, like Point Lookout, and The Pitt, and will end with Broken Steel, and we'll see after that, but as of now i have yet to find any fresh fps game sthat i want to play while waiting for FONV.
Title: Re: FO3 mods <index updated>
Post by: PZ on August 31, 2010, 11:46:01 AM
Glad you like it, Ric

I too experience problems with Arefu expanded - a slight slow down on my machine, but there's something that interferes with another mod because I experienced frequent CTDs.  In general, I use FO3Edit to create a few patches that I can enable/disable through FOMM, and that has helped significantly with almost all mods.  Like you, Arefu expanded gave me enough problems so that I gave up on it - sure was cool to explore it though  :-X
Title: Re: FO3 mods <index updated>
Post by: Ricamundo on September 05, 2010, 06:07:02 AM
I have finished the Trail Of Crumbs mod and enjoyed it very much. 8) The goodies you get at the conclusion are great too! I decided to try another quest mod, called "A Note Easily Missed" which has been around a while and has a ton of endorsments. It's more of a puzzle mod that a shoot em up, and ill let you all know how it works out. ;)
Title: Re: FO3 mods <index updated>
Post by: Art Blade on September 05, 2010, 06:20:09 AM
 :-X :)
Title: Re: FO3 mods <index updated>
Post by: PZ on September 05, 2010, 09:20:53 AM
Sounds good - I appreciated your comments about the official DLC - I didn't like the more linear ones, and didn't even get too far into those.
Title: Re: FO3 mods <index updated>
Post by: PZ on September 08, 2010, 06:39:34 PM
The Institute - fully voiced quest

Features

Download (http://www.fallout3nexus.com/downloads/file.php?id=14449)
Title: Re: FO3 mods <index updated>
Post by: Ricamundo on September 13, 2010, 06:07:24 AM
The Institute sounds intriguing, but i hope its not going to cause crashes and stuttering like Arefu Expanded did, but for now, i'll give you all a heads up about a couple of mods ive played of late. As i mentioned earlier, i played a very popular mod called "A Note Easily Missed" by Pucemoose. It's a puzzle mod, so no need for the most part of your weapons, although in travel from one destination to another you will as usual need to fend off some baddies.

Its well done and fun to play, and revolves around an arms manufacturer with some top secret new weapons developments that you will find out about once you've uncovered enough clues to lead to to the weapons plant. Theres some computer hacking, and searches for clues embedded on those little tape boxes that usually have recordings on them, but here are usually notes that you use your Pipboy to open and read. Look everywhere for clues, as many times thay are skillfully hidden.

The 2nd by the same modder, is called "An Evening With Mr. Manchester". Its a bit more elaborate, with even trickier puzzles, that can leave you, at times, wondering WTH  you do or where you're supposed to go, but there are handy FAQ's made for both games by the modder that can help. I haven't finished Mr. Manchester yet, but its fun.  I noticed that Charon has disappeared, but im assuming he's gone back to Underworld, since i told him to wait outside Manchester's house a few days ago, and have left him there. The modder did mention there's no need for a companion when playing his mods.

Title: Re: FO3 mods <index updated>
Post by: PZ on September 13, 2010, 10:49:14 AM
Sounds like you're still having a blast in FO3  :-X
Title: Re: FO3 mods <index updated>
Post by: Art Blade on January 23, 2011, 01:14:48 PM
PZ, you deserved a slap on the back for all the efforts, it has become a huge collection  :) :-X
Title: Re: FO3 mods <index updated>
Post by: PZ on January 23, 2011, 02:59:36 PM
Thanks, Art - you're too kind!  ;)