User:Almis101/Fallout4: Difference between revisions
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{{Fs|15px|''"Which would be worse - to live as a monster, or to die as a good man?" - Teddy Daniels''}}<br> | {{Fs|15px|''"Which would be worse - to live as a monster, or to die as a good man?" - Teddy Daniels''}}<br> | ||
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{{Fc|Cyan|CHANGELOG:}} To see the {{Fc|Gold|Guide changelog}} click [[User:Kelmych/Fallout3_Changelog|here]] | {{Fc|Cyan|CHANGELOG:}} To see the {{Fc|Gold|Guide changelog}} click [[User:Kelmych/Fallout3_Changelog|here]] | ||
{{Fc|Cyan|FORUMS:}} To visit the {{Fc|Gold|Clear and Present Danger forums}} click [https://forum | {{Fc|Cyan|FORUMS:}} To visit the {{Fc|Gold|Clear and Present Danger forums}} click [https://stepmodifications.org/forum/forum/88-clear-present-danger-fallout-3/ here] | ||
{{Fc|Cyan|FORUMS:}} To visit the {{Fc|Gold|General feedback forum}} click [https://forum | {{Fc|Cyan|FORUMS:}} To visit the {{Fc|Gold|General feedback forum}} click [https://stepmodifications.org/forum/topic/5758-general-feedback/ here] | ||
{{Fc|Cyan|FORUMS:}} To visit the {{Fc|Gold|Support forum}} click [https://forum | {{Fc|Cyan|FORUMS:}} To visit the {{Fc|Gold|Support forum}} click [https://stepmodifications.org/forum/forum/89-support/ here] | ||
{{Fc|Cyan|HISTORY:}} You can check on {{Fc|Gold|previous guide versions}} by clicking [https://wiki | {{Fc|Cyan|HISTORY:}} You can check on {{Fc|Gold|previous guide versions}} by clicking [https://stepmodifications.org/wiki/index.php?title=User:Kelmych/Fallout3&action=history Here] | ||
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{{TOC | {{TOC|limit=4}} | ||
= Introduction = | = Introduction = | ||
== ''We were somewhere around Lexington...'' == | == ''We were somewhere around Lexington...'' == | ||
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Due to the somewhat whimsical nature of the original Fallout series, this guide will not take itself too seriously. | Due to the somewhat whimsical nature of the original Fallout series, this guide will not take itself too seriously. | ||
This guide extends some of the concepts from other STEP guides including the [https://wiki | This guide extends some of the concepts from other STEP guides including the [https://stepmodifications.org/wiki/User:Essarrbee/FalloutNewVegas ''Fear and Loathing in New Vegas'' guide], the [https://https://stepmodifications.org/wiki/User:Kelmych/Fallout3 ''Clear and Present Danger'' guide], the [https://stepmodifications.org/wiki/User:Adonis_VII/TTW TTW guide], the [https://stepmodifications.org/wiki/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition ''Skyrim Revisited''], [https://stepmodifications.org/wiki/User:Darth_mathias/SRLE_Extended_Legacy_of_The_Dragonborn SRLE Extended: Legacy of The Dragonborn] , and the [https://stepmodifications.org/wiki/Pack:Explorers_Guide ''A Real Explorer's Guide to Skyrim''] guides. The guide layout from ''Fear and Loathing in New Vegas'' and ''Clear and Present Danger'' have been preserved whenever possible. | ||
The mods, utilities, and guidance in this guide are listed from top down. It's recommended that mods be installed in that order at least in the User Interface section. Most users will likely install many or perhaps all the mods, other than those noted as optional or alternative; experienced users might not want to use as many of these and will likely add other mods. Keep in mind, there are very specific directions to install the interface mods and those directions are very important to make sure there are no problems when starting ''Fallout 4''. | The mods, utilities, and guidance in this guide are listed from top down. It's recommended that mods be installed in that order at least in the User Interface section. Most users will likely install many or perhaps all the mods, other than those noted as optional or alternative; experienced users might not want to use as many of these and will likely add other mods. Keep in mind, there are very specific directions to install the interface mods and those directions are very important to make sure there are no problems when starting ''Fallout 4''. | ||
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== Pre-Installation Checklist == | == Pre-Installation Checklist == | ||
Make sure that everything is ready to install before proceeding with this guide. | Make sure that everything is ready to install before proceeding with this guide. | ||
{{ | {{AlertSmall|type=warning|text=The Bethesda game engine for the TES and Fallout games, the ENB executable, and/or Mod Org1anizer, will have CTDs and other issues that are difficult to diagnose when background game overlay programs such as AMD Gaming Evolved, Nvidia Geforce Experience program, and Overwolf or some anti-virus programs such as BitDefender are used. These programs may claim compatibility but they are not; STEP users have gotten CTDs with all of these. See GrantSP's post [https://stepmodifications.org/forum/topic/8985-mod-organizer-and-software-that-interferes-with-it/ here] for more details.}} | ||
:# Make sure the ''Fallout 4'' directory is clean from any other modding previously done. | :# Make sure the ''Fallout 4'' directory is clean from any other modding previously done. | ||
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:# It is usually safe to set the ''Fallout 3'' launcher settings to max for the system being used to play the game. ''Fallout 3'' should be able to perform quite well on any modern hardware. The [https://www.nexusmods.com/fallout3/mods/69787 BethINI] mod is used in this guide for initial configuration; it works for most of the Bethesda Elder Scrolls and Fallout games. It detects system hardware and greatly simplifies the initial game configuration. | :# It is usually safe to set the ''Fallout 3'' launcher settings to max for the system being used to play the game. ''Fallout 3'' should be able to perform quite well on any modern hardware. The [https://www.nexusmods.com/fallout3/mods/69787 BethINI] mod is used in this guide for initial configuration; it works for most of the Bethesda Elder Scrolls and Fallout games. It detects system hardware and greatly simplifies the initial game configuration. | ||
:# Make sure that DirectX on the PC has been updated to the most recent version; some of the software being installed like ENB can fail if the most recent version isn't installed. The game itself provides an older version of the DirectX end-user runtime software. The current english language version is available [https://www.microsoft.com/en-us/download/details.aspx?displayLang=en&id=35 here]. | :# Make sure that DirectX on the PC has been updated to the most recent version; some of the software being installed like ENB can fail if the most recent version isn't installed. The game itself provides an older version of the DirectX end-user runtime software. The current english language version is available [https://www.microsoft.com/en-us/download/details.aspx?displayLang=en&id=35 here]. | ||
:# Follow the guidance on setting up the display and video card in the STEP guide section on [https://wiki | :# Follow the guidance on setting up the display and video card in the STEP guide section on [https://stepmodifications.org/wiki/STEP:2.10.0#1.E._Display_.26_Video_Card_Settings Display & Video Card Settings]. | ||
== A Word About Papyrus and Plugin Limits == | == A Word About Papyrus and Plugin Limits == | ||
The game engine for Fallout 4 has quite a few issues, but fortunately for most users of this game the limit of the number of plugins (*.esm and *.esp files) is a little less than 255, like most of the other Papyrus-based Bethesda games except ''Fallout New Vegas''. The number of plugins in the mods recommended in this ''Fallout 3'' guide will always be well below the ~254 limit so users can add some other mods of their choosing, although it's possible to exceed the limit. Merging any mods that add new objects in each plugin (new FormIDs) can potentially cause significant compatibility problems with other mods that expect the separate (vs. merged) plugins as discussed in the [[Guide:Merging_Plugins|Merging Plugins mini-guide]]. When adding mods in beyond those in the Fallout 3 guide, be aware of the plugin cap and learn to use the Merge Plugins when appropriate to lower the count on mods that have multiple plugins that won't cause compatibility problems when merged. This is the main reason that Wrye Flash is important, along with its conflict resolution for levelled lists, since the Bashed Patch will also lower plugin count. A new section on merging plugins will be added soon to this guide since many of the more recently added mods include plugins. | The game engine for Fallout 4 has quite a few issues, but fortunately for most users of this game the limit of the number of plugins (*.esm and *.esp files) is a little less than 255, like most of the other Papyrus-based Bethesda games except ''Fallout New Vegas''. The number of plugins in the mods recommended in this ''Fallout 3'' guide will always be well below the ~254 limit so users can add some other mods of their choosing, although it's possible to exceed the limit. Merging any mods that add new objects in each plugin (new FormIDs) can potentially cause significant compatibility problems with other mods that expect the separate (vs. merged) plugins as discussed in the [[Guide:Merging_Plugins|Merging Plugins mini-guide]]. When adding mods in beyond those in the Fallout 3 guide, be aware of the plugin cap and learn to use the Merge Plugins when appropriate to lower the count on mods that have multiple plugins that won't cause compatibility problems when merged. This is the main reason that Wrye Flash is important, along with its conflict resolution for levelled lists, since the Bashed Patch will also lower plugin count. A new section on merging plugins will be added soon to this guide since many of the more recently added mods include plugins. | ||
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It is suggested that these utilities (other than ModOrganizer 2 and F4SE) are not installed in subdirectories of the ''Steam'' directory including the game directory itself (''Steam\Steamapps\common\Fallout 4'') to keep the ''Steam'' and game directories as close to vanilla as possible. F4SE should be installed to the game directory, and ModOrganizer 2 should be installed to ''Stem\Steamapps\common''. When an SSD is used for the game directory the ''Mod Organizer\mods'' directory should also be installed on the SSD and the ''Mod Organizer\downloads'' directory should be on a HDD rather than in the ''Mod Organizer'' directory. All of the directories and subdirectories that store the game and utility programs should have file access set to allow ''Everyone'' full access (o prevent any potential UAC problems. A substantial portion of the game installation and utility usage problems with Bethesda games reported on the STEP forums are due to file access problems. | It is suggested that these utilities (other than ModOrganizer 2 and F4SE) are not installed in subdirectories of the ''Steam'' directory including the game directory itself (''Steam\Steamapps\common\Fallout 4'') to keep the ''Steam'' and game directories as close to vanilla as possible. F4SE should be installed to the game directory, and ModOrganizer 2 should be installed to ''Stem\Steamapps\common''. When an SSD is used for the game directory the ''Mod Organizer\mods'' directory should also be installed on the SSD and the ''Mod Organizer\downloads'' directory should be on a HDD rather than in the ''Mod Organizer'' directory. All of the directories and subdirectories that store the game and utility programs should have file access set to allow ''Everyone'' full access (o prevent any potential UAC problems. A substantial portion of the game installation and utility usage problems with Bethesda games reported on the STEP forums are due to file access problems. | ||
Utilities, except for DDSopt (which needs administrative privilege to set some registry keys), should not be configured to use administrative privileges; Tannin (the author of MO) discussed this in [https://forum | Utilities, except for DDSopt (which needs administrative privilege to set some registry keys), should not be configured to use administrative privileges; Tannin (the author of MO) discussed this in [https://stepmodifications.org/forum/topic/5280-mod-organizer-install-location-best-practice/?view=findpost&p=86907 this STEP forum post]. If it seems necessary to use administrative privileges there is likely to be an issue with the way file access is setup. | ||
===== [https://www.nexusmods.com/fallout4/mods/2737 xEdit] ===== | ===== [https://www.nexusmods.com/fallout4/mods/2737 xEdit] ===== | ||
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* '''Notes''': It is recommended that the file named ''FO3Edit.exe'' should be renamed to ''xEdit.exe'' after copying the contents of the archive file into the ''xEdit'' folder. This single version of xEdit can then be used for all Bethesda games. Those using the most recent versions of the addon ''xEdit'' scripts such as those listed below NEED to use the most recent version of ''xEdit''.<br> | * '''Notes''': It is recommended that the file named ''FO3Edit.exe'' should be renamed to ''xEdit.exe'' after copying the contents of the archive file into the ''xEdit'' folder. This single version of xEdit can then be used for all Bethesda games. Those using the most recent versions of the addon ''xEdit'' scripts such as those listed below NEED to use the most recent version of ''xEdit''.<br> | ||
Used for cleaning mods and conflict resolution. | Used for cleaning mods and conflict resolution. | ||
* '''Info''': As mentioned below, there are multiple guides and videos on using the xEdit tools for cleaning plugins. A [[Guide:XEdit|STEP guide for xEdit]] is available that provides details on the interface and commands in xEdit. The older [https://newvegas.nexusmods.com/mods/38413/? ''FNVEdit Training Manual''] has useful examples on using xEdit that are still relevant; this remains the only official documentation on using ''xEdit''. A short introduction for TES5Edit (very similar to FO3Edit) is available [https:// | * '''Info''': As mentioned below, there are multiple guides and videos on using the xEdit tools for cleaning plugins. A [[Guide:XEdit|STEP guide for xEdit]] is available that provides details on the interface and commands in xEdit. The older [https://newvegas.nexusmods.com/mods/38413/? ''FNVEdit Training Manual''] has useful examples on using xEdit that are still relevant; this remains the only official documentation on using ''xEdit''. A short introduction for TES5Edit (very similar to FO3Edit) is available [https://ck.uesp.net/wiki/Category:TES5Edit here]. A video by the TES5Edit author on using it for conflict resolution is {{Video|rqAvJKGdPbU|available here}}. A small STEP mini-guide on conflict resolution is available in the [https://stepmodifications.org/wiki/Guide:Merging_Plugins Merging Plugins guide].<br> | ||
xEdit can with used with TES3, TES4, TES5, FO3, FNV, and FO4. | xEdit can with used with TES3, TES4, TES5, FO3, FNV, and FO4. | ||
Fallout 3 (and other Bethesda games) have a large set of data types in object records that can be confusing to most users. [https://github.com/TES5Edit/fopdoc/tree/master/Fallout4 This site] has a brief overview of many of the data types used for Fallout4. Equivalent sites are available with data type descriptions for other Bethesda games. | Fallout 3 (and other Bethesda games) have a large set of data types in object records that can be confusing to most users. [https://github.com/TES5Edit/fopdoc/tree/master/Fallout4 This site] has a brief overview of many of the data types used for Fallout4. Equivalent sites are available with data type descriptions for other Bethesda games. | ||
* '''Installation''': Install a single version of xEdit for use with all the Bethesda games as described [https://wiki | * '''Installation''': Install a single version of xEdit for use with all the Bethesda games as described [https://stepmodifications.org/wiki/Guide:Fallout#Setting_Up_Mod_Organizer here]. Download xEdit and then install in an ''xEdit'' folder in a separate folder (e.g., <code>D:\Games\xEdit</code>). | ||
Some additional setup instructions for this utility will be carried out in the [[#Setting up Mod Organizer|Setting up Mod Organizer]] section below. | Some additional setup instructions for this utility will be carried out in the [[#Setting up Mod Organizer|Setting up Mod Organizer]] section below. | ||
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* '''Version''': 2.1.3 | * '''Version''': 2.1.3 | ||
* '''Notes''': This utility allows merging plugins for any Bethesda game comptible with xEdit. It is a standalone successor to the previous xEdit merge script and is much faster. It supports merging plugins with FormIDs and NavMeshes. It is always best when merging mods with this script to preserve FormIDs so that old save games will still work with the merged mods, and so that future merges as the mods evolve . The current version of this utility handles FormID numbering automatically, and will generally preserve the FormIDs so the game will still be able to use current save games. | * '''Notes''': This utility allows merging plugins for any Bethesda game comptible with xEdit. It is a standalone successor to the previous xEdit merge script and is much faster. It supports merging plugins with FormIDs and NavMeshes. It is always best when merging mods with this script to preserve FormIDs so that old save games will still work with the merged mods, and so that future merges as the mods evolve . The current version of this utility handles FormID numbering automatically, and will generally preserve the FormIDs so the game will still be able to use current save games. | ||
* '''Info''': {{Video|0S6cpCwTezE|Merge Plugins (by GamerPoets}}. For support see the [https://forum | * '''Info''': {{Video|0S6cpCwTezE|Merge Plugins (by GamerPoets}}. For support see the [https://stepmodifications.org/forum/forum/99-mators-utilities-support/ STEP forum for Mator's Utilities Support]. | ||
* '''Installation''': Get the ''Merge plugins'' main file and extract the contents into a ''Merge Plugins'' folder inside the folder used for Game Utilities (e.g., ''D:\Games\Merge Plugins''). | * '''Installation''': Get the ''Merge plugins'' main file and extract the contents into a ''Merge Plugins'' folder inside the folder used for Game Utilities (e.g., ''D:\Games\Merge Plugins''). | ||
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* '''Version''': 0.4.1 | * '''Version''': 0.4.1 | ||
* '''Fallout NV Equivalent''': the same utility, with separate settings for each game, works for Fallout 3, Fallout NV, TES4, and TES5 (but not Fallout 4 yet) | * '''Fallout NV Equivalent''': the same utility, with separate settings for each game, works for Fallout 3, Fallout NV, TES4, and TES5 (but not Fallout 4 yet) | ||
* '''Notes''': This is an alpha release of a utility to automatically generate a patch plugin. It is intended to eventually replace Wrye Bash; it will have much more capability. It is included in the guide for experienced users to begin testing; settings need to be created before most users will be able to use the utility and these experienced users can help create and test the settings. It will eventually also use an extended version of the bash tags. For support see the [https://forum | * '''Notes''': This is an alpha release of a utility to automatically generate a patch plugin. It is intended to eventually replace Wrye Bash; it will have much more capability. It is included in the guide for experienced users to begin testing; settings need to be created before most users will be able to use the utility and these experienced users can help create and test the settings. It will eventually also use an extended version of the bash tags. For support see the [https://stepmodifications.org/forum/forum/99-mators-utilities-support/ STEP forum for Mator's Utilities Support]. | ||
* '''Installation''': Download the zip file and install it in a separate folder (e.g., D:\Games\Mator Smash\). Watch the video on the Original Post (OP) in the ''Mator Smash'' thread before using it. --> | * '''Installation''': Download the zip file and install it in a separate folder (e.g., D:\Games\Mator Smash\). Watch the video on the Original Post (OP) in the ''Mator Smash'' thread before using it. --> | ||
<!-- ===== [https://github.com/fireundubh/xedit-scripts#dubhfunctionspas Generate Tags for Wrye Bash] ===== | <!-- ===== [https://github.com/fireundubh/xedit-scripts#dubhfunctionspas Generate Tags for Wrye Bash] ===== | ||
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*$ Left Pane should have the official content listed first, without check boxes to tick and the category should say ''Non-MO''. Any mods installed in the Data folder will also be listed the same way. | *$ Left Pane should have the official content listed first, without check boxes to tick and the category should say ''Non-MO''. Any mods installed in the Data folder will also be listed the same way. | ||
'''Make sure to read the notice about the need for .NET Framework 3.5; without this MO will not work properly.''' One possible symptom of this problem is that MO needs to be run as an administrator to work. | '''Make sure to read the notice about the need for .NET Framework 3.5; without this MO will not work properly.''' One possible symptom of this problem is that MO needs to be run as an administrator to work. | ||
* '''Info''': [https://wiki | * '''Info''': [https://stepmodifications.org/wiki/Guide:Mod_Organizer Mod Organizer Guide]. Most of the information here will work with MO2, just some options are in different tabs or something small like that. <br> | ||
{{RelatedVideos| | {{RelatedVideos| | ||
* {{Video|I-yJ_9uBUBQ|Mod Organizer : Installation (by Gamer Poets)|Works for Skyrim/FNV/FO3/Oblivion}} | * {{Video|I-yJ_9uBUBQ|Mod Organizer : Installation (by Gamer Poets)|Works for Skyrim/FNV/FO3/Oblivion}} | ||
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This amazing tool allows users to regenerate LOD meshes and textures based on your installed mods. | This amazing tool allows users to regenerate LOD meshes and textures based on your installed mods. | ||
{{ | {{AlertSmall|type=notice|size=67|text=The preferred method of installation is to have just one executable: xEdit.exe, and run the different tools by the use of parameters or switches added to MO's arguments field.}} --> | ||
===== [https://loot.github.io LOOT] ===== | ===== [https://loot.github.io LOOT] ===== | ||
{{Indicator|8|16|#333333|#666666|#FFFFFF|Tool }}{{Indicator|8|16|#006666|#669999|#A8C9A7|Core }} | {{Indicator|8|16|#333333|#666666|#FFFFFF|Tool }}{{Indicator|8|16|#006666|#669999|#A8C9A7|Core }} | ||
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* '''Version''': v0.8.0.upd4 | * '''Version''': v0.8.0.upd4 | ||
* '''Notes''': Detailed information on installation, configuration, and use of ''DDSopt'' for ''Fallout 3'' can be found in the [[Guide:DDSopt/Fallout| ''Fallout DDSopt Quick-start guide'']]. Because of the similarities of the subdirectories of the Data folders in both "Fallout 3" and ''Fallout New Vegas'', the batch files included and described in the Fallout version of the ''DDSopt'' guide work equally well for both games. There is of course no requirement to use the batch files; the manual GUI described in the main portion of the [[Guide:DDSopt|DDSopt guide]] can always be used. Note that unlike other utilities in this guide, ''DDSopt'' needs administrative privileges since it saves configuration data in Windows registry keys. Using ''DDSopt''requires an understanding of texture file types. | * '''Notes''': Detailed information on installation, configuration, and use of ''DDSopt'' for ''Fallout 3'' can be found in the [[Guide:DDSopt/Fallout| ''Fallout DDSopt Quick-start guide'']]. Because of the similarities of the subdirectories of the Data folders in both "Fallout 3" and ''Fallout New Vegas'', the batch files included and described in the Fallout version of the ''DDSopt'' guide work equally well for both games. There is of course no requirement to use the batch files; the manual GUI described in the main portion of the [[Guide:DDSopt|DDSopt guide]] can always be used. Note that unlike other utilities in this guide, ''DDSopt'' needs administrative privileges since it saves configuration data in Windows registry keys. Using ''DDSopt''requires an understanding of texture file types. | ||
* '''Installation''': The program is portable so it should be extracted to a folder that is easy to access, like D:\Games\DDSopt. It is typically easier to make a shortcut for the executable on the desktop and the program should be set to 'Run as Administrator'. The default ''ddsopt.ini'' needs to be changed, so get the latest version [https://wiki | * '''Installation''': The program is portable so it should be extracted to a folder that is easy to access, like D:\Games\DDSopt. It is typically easier to make a shortcut for the executable on the desktop and the program should be set to 'Run as Administrator'. The default ''ddsopt.ini'' needs to be changed, so get the latest version [https://stepmodifications.org/wiki/Guide:DDSopt_%26_Texture_Overhauls/DDSoptINI here] and overwrite the ''ddsopt.ini'' in the ''DDSopt'' folder. The configuration parameters also need to be changed from default values; these changes are described in the ''DDSopt'' guide. | ||
Needed when optimizing and/or reducing texture resolution. --> | Needed when optimizing and/or reducing texture resolution. --> | ||
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* '''Version''': 32 bit Build 740 | * '''Version''': 32 bit Build 740 | ||
* '''Notes''': Allows for the unzipping of .7z and .rar files, Also allows viewing the full set of MO virtual mod files from the installed mods used by the fallout executable when 7zFM.exe is run through MO2. | * '''Notes''': Allows for the unzipping of .7z and .rar files, Also allows viewing the full set of MO virtual mod files from the installed mods used by the fallout executable when 7zFM.exe is run through MO2. | ||
* '''Info''': See the [https://wiki | * '''Info''': See the [https://stepmodifications.org/wiki/Guide:Mod_Organizer#Notable_Applications Mod Organizer guide] for more details on using this utility with Mod Organizer. | ||
* '''Installation''': Download the 64-bit version and install. | * '''Installation''': Download the 64-bit version and install. | ||
<!-- NifSkope at https://sourceforge.net/projects/niftools/files/nifskope/ , guide at https://cs.elderscrolls.com/index.php/NifSkope_Comprehensive_Guide--> | <!-- NifSkope at https://sourceforge.net/projects/niftools/files/nifskope/ , guide at https://cs.elderscrolls.com/index.php/NifSkope_Comprehensive_Guide--> | ||
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## Rename the new profile to the desired name (''Edge of Darkness'' would be a good choice), and click [Okay], then [Close]. | ## Rename the new profile to the desired name (''Edge of Darkness'' would be a good choice), and click [Okay], then [Close]. | ||
##* This procedure can be repeated for copying any profile in the future. | ##* This procedure can be repeated for copying any profile in the future. | ||
# Setup MO2 to download mods from the Nexus, follow the directions provided on the [https://wiki | # Setup MO2 to download mods from the Nexus, follow the directions provided on the [https://stepmodifications.org/wiki/Guide:Mod_Organizer#Downloading_mods Mod Organizer Guide], {{Video|3wETBPey1Ck|Linking to Nexus}} | ||
# Click the Executables button[[File:Gear MO.png]] and set up the programs that will be run from the MO launcher using directions from the [https://wiki | # Click the Executables button[[File:Gear MO.png]] and set up the programs that will be run from the MO launcher using directions from the [https://stepmodifications.org/wiki/Guide:Mod_Organizer#Third_Party_Programs Mod Organizer Guide], {{Video|SpeC9OSO3OI|Third Party Programs}} | ||
#* For thisguide add: ''LOOT'' and ''xEdit'', <!-- ''Wrye Bash'' -->, <!-- ''Merge Plugins'' (if installed) -->, <!--''Mator Smash'' (if installed),--> and ''7zip File Manager'' (if installed),. Only add the ''Creation Kit'' if you plan to create new mods, or merge conflicting Navmesh records from multiple plugins. | #* For thisguide add: ''LOOT'' and ''xEdit'', <!-- ''Wrye Bash'' -->, <!-- ''Merge Plugins'' (if installed) -->, <!--''Mator Smash'' (if installed),--> and ''7zip File Manager'' (if installed),. Only add the ''Creation Kit'' if you plan to create new mods, or merge conflicting Navmesh records from multiple plugins. | ||
#** LOOT has one extra instruction to setup | #** LOOT has one extra instruction to setup | ||
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The recommendation for extracting BA2s using is that the vanilla Fallout 3 BA2s and the BA2 in the Updated Unofficial Fallout 4 Patch be left unextracted. Extracting other mod BA2s is optional; some users prefer to extract all of these while others prefer to leave the BA2s alone. If the BA2 contains resources that are only used by the mod providing the BA2 then the BA2 never needs to be extracted. | The recommendation for extracting BA2s using is that the vanilla Fallout 3 BA2s and the BA2 in the Updated Unofficial Fallout 4 Patch be left unextracted. Extracting other mod BA2s is optional; some users prefer to extract all of these while others prefer to leave the BA2s alone. If the BA2 contains resources that are only used by the mod providing the BA2 then the BA2 never needs to be extracted. | ||
The other option is to just extract all the BA2s from mods and put everything in the correct order in the left pane. Some people say one way is correct and some say the other is correct. If the advice is all or nothing, it is best to ignore it. Life is not black and white, it is gray. Extract when necessary. A good rule of thumb is to extract smaller BA2s and leave larger ones unextracted. Leave the Bethesda Fallout and DLC BA2s, BA2s from [https://wiki | The other option is to just extract all the BA2s from mods and put everything in the correct order in the left pane. Some people say one way is correct and some say the other is correct. If the advice is all or nothing, it is best to ignore it. Life is not black and white, it is gray. Extract when necessary. A good rule of thumb is to extract smaller BA2s and leave larger ones unextracted. Leave the Bethesda Fallout and DLC BA2s, BA2s from [https://stepmodifications.org/wiki/User:Kelmych/Fallout4#Unofficial_Fallout_4_Patch Unofficial Fallout 4 Patch] BA2 unextracted. | ||
== INI Tweaks == | == INI Tweaks == | ||
The INI tweaks for Fallout 3 are available [https://wiki | The INI tweaks for Fallout 3 are available [https://stepmodifications.org/wiki/User:Kelmych/Fallout3_INIs here]. | ||
== Extenders == | == Extenders == | ||
Fallout 3 will need to take advantage of several extenders to open up functionality for certain mods. | Fallout 3 will need to take advantage of several extenders to open up functionality for certain mods. | ||
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{{alert|type=warning|text=The wrapper version of ENB with Fallout 3 has been tried on a reasonable number of systems, but it is possible that some systems will need the injector version instead of the preferred wrapper version.}} | {{alert|type=warning|text=The wrapper version of ENB with Fallout 3 has been tried on a reasonable number of systems, but it is possible that some systems will need the injector version instead of the preferred wrapper version.}} | ||
As this guide grows, the section on ENB Series Graphics Modification will be expanded. Interested users should read the STEP [[Guide:ENB| ENB Guide]], discussions of specific ENBs in the [https://forum | As this guide grows, the section on ENB Series Graphics Modification will be expanded. Interested users should read the STEP [[Guide:ENB| ENB Guide]], discussions of specific ENBs in the [https://stepmodifications.org/forum/forum/74-post-processor-suggestions-enb/ Post Processor Suggestions (ENB)] forum, and ENB use in the [https://stepmodifications.org/forum/forum/57-enb-support/ ENB Support] forum. In addition, users with recommendations for specific ENBs for use in Fallout should post these as a thread in the [https://stepmodifications.org/forum/forum/74-post-processor-suggestions-enb/ Post Processor Suggestions (ENB)] forum using a ''Fallout 3'' or ''Fallout NV'' thread tag. Eventually there will just be separate pages for this guide linking to directions installation and use of different versions of ENB for Fallout, based on hardware and how the ENB Series Graphics are being used.<br> | ||
If ENBs other than ENBoost are used the [https://www.nexusmods.com/skyrim/mods/24402 ENB Manager and Changer] is recommended since several alternative ENBs will likely need to be tested with Fallout 3 to find the most suitable one. {{Video|bhb1m1Pd_0c|Video}}<br> | If ENBs other than ENBoost are used the [https://www.nexusmods.com/skyrim/mods/24402 ENB Manager and Changer] is recommended since several alternative ENBs will likely need to be tested with Fallout 3 to find the most suitable one. {{Video|bhb1m1Pd_0c|Video}}<br> | ||
There are also post processors available (e.g., Sweetfx) that don't use the files from the enb site. There isn't much information available on how these work with Fallout 3; typically these alternatives don't affect performance as much, but they also don't provide the memory boost capability which is the main use of ENB in this guide. | There are also post processors available (e.g., Sweetfx) that don't use the files from the enb site. There isn't much information available on how these work with Fallout 3; typically these alternatives don't affect performance as much, but they also don't provide the memory boost capability which is the main use of ENB in this guide. | ||
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Using an ENB or ENBoost with Fallout 3 is optional for several reasons. | Using an ENB or ENBoost with Fallout 3 is optional for several reasons. | ||
*# Some users find adding the d3d9.dll extender causes problems in Fallout 3; the game engine was developed for a very different version of Windows than is used now. | *# Some users find adding the d3d9.dll extender causes problems in Fallout 3; the game engine was developed for a very different version of Windows than is used now. | ||
*# As discussed in this [https://forum | *# As discussed in this [https://stepmodifications.org/forum/topic/10287-antialiasing-not-working-with-fallout-3-no-post-processor/#entry161993 forum post by Audley], while an ENB can potentially improve the graphics it removes the ability to use hardware antialiasing (AA). ENBs include software AA but for older games like Fallout 3 this isn't nearly as effective as hardware AA. | ||
*# The graphics in Fallout 3 aren't a major challenge for modern video cards and ENBoost isn't always needed for Fallout 3, at least for systems capable of running Skyrim and similar games. Some users will prefer the game graphics when using an ENB, while others prefer to leave it out. | *# The graphics in Fallout 3 aren't a major challenge for modern video cards and ENBoost isn't always needed for Fallout 3, at least for systems capable of running Skyrim and similar games. Some users will prefer the game graphics when using an ENB, while others prefer to leave it out. | ||
*# ENBs add processing load, and users who are do not see high VRAM usage may prefer to eliminate this. | *# ENBs add processing load, and users who are do not see high VRAM usage may prefer to eliminate this. | ||
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* To prevent problems in the game make sure that in the [Fix] section of ''enblocal.ini'': | * To prevent problems in the game make sure that in the [Fix] section of ''enblocal.ini'': | ||
FixTransparencyBugs=false | FixTransparencyBugs=false | ||
* Optional use of borderless window, follow these instructions. Note that a some users, especially those with dual monitors, have found that both settings below need to be disabled (false) for ENBoost to work properly, as mentioned in [https://forum | * Optional use of borderless window, follow these instructions. Note that a some users, especially those with dual monitors, have found that both settings below need to be disabled (false) for ENBoost to work properly, as mentioned in [https://stepmodifications.org/forum/topic/8179-reducesystemmemoryusage-causing-performance-issues/ this thread]: | ||
Open enblocal.ini in a text editor, like Notepad++, and edit the following lines: | Open enblocal.ini in a text editor, like Notepad++, and edit the following lines: | ||
<code>[WINDOW] | <code>[WINDOW] | ||
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=== Comment on Cleaning Mods with xEdit === | === Comment on Cleaning Mods with xEdit === | ||
The guide include indicators when a mod has one or more plugins (esp or esm) that need to be cleaned with xEdit. The guide doesn't list the specific plugins to clean. Instead, the detailed information for plugins that need cleaning has been submitted to LOOT for inclusion in the Fallout 3 masterlist. As discussed in the [[User:Kelmych/Fallout3#Run_LOOT|Run LOOT]] section of the guide, when LOOT detects a plugin that needs cleaning it includes this information in the report it creates. The plugin detection is version sensitive, and only the dirty versions of mod plugins are included in the LOOT report. | The guide include indicators when a mod has one or more plugins (esp or esm) that need to be cleaned with xEdit. The guide doesn't list the specific plugins to clean. Instead, the detailed information for plugins that need cleaning has been submitted to LOOT for inclusion in the Fallout 3 masterlist. As discussed in the [[User:Kelmych/Fallout3#Run_LOOT|Run LOOT]] section of the guide, when LOOT detects a plugin that needs cleaning it includes this information in the report it creates. The plugin detection is version sensitive, and only the dirty versions of mod plugins are included in the LOOT report. | ||
When mod plugins are cleaned with ''xEdit'', the mods should be cleaned individually, and when ''xEdit'' is closed the plugin should be saved and ''Backup Plugins'' should be ticked. The previous version of the mod that was just cleaned will be saved in a ''FO3Edit Backups'' folder in ''Overwrite''. As described in [https://wiki | When mod plugins are cleaned with ''xEdit'', the mods should be cleaned individually, and when ''xEdit'' is closed the plugin should be saved and ''Backup Plugins'' should be ticked. The previous version of the mod that was just cleaned will be saved in a ''FO3Edit Backups'' folder in ''Overwrite''. As described in [https://stepmodifications.org/wiki/STEP:2.2.9#2.B._Clean_the_Update_ESM the STEP guide subsection on cleaning plugins] the following steps should be used: | ||
After cleaning, there will be files in ''Overwrite'' (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending) created by ''xEdit''. | After cleaning, there will be files in ''Overwrite'' (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending) created by ''xEdit''. | ||
Right-click ''Overwrite'' and select [Create Mod]. | Right-click ''Overwrite'' and select [Create Mod]. | ||
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# Launch [[#LOOT|LOOT]] via Mod Organizer by clicking on the "Sort" button or directly from the executables drop-down menu in MO. | # Launch [[#LOOT|LOOT]] via Mod Organizer by clicking on the "Sort" button or directly from the executables drop-down menu in MO. | ||
# Examine the [[#LOOT|LOOT]] output carefully and look for any alerts or warnings and address each. The Plugins tab in MO (on the right side of the MO window) is where plugins can be activated/deactivated and sorted (either drag and drop or use Ctrl + Up/Down arrow keys to sort). | # Examine the [[#LOOT|LOOT]] output carefully and look for any alerts or warnings and address each. The Plugins tab in MO (on the right side of the MO window) is where plugins can be activated/deactivated and sorted (either drag and drop or use Ctrl + Up/Down arrow keys to sort). | ||
{{ | {{AlertSmall|type=notice|text=[[#LOOT|LOOT]] should be run prior to launching the game every time a mod is installed which adds one or more plugins.|1}} | ||
== Core Fixes == | == Core Fixes == | ||
The comprehensive patches for ''Fallout 3'' have seen many changes since release. There have been individual authors posting some small fixes and one major group that has tried to take on the task of fixing most of the bugs in ''Fallout 3''. Other than that, there are few other fixes and some excellent utilities to increase stability and performance. | The comprehensive patches for ''Fallout 3'' have seen many changes since release. There have been individual authors posting some small fixes and one major group that has tried to take on the task of fixing most of the bugs in ''Fallout 3''. Other than that, there are few other fixes and some excellent utilities to increase stability and performance. | ||
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* '''Installation''': Download ''Adv Recon Thermal Nightvision'' main file and install with MO. Also download ''Adv Recon Thermal Nightvision - FWE Patch'' and install with MO using {{ui|Merge}} to install this as part of the same mod as the main file. | * '''Installation''': Download ''Adv Recon Thermal Nightvision'' main file and install with MO. Also download ''Adv Recon Thermal Nightvision - FWE Patch'' and install with MO using {{ui|Merge}} to install this as part of the same mod as the main file. | ||
The guide does not include a large number of plugins so merging plugins is rarely needed, and the bashed patch will typically merge two or three of the four plugins. If for some reason it is desired to merge the ESPs for the ''Advanced Recon Trap Detection'' mod can be merged by following these instructions created by user mcshame, adapted from the [https://wiki | The guide does not include a large number of plugins so merging plugins is rarely needed, and the bashed patch will typically merge two or three of the four plugins. If for some reason it is desired to merge the ESPs for the ''Advanced Recon Trap Detection'' mod can be merged by following these instructions created by user mcshame, adapted from the [https://stepmodifications.org/wiki/User:Essarrbee/FalloutNewVegas Fear and Loating in New Vegas guide]; these instructions assume that [[#Merge_Plugins|Merge Plugins]] is used, and that both the ''Advanced Recon Trap Detection'' and ''Advanced Recon Thermal Nightvision'' mods have been installed: | ||
Open Merge Plugins through MO and click [OK]. | Open Merge Plugins through MO and click [OK]. | ||
SHold control and and click {{ui|OK}} the following mods; note that the order of these four plugins does not matter: | SHold control and and click {{ui|OK}} the following mods; note that the order of these four plugins does not matter: | ||
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--> | --> | ||
{{Sidebox|left|width=350px|Vault Boys Say...|[[File:VaultBoyIcon.png|left]]{{Fs|15px|...this would be a good place to start up Fallout 3 and see if everything is A-Okay. | {{Sidebox|float=left|width=350px|Vault Boys Say...|[[File:VaultBoyIcon.png|left]]{{Fs|15px|...this would be a good place to start up Fallout 3 and see if everything is A-Okay. | ||
:* Copy the current MO profile to a new profile (e.g., ''Core Fixes and Base UI'') to use when you later want to test using only these mods, but continue using the ''Clear and Present Danger'' profile (or whichever profile is being used for the full guide installation). | :* Copy the current MO profile to a new profile (e.g., ''Core Fixes and Base UI'') to use when you later want to test using only these mods, but continue using the ''Clear and Present Danger'' profile (or whichever profile is being used for the full guide installation). | ||
:* Start the game, and load up a clean save. Then try the menu and if there is a pop-up message saying there is a problem, and also make sure that the DarNified UI is working properly. DarNified UI adds a small head icon on the bottom left of the second screen when launching, and if it is working the fonts on the screen will be different than the original ones. If there are problems check whether the install has been followed correctly. | :* Start the game, and load up a clean save. Then try the menu and if there is a pop-up message saying there is a problem, and also make sure that the DarNified UI is working properly. DarNified UI adds a small head icon on the bottom left of the second screen when launching, and if it is working the fonts on the screen will be different than the original ones. If there are problems check whether the install has been followed correctly. | ||
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* '''Author''': MizunoTakarai | * '''Author''': MizunoTakarai | ||
* '''Version''': vlatest | * '''Version''': vlatest | ||
* '''Notes''': This mod merges some Big Town mods and adds new resources, fixing some bugs in Big Town and making it more like a place where people live. The High resolution textures affect very few items so this should not cause VRAM problems for any systems. This mod is included but only as an option and not recommended because it added many navmesh problems when it expanded the town boundaries as well as some other problems it introduces. Many of these issues still remain and affect other mods. As pointed out by thommaal, there is a conflict between this mod and [[#The Crimson Caravan v1_3|The Crimson Caravan v1_3]]. A solution is available in the notes for that mod. There are no fixes, however, for the other problems listed by krclark in [https://forum | * '''Notes''': This mod merges some Big Town mods and adds new resources, fixing some bugs in Big Town and making it more like a place where people live. The High resolution textures affect very few items so this should not cause VRAM problems for any systems. This mod is included but only as an option and not recommended because it added many navmesh problems when it expanded the town boundaries as well as some other problems it introduces. Many of these issues still remain and affect other mods. As pointed out by thommaal, there is a conflict between this mod and [[#The Crimson Caravan v1_3|The Crimson Caravan v1_3]]. A solution is available in the notes for that mod. There are no fixes, however, for the other problems listed by krclark in [https://stepmodifications.org/forum/topic/5758-general-feedback/page-48#entry146106 this post]. | ||
* '''Installation''': Get only the ''Optional - Gang Store'' optional file and install it; the main file is not needed. | * '''Installation''': Get only the ''Optional - Gang Store'' optional file and install it; the main file is not needed. | ||
===== [https://www.nexusmods.com/fallout3/mods/21841 Boulevard of Broken Dreams] ===== | ===== [https://www.nexusmods.com/fallout3/mods/21841 Boulevard of Broken Dreams] ===== | ||
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* '''Version''': v5.14 | * '''Version''': v5.14 | ||
* ''Fallout NV Equivalent'': [https://www.nexusmods.com/newvegas/mods/61035 Ultimate resolution landscape LODs and generator tes4ll] | * ''Fallout NV Equivalent'': [https://www.nexusmods.com/newvegas/mods/61035 Ultimate resolution landscape LODs and generator tes4ll] | ||
* '''Notes''': This is the FO3 version of a Work in Progress landscape LOD generator including premade meshes and textures. As mentioned by user Turkeys, there is more information on using this mod on the Fallout NV Nexus mod page, [https://wiki | * '''Notes''': This is the FO3 version of a Work in Progress landscape LOD generator including premade meshes and textures. As mentioned by user Turkeys, there is more information on using this mod on the Fallout NV Nexus mod page, [https://stepmodifications.org/wiki/Guide:Mod_Organizer_Oblivion the Mod Organizer Oblivion guide on STEP], and in the [https://stepmodifications.org/forum/topic/9452-landscape-lod-generator-tess4ll-and-mo/ STEP discussion thread for Landscape LOD Generator tess4ll and MO]. | ||
* '''Installation''': For now the installation instructions will only cover using the premade meshes and textures. Download the ''Meshes'' file, one of the two color map files, and one of the two Normalmaps files. Install with MO. | * '''Installation''': For now the installation instructions will only cover using the premade meshes and textures. Download the ''Meshes'' file, one of the two color map files, and one of the two Normalmaps files. Install with MO. | ||
== People and Mutants == | == People and Mutants == | ||
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* '''Version''': v2.5final | * '''Version''': v2.5final | ||
* '''Requirements''': [[#FOSE|FOSE]] | * '''Requirements''': [[#FOSE|FOSE]] | ||
* '''Notes''': Popular mod that allows using robots as companions as well as repairing and improving robots. There are some issues with this mod especially with the Zeta DLC; workarounds are available. The ''Companion Core.esm'' plugin makes a significant change to reduce the audio levels of equip/unequip sounds for armor. To remove this changes see [https://forum | * '''Notes''': Popular mod that allows using robots as companions as well as repairing and improving robots. There are some issues with this mod especially with the Zeta DLC; workarounds are available. The ''Companion Core.esm'' plugin makes a significant change to reduce the audio levels of equip/unequip sounds for armor. To remove this changes see [https://stepmodifications.org/forum/topic/8274-companion-coreesm-disables-armor-equipuequip-sounds/ this forum thread] by BugsBugme for details. | ||
* ''Fallout NV Equivalent'': [https://www.nexusmods.com/newvegas/mods/43331 RobCo Certified - New Vegas], port of FO3 mod to FNV with some expansion | * ''Fallout NV Equivalent'': [https://www.nexusmods.com/newvegas/mods/43331 RobCo Certified - New Vegas], port of FO3 mod to FNV with some expansion | ||
* '''Installation''': Get the main file and the optional ''RobCo Certified v2 Patch Pack''. | * '''Installation''': Get the main file and the optional ''RobCo Certified v2 Patch Pack''. | ||
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* '''Installation''': Get the main file and 2 update file. Install the main file and then use {{ui|Merge}} when installing the update files. | * '''Installation''': Get the main file and 2 update file. Install the main file and then use {{ui|Merge}} when installing the update files. | ||
Wasteland Scout outfits for Type 3 female body and Breeze (or Roberts RFM32) male body. | Wasteland Scout outfits for Type 3 female body and Breeze (or Roberts RFM32) male body. | ||
===== [https://forum | ===== [https://stepmodifications.org/forum/index.php?app=core&module=attach§ion=attach&attach_id=1453 Exeter Type 3 Armor Fix] ===== | ||
{{Indicator|8|16|#cc6699|#CC0099|#F0D1E0|Optional }} | {{Indicator|8|16|#cc6699|#CC0099|#F0D1E0|Optional }} | ||
* '''Author''': safakdilbaz | * '''Author''': safakdilbaz | ||
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* '''Author''': Deadmano | * '''Author''': Deadmano | ||
* '''Version''': v1.4 | * '''Version''': v1.4 | ||
* '''Notes''': This mod includes a set of patches to improve mod compatibility; many of these patches address compatibility among mods in this guide. For example, one of the patches restores some | * '''Notes''': This mod includes a set of patches to improve mod compatibility; many of these patches address compatibility among mods in this guide. For example, one of the patches restores some sub-records from [[#UPDATED Unofficial Fallout 3 Patch|UPDATED Unofficial Fallout 3 Patch]] and [[#FWE - FO3 Wanderers Edition|FWE - FO3 Wanderers Edition]] that are not included in [[#Descriptive Icons for Fallout 3|Descriptive Icons for Fallout 3]]. If multiple patches are installed from this mod it is recommend that [[#Merge Plugins xEdit Script|Merge Plugins xEdit Script]] is used to combine the patches in the mod to reduce plugin count. | ||
Since the patches are loaded after the bashed patch to prevnt problems with Wrye Bash, any FormID list or Leveled List | Since the patches are loaded after the bashed patch to prevnt problems with Wrye Bash, any FormID list or Leveled List sub-records from other mods not included in lists contained in the patches will need to be manually inserted into these lists with xEdit or they won't be used. Pne example of this is that the Zealotlees ACR won't be in the list of weapons available to Supermutants. | ||
The TWPC patches add all the plugins needed by a patch to the list of master plugins for a patch even though some of these are not actually master plugins. This was done to help users remember which plugins are needed for use of the patch even through some aren't actually master files. This has unfortunately caused a lot of confusion among users of the patches. These show up in MO when you right click the plugin in the right pane of MO. Some of them like ''diff.esp'' are not actually masters so the game itself ignores this addition. Since they are not actually masters the game itself will ignore this addition. If desired, open a TWPC plugin in xEdit, right click and use the Clean Masters command it will remove these falsely-labeled master plugins that are not actually masters. There is no need to try to add these additions elsewhere with ''Wrye Flash'' or ''xEdit''. These falsely-labeled master plugins can safely be eliminated (if desired) when merging plugins with [[#Wrye Flash|Wrye Flash]] or in the plugins included when using the [[#Merge Plugins|Merge Plugins]] utility. | The TWPC patches add all the plugins needed by a patch to the list of master plugins for a patch even though some of these are not actually master plugins. This was done to help users remember which plugins are needed for use of the patch even through some aren't actually master files. This has unfortunately caused a lot of confusion among users of the patches. These show up in MO when you right click the plugin in the right pane of MO. Some of them like ''diff.esp'' are not actually masters so the game itself ignores this addition. Since they are not actually masters the game itself will ignore this addition. If desired, open a TWPC plugin in xEdit, right click and use the Clean Masters command it will remove these falsely-labeled master plugins that are not actually masters. There is no need to try to add these additions elsewhere with ''Wrye Flash'' or ''xEdit''. These falsely-labeled master plugins can safely be eliminated (if desired) when merging plugins with [[#Wrye Flash|Wrye Flash]] or in the plugins included when using the [[#Merge Plugins|Merge Plugins]] utility. | ||
* '''Installation''': Download ''The Wasteland Patch Collection V1.4'' and use the Fomod window to install selected patches. The patches to use depend on which mods are installed. The STEP patch at the end is the most comprehensive patch in the collection. To use it, and thus get the most benefit from the collection, requires that several options in this guide are installed. | * '''Installation''': Download ''The Wasteland Patch Collection V1.4'' and use the Fomod window to install selected patches. The patches to use depend on which mods are installed. The STEP patch at the end is the most comprehensive patch in the collection. To use it, and thus get the most benefit from the collection, requires that several options in this guide are installed. | ||
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[https://www.nexusmods.com/fallout3/mods/21801 RH_IronSights_Cool_Lasers] | [https://www.nexusmods.com/fallout3/mods/21801 RH_IronSights_Cool_Lasers] | ||
[https://www.nexusmods.com/fallout3/mods/17320 Cool Lasers HD 1_07] | [https://www.nexusmods.com/fallout3/mods/17320 Cool Lasers HD 1_07] | ||
[https://www.nexusmods.com/fallout3/mods/12487 FWE_WMK_xCALIBR_compatibility_patch]; adds the excellent xCalibr bullet models to many weapons in FO3, but using it will require a patch of a few | [https://www.nexusmods.com/fallout3/mods/12487 FWE_WMK_xCALIBR_compatibility_patch]; adds the excellent xCalibr bullet models to many weapons in FO3, but using it will require a patch of a few sub-records in many records in some TWPC weapon patches | ||
[https://www.nexusmods.com/fallout3/mods/22881 Paradise Rising], additions and changes to Paradise Falls for increased immersion | [https://www.nexusmods.com/fallout3/mods/22881 Paradise Rising], additions and changes to Paradise Falls for increased immersion | ||
<!--=== Patching Every Mod === | <!--=== Patching Every Mod === | ||
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''Fallout 3'' can benefit somewhat from optimization of both vanilla and mod textures. The FO3 textures use fairly simple compression (e.g., DXT1) for the most part, so optimizing the textures does not provide as much improvement as it does with Skyrim. Optimized Mod textures to reduce texture sizes can potentially be even more important for users with low and mid range systems that do not have a lot of VRAM available. Texture optimization for FO3 will be provided on separate pages, but for users familiar and comfortable with using DDSopt it is useful (but not critical) to perform the procedure is to ensure maximum performance and stability. Texture optimization has advanced significantly since Fallout 3 was released, and even using DDSopt for just replacing the mipmaps with better quality versions and changing texture compression to a more appropriate format can provide benefits. DDSopt isn't easy to use so many users will skip this. There is one mod on the Nexus that provides optimized vanilla textures, but it has not been evaluated. | ''Fallout 3'' can benefit somewhat from optimization of both vanilla and mod textures. The FO3 textures use fairly simple compression (e.g., DXT1) for the most part, so optimizing the textures does not provide as much improvement as it does with Skyrim. Optimized Mod textures to reduce texture sizes can potentially be even more important for users with low and mid range systems that do not have a lot of VRAM available. Texture optimization for FO3 will be provided on separate pages, but for users familiar and comfortable with using DDSopt it is useful (but not critical) to perform the procedure is to ensure maximum performance and stability. Texture optimization has advanced significantly since Fallout 3 was released, and even using DDSopt for just replacing the mipmaps with better quality versions and changing texture compression to a more appropriate format can provide benefits. DDSopt isn't easy to use so many users will skip this. There is one mod on the Nexus that provides optimized vanilla textures, but it has not been evaluated. | ||
If problems with textures occur after optimization is performed snap a screenshot and report it in the [https://forum | If problems with textures occur after optimization is performed snap a screenshot and report it in the [https://stepmodifications.org/forum/topic/1786-missing-blackpurple-texture-report-it-here/ DDSopt] thread or the [https://stepmodifications.org/forum/topic/5753-bad-texture-report-it-here/ F&L] thread. This will make the process better since the offending textures can be added to the ddsopt.ini for exclusion. | ||
First, follow the [[Guide:DDSopt/Fallout| ''Fallout DDSopt Quick-start guide'']] for vanilla texture optimization. There are still many vanilla textures not overwritten by mods in F&L, so optimization can help performance by correcting mip levels and saving textures in correct formats. Be sure to get the correct batch files for Fallout and not the Skyrim batch files. Currently Fallout batch files are at v2.8 and Skyrim are v2.77. Also, make sure to get the latest ddsopt.ini which is universal for all games. | First, follow the [[Guide:DDSopt/Fallout| ''Fallout DDSopt Quick-start guide'']] for vanilla texture optimization. There are still many vanilla textures not overwritten by mods in F&L, so optimization can help performance by correcting mip levels and saving textures in correct formats. Be sure to get the correct batch files for Fallout and not the Skyrim batch files. Currently Fallout batch files are at v2.8 and Skyrim are v2.77. Also, make sure to get the latest ddsopt.ini which is universal for all games. | ||
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*Tweak Assorted | *Tweak Assorted | ||
*Tweak Names | *Tweak Names | ||
The first four items in the list above are not used by Wrye Flash. Globals includes the Timescale parameter, but FWE already includes this so it isn't needed unless FWE isn't used (see the [https://wiki | The first four items in the list above are not used by Wrye Flash. Globals includes the Timescale parameter, but FWE already includes this so it isn't needed unless FWE isn't used (see the [https://stepmodifications.org/wiki/User:Kelmych/Fallout3_ControlPanelMenu_Settings Fallout 3 Control Panel Menu Settings subguide]). | ||
''Tweak Names'' can be left checked if a user wants to have Wrye Flash change items names for easier sorting (vs. using a mod to provide this capabilty). | ''Tweak Names'' can be left checked if a user wants to have Wrye Flash change items names for easier sorting (vs. using a mod to provide this capabilty). | ||
For Tweak Settings tick Combat: Auto Aim Fix; | For Tweak Settings tick Combat: Auto Aim Fix; | ||
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* Immersion and balance: Bethesda games are balanced only for the default game difficulty setting. The simplistic method used for the vanilla difficulty settings in all the Bethesda games arbitrarily changes the damage the player receives and that the player causes to NPCs. On the harder difficulty settings it might take many 10's of hits to kill an NPC while the player is killed by a single critical hit. This is very unrealistic and not immersive. The game difficulty is best set to ''Normal'' or ''Hard'' to provide reasonable balance. The mods in this guide are designed for game difficulty no higher than ''Hard'', especially any mods that increase NPC and creature difficulty. Setting it to ''Very Hard'' makes NPCs and Creatures too powerful without providing other changes for balance. | * Immersion and balance: Bethesda games are balanced only for the default game difficulty setting. The simplistic method used for the vanilla difficulty settings in all the Bethesda games arbitrarily changes the damage the player receives and that the player causes to NPCs. On the harder difficulty settings it might take many 10's of hits to kill an NPC while the player is killed by a single critical hit. This is very unrealistic and not immersive. The game difficulty is best set to ''Normal'' or ''Hard'' to provide reasonable balance. The mods in this guide are designed for game difficulty no higher than ''Hard'', especially any mods that increase NPC and creature difficulty. Setting it to ''Very Hard'' makes NPCs and Creatures too powerful without providing other changes for balance. | ||
Configuring the game for the desired difficulty and balance is, of course, much more complicated than setting a single game difficulty parameter. A Control Panel menu settings page with a suggested list of settings for Control Panel menu settings comments to improve game balance and menu settings for those mods that provide menus for customizing the experience. Thi is available in the [https://wiki | Configuring the game for the desired difficulty and balance is, of course, much more complicated than setting a single game difficulty parameter. A Control Panel menu settings page with a suggested list of settings for Control Panel menu settings comments to improve game balance and menu settings for those mods that provide menus for customizing the experience. Thi is available in the [https://stepmodifications.org/wiki/User:Kelmych/Fallout3_ControlPanelMenu_Settings Fallout 3 Control Panel Menu Settings subguide]. The menus in Fallout 3 are shown as items with square brackets in the Pipboy Item menus (e.g., [FWE Control Panel]) in the Apparel menu. These Fallout 3 Control Panel menus are much less fancy than the Mod Configuration Menu (MCM) menus available in Fallout New Vegas and Skyrim, but they do allow easy access to many of the parameters for the mods.<br> | ||
In the main Game Settings menus make sure that in the game settings all the Autosave options are turned OFF. An alternate set of game options generated by Ghostwise that provides a little less challenging option selections is available [https://wiki | In the main Game Settings menus make sure that in the game settings all the Autosave options are turned OFF. An alternate set of game options generated by Ghostwise that provides a little less challenging option selections is available [https://stepmodifications.org/wiki/User:Ghostwise here]. STEP has a new MCM template for use with menu settings like this and the current settings page needs to be redone using this template. | ||
Hotkeys for Fallout 3, including those added by mods in this guide, are listed in the [https://wiki | Hotkeys for Fallout 3, including those added by mods in this guide, are listed in the [https://stepmodifications.org/wiki/User:Kelmych/Fallout3_hotkeys Fallout 3 Hotkey guide]. | ||
The [[#FWE - FO3 Wanderers Edition|FWE - FO3 Wanderers Edition]] mod provides a large set of configuration settings to allow customizing the game; the main reason it is a Core mod in the guide. It includes an alternate fast travel plugin that disables fast travel and instead provides a motorcycle for the player to travel much faster than usual. Some users like to have Fast Travel disabled for better immersion, while others prefer to leave it enabled but use it sparingly. For those who want a motorcycle for more realistic fast travel but don't want to completely remove the Fast Travel capability in the game, the [[User:Kelmych/Fallout3#J3Xified_Driveable_Motorcycle|J3Xified Driveable Motorcycle] mod can be used; note that this mod isn't especially robust. | The [[#FWE - FO3 Wanderers Edition|FWE - FO3 Wanderers Edition]] mod provides a large set of configuration settings to allow customizing the game; the main reason it is a Core mod in the guide. It includes an alternate fast travel plugin that disables fast travel and instead provides a motorcycle for the player to travel much faster than usual. Some users like to have Fast Travel disabled for better immersion, while others prefer to leave it enabled but use it sparingly. For those who want a motorcycle for more realistic fast travel but don't want to completely remove the Fast Travel capability in the game, the [[User:Kelmych/Fallout3#J3Xified_Driveable_Motorcycle|J3Xified Driveable Motorcycle] mod can be used; note that this mod isn't especially robust. | ||
If any user would like to have their settings listed, just look at the menu settings page linked below and format it the same way. Also, only include mods that are listed in this guide and make sure the URL is correct. It is very simple, after the "https://wiki | If any user would like to have their settings listed, just look at the menu settings page linked below and format it the same way. Also, only include mods that are listed in this guide and make sure the URL is correct. It is very simple, after the "https://stepmodifications.org/wiki" add "/User:<Username>/Fallout3_ControlPanelMenu_Settings". That is all that's needed to start a menu settings page; when finished just link it in the forum or send a PM to Kelmych and it will get added below for other users to see. | ||
=== Controller Support === | === Controller Support === | ||
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The [https://www.nexusmods.com/fallout3/mods/20152 Fallout 3 - Full Xbox 360 Controller Support With Console Usage ] mod might also be useful. It has not been tested by STEP forum users yet. | The [https://www.nexusmods.com/fallout3/mods/20152 Fallout 3 - Full Xbox 360 Controller Support With Console Usage ] mod might also be useful. It has not been tested by STEP forum users yet. | ||
This Fallout New Vegas thread on a [https://forum | This Fallout New Vegas thread on a [https://stepmodifications.org/forum/topic/6017-darnui-modmod-for-fearloathing-v02a-0917/ modified version of DarnUI for controllers] might also be useful. | ||
=== Optimize Field of View (FOV) === | === Optimize Field of View (FOV) === | ||
It is suggested that [https://wiki | It is suggested that [https://stepmodifications.org/wiki/STEP:2.2.9#3.B.1._Optimize_Field_of_View_.28FOV.29 these steps in the STEP guide] be followed in Fallout 3 to make the game FOV consistent with the monitor aspect ratio. | ||
== Troubleshooting == | == Troubleshooting == | ||
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* Determine the CRC-32 value for the ''Fallout3.exe'' file in the ''Steam/steamapps/common/Fallout 3 Goty'' directory after the [[User:Kelmych/Fallout3#Large Address Aware Enabler for FO3|Large Address Aware Enabler for FO3]] fix has been used on this file. If you have the english version of FO3 Goty it should be ''CF353836''; if you don't get this value there may be problems with getting FO3 to work with MO. We are still not sure why and how this happens since Steam should be supplying the same file to all users with the same Steam App ID. Try using the ''Verify Integrity of Game Cache'' command in the Steam ''Fallout 3-Game of the Year Edition - Properties'' menu to make sure that the game files have not been modified. After this is done the LAA fix will need to be reapplied to the ''Fallout3.exe'' file. | * Determine the CRC-32 value for the ''Fallout3.exe'' file in the ''Steam/steamapps/common/Fallout 3 Goty'' directory after the [[User:Kelmych/Fallout3#Large Address Aware Enabler for FO3|Large Address Aware Enabler for FO3]] fix has been used on this file. If you have the english version of FO3 Goty it should be ''CF353836''; if you don't get this value there may be problems with getting FO3 to work with MO. We are still not sure why and how this happens since Steam should be supplying the same file to all users with the same Steam App ID. Try using the ''Verify Integrity of Game Cache'' command in the Steam ''Fallout 3-Game of the Year Edition - Properties'' menu to make sure that the game files have not been modified. After this is done the LAA fix will need to be reapplied to the ''Fallout3.exe'' file. | ||
* Check the INI files being used to make sure that the folder and path names match the actual locations. Some users have recently had problems with these names in the main Fallout3 INI files or the MO INI files having small errors. | * Check the INI files being used to make sure that the folder and path names match the actual locations. Some users have recently had problems with these names in the main Fallout3 INI files or the MO INI files having small errors. | ||
* For users of the non-English version of Fallout 3 there seems to be a problem with MO (or any mod manager) being able to hook Steam to allow the game to launch with FOSE. This is discussed in [https://forum | * For users of the non-English version of Fallout 3 there seems to be a problem with MO (or any mod manager) being able to hook Steam to allow the game to launch with FOSE. This is discussed in [https://stepmodifications.org/forum/topic/6079-mod-organizer-fose-installing-with-fo3-goty/ this forum thread] with some potential solutions in [https://stepmodifications.org/forum/topic/3726-user-a-rod-wanted-a-way-to-have-the-steam-overlay-in-fallout-3/ this thread]. | ||
=== Fallout 3 Radio Stutter Fix === | === Fallout 3 Radio Stutter Fix === | ||
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Perhaps the most VRAM intensive part of the game occurs when leaving Vault 101 since the game needs to load the entire area around Megaton. It a CTD occurs regularly there it might indicate that some textures need be redueced in size. | Perhaps the most VRAM intensive part of the game occurs when leaving Vault 101 since the game needs to load the entire area around Megaton. It a CTD occurs regularly there it might indicate that some textures need be redueced in size. | ||
=== Archive Invalidation problems === | === Archive Invalidation problems === | ||
If there are problems with textures not being loaded properly, make sure that Archive Validation is properly setup as discussed in [https://forum | If there are problems with textures not being loaded properly, make sure that Archive Validation is properly setup as discussed in [https://stepmodifications.org/forum/topic/8172-mos-archive-invalidation-not-working/ this support thread]. | ||
* Make sure that the ''Archive Validation'' box is checked for the current profile. | * Make sure that the ''Archive Validation'' box is checked for the current profile. | ||
* Make sure that in the ''Archives'' tab of right pane of MO the first file listed is ''Fallout - Invalidation.bsa'' and the box is checked. If ''Have MO manage archives'' is checked (the typical case) the file is greyed out but should still be checked. | * Make sure that in the ''Archives'' tab of right pane of MO the first file listed is ''Fallout - Invalidation.bsa'' and the box is checked. If ''Have MO manage archives'' is checked (the typical case) the file is greyed out but should still be checked. | ||
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* Spend vast amounts of time searching the internet for potential solutions. Nearly all of these will not work. Almost all of the solutions that involve changes to Fallout.ini or FalloutPrefs.ini are snake oil; they don't actually work and in some cases can cause other problems. | * Spend vast amounts of time searching the internet for potential solutions. Nearly all of these will not work. Almost all of the solutions that involve changes to Fallout.ini or FalloutPrefs.ini are snake oil; they don't actually work and in some cases can cause other problems. | ||
=== Problems Using Game Support Overlay Applications and some Anti-Virus Tools === | === Problems Using Game Support Overlay Applications and some Anti-Virus Tools === | ||
Game support applications provide useful capabilities but are unfortunately not compatible with Bethesda RPG games, Mod Organizer, and/or the ENB executable. The AMD Gaming Evolved application introduces multiple problems including cursor problems when multiple monitors are used. The MSI Gaming applications for Nvidia cards can cause an overly bright screen, making the game unplayable. Overwolf causes CTDs. It is recommended that these applications should not not running when playing Bethesda RPG games including Fallout 3. Some anti-virus programs such as BitDefender can cause similar problems. See GrantSP's post [https://forum | Game support applications provide useful capabilities but are unfortunately not compatible with Bethesda RPG games, Mod Organizer, and/or the ENB executable. The AMD Gaming Evolved application introduces multiple problems including cursor problems when multiple monitors are used. The MSI Gaming applications for Nvidia cards can cause an overly bright screen, making the game unplayable. Overwolf causes CTDs. It is recommended that these applications should not not running when playing Bethesda RPG games including Fallout 3. Some anti-virus programs such as BitDefender can cause similar problems. See GrantSP's post [https://stepmodifications.org/forum/topic/8985-mod-organizer-and-software-that-interferes-with-it/ here] for more details. | ||
=== Screen is Washed Out and Bright === | === Screen is Washed Out and Bright === | ||
This is caused by a game engine problem in both ''Fallout 3'' and ''Fallout NV''. To fix this turn the Pipboy light on and off several times and the problem should go away. This can also be caused by a Game Support app (e.g., the MSI game app for Nvidia cards) provided by the video card manufacturer; see the discussion on this above. | This is caused by a game engine problem in both ''Fallout 3'' and ''Fallout NV''. To fix this turn the Pipboy light on and off several times and the problem should go away. This can also be caused by a Game Support app (e.g., the MSI game app for Nvidia cards) provided by the video card manufacturer; see the discussion on this above. | ||
=== Steam Overlays not available in Fallout 3 === | === Steam Overlays not available in Fallout 3 === | ||
Unfortunately Steam overlays are not typically available when a mod manager is used to start Fallout 3. This is a known Steam bug that is unlikely to be fixed by Bethesda or Valve. One workaround that does seem to work is [[User:Kelmych/Fallout3#FalloutLauncher Replacer for Steam|FalloutLauncher Replacer for Steam]] described earlier in this guide. Other workarounds are discussed in [https://forum | Unfortunately Steam overlays are not typically available when a mod manager is used to start Fallout 3. This is a known Steam bug that is unlikely to be fixed by Bethesda or Valve. One workaround that does seem to work is [[User:Kelmych/Fallout3#FalloutLauncher Replacer for Steam|FalloutLauncher Replacer for Steam]] described earlier in this guide. Other workarounds are discussed in [https://stepmodifications.org/forum/topic/3726-user-a-rod-wanted-a-way-to-have-the-steam-overlay-in-fallout-3/ this forum thread]. | ||
=== Windows 10 OS, Game starts but screen stays black === | === Windows 10 OS, Game starts but screen stays black === | ||
Sometimes when using Windows 10 the game starts but the screen stays black. Usually this is easily fixed by exiting the game using the Task Manager, then restarting the game. | Sometimes when using Windows 10 the game starts but the screen stays black. Usually this is easily fixed by exiting the game using the Task Manager, then restarting the game. | ||
=== Crashes with Windows 10 Anniversary Update === | === Crashes with Windows 10 Anniversary Update === | ||
The games crashes while loading for some users when the Windows 10 Anniversary Update (Windows 10 version 1607) is installed. For many users this seems to be an incompatibility between the graphics driver, especially NVidia, and the updated Windows 10 OS. Some users with this problem find that reverting to an older version of the graphics driver fixes the problem. Using the most recent version of [[#New Vegas Anti-Crash|New Vegas Anti-Crash]] should also fix the problem while allowing use of the Windows 10 Anniversary Update and recent Nvidia and AMD graphics driver updates. | The games crashes while loading for some users when the Windows 10 Anniversary Update (Windows 10 version 1607) is installed. For many users this seems to be an incompatibility between the graphics driver, especially NVidia, and the updated Windows 10 OS. Some users with this problem find that reverting to an older version of the graphics driver fixes the problem. Using the most recent version of [[#New Vegas Anti-Crash|New Vegas Anti-Crash]] should also fix the problem while allowing use of the Windows 10 Anniversary Update and recent Nvidia and AMD graphics driver updates. | ||
See the [https://forum | See the [https://stepmodifications.org/forum/topic/11383-fallout-3-fnv-windows-10-warning/ Fallout 3 / FNV / Windows 10 Warning! ] thread for more details. | ||
=== Known Plugin Issues === | === Known Plugin Issues === | ||
This section includes a list of known problems with plugin records that are not handled by bash tags or the compatibility mods in this guide. | This section includes a list of known problems with plugin records that are not handled by bash tags or the compatibility mods in this guide. | ||
* Drinks like Purified Water do not quench thirst when Primary Needs are enabled in FWE, and there is no bash tag that covers this. Any fixes will need to be provided in a separate patch plugin loading after the bashed patch. A plugin providing these patches is included in [https://www.dropbox.com/s/z77o0qqea33c31y/FO3_Guide_test_plugins.7z?dl=0 here]. See the [https://forum | * Drinks like Purified Water do not quench thirst when Primary Needs are enabled in FWE, and there is no bash tag that covers this. Any fixes will need to be provided in a separate patch plugin loading after the bashed patch. A plugin providing these patches is included in [https://www.dropbox.com/s/z77o0qqea33c31y/FO3_Guide_test_plugins.7z?dl=0 here]. See the [https://stepmodifications.org/forum/topic/9714-bash-tag-for-purified-water-fwe-behaviour/ Bash tag for Purified Water FWE behaviour?] support thread).<br> | ||
* Tracers do not work properly in VATS and this causes projectile animation problems. See [https://forum | * Tracers do not work properly in VATS and this causes projectile animation problems. See [https://stepmodifications.org/forum/topic/10635-vats-projectiles-glitches/ this thread] for a discussion of the problem.<br> | ||
* When using the clothing and armor replacers in this guide there is often a neck seam problem where the body texture below the neck does not match the texture in the face above the neck line. There is no known solution; hopefully someone will determine the cause and recommend a solution. This problem is discussed in the [https://forum | * When using the clothing and armor replacers in this guide there is often a neck seam problem where the body texture below the neck does not match the texture in the face above the neck line. There is no known solution; hopefully someone will determine the cause and recommend a solution. This problem is discussed in the [https://stepmodifications.org/forum/topic/10080-how-to-troubleshoot-texture-problems/ How to troubleshoot texture problems?] forum thread.<br> | ||
== Credits == | == Credits == |
Latest revision as of 00:53, August 30, 2024
"Which would be worse - to live as a monster, or to die as a good man?" - Teddy Daniels
![Info-Logo.png](/wiki/images/thumb/4/40/Info-Logo.png/35px-Info-Logo.png)
NOTE
This guide is in no way ready to be released to the public, if the Fallout 3 mods in here weren't an indication yet. I copied Kelmych's Clear and Present danger guide for formatting as I am a complete and utter noob when it comes to wikis. As such, I do not claim ownership of anything contained in this guide. All credit goes to Kelmych until I remove this notice. This guide is a constant work in progress. The Fallout 4 guide makes extensive use of material from EssArrBee's Fear and Loathing in New Vegas guide for modding Fallout New Vegas and Kelmych's Clear and Present Danger Guide for modding Fallout 3.
The guide uses HUDFramework for managing the installation of UI mods.
Help support STEP! ALL donations are applied to operating expenses.
CHANGELOG: To see the Guide changelog click here FORUMS: To visit the Clear and Present Danger forums click here FORUMS: To visit the General feedback forum click here FORUMS: To visit the Support forum click here HISTORY: You can check on previous guide versions by clicking Here
Recent Changes:
Introduction
We were somewhere around Lexington...
This guide covers mods and utilities for Fallout 4, with a similar format and some similar content to the Fear and Loathing in New Vegas guide for Fallout NV and the Clear and Present Danger guide for Fallout 3.
The Modding Fallout 3 : Start to Finish series of videos from GamerPoets , especially the Modding Fallout 3 : My Way videos and resources contains a large set of videos and associated resources on how to setup and mod Fallout 3. Several of the individual videos are particularly important and will be referenced in this guide.
Another series of videos, in this case about playing Fallout 3, from GamerPoets is the extensive Let's Roleplay Fallout 3 : Junktown Vendor series which demonstrate what can be achieved today with Fallout 3 and modern computers; making use of mods from this guide.
This guide intends to provide a useful base set of mods for Fallout 4 that
- provide much more flexibility in configuring and managing mods than the vanilla game,
- improve the robustness of the game, and
- add interesting content that greatly improves the look and feel of the game and/or expands the gameplay, while remaining lore friendly and reasonably close to the vanilla game. Mods with better quality items (resolution, accuracy of item model and textures) are always of interest, as long as the normal wear on textures remain consistent with the type of object; it's been a long time since the bomb dropped. For example:
- weapons and similar items will likely be well cared for;
- some scratches, dents, and corrosion are fairly common on many soft metal, paper, and plastic items; and
- clutter items will show relatively more wear and/or dirt.
Only the Game of the Year (GOTY) Edition will be supported, with all DLC required. Users without all the major DLC can still use the guide, but without a few of the mods or patches. Like other guides on STEP, this guide uses Mod Organizer 2 as its mod manager and LOOT for plugin sorting, and Wrye Flash to generate a Bashed Patch. Modding a Bethesda game adds a lot of additional interest and playability to the game, but takes a lot of time to achieve. It will take several days - and often longer - to follow the steps in this guide (and other STEP guides) including reading the important additional material about modding Bethesda games as well as the details of the individual mods being added.
Fallout 4 GOTY is available through Steam. Using versions of Fallout 4 that were not acquired through Steam has been reported to cause issues with Mod Organizer 2.
It is expected that most users will add many additional mods, and likely leave out some mods in this guide, based on their own particular interests; this guide is not intended as a list of all the interesting mods that might be added to Fallout 4.
Guide Format
Due to the somewhat whimsical nature of the original Fallout series, this guide will not take itself too seriously.
This guide extends some of the concepts from other STEP guides including the Fear and Loathing in New Vegas guide, the Clear and Present Danger guide, the TTW guide, the Skyrim Revisited, SRLE Extended: Legacy of The Dragonborn , and the A Real Explorer's Guide to Skyrim guides. The guide layout from Fear and Loathing in New Vegas and Clear and Present Danger have been preserved whenever possible.
The mods, utilities, and guidance in this guide are listed from top down. It's recommended that mods be installed in that order at least in the User Interface section. Most users will likely install many or perhaps all the mods, other than those noted as optional or alternative; experienced users might not want to use as many of these and will likely add other mods. Keep in mind, there are very specific directions to install the interface mods and those directions are very important to make sure there are no problems when starting Fallout 4.
Options across Systems with Different Capabilities
We don't all have the same computer technology as the Institute seems to have.
The guide is intended for use across a range of different systems, though a decently capable computer will be required for some of the mods in this guide. This guide expects that the minimum system has at least 4 GB of VRAM and is capable of running more than just vanilla Fallout 4. The vanilla textures in Fallout 4 are mostly 2Kx2K, which most gaming computers can handle at a stable framerate. As Bethesda is not known for making bug-free and well-optimized games, we will be replacing these textures with larger, more detailed ones without sacrificing performance. In some cases, performance may even be gained. Users can choose among alternative mods suitable for their systems.
Legend
A utility used to configure or manage the game.
A useful mod or utility, but for various reasons not one that will be used by everyone. This includes mods that might cause performance problems on some systems or make sufficiently large changes to gameplay and/or lore friendliness that they might not be desired by all users of the guide.
A utility used by this guide, or a mod whose presence is needed by other mods. Most Core mods (other than the ones affected by UIO ) can be left out initially without any problems (except for losing the improved immersion and gameplay provided by these mods).
A mod that needs to be cleaned with xEdit
Interior and exterior textures no larger than 1kx1k, exterior normal maps no greater than 512x512. Systems with 1 GB VRAM should be able to use this mod without problems. LowRes includes textures with higher resolution than the vanilla game textures which are 512x512 or smaller.
Interior and other textures no greater than 2Kx2k with normal maps no greater than 1kx1k, exterior textures no larger than 1kx1k, exterior normal maps no greater than 512x512. Systems with 1.5 GB VRAM or greater should be able to use these mods without noticeable problems; less capable systems may be able to use a few of these mods, the mods texture size should be reduced with DDSopt', or an alternate mod used with less demanding graphics.
Mods with mostly 2kx2k textures and normal maps for interior or exterior textures. As with the medium resolution texture, there are similar options (including using the Fallout 3 vanilla textures) for those not able to use these mods without modifications.
Mods for which texture optimization might be useful
Prerequisites
Pre-Installation Checklist
Make sure that everything is ready to install before proceeding with this guide.
- Make sure the Fallout 4 directory is clean from any other modding previously done.
- One way that always works is to delete everything in the Fallout 4 folder except the Data folder; this will require redownloading the vanilla Fallout files.
- Now open the Data folder and delete everything that is not a vanilla ESM or BA2 from Fallout 4 or the DLCs.
- Now go to Fallout 4 in Steam and verify game cache and all the necessary files will be downloaded.
- Make sure the Fallout 4 directory is clean from any other modding previously done.
Go to the "Fallout 3 GOTY" folder and start the Fallout launcher from there (NOT from inside Mod Organizer) so new ini files can be generated, and new or revised keys will be entered in the Windows registry for the game. This will allow the INIs to revert back to vanilla before starting. These INI files will be replaced later with revised versions during the INI settings process.
- It is usually safe to set the Fallout 3 launcher settings to max for the system being used to play the game. Fallout 3 should be able to perform quite well on any modern hardware. The BethINI mod is used in this guide for initial configuration; it works for most of the Bethesda Elder Scrolls and Fallout games. It detects system hardware and greatly simplifies the initial game configuration.
- Make sure that DirectX on the PC has been updated to the most recent version; some of the software being installed like ENB can fail if the most recent version isn't installed. The game itself provides an older version of the DirectX end-user runtime software. The current english language version is available here.
- Follow the guidance on setting up the display and video card in the STEP guide section on Display & Video Card Settings.
A Word About Papyrus and Plugin Limits
The game engine for Fallout 4 has quite a few issues, but fortunately for most users of this game the limit of the number of plugins (*.esm and *.esp files) is a little less than 255, like most of the other Papyrus-based Bethesda games except Fallout New Vegas. The number of plugins in the mods recommended in this Fallout 3 guide will always be well below the ~254 limit so users can add some other mods of their choosing, although it's possible to exceed the limit. Merging any mods that add new objects in each plugin (new FormIDs) can potentially cause significant compatibility problems with other mods that expect the separate (vs. merged) plugins as discussed in the Merging Plugins mini-guide. When adding mods in beyond those in the Fallout 3 guide, be aware of the plugin cap and learn to use the Merge Plugins when appropriate to lower the count on mods that have multiple plugins that won't cause compatibility problems when merged. This is the main reason that Wrye Flash is important, along with its conflict resolution for levelled lists, since the Bashed Patch will also lower plugin count. A new section on merging plugins will be added soon to this guide since many of the more recently added mods include plugins.
Utilities
There are a few tools that are necessary to mod Fallout 4 and they should be downloaded and installed before any modding starts. These utilities, as well as Steam itself, should be installed in directories that are not subdirectories of any User Access Controlled (UAC) directories (e.g., Program Files, Program Files (x86)).
Steam : Installation & Setup (by GamerPoets)
If Steam is currently installed in a UAC directory this page provides instructions on how to easily move Steam and the games already installed by Steam.
It is suggested that these utilities (other than ModOrganizer 2 and F4SE) are not installed in subdirectories of the Steam directory including the game directory itself (Steam\Steamapps\common\Fallout 4) to keep the Steam and game directories as close to vanilla as possible. F4SE should be installed to the game directory, and ModOrganizer 2 should be installed to Stem\Steamapps\common. When an SSD is used for the game directory the Mod Organizer\mods directory should also be installed on the SSD and the Mod Organizer\downloads directory should be on a HDD rather than in the Mod Organizer directory. All of the directories and subdirectories that store the game and utility programs should have file access set to allow Everyone full access (o prevent any potential UAC problems. A substantial portion of the game installation and utility usage problems with Bethesda games reported on the STEP forums are due to file access problems.
Utilities, except for DDSopt (which needs administrative privilege to set some registry keys), should not be configured to use administrative privileges; Tannin (the author of MO) discussed this in this STEP forum post. If it seems necessary to use administrative privileges there is likely to be an issue with the way file access is setup.
xEdit
- Author: ElminsterAU, Hlp, Zilav and Sharlikran
- Version: v3.2 . The most recent version of xEdit is now provided on each Nexus game site for which xEdit works. The version downloaded for FO3 will be named FO3Edit.exe in the downloaded archive.
- Notes: It is recommended that the file named FO3Edit.exe should be renamed to xEdit.exe after copying the contents of the archive file into the xEdit folder. This single version of xEdit can then be used for all Bethesda games. Those using the most recent versions of the addon xEdit scripts such as those listed below NEED to use the most recent version of xEdit.
Used for cleaning mods and conflict resolution.
- Info: As mentioned below, there are multiple guides and videos on using the xEdit tools for cleaning plugins. A STEP guide for xEdit is available that provides details on the interface and commands in xEdit. The older FNVEdit Training Manual has useful examples on using xEdit that are still relevant; this remains the only official documentation on using xEdit. A short introduction for TES5Edit (very similar to FO3Edit) is available here. A video by the TES5Edit author on using it for conflict resolution is available here. A small STEP mini-guide on conflict resolution is available in the Merging Plugins guide.
xEdit can with used with TES3, TES4, TES5, FO3, FNV, and FO4. Fallout 3 (and other Bethesda games) have a large set of data types in object records that can be confusing to most users. This site has a brief overview of many of the data types used for Fallout4. Equivalent sites are available with data type descriptions for other Bethesda games.
- Installation: Install a single version of xEdit for use with all the Bethesda games as described here. Download xEdit and then install in an xEdit folder in a separate folder (e.g.,
D:\Games\xEdit
).
Some additional setup instructions for this utility will be carried out in the Setting up Mod Organizer section below.
It would really be impossible to have a heavily modded game or a stable game without this amazing little tool. Essential for anyone wanting to mod a Bethesda game.
Merge Plugins
- Author: matortheeternal
- Version: 2.1.3
- Notes: This utility allows merging plugins for any Bethesda game comptible with xEdit. It is a standalone successor to the previous xEdit merge script and is much faster. It supports merging plugins with FormIDs and NavMeshes. It is always best when merging mods with this script to preserve FormIDs so that old save games will still work with the merged mods, and so that future merges as the mods evolve . The current version of this utility handles FormID numbering automatically, and will generally preserve the FormIDs so the game will still be able to use current save games.
- Info: Merge Plugins (by GamerPoets. For support see the STEP forum for Mator's Utilities Support.
- Installation: Get the Merge plugins main file and extract the contents into a Merge Plugins folder inside the folder used for Game Utilities (e.g., D:\Games\Merge Plugins).
While this utility isn't critical for Fallout 4 since the number of plugins used isn't typically near the limit, it is useful whenever it is desirable to reduce the number of plugins.
TES5EditScripts
- Author: matortheeternal
- Version: 1/1/2016
- Requirements: xEdit utility from FO3Edit mod (FO3Edit renamed xEdit as mentioned above),.
- Fallout NV Equivalent: the same utility, with separate settings for each game, works for Fallout 3, Fallout NV, TES4, and TES5 (but probably not Fallout 4 yet)
- Notes: These utility xEdit scripts provide useful functions for viewing, editing, and creating plugin files using xEdit with Bethesda RPG games., primarily for experienced users of xEdit. The mtefunctions.pas script in this utility is needed for the Generate Tags for Wrye Bash below. The rest aren't critical but are often quite useful when working with plugins.
- Installation: Get the 'TES5EditScripts-master.zip file by clicking the green Clone or download button on the upper right then clicking Download zip. Extract the contents of this mod into the folder used for the xEdit executable (e.g., D:\Games\xEdit).
Mod Organizer 2
- Author: Tannin and LePresidente
- Version: v2.1.1
- Installation: To use MO2 for multiple games it must have multiple installs in different locations or folder names. Each instance of MO2 should always be installed to Steam\Steamapps\common\<base directory>. I usually name my <base directory> as Mod Organizer - <Game> - <Version> (in this case Mod Organizer - FO4 - 2-1-1), but you can name it whatever you want. The Mod Organizer\mods subdirectory, should always be installed on a fast drive (HDD or SSD).
- Notes: There is some information to be aware of when installing Mod Organizer:
- Mod Organizer introduces a new system of handling mods not installed by Mod Organizer and the official DLC. They will be listed in the left pane of MO and can be moved around so those files will become part of the file priority.
- $ Left Pane should have the official content listed first, without check boxes to tick and the category should say Non-MO. Any mods installed in the Data folder will also be listed the same way.
Make sure to read the notice about the need for .NET Framework 3.5; without this MO will not work properly. One possible symptom of this problem is that MO needs to be run as an administrator to work.
- Info: Mod Organizer Guide. Most of the information here will work with MO2, just some options are in different tabs or something small like that.
MO2 is a powerful mod manager that does not install mods into the game's data folder like other mod managers. Instead, MO2 uses a virtual directory which gives modders the ability to switch between profiles very easily without having to install and uninstall mods.
LOOT
- Author: LOOT Team
- Version: v0.12.1.0
- Installation:
- Notes: Mod Organizer 2 has a sort button that uses an older version of LOOT, but this updated mod is better and should be installed.
The installation of LOOT will be completed in the Setting up Mod Organizer section below.
Originally BOSS v3.0, but it is so different that a new name was required.
B.A.E. - Bethesda Archive Extractor
- Author: jonwd7
- Version: 0.10
- Notes: Allows for the extraction of Second Generation Bethesda Archives (.BA2). MO and MO2 load BSA and BA2 archives before loose files, so no matter what load order you have, loose files will always load last. This can be used to reduce the number of dummy plugins used to load BA2 files and allows for textures contained within a BA2 archive to overwrite loose files.
- Info: DO NOT run this tool through MO2. Instead, open files directly from the Mod Organizer 2\mods directory and export the archives to the mod's folder.
- Installation: Download the latest version version and install.
BethINI
7zip
- Author: Marek Jasinski
- Version: 32 bit Build 740
- Notes: Allows for the unzipping of .7z and .rar files, Also allows viewing the full set of MO virtual mod files from the installed mods used by the fallout executable when 7zFM.exe is run through MO2.
- Info: See the Mod Organizer guide for more details on using this utility with Mod Organizer.
- Installation: Download the 64-bit version and install.
Setting up Mod Organizer 2
Now that all the programs necessary to mod Fallout 4 are installed, it is time to set them up for installing mods and running Fallout 4 with Mod Organizer 2. First, launch the game at least once by double clicking on Fallout launcher.exe in the Fallout 4 folder so the game configuration settings and some important registry values are set.
Several utilities have additional setup instructions in this section including LOOT and FO4Edit. These steps are needed before the utilities will work with Mod Organizer.
- Start MO2 and click the Profiles button
.
- Now highlight the Default profile, make sure Archive Invalidation is checked, and click [Copy].
- Name this new profile Vanilla Fallout. This profile will include only the files present when the game is initially installed by Steam.
- Now highlight the Vanilla Fallout profile and click [Copy].
- Rename the new profile to the desired name (Edge of Darkness would be a good choice), and click [Okay], then [Close].
- This procedure can be repeated for copying any profile in the future.
- Setup MO2 to download mods from the Nexus, follow the directions provided on the Mod Organizer Guide, Linking to Nexus
- Click the Executables button
and set up the programs that will be run from the MO launcher using directions from the Mod Organizer Guide, Third Party Programs
- For thisguide add: LOOT and xEdit, , , and 7zip File Manager (if installed),. Only add the Creation Kit if you plan to create new mods, or merge conflicting Navmesh records from multiple plugins.
- LOOT has one extra instruction to setup
- In the Executables menu select LOOT.
- Next to the Arguments text box, type "--game=Fallout4", without quotations.
- Click [Modify], then [Close].
- LOOT has one extra instruction to setup
- Click the Settings button
, General Settings.
- Choose style, language, mod folders, customize mod categories among other things.
- For thisguide add: LOOT and xEdit, , , and 7zip File Manager (if installed),. Only add the Creation Kit if you plan to create new mods, or merge conflicting Navmesh records from multiple plugins.
- Check that the official DLC is sorted correctly.
- In the left pane make sure the official DLC are listed as the first mods when sorted by priority, Left Pane: Columns.
Mod Organizer should now be installed and properly set up for modding from this point forward.
BA2s and Mod Organizer 2
Second Generation Bethesda Archives (BA2) can be used to store mod files in an attempt to reduce file sizes. The added benefit is the reducing in file system fragmentation caused by having many loose, small files. The main problem with BA2s is, if there are loose files that need to be overwritten by a mod that is packaged in a BA2, then the BA2 must be extracted. Loose files always 'win' over BA2s when the game loads the "Data" folder. Enter Mod Organizer 2. Using the 'Hide' feature of MO, it is easy to remove the loose file without much extra work from the user. This means that BA2s would only need to be extracted if the textures in the BA2 need to be optimized.
The recommendation for extracting BA2s using is that the vanilla Fallout 3 BA2s and the BA2 in the Updated Unofficial Fallout 4 Patch be left unextracted. Extracting other mod BA2s is optional; some users prefer to extract all of these while others prefer to leave the BA2s alone. If the BA2 contains resources that are only used by the mod providing the BA2 then the BA2 never needs to be extracted.
The other option is to just extract all the BA2s from mods and put everything in the correct order in the left pane. Some people say one way is correct and some say the other is correct. If the advice is all or nothing, it is best to ignore it. Life is not black and white, it is gray. Extract when necessary. A good rule of thumb is to extract smaller BA2s and leave larger ones unextracted. Leave the Bethesda Fallout and DLC BA2s, BA2s from Unofficial Fallout 4 Patch BA2 unextracted.
INI Tweaks
The INI tweaks for Fallout 3 are available here.
Extenders
Fallout 3 will need to take advantage of several extenders to open up functionality for certain mods.
F4SE
- Author: Ian Patterson, Stephen Abel and Paul Connelly.
- Version: v1.3 beta2
- Fallout NV Equivalent: NVSE
- Info: A tutorial for the Fallout 3 Script Extender is available in this Gamerpoets video
- Installation: Get Current beta version: v1.3 b2 which will download fose_v1_3_beta2.7z . Extract the files from the archive into the Fallout 3 goty folder, NOT into the Data folder. The src folder and text files are not needed.
Without FOSE, many mods that add incredible features to Fallout 3 cannot be used. This is an essential mod for any gamer.
FalloutLauncher Replacer for Steam
- Author: AlexxEG
- Version: v1.3
- Requirements: Steam
- Notes: Replaces the vanilla Fallout Launcher with a version that allows Steam to launch Fallout 3 when using Mod Organizer. Steam functions such as overlays and time in game are supported. This is not used with the GOG version of Fallout 3.
To use this, while Steam is running right click on Fallout 3 - Game of the Year Edition in Steam and select Play Game. There are 3 choices; to use Mod Organizer enter 3. The MO GUI will appear and the game can be launched with FOSE.
- Installation: Rename the vanilla Fallout Launcher to FalloutLauncher_ORG.exe. Install this file in the Fallout 3 Goty folder. If Mod Organizer is not installed in Fallout 3 goty\Mod Organizer", right click on Fallout 3 - Game of the Year Edition in Steam and select Properties. Select Set Launch Options and enter --mo "D:\Games\Mod Organizer\ModOrganizer.exe" ; replace the path to Mod Organizer used for FO3 with the path for the system being used.
Select Properties again. Select Set Launch Options and enter --start mo. This makes mo the default launcher for starting automatically.
OneTweak for FO3
- Author: virusek , DirtyWeaselMedia
- Version: v2.0.1.1.1
- Notes: This is a port of the Skyrim One Tweak mod to FO3. If ENBoost is used (see below) then most One Tweak's capability isn't necessary since the ENB provides these capabilities. If an ENB isn't used the borderless window capability to allow Alt-Tab from Fallout 3 to the desktop and back could be useful.
ENB Series
For now, the following will only instruct the setup for ENBoost, a memory management feature added to ENBSeries to reduce the crashes and freezes related to the well-known system memory (RAM) limit of 32-bit applications like Fallout 3 and Fallout NV. Note that ENBoost does increase processor usage.
![Warning-Logo.png](/wiki/images/thumb/8/8e/Warning-Logo.png/35px-Warning-Logo.png)
WARNING
The wrapper version of ENB with Fallout 3 has been tried on a reasonable number of systems, but it is possible that some systems will need the injector version instead of the preferred wrapper version.As this guide grows, the section on ENB Series Graphics Modification will be expanded. Interested users should read the STEP ENB Guide, discussions of specific ENBs in the Post Processor Suggestions (ENB) forum, and ENB use in the ENB Support forum. In addition, users with recommendations for specific ENBs for use in Fallout should post these as a thread in the Post Processor Suggestions (ENB) forum using a Fallout 3 or Fallout NV thread tag. Eventually there will just be separate pages for this guide linking to directions installation and use of different versions of ENB for Fallout, based on hardware and how the ENB Series Graphics are being used.
If ENBs other than ENBoost are used the ENB Manager and Changer is recommended since several alternative ENBs will likely need to be tested with Fallout 3 to find the most suitable one. Video
There are also post processors available (e.g., Sweetfx) that don't use the files from the enb site. There isn't much information available on how these work with Fallout 3; typically these alternatives don't affect performance as much, but they also don't provide the memory boost capability which is the main use of ENB in this guide.
Using an ENB or ENBoost with Fallout 3 is optional for several reasons.
- Some users find adding the d3d9.dll extender causes problems in Fallout 3; the game engine was developed for a very different version of Windows than is used now.
- As discussed in this forum post by Audley, while an ENB can potentially improve the graphics it removes the ability to use hardware antialiasing (AA). ENBs include software AA but for older games like Fallout 3 this isn't nearly as effective as hardware AA.
- The graphics in Fallout 3 aren't a major challenge for modern video cards and ENBoost isn't always needed for Fallout 3, at least for systems capable of running Skyrim and similar games. Some users will prefer the game graphics when using an ENB, while others prefer to leave it out.
- ENBs add processing load, and users who are do not see high VRAM usage may prefer to eliminate this.
ENBoost
- Author: Boris Voronstov
- Version: v0.278
- Notes: Increases the memory available memory to the Fallout 3 program at the cost of a small decrease in performance. On some systems the performance decrease can be significant which can also lead to micro/macro-stutter. Systems with graphics cards that include large amounts of VFRAM should not need ENBoost.
- Installation: There are multiple ENB recommendations for Fallout 3 for those who like the graphics proessing it adds, but ENBoost is usable by everyone. To install ENBoost:
Choose the latest version of ENB for Fallout 3/Fallout New Vegas, currently v0.278. Click the "v0.278" on the left side of the page, then click on the black arrowat the bottom left of the page to download. As mentioned in the notes on this page, Boris recommends that hardware antialiasing be turned off, especially for AMD cards in the Catalyst Control Center, since this version of enb does not support the deferred rendering needed for antialiasing. However, most users have found that hardware antialiasing (especially MSAA) works better than the aliasing provided by ENB. For most graphic cards the STEP recommendation is to use hardware antialiasing.. Open the archive and the Wrapper folder then extract everything except the text files to the Fallout 3 goty folder. Go to the Fallout 3 goty folder and open
enbseries.ini
in a text editor (Notepad++ would be an excellent text editor choice here). Set the first line toUseEffect=false
. Save and close. Openenblocal.ini
in a text editor, like Notepad++, and edit the following lines:[MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb= <-- Possible values include 128, 256, or 512. It may require some tweaking depending on system hardware, but 256 is a good starting point. VideoMemorySizeMb= <-- Should be set to VRAM amount, 1024, 2048, 3072, 4096, preferably as a multiple of 1024. This may require some tweaking to get right even if the number ends up different from the available VRAM. The recommended way for do this is to get the Vramtestsize.zip file from the enb site and use VramSozeDX9.exe to determine the Video memory size. Windows 8 and 10 limit the use of graphic memory with DirectX 9 applications to 4Gb, and this memory tool includes the effect of this limitation. An alternate way, but not as safe, to determine your total VRAM is by going to: "Control Panel --> Adjust screen resolution --> Advanced Settings" and notice the number in the field "Total Available Graphics Memory:". If Windows 8 or 10 is used keep this value to 4096 or smaller. EnableCompression=true <-- Weaker systems may sometimes benefit from this setting being false. AutodetectVideoMemorySize=false <-- Should be set to false in order to set the VRAM manually.
- Users with Nvidia Optimus enabled laptops may need to use the Injector version. Follow these instructions:
Use the above directions, except for extracting from the Wrapper folder, use the Injector folder and extract everything to the Fallout 3 goty' folder. Follow all the other directions the same.
- To prevent problems in the game make sure that in the [Fix] section of enblocal.ini:
FixTransparencyBugs=false
- Optional use of borderless window, follow these instructions. Note that a some users, especially those with dual monitors, have found that both settings below need to be disabled (false) for ENBoost to work properly, as mentioned in this thread:
Open enblocal.ini in a text editor, like Notepad++, and edit the following lines:
[WINDOW]
ForceBorderless=true
ForceBorderlessFullscreen=true
Save and close. Both settings must be set to true for it to work correctly.
- Optional Anisotropic Filtering and Anti-Aliasing through ENBoost (not typically recommended by STEP as mentioned above) follow these instructions:
Open enblocal.ini in a text editor, like Notepad++, and edit the following lines:
[ENGINE]
ForceAnisotropicFiltering=true
MaxAnisotropy=16
[ANTIALIASING]
EnableEdgeAA=true
EnableAccumulativeAA=true
Save and close.
In Mod Organizer, click the plugin icon
and select INI Editor.
Change iMultiSample=
and iMaxAnisotropy=
to '0' in falloutpref.ini under [Display]
.
Save and close. To use AF and AA with ENBoost, the games default AF and AA must be turned off.
- To change the default key binding for ENBoost FPS monitoring from F4 to F6 to avoid conflicts with mods using F4, edit the line below to change the value from 115 to 117 (thanks to DanielCoffey) :
[INPUT]
KeyFreeVRAM=117
To change to a different key or to change other key bindings, see the Key Code Constants here.
Save and close.
- Optional Proxy use through ENBoost, follow these instructions:
Open enblocal.ini in a text editor, like Notepad++, and edit the following lines:[PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=other_d3d9.dll <-- This should be set the name of the d3d9.dll that is being installed.
Save and close. Open the folder where the other injector is located and change the name of the d3d9.dll to what was put on theProxy Library
line. Extract all the files to the Fallout 3 goty folder.
- Note: A couple things to be aware of:
- If already using an ENB, disregard the installation of these files and since ENBoost is already included in ENB. The optional settings can be followed for users that need borderless window or help with setting up the AF and AA settings.
- If setting up the Proxy Library be sure to rename the d3d9.dll from the additional injector or it will overwrite the ENB d3d9.dll or conflict with it if the ENB d3d9.dll is already moved to the "exes" folder.
Additional information on ENB is available in the STEP ENB Guide
Users that are running out of memory may be able to solve their issues with ENBoost. Also, the borderless window function and setting up a proxy for using other AA methods may be of interest to others.
Some user recommended ENBs for Fallout 3 include the following:
Eremotherium, Lone Wanderer, Enhanced Shaders, Midhrastic Samsara Vivid Fallout 3 ENB Thanks to Brainfever, whitewolf87, Lonewolf, cstarkey42 for these recommendations
Setup xEdit for cleaning FO3 Plugins
Before cleaning any FO3 plugins, the following steps are recommended. The Gamerpoets DLC cleaning video referenced below shows how to do this and viewing this is recommended.
- Start FO3Edit/xEdit in Mod Organizer. When the plugin list is shown change the selection to "none".
- Right click in the left window and select Other then Options.
- Remove the checkmark from [FO3/FNV] Sort FLST if it is checked. Note that whenever an FO3Edit Merge Patch is being created this box must be checked; of course, these patches are rarely created.
- Select Cleaning and then remove any checks next to Set Z position and [FO3/FNV] Replace MSTT FormID with
- Click OK and exit xEdit.
Clean the Bethesda DLC ESMs
There are some small problems in the DLC ESMs, but cleaning them should wait until after the deleted navmesh records have first been removed from the ThePitt and Broken Steel ESMs; these records can cause CTDs in certain areas of Fallout 3. Roy Batty developed a straightforward way to remove the deleted navmesh records and to then clean the vanilla DLC ESMs using xEdit with the Option changes listed previously. The details of this are available in Modding Fallout 3 : My Way : Cleaning the DLC + Navmesh : 2 (by GamerPoets)
. As mentioned in the video, save a copy of the Original ESMs in a new folder.
Summarizing the cleaning part of the video:
Once the deleted navmesh files have been removed Start Mod Organizer. Select "xEdit" from the drop down above the right pane and click [Run]. Right-click inside the file listing and select "None". Check the box adjacent to Anchorage.esm and click [OK]. Wait for the message "Background Loader: finished" to appear in the right pane. Right-click Anchorage.esm and select "Apply Filter For Cleaning". Wait for the message "[Filtering Done]" to appear in the right pane. Right-click Anchorage.esm and select "Remove Identical To Master Records". Wait for the message "[Removing Identical to Master records done]". Right-click Anchorage.esm and select "Undelete and Disable References". Wait for the message "[Undeleting and Disabling References done]". Click the [X] on the title bar to close xEdit. Verify the box adjacent to Anchorage.esm is checked and also that "Backup Plugins" is checked then click [OK].
Repeat the process above for "ThePitt.esm", "BrokenSteel.esm", "PointLookout.esm", and "Zeta.esm". Select only one at a time. Do NOT attempt to clean Fallout3.esm itself.-->
Normally, when a file is cleaned through xEdit using Mod Organizer it is automatically moved back to its original mod folder and any generated files are moved to Mod Organizer Path\overwrite. After cleaning the cleaned DLC ESM files will either be in the data folder, having replaced the original DLC ESMs, or the base Bethesda ESM files or the Mod Organizer Path\overwrite folder. The cleaned files should be moved to their own mod folder, as described in the GamerPoets video, to preserve a clean Fallout 3 GOTY\Data
folder and the original ESM files restored from the backup folder to the Fallout 3 GOTY\Data folder. To achieve this, perform the following:
Close Mod Organizer. Navigate to <Fallout 3 GOTY\Data> (or to the Mod Organizer Path\overwrite folder if that is where the cleaned DLC ESMs are located) and move the newly cleaned Bethesda ESM files to a new folder (e.g., <Mod Organizer Path>\mods\FO3 DLC - Cleaned>). Create a new archive file with these cleaned DLC ESMs and move this archive file to the <Mod Organizer Path>\downloads folder. Navigate to the folder of original ESMs saved earlier and copy all of the original DLC ESM versions back to the <Fallout 3 GOTY\Data folder>.
If desired, remove the FO3Edit Backups folder from <Mod Organizer Path>\Overwrite.
This process has restored the original game files to allow the game to run in a pristine vanilla state via Steam. When Mod Organizer is started again, a new mod will be added to the left pane called "Cleaned Vanilla ESMs", it must be activated for Mod Organizer to use them.
Start Mod Organizer. Choose a profile (e.g., use a Vanilla FO3 profile if there is one or create this if there isn't one yet) Drag the newly created mod "FO3 DLC - Cleaned" right after the last of the Unmanaged DLC files in the left pane and activate it by checking the box.
Cleaning Mod Plugins
Mods with plugins needing cleaning have a red indicator with the word Cleaning in this guide. The details of the specific plugins needing cleaning are often available in the LOOT report; however, sometimes the LOOT report has older data than that used in the guide. To clean the dirty plugins from these mods, follow instructions for cleaning here. Cleaning plugins from a mods isn't any different than cleaning the vanilla plugins. It is always safest to first clean the ITM errors since cleaning these rarely causes a CTD. For some mods removing UDR errors causes a CTD, or might remove items from the game. Some plugins have some bad record entries; mods with such plugins will be noted. Plugins that should not be cleaned are also noted, typically with a red warning at the bottom of the guide entry for the mod. Cleaning a plugin with xEdit does not usually cause problems with the plugin; if xEdit does not detect any problems with a plugin the plugin will not be changed when exiting xEdit.
Comment on Cleaning Mods with xEdit
The guide include indicators when a mod has one or more plugins (esp or esm) that need to be cleaned with xEdit. The guide doesn't list the specific plugins to clean. Instead, the detailed information for plugins that need cleaning has been submitted to LOOT for inclusion in the Fallout 3 masterlist. As discussed in the Run LOOT section of the guide, when LOOT detects a plugin that needs cleaning it includes this information in the report it creates. The plugin detection is version sensitive, and only the dirty versions of mod plugins are included in the LOOT report. When mod plugins are cleaned with xEdit, the mods should be cleaned individually, and when xEdit is closed the plugin should be saved and Backup Plugins should be ticked. The previous version of the mod that was just cleaned will be saved in a FO3Edit Backups folder in Overwrite. As described in the STEP guide subsection on cleaning plugins the following steps should be used:
After cleaning, there will be files in Overwrite (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending) created by xEdit. Right-click Overwrite and select [Create Mod]. Name it FO3Edit Backups and click OK. This will create a new mod listing in the left pane for the FO3Edit Backups useful if the changes failed to be successful. Each subsequent time xEdit is used to edit a file, open Overwrite and drag the FO3Edit Backups back to this mod. This will keep them in an organized and safe location. The files have no impact on the game. Right-click the FO3Edit Backups mod and select [Ignore Missing Data] to remove the red X Big Red X MO.png flag.
- Gopher has a great video on his Youtube channel about the basics of the xEdit mods (i.e., TES5Edit, FNVEdit, FO3Edit, and TES4Edit), here.
Mod Installation
Many mods on Nexus include mutliple files such as main files, updates, hotfixes, options, patches, and miscellaneous files. Typically the desired files are all installed into one mod folder; the installation instructions will mention when this isn't the case. The phrase Install the additional mod file using [Merge] is used in this guide to indicate this. To do this install the main version of the mod, and copy the name used for the mod during installation. Then click the install icon and select the additional file to be installed. Paste the mod name that was just saved as the name of the mod then complete the install dialog, and when the next dialog box comes up select [Merge].
Loading Game Mods into MO
The preliminary tasks are complete and now the actual game mods are installed. These are listed in the installation order that would be used in Mod Organizer. The first set of mods are the Core Fixes, the first set of mods in MO priority order (left pane). These are mods that are best to install at the very beginning. Next install the The Need for UIO - User Interface Organizer section mods. After this portion of the User Interface mods are installed and initially tested proceed with installing the rest of the mods starting with Supplemental UI. The reason for this particular installation order with FO3 is the difficulty getting the mods that need UIO installed and working correctly, so it's best to do these as soon as possible.
![Info-Logo.png](/wiki/images/thumb/4/40/Info-Logo.png/35px-Info-Logo.png)
NOTE
Downloading the mods in this guide and installing them with Mod Organizer can easily take 10-12 hours or more, so users might want to do the downloading and installation in stages.
While installing the mods from this guide it is recommended that additional profiles be created in MO at multiple points during the installation. These profiles will prove invaluable when attempting to debug problems when additional mods are added to the game. There should be an initial MO profile with only the vanilla Fallout 3 assets as mentioned above. There should be a new profile added after the key fixes and UI mods have been installed, as mentioned below. There should also be a profile saved prior to adding the Gameplay mods. Other profiles after key sets of mods are installed in addition the three profiles previously mentioned will also prove quite useful.
The name of the mod in MO can be changed during installation or after the mod is installed. The default mod name in MO during installation uses the name of the file. Note that some mods or mod files have very long names, and others use names that are quite different than that of the mod itself. When appropriate the mod name in the left pane of MO can be changed during installation to a name that include the actual mod name and/or is shorter. Long mod names can sometimes cause a problem since there is a limit on the number of characters in the full path name of each file in the mod when installed in MO.
Installation Guidelines
In many of the mod installation instructions you will see the phrase Install the additional mod file using [Merge]. To do this install the main version of the mod, and copy the name of the mod used during installation. Then click the install icon and select the additional file to be installed. Paste the mod name that was just saved as the name of the mod then complete the install dialog, and when the next dialog box comes up select [Merge].
LOOT Sorting & Patches
At any time during the mod installation process before stopping to benchmark and test Fallout 3 the LOOT tool should be used to sort plugin load order, as described at the end of this guide in the Run LOOT section,. This is necessary to ensure proper plugin priority order (load order), which can have a dramatic impact on the game (or at worst cause a CTD). It is important to do this at the end of installation of course, but also during installation when a new profile is created before testing Fallout 3 with the mods that have been installed so far.
- Launch LOOT via Mod Organizer by clicking on the "Sort" button or directly from the executables drop-down menu in MO.
- Examine the LOOT output carefully and look for any alerts or warnings and address each. The Plugins tab in MO (on the right side of the MO window) is where plugins can be activated/deactivated and sorted (either drag and drop or use Ctrl + Up/Down arrow keys to sort).
Core Fixes
The comprehensive patches for Fallout 3 have seen many changes since release. There have been individual authors posting some small fixes and one major group that has tried to take on the task of fixing most of the bugs in Fallout 3. Other than that, there are few other fixes and some excellent utilities to increase stability and performance.
UPDATED Unofficial Fallout 3 Patch
- Author: BenWah and Hairylegs
- Version: v2.3.2
- Note: This is the most recent version of the unofficial patch for Fallout 3 and is still being actively updated.
- Fallout NV Equivalent: Yukichigai Unofficial Patch - YUP , main bugfix patch for Fallout NV
- Installation: Get Mod Manager Version" of the main file and the optional "UUF3P - FWE Patch. When relevant also get the desired non-English UF3P_ESM file. Install these with MO.
New Vegas Anti-Crash
- Author: Queue
- Version: v7.5.1.0
- Fallout NV Equivalent: New Vegas Anti-Crash, the same mod works in both Fallout versions.
- Requirements: FOSE
- Note: The Grass Rendering Distance INI tweak will not work without this mod. This updated version fixes the crash from the Windows 10 Anniversary Update and graphics card driver crash problems with the recent Nvidia and AMD updates.
- Installation: After Installation, open the information pop up of this mod in the left pane of MO and go to the Filetree tab. Change the NVSE folder's name to FOSE. This will allow the mod to work with Fallout 3.
This mod helps with some of the offsets and structures the exception handling of Fallout 3 to reduce crashes for the supported addresses. This mod will be updated frequently and should be followed for updates. Even though it was written for Fallout NV it will still work in Fallout 3.
Fallout Stutter Remover
- Author: SkyRanger-1
- Version: v4.1.36
- Notes: Heap replacement has been reported to not work with Fallout 3. Some users with Windows 10 Creators Update (Version 1709 or greater) are able to use this mod, but others have not been able to find a set of INI values that allow then to use this mod without frequent crashes.
- Requirements: FOSE
- Fallout NV Equivalent: New Vegas Stutter Remover, Fallout NV version of this mod by the same author
- Installation: This mod is packaged incorrectly, follow these instructions:
During install right click Data and select "Set data directory".
This mod has an INI file that has some options users should be aware of. A recommended FSR INI file that has been tested by Roy Batty (TTW author) can be downloaded here in the Fallout Stutter Remover .ini file.
Alternatively, changes should made manually by right clicking FSR in the left pane of MO and select the INI-Files. FOSE/plugins/sr_Fallout_Stutter_Remover.ini should be listed in the top left box, click it, and use the following to make changes accordingly:
Master section (Enable/Disable FSR functions):
Master = { _comment = You can turn on or off each distinct feature from here. bManageFPS = 1 bHookGetTickCount = 1 _comment = This setting above is not in the original INI and can be ignored bHookCriticalSections = 1 bHookLightCriticalSections = 1 bHookHashtables = 1 bReplaceHeap = 0 _comment = The line above is only needed for heap replacement, only for advanced users, detailed info in the readme bReplaceGetTickCount = 1 bLogToConsole = 0 bFastExit = 1 bFlushLog = 1 iSchedulingResolution = 1 bReplaceRandom = 1 bExperimentalStuff = 0 iMainHookPoint = 1 }
FPS section:
FPS_Management = { bInject_iFPSClamp = 1 fMaximumFPS = 60 _comment = For the line above, the default is 30, but should bet set to monitor refresh rate or either 1/2 or 1/3 refresh rate fMinimumFPS = 20 iFPS_Report_Period = 4000 fExtraSleepPercent =0.05 }
Cannot recommend this plugin enough. In addition to the fix for the stutter bug, it can do so many more things. Many of them are really advanced for even advanced modders. To understand some of these functions a decent knowledge of software architecture and imperative, procedural, or declarative programming is required. This does not mean that those advanced features should be avoided. Overtime this section will expand with more details and suggestions for general users. Right now all the information is made directly from the readme which is the best source of information for the mod.
Ogg Vorbis Libraries
- Author: KaneWright
- Version: v2.0
- Notes: Latest compiled Ogg Vorbis Libraries. The game uses it for decoding оgg audio format.
- Fallout NV Equivalent: same files are used for both FO3 and FNV
- Installation: Make backup copies of the libogg.dll, libvorbis.dll and libvorbisfile.dll files (located in the main Fallout3 directory) then copy the new files into this directory overwriting the old ones.
User Interface
The interface section will be the first section where mods that affect the actual in game elements are installed. The legacy support version of the external installer in MO should be able to handle all the scripted installer of mods like Fallout Wanderer's Edition (FWE).
UI Mods with Menus
The Need for UIO - User Interface Organizer
UI Organizer (UIO) is FOSE plugin that allows UI mods to be installed for FO3 without having rerun Unified HUD after each change to the UI section. It can also be installed with MO, instead of having to run it through FOMM, like Unified HUD. Install these mods in the specific order they are listed as well. UIO is designed to be used so mods can be installed and uninstalled without having to worry if they have UI elements.
For the following section UIO - User Interface Organizer is required to combine the XML files to get the require effects from each mod. The older version of the guide using Unified HUD will be provided if needed. Note that users who have already installed the UI mods do not need to change their MO profiles and installations until and unless they want to make changes to the UI mods being used.
Install these mods in the specific order they are listed; this is important for the UI mods but not always important for other mods in the guide.
![Warning-Logo.png](/wiki/images/thumb/8/8e/Warning-Logo.png/35px-Warning-Logo.png)
WARNING
From here to UIO - UI Organizer, the guide is designed to be installed and left alone for the most part. Since UIO manages the menus at the time of game load, it is no longer necessary to reinstall all the UI mods if one mod changes. Moreover, the order of UI mods can be changed in MO when needed.Base UI Mods
DarNified UI
- Author: DarN
- Version: a11
- Notes: Use the 7zip version available in the referenced download site when installing with Mod Organizer, not the fomod version available elsewhere. The hotfix version (f3a11_HF.7z) is not needed as it is already incorporated into"DarnUI_Support_for_FWE" which will be downloaded as part of the next mod. The Author's Page in the Bethesda forums has more details about the mod.
- Fallout NV Equivalent: Darnified UI, the follow-on mod from DarN for Fallout NV
- Installation: To install this mod with MO click [Manual], then [Okay] during the installation or the default installer will skip a very important file.
- Alternate Download: This file is also available at ModsReloaded
The alternate download is a combined archive of the fomod version and the hotfix. After downloading it unzip the dui_f3a11.zip from the DUI folder of the archive. Unzip the dui_f3a11.fomod to a temp location and rename the extension to *.7z. Move that file into MO's downloads folder and install as described above. As of 15th January 2017 it appears the original site is back in Darn's control and you should use that.
Even though this mod never made it out of beta it is still complete enough to be used for all interface text. Some other modders have also expanded the DarNified font to other parts of the game.
FWE - FO3 Wanderers Edition
- Author: FWE Team
- Version: v6.03
- Requirements: FOSE, DarNified UI, Marts Mutant Mod - RC 62 (if the MMM-related changes are made), CALIBR v1.4 (included with FWE)
- Notes: More details about FWE are available on the Fallout 3 Wanderers Edition site. FWE configuration is discussed on the In Game Settings section, the Control Panel Menu page, and the Fallout 3 Hotkey guide.
FWE is included as a core mod because it adds an extensive menu for customizing the gameplay parameters, and for the armor/weapon balancing it adds. If you are satisfied with the vanilla game parameters and if you don't use a lot of weapon mods FWE isn't as important. The biggest problem with the vanilla game parameters is that they are configured for the base game without the DLCs. The DLCs changed the PC level limit from 20 to 30, but they unfortunately didn't change the corresponding gameplay parameters.
FWE provides new weapon and armor stats, and in some cases weapon models, for almost all the vanilla weapons and armor. It also adds many new weapons and armor.
The FWE mod provides most of the settings menus for FO3. However, as DanielCoffey notes, these menus are not available until after exiting Vault101 or the Alternative Start shack. The menus for repairing limb damage aren't available until then; be careful with limb damage until then.
The Alternate Start option included in FWE is not compatible with the Ties that Bind - a narrative companion mod which disables the Alternate start.
- Fallout NV Equivalent: Project Nevada, the follow-on mod from the FWE team for Fallout NV.
- Installation: Download "FWE_Master_Release_6-0_-_Part_1", "FWE_Master_Release_6-0_-_PART_2 ", and "FWE_6-03a_HOTFIX_PATCH".
Install the first main file, ignoring the slowness of the installer. Note that the MO version 1.2.18 or later can load the fomod GUI but a dialog box about Archive Validation will popup; click No to ignore this and continue. Be careful if unchecking any already checked boxes (the installer fails sometimes if this is done). Updated versions of most of the plugins are installed with the hotfix file. even if they weren't selected when installing the initial FWE PART 1 files with the Fomod menu.
![Warning-Logo.png](/wiki/images/thumb/8/8e/Warning-Logo.png/35px-Warning-Logo.png)
WARNING
Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.FOMOD Instructions FWE_Master_Release_6-0_-_Part_1 |
Install Part 2 and the hotfix in that order (neither of which have an Fomod menu). The hotfix has new versions of most of the plugins. If desired, these two files can be installed using [Merge] in MO so they overwrite the files installed with "FWE_Master_Release_6-0_-_Part_1".
Download and then install with MO "Primary Needs Sound Disabler"
- This eliminates the annoying heartbeat sound when one or more of the primary need values is low.
Double click FWE - FO3 Wanderers Edition in the left pane of MO, and select the Optional ESPs tab.
Move at least one of the "FO3 Wanderers Edition - Optional Restore Tracers*" plugins, and at least one of the optional VATS plugins if they were both installed into Optional ESPs. Unless the FWE alternate version of fast travel is desired (read the discussion about this in In Game Settings before selecting this option) , move Alternate Travel.esp into Optional ESPs
Finally, download "DarnUI_Support_for_FWE"; this should not be installed with the rest of the FWE mod but instead needs to be installed as a separate mod just before UIO, as indicated a little later in the guide. This is done so the menus from this file are in the proper place for the UIO mod installed later.
- The "DarnUI_Support_for_FWE" file includes an updated version of the DarNifiedUIF3.esp plugin (which already includes the DarNifiedUIF3 hotfix); this plugin will be used instead of the plugin from the DarNified F3 mod previously installed.
If MMM is used, then when Creating a Bashed Patch select "FO3 Wanderers Edition - Main File.esm", then right click the bash tags window in the lower right of the Wrye Flash window and remove Names.
At some point after FWE is installed, run xEdit and select FO3 Wanderers Edition - Main File.esm. Expand the mod and select FormID List > 000B41FD VendorChests. At the bottom is an LNAM-FormID entry which says [03003D42] < Error: Could not be resolved >. Remove this entry, then close xEdit saving FO3 Wanderers Edition - Main File.esm.
Major overhaul of Fallout 3 gameplay and equipment. Adds many new features from managing grenades to sprinting, bullet time, a Primary Needs feature and HUD for more "hardcore" immersion (incorporated into vanilla Fallout New Vegas by Bethesda), Portable Campsite, bottling water, and Roleplayer's Alternative Start.
Advanced Recon Trap Detection
- Author: Gopher
- Version: v2.0
- Requirements: FOSE
- Fallout NV Equivalent: Advanced Recon Trap Detection, the non-UI portions of trap detection were ported to this Fallout 3 mod.
- Installation: Download Detect Traps v 2 and Adv Recon Thermal Nightvision - Detect Traps Patch. Install the first file with MO, then install the patch using [Merge]; this mod does not add any menus but is needed for the next mod which does include the related menus.
This mod will add some very cool ways to detect traps.
Advanced Recon Thermal Nightvision
- Author: Gopher
- Version: v5.2.1
- Fallout NV Equivalent: Advanced Recon Trap Detection ( the UI portions of trap detection were ported to this Fallout 3 mod), Advanced Recon Thermal Nightvision (portions of this mod were ported to this Fallout 3 mod), Project Nevada for the Fallout NV guide the thermal nightvision in PN is used vs. Gopher's mod.
- Notes: This Advanced Recon Thermal Nightvision mod adds thermal nightvision and also adds the UI portion of detecting traps. In conjunction with the next mod, this is very helpful when using darker interiors and nights.
- Installation: Download Adv Recon Thermal Nightvision main file and install with MO. Also download Adv Recon Thermal Nightvision - FWE Patch and install with MO using [Merge] to install this as part of the same mod as the main file.
The guide does not include a large number of plugins so merging plugins is rarely needed, and the bashed patch will typically merge two or three of the four plugins. If for some reason it is desired to merge the ESPs for the Advanced Recon Trap Detection mod can be merged by following these instructions created by user mcshame, adapted from the Fear and Loating in New Vegas guide; these instructions assume that Merge Plugins is used, and that both the Advanced Recon Trap Detection and Advanced Recon Thermal Nightvision mods have been installed:
Open Merge Plugins through MO and click [OK]. SHold control and and click [OK] the following mods; note that the order of these four plugins does not matter: Detect Traps - DLC.esp Detect Traps - Perk.esp Detect Traps - Traponator 4000.esp Advanced Recon Tech - Detect Traps.esp UNTICK "Copy general assets" in the Settings->Integration tab since the assets remain in the main MO mod which includes the esm plugin. Open the Merges tab and right click " Detect Traps Merged" and goto "Plugins", then select "Check plugins for errors". Right click "Detect Traps Merged" again and select "Build Merge". Right click one of the highlighted plugins and goto "Add to merge", then select "<New Merge>". In the popup, type the name of the merge and the plugin, then click [OK]. Detect Traps Merged is recommended for both. It may not show in MO's left panel, so click the small tool icon dropdown above the left panel and select "Refresh". When complete click [Close], then close Merge Plugins Standalone. The mod now resides in the Detect Traps Merged folder. Move the folder right below Advanced Recon Trap Detection mod and make sure it is ticked. In the left pane of MO, double click Advanced Recon Trap Detection. Now go to the "Optional ESPs" tab and move the "Detect Traps - DLC.esp", "Detect Traps - Perk.esp", 'Advanced Recon Tech - Detect Traps.esp', and "Detect Traps - Traponator 4000.esp" to the Optional ESPs box.
Advanced Recon Range Finder FO3
- Author: Gopher
- Version: v1.2.1
- Requirements: FOSE
- Notes: This mod will add a range finder to scoped weapons up to 200 meters.
- Fallout NV Equivalent: Advanced Recon Range Finder, which was ported to Fallout 3.
Flashlight
- Author: documn
- Version: 1.5
- Notes: Flashlights seem more realistic than simply making the Pip-Boy light much brighter, but some users have problem getting this mod iworking and/or low framerate when the flashlight is turned on. Although it is a Core mod since it is affected by UIO, because of the the problems with it some users may prefer to use only a brighter Pip-Boy light.
- Requirements: FOSE
- Fallout NV Equivalent: Flashlight NVSE, a similar but expanded mod for Fallout NV by a different author.
- Installation: Install only the Flashlight-LOS.esp plugin.
Great mod to use with darker nights. This really helps navigate the wastes for users that do not want to always use the Advanced Recon Thermal Nightvision modes.
Dynamic Crosshair
- Author: ShadauxCat
- Version: 1.6.0
- Fallout NV Equivalent: Project Nevada, which includes the dynamic crosshair mod functionality.
- Notes: This mod dynamically resizes the circle or cross crosshair (whichever type is used) based on weapon accuracy. This mod does not include the basic crosshair itself; a mod for this will be installed next.
- Installation: Download Dynamic Crosshair - Darnified UI and install with MO. Right click the mod in the left pane of MO and select Open in explorer. Copy the "Custom.xml file'. Open the menus folder and add a new folder named prefabs. Paste the "Custom.xml file into the new prefabs folder. Rename this version of Custom.xml in menus\prefabs\ to DynamicCrosshair.xml.
Antistars Assorted Add-ons
- Author: Antistar
- Version: 1.0
- Requirements: FOSE
- Notes: Stimpak Counter adds a counter to the HUD with the number of stimpaks in player inventory. If desired, the Minigun Sound Replacer mod can also be downloaded from this mod page and installed with MO.
- Fallout NV Equivalent: Stimpak Counter NV, ported from this Fallout 3 mod.
- Installation: Download Stimpak Counter and install with MO.
Powered Power Armor
- Author: Imp of the Perverse
- Version: 1.4gold
- Notes: PPA expects a different value of the game timescale than the default value of 30.
The Nexus page states The mod is balanced for a timescale of around 4 or 5, but the power draw and rate of temperature change can be adjusted. Reducing them from their default values of 1 to the minimum of 0.05 will just about let you use this mod with a timescale of 30, though its not recommended." Many users run Fallout 3 with a timescale of 20 (1 real hour = 20 game hours) or 5. Using a timescale lower than 5 (the FWE default) has been reported to cause problems.The timescale can be set in the FWE Control Menu as discussed in In Game Settings, using the console, or in Wrye Flash when creating the bashed patch as discussed in Creating a Bashed Patch. This mod is optional since some users don't want an extensive expansion to power armor and because of a known problem with invincible Enclave soldiers wearing power armor; the soldiers can't be targeted in VATS and have so many hit points they are unkillable. One user posted a script change to fix this on the Nexus site in 2014. A test version of this mod with the script change with the Geck installed is available here. Use the Powered Power Armor.esp plugin in this file instead of the one in the mod. In addition, as mentioned in the Fallout3_ControlPanelMenu_Settings page, Set Scaling to disabled in the Pipboy menu for PPA. Even when both of these changes are made there are reported problems with invincible Enclave soldiers.
- Fallout NV Equivalent: Powered Power Armor, follow-on from this Fallout 3 mod.
- Installation: Download Powered Power Armor 1_4 gold and install with MO.
Download PPA 1_4 gold Hotfix a and FWE 6 compatibility file and when installing these merge them with MO into 'Powered Power Armor.
This mod provides some upgrades and improvements to Power Armor; the power armor it includes is much easier to use but needs to be balanced by a plugin installed later so it isn't so overpowered.
JIP Realistic Weapon Overheating
- Author: jazzisparis
- Version: v0.74
- Fallout NV Equivalent: JIP Realistic Weapon Overheating, which was ported to Fallout 3.
- Installation: Get the FOMOD version. During the installation there will be a pop-up, just click [OK].
After installation hide this file: \menus\main\hud_main_menu.xml
This mod adds in weapon overheating so spray and pray is a little less easy in big fire fights. Also, adds to weapon degradation if the weapon is hot constantly.
JIP Selective-Fire
- Author: jazzisparis
- Version: v0.81
- Notes: Changes the firing mode of the guns in game. It is compatible with any gun added by mods, and has a menu to customize the options.
- Fallout NV Equivalent: JIP Selective-Fire, which was ported to Fallout 3.
- Installation: Get the JIP Selective-Fire - FOMOD main file. During the installation there will be a pop-up, just click [OK].
Once you start using it you'll wonder how it's even possible to use a burst weapon without it, especially if ammo is limited
JIP Companions Command and Control
- Author: jazzisparis
- Version: v0.92
- Fallout NV Equivalent: JIP Companions Command and Control
- Installation: Download and install the main file with MO. If Companion Mods are used that this mod recognizes make sure to select these when installing. Click OK or Install in dialog boxes.
Does a ton of Companion stuff. It's so much that most people probably will not even use half the features.
Smaller Crosshair
- Author: ziher
- Version: v1.1
- Notes: A crosshair mod is needed to work with Dynamic Crosshair. This particular mod provides a very simple crosshair. There are many optional crosshair mods (the Dynamic Crosshair mod description lists four of the many options) and no consensus among users. Choose whichever crosshair mod appeals to you and install a crosshair; this mod is just one possibility. If the Vanilla HUD Remastered mod is used it will provide the crosshair and this mod is not needed.
- Fallout NV Equivalent: Project Nevada, provides this function for Fallout NV
- Installation: Select one of the four crosshair options, download, and install with MO.
DarnUI Support for FWE
- Author: FWE Team
- Version: v6.02
- Requirements: FOSE, DarNified UI, FWE - FO3 Wanderers Edition
- Notes: This mod includes an updated version of the DarNifiedUIF3.esp plugin (which already includes the DarNifiedUIF3 hotfix) and several versions of DarNified UI menus modified for compatibility with FWE. It is installed just before installing UIO so the Menus\main\hud_main_menu.xml file from this mod overwrites any files from other UI mods with the same name. With most UI mods the installation order doesn't matter when using UIO, but a mod making extensive changes to hud_main_menu.xml as DarnUI does needs to be installed after the other UI mods that may also include generic versions of this file. After UIO is installed and the game is started the first time with UIO installed, deactivating or uninstalling this mod will cause errors in the Pipboy UI. This mod will need to be reinstalled to fix the problem.
- Installation: If this hasn't already been done, download "DarnUI_Support_for_FWE". Install this mod with MO. When installing this mod with MO, in some cases by default it will be named "FWE - FOE Wanderers Edition." It needs to have a separate name (e.g., DarnUI Support for FWE) so it won't be merged with the rest of the FWE files; otherwise the UI will not work properly.
After the UI mods including UIO have been installed and tested', if the user wants to eliminate the greyed out 'Live" menu entry, these changes provided by Himself can be used. Make a backup copy of the file being edited first.:
open Data\Menus\Options\start_menu.xml in this mod find the code segment that says: </_isLIVE> <visible> <copy> &true; </copy> <onlyif> <not src="me()" trait="_isLIVE" /> <or> <copy src="me()" trait="_isLIVE" /> <and> <not src="globals()" trait="_sm_hideLIVE" /> </and> </or> </onlyif> </visible>
and replace with
</_isLIVE> <visible> <copy> &true; </copy> <not src="me()" trait="_isLIVE" /> </visible>
DarNified UI Font Dummies
- Author: Axonis
- Version: v1.0
- Requirements: DarNified UI
- Installation: Install the Textures folder from the main file.
Fallout 3 My Way - Resources
- Author: GamerPoets
- Version: v1.0
- Requirements: FOSE, DarNified UI, Advanced Recon Thermal Nightvision, DarNified UI Font Dummies
- Notes: These 2 optional settings files have not yet been tested for use with this guide. The GP Advanced Recon HUD Tweaks will probably work fine, but review the spoiler for GP DarN UI Settings on the description page to decide whether to use it. It makes changes to the UI that won't appeal to all users including removing some existing UI elements, and it isn't designed for use with some of the UI elements added by FWE - FO3 Wanderers Edition. It is, of course, also a good starting point for experienced users who want to make some changes in the UI. It can even be used to eliminate the need for Adjustable HUD - aHUD, as mentioned in Modding Fallout 3 : My Way: User Interface : 6 (by GamerPoets)
- Installation: Download and install the GP Advanced Recon HUD Tweaks and (if desired) the optional GP DarN UI Settings files.
Adjustable HUD - aHUD
- Author: Gopher
- Version: v1.2.1
- Notes: This mod allows moving HUD elements to different places on the screen. The installation instructions provided below change locations of some files from this mod so that the mod can be activated or deactivated in MO without causing UI problems.
- Fallout NV Equivalent: One HUD - oHUD, both aHUD and iHUD were ported to Fallout 3 from OneHUD
- Installation: Download and install Adjustable HUD - Darnified.
Envoke the Information... window for the Adjustable HUD mod in the left pane of MO by either right-click -- Information... or double-clicking. On the Filetree tab, open \menus\main and select hud_main_menu.xml. Right-click this file and select Hide. Close the window. Now right-click the Adjustable HUD mod and select Open in explorer. Open menus\prefabs\aHUD and copy "hudtemplates_darn.xml" In the prefabs folder create a new folder named darn, then open this new folder. Paste the "hudtemplates_darn.xml" file into this folder, then rename it "hudtemplates.xml". It will then be used in the game instead of the version of this file in DarnUI Support for FWE. Close the explorer window.
Immersive HUD - iHUD
- Author: Gopher
- Version: v2.3.1
- Notes: This mod hides HUD elements when they are not needed.
- Fallout NV Equivalent: One HUD - oHUD, both aHUD and iHUD were ported to Fallout 3 from OneHUD
- Installation: Download and install the main file with MO, and download and install Immersive HUD - Darnified FWE Patch using [Merge] with MO.
UIO - UI Organizer
- Author: jazzisparis
- Version: v1.00
- Requirements: FOSE, DarNified UI
- Note: There may some files or folders in the Overwrite folder after exiting the game or after a crash. This is not a problem, those files can be ignored or deleted without issue, but it's best to move the uio and menus folders from Overwrite to the UIO mod folder. UIO will regenerate the primary menu file (menus\main\hud_main_menu.xml) every time the game loads. This menu file is placed in the folder of the highest priority mod that includes this file. For this guide that is the DarnUI Support for FWE mod. Since UIO needs to change this file every time the game starts, deactivating that mod or uninstalling it will cause Pipboy UI errors.
- Installation: Get the main file and install with MO.
Note that UIO allows all the other UI mods to be activated/deactivated or reinstalled since it manages the data about mods with UI menus during game loading (vs. at game installation as was the situation with Unified HUD). UIO even takes care of loading the INI tweaks needed for the DarNified UI mod. If installing any mods not listed in this guide, check the mods Nexus page and the UIO Nexus page to see if those mods are supported by UIO so they can be installed before UIO. Any mod that is listed on the UIO page (and any mods that are added by using a file in the UIO menus\uio\public folder) has a menus\prefabs\ folder with a mod-specific subfolder, and this subfolder includes an xml template file used to specify the actual mod-specific menu. UIO adds the subfolder names and the template file names at the bottom of the version of menus\main\hud_main_menu.xml with highest MO priority (which is the version that will be used in the game).
- Fallout NV Equivalent: UIO - UI Organizer
The next great HUD management mod.
{{{title}}}
{{{text}}}
Supplemental UI
The mods in the rest of the User Interface section do not change HUD elements, so they can be installed after UIO and do not require a specific install order.
Personal Achievements Log
- Author: Bofra
- Version: v1.2
- Notes: Adds quest log entry for all the achievements earned by the player character. Some users like having these notifications and Pipboy quest log entries, especially since the achievements are not added to Steam when running Fallout 3 from Mod Organizer.
- Installation: Install the mod using MO, then double click the mod in the left pant of MO, select the Optional ESPs tab, and move all the plugins except PAL - MERGED.esp to Optional ESPs.
CASM
- Author: Cipscis
- Version: v1.2
- Requirements: FOSE
- Notes: This mod replaces the buggy autosave system in vanilla Fallout 3. Use menu to customize. On some systems this mod can cause a combat bug where enemies jitter and jump, and take no damage. Because of this problem this is an optional mod since it won't work properly on all systems. However, on systems where the combat bug doesn't occur this is a highly recommended mod.
- Fallout NV Equivalent: CASM with MCM, follow-on to Fallout 3 version
Autosave ability to prevent losing progress if game crashes.
Extended Save Manager
- Author: polbashkisneslo
- Version: v1.2
- Requirements: FOSE
- Notes: Like CASM above this mod replaces the buggy autosave system in vanilla Fallout 3. Use menu to customize. Some users who have problems with CASM have reported that this mod works for them.
Centered Overhead 3P Camera
- Author: PimpBot420
- Version: v1.0
- Notes: Some users use 3rd person view a lot, this mod will be very useful for them
- Fallout NV Equivalent: Centered 3rd Person Camera, somewhat more functionality than this Fallout 3 mod
Every game has a crappy over the shoulder camera and modders always fix that problem.
Fallout 3 - Enhanced Camera
- Author: LogicDragon
- Version: v1.4a
- Notes: Other users play almost exclusively in 1st person, this mod will be very useful for them. Pick this mod or the one above.
- Fallout NV Equivalent: Centered 3rd Person Camera, somewhat more functionality than this Fallout 3 mod
Omnis Hi-Res Pip-Boy 3000 - FIXED
- Author: OmniDeath
- Version: v1.0
- Fallout NV Equivalent: Omnis Hi-Res Pip-Boy 3000 , Fallout NV equivalent to this mod by the same author
- Notes: This Pipboy replacer is recognized by the game as equivalent to the vanilla Pip-boy unlike some of the alternate Pip-boy replacers. In game the Pip-Boy has a lot of wear but the alternative replacers such as [ ] have unrealistically minimal wear.
- Installation: Install the mod using MO; note that the Data folder needed by MO is two levels deep.
If the english version of the game is not being used it is likely necessary to rename the folder name english in textures\pipboy3000\pc\english
to whatever language version of the game is being used
If a controller is being used (vs. a mouse) then
Right click the mod in the left panel of MO and select Open in explorer. Change the name of the folder currently named pc to xbox. Close explorer.
Make that bling bling look good. Shout out to Brainfever for this one.
Better High Detail map and Icons
- Author: nisen
- Version: v2.2
- Requirements: Omnis Hi-Res Pip-Boy 3000 - FIXED
- Notes: Pip-Boy map replacer that adds a highly detailed map and icons to the terrain for the Capital wasteland (excluding the DLC areas).The mod detects the Pip-boy mod during installation to determine which files to install. For vanilla or Omnis Hi-Res Pip-Boy 3000 which have no plugin it uses the default map parameters, but if the plugins for Pipboy 2500 or Pipboy Readius are detected the map parameters for these are used. This guide is based on using the Omnis Hi-Res Pip-Boy 3000 mod above (vs. Pipboy 2500, Pipboy Readius) for consistency with the Pip-Boy replacer used in the Fallout NV guide. A Pip-boy replacer, if used, needs to be installed BEFORE installing this mod. If a Pip-boy replacer is installed or removed after installing "Better High Detail Maps and Icons" then the best approach is to remove the "Better High Detail Maps and Icons" mod in MO and then reinstall it.
Some users have problems installing or using this mod. For some users the maps may be larger than the Pipboy screen and may beed to be moved aroung using drag and drop to avoid hiding the information displayed at the upper part in pipboy worldmap screen. The Color Hi-Detailed map and icons mod provides an alternative map with less resolution and simpler icons than those in this mod.
- Fallout NV Equivalent: Realistic World Map is the closest equivalent as the maps in this mod are higher resolution than the ones for other FNV Pipboy map mods.
- Installation: Mod Organizer should handle the Fomod included in this mod. There are a number of choices for map icons and mouse pointers; look at the options in the figures on the Nexus page to understand the choices as they are very hard to read on the fomod window. It is also possible to use the manual installation mode in MO to install the mod; instructions for this will be added to guide.
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WARNING
Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.FOMOD Instructions Better High Detail Map and Icons |
If the crosshair from Small Crosshair is preferred (vs. the one from this mod), after installation, double click on the mod in the left pane of MO and select the Filetree tab. Open textures\interface and right click the interfaceshared0.dds file and select hide. Close the window.
As mentioned on the Nexus mod page, If the large 8K map is selected the Pipboy menu selections below the map in the Pipboy screen are difficult to activate. To fix this when using the Omnis Hi-Res Pip-Boy 3000 - FIXED mod: Right click the mod in the left panel of MO and select Open in explorer. Using Notepad++ (or an equivalently capable editor) open menus\main\map_menu.xml. In lines 149, 268, and 393 change 660 to 650. Close the explorer window. Note that if the Pipboy Readius, or Pip-Boy2500 mod is used instead of the Hi-Res Pip-Boy 3000 mod, these line numbers and height values will be different. If the line numbers are different and the Omnis Hi-Res Pip-Boy 3000 - FIXED mod is being used, the fomod script didn't detect the correct Pipboy replacer plugin. The best approach is to uninstall and then reinstall this mod. If a different Pipboy replacer is used the appropriate line numbers for this change will need to be determined. The correct values for some other Pipboy replacer mods are available in posts on the forum threads for this guide. Some users with the Omnis Pipboy 3000 have problems when using the directions above; Toosdey found a good setup (though they aren't dead on in line with the other pipboy menus) by putting lines 149, 268 and 393 to 625, and line 55 to 690 (instead of using the instructions above). When this map mod is used some users find the text on the map more readable if the Pipboy HUD color is set to white;others prefer the Amber HUD color. If the HUD color isn't already the desired color, in the ingame menu choose "Settings>Display" to change the Pipboy color.
No player marker or cursor on maps
- Author: compleCCity
- Version: v1.00
- Notes: As initially installed it removed the player marker. The Modding Fallout 3 : My Way: User Interface : 6 (by GamerPoets) shows how to use xEdit to change the settings to keep the player marker but make it smaller. The video recommends a size of 15 for each of the four GMST records; this guide recommends using 20 for at least the cursor records for better visibility.
Remove Glare From Loading Screens
- Author: Tommy
- Version: v1.000
Fallout 3 My Way - Resources (part 2)
- Author: GamerPoets
- Version: v1.0
- Requirements: Fallout 3 - Enhanced Camera, Better High Detail map and Icons
- Installation: Download and install Pip Boy and Terminal Glare Gone, GP Enhanced Camera ini Settings, High Detail Map and Icons Map Button Fix
no more dots
- Author: MurZiCk
- Version: v0.1
- Notes: This mod removes that little dots which are connecting "You are here" map-marker and "Target" (usually quest) map-marker, making the Pipboy map less cluttered. This mod is not needed if High Detail Map and Icons Map Button Fix is used.
- Fallout NV Equivalent: none, but this can likely be used with Fallout NV
More Map Markers
- Author: Xyx
- Version: v3
- Notes: Very useful and essential mod. Choose "Skip download" in the popup message when starting a new game.
- Fallout NV Equivalent: several are available, but none with as many markers as this mod.
Pip-Boy map will now have icons for all the major and most minor places once these locations are discovered.
Vanilla HUD Remastered
- Author: BmanBlazer
- Version: v1.81
- Notes: Updates HUD for 1080p and higher resolutions
- Fallout NV Equivalent: same file works for both FO3 and FNV
- Installation:
![Warning-Logo.png](/wiki/images/thumb/8/8e/Warning-Logo.png/35px-Warning-Logo.png)
WARNING
Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.FOMOD Instructions Vanilla HUD Remastered |
Enhanced User Interface
- Author: 2cooldays
- Version: v1.0
- Notes: Removes blur during game pauses
Faster Pipboy Faster
- Author: throttlekitty
- Version: v1.0
- Notes: Adds meshes that allow the Pipboy to open and close faster.
- Fallout NV Equivalent: Faster Pipboy Faster, same mod works for Fallout 3 and Fallout NV
Parkerized Pip-Boy
- Author: DonKnotts
- Version: v1.3
- Notes: The Pip-Boy LED indicator light and glove from this mod are used.
- Fallout NV Equivalent: Parkerized Pip-Boy
- Installation: Download one selected LED file (e.g., Amber LED 4096) and Matching Pip-Boy Glove Texture. Install the LED file using Parkerized Pip-Boy for the mod name, and then install the glove file with [Merge].
After installation in the textures\Pipboy3000\ folder delete all files and folders except the following:
\PC
pipboybtnglow01.dds
pipboyglove01.dds
pipboyglove01_n.dds
PiPBoy Light Mod
- Author: Xionanx
- Version: v1.0
- Notes: Changes range and color of the Pip-Boy light. Use this if the Flashlight mod is not used or if both are desired
- Installation: During installation select only the PiPBoy Light Range x2.esp.
After installation see Modding Fallout 3 : My Way: User Interface : 6 (by GamerPoets)
for some recommended edits to the plugin.
High Quality Pip-Boy Icons
- Author: Genin32
- Version: v3.0
- Notes: Adds higher resolution icon graphics for some of the Fallout 3 stats, skills, perks and apparel icons. These do not have the very important expanded text fields included in Descriptive Icons for Fallout 3 so they should be installed before that mod, even through the icons in this mod may have better resolution.
- Installation: Download main file and optional file High Quality Pip-Boy Icons - DarNified UI. Install main file with MO, then install the option using MO to [Merge] it with the mod for the main file.
Descriptive Icons for Fallout 3
- Author: MistakenMystic, Deadmano
- Version: v0.8
- Notes: Adds text descriptions and better icon graphics to almost all of the Fallout 3 Items
- Installation: Download main file and optional files DIFF - Fallout Food Package Retexture Compilation and DIFF - Weapons Mod Expanded. Install main file with MO, then install the two options using MO to [Merge] it with the mod for the main file.
Now you can look at the items in your inventory in Fallout 3 and know what they are!
Hectrol Lockinterface Deluxe HighRes Retex
- Author: hectrol
- Version: v1.0
- Fallout NV Equivalent: Hectrol Lockinterface Deluxe HighRes Retex , Fallout NV equivalent to this mod by the same author
- Installation: Select the 1024 folder during installation
Wouldn't shooting locks be more fun? Oh well, this will help it look good.
Complete Vault Girl Interface
- Author: tragiverse
- Version: v2.0
- Notes: Replaces some references to Vault Boy with a Vault Girl reference, for those who use a female player character.
- Installation: Download main file and update file Updated interface. Install main file with MO, then install the update using MO to [Merge] it with the mod for the main file.
Complete Vault Girl Interface Descriptive Icons For Fallout 3
- Author: Deadmano
- Version: v1.2
- Requirements: Descriptive Icons for Fallout 3, Complete Vault Girl Interface; FWE - FO3 Wanderers Edition (since it is assumed to be present)
- Notes: Adds Vault Girl text descriptions and UI icon graphicsto replace additional Vault Boy Fallout 3 Items
- Installation: Download main file and the optional CVGI-DIFF3 FWE Patch v1 file. Install the main file with MO then install the optional file using [Merge] to combine it with the main file.
Additional Fixes
Intro Street Bus and Dupont Alignment
- Author:Some Chump
- Version: v2
- Notes: Adds street and bus from intro movie and changes the orientation of the GNR building to match the rear view in Dupont Circle; included in TTW guide.
- Installation: Get the main file and install the DCStreet - BS.esp plugin with MO.
Rivet City Realignment
- Author: Alystin
- Version: v5.4
- Notes: Changes the orientation of the Rivet City interior cells to match the exterior cells; recommended on Nexus page of UPDATED Unofficial Fallout 3 Patch
Scribe Yearling takes all Pre-War Books
- Author: Yukichigai
- Version: v1.0
- Notes: Scribe Yearling now accepts both types of Pre-war Books
- Installation: Get and install the optional Yearling takes all Books - Brisa Almodovar edition if Brisa Almodovar is used otherwise use the main file
FWE Alien Work Bench Fix
- Author:masternetra
- Version: vFINAL
- Requirements: FWE - FO3 Wanderers Edition
- Notes: This adds FWE workbench scripts to the Alien Work Bench.
NPC-Confessor Cromwell has a Break
- Author: Sharkoon66
- Version: vlatest
- Installation: Get the preferred version (English or German) and install with MO.
Confessor Cromwell in Megaton now sleeps and has a schedule; no longer preaches 24/7.
WeaponModKits - FWE Talon Loot Crash Fix and Enclave Loot Crash Fix
- Author: scooby, jinshi0
- Version: 0.1
- Requirements: FWE - FO3 Wanderers Edition , Weapon Mod Kits
- Notes: Fixes a crash bug that occurs while looting Talon NPCs and a bug with an immortal Enclave soldier. Note that it should not be placed at the bottom of the load order since it does not include record changes a number of other weapon mods. To get the full capability of this fix a manual patch is needed, but it is still useful without a manual patch. Spatvark points out that the NO RECORDS FLAG version eliminates a potential sorting problems with LOOT.
- Installation: Get the WeaponModKits - FWE Talon Loot Crash Fix No RECORDS FLAG' file and install with MO.
MTC BigTownMissingRobots Fix
- Author: MauTheCrusher
- Version: 1.0
- Notes: Fixes a bug of missing robots in Big Town; recommended on Nexus page of UPDATED Unofficial Fallout 3 Patch. This shouldn't be needed if Big Town Overhaul is used, but there are several issues with that mod.
Jefferson - Rivet city crash fix
- Author: Clearr
- Version: Latest
- Notes: Fixes a potential CTD when passing a Super Mutant camp between Rivet City and the Jefferson Memorial by removing a one of the Super Mutants.
Radio Ownership Fix Fixed
- Author: GamerPoets
- Version: 1.0
- Notes: Removes the ownership flag on 7 radios so that NPCs don't attack you for turning them off.
- Installation: Download the Radio Ownership Fix Fixed file from the Fallout 3 My Way - Resources mod and install
Safe - Safe Regulator HQ
- Author: GamerPoets
- Version: 1.0
- Notes: Disables the two leveled spawns near the Regulator HQ so that the PC and the brahmin don't get attacked every time the PC goes to turn in fingers.
Council Seat Fix
- Author: AllYourFavorites
- Version: 1.0
- Notes: Changes the rewards for the unmarked Countil Seat quest in Rivet City for better gameplay balance by restoring the original rewards cut content.
Quests (Optional but Recommended)
Let me make this very clear: this is your deal, not mine, so unless I have written authorization, this whole thing is over before it starts because I'm not going to be the only one left without a chair when the music stops. - Ritter
Nothing really breathes new life into a game like additional content. This section will add optional content mods to open up new areas and quests for users that have played through the game a few times and might be looking for something new. These aren't always as lore friendly as the other mods in the guide, but are reasonably so. Moreover, all quest mods are optional (but enjoyable). Users with problems with the number of plugins (unusual, but a few users have this problem and we don't understand why) might want to avoid quest mods at least initially until they have done some plugin merging. Quests are installed early in installation process so that any resource changes, especially meshes or textures, they make to vanilla objects will be overwritten (when available) by higher quality versions installed by other mods.
Puce Moose Quest Mods
This series of 5 Fallout 3 mods was made by Puce Moose, and they are fairly unique among the mods for Fallout 3 and Fallout New Vegas. These are for the people that like the old school RPGs where quests require lots of reading and actually paying attention because quest markers are not part of the mix. Lots of detail is added to these mods and it is quite easy to overlook a lot of it, so keep an eye out. Puce Moose continued this type of mod in Fallout New Vegas with the multi-chapter Tales from the Burning Sands mod whose total content is roughly comparable to the combination of the five Fallout 3 mods. Puce Moose quests add a number of useful recipes and associated items, and some new weapon types that are fairly unconventional. It is recommended that all the Puce Moose quests be installed at the beginning of the game, but that some quests be done in order as discussed below.
When you are in a Puce Moose interior location turn off all radio stations except when following the Mantis mod, and then use only the radio station from the Mantis mod. A significant part of these mods are the audio clues and environmental sounds, which add a great deal of immersion to the quests and are important in solving the quests.
A Note Easily Missed
- Author: Puce Moose
- Version: v1.07
- Installation: Get A_Note_Easily_Missed_v107' and install it. If Puce Moose Quest Mods - FWE is used, no plugin cleaning is needed and in the left pane of MO double click the mod and move the plugin to Optional ESPs.
This is the first of the Puce Moose quest mods, and it is best to complete this quest before starting the next Puce Moose quest mod.
An Evening With Mister Manchester
- Author: Puce Moose
- Version: v1.81
- Notes: After the main quest portion is complete and you have an MTS-400, when the Options menu is open click the FWE toggle to on (i.e., 1). It is also recommended that this quest, and the "A Note Easily Missed" quest, be completed fairly early in the game so some of the items from these quests will be available for use during the rest of the game. One in particular needs to be used a lot before unlocking an additional subquest and after that before it reaches its full potential.
- Installation: Get An_Evening_with_Mister_Manchester_v181 and install it. If Puce Moose Quest Mods - FWE is used, no plugin cleaning is needed for the HeirApparent.esp plugin and in the left pane of MO double click the mod and move the plugin to Optional ESPs.
The "FasterMorePowerfulMines.esp" plugin is optional but not recommended; it has compatibility problems with several other mods. Several of the changes it advocates will be incorporated in a future compatibility patch. This mod includes another option for MTS-400 Paint Jobs. Wait until the main part of the quest is finished (you will hear clapping) to look at these to see if you prefer one of these vs. the default; if so: Right click the mod in the left pane of MO, select Open in Explorer, and open the Optional\MTS-400 Paint Jobs folder. Open the folder for the selected paint job and right click PM2sentry.dds file selecting Copy. Then go back to the textures\PM2 folder for the mods and paste the file, saying yes to overwrite. This installs the selected MTS-400 texture.
This is the second of the Puce Moose quest mods, and it is best to complete this quest before engaging in the other Puce Moose quest mods.
To sleep - perchance to dream
- Author: Puce Moose
- Version: v1.061
- Notes: It's a good idea to do this mod fairly early as it doesn't involve challenging combat and one of the objects from the quest needs to be used for a while to gain full capabilities.
Two places have important quest objects on trees, and the mod expects the tree diameters comparable to those of the vanilla trees. When entering the Woods in this mod, if the Forested option was chosen for the Flora Overhaul mod, a fix is needed. Either disable Flora Overhaul until reaching the Hunters Shack, or use this small mod by hishutup that redirects the tree mesh to a vanilla copy of deadtree05.nif.
- Installation: Get the main file To sleep - perchance to dream v106 and install it with MO, then merge the update "To_sleep_-_perchance_to_dream_v1061" with the mod using MO. If Puce Moose Quest Mods - FWE is used, no plugin cleaning is needed for the plugin and in the left pane of MO double click the mod and move the plugin to Optional ESPs.
This is the third of the Puce Moose quest mods. This quest can take a while to complete and typically requires coming back to the quest location several times. Thanks to hishutup for the compatibility fix for this mod.
In the Shadow of the Swamp
- Author: Puce Moose
- Version: v1.08
- Notes: The optional PLFewerItems plugin is useful in reducing the overly generous loot in Point Lookout.
Using this mod along with Point Lookout Reborn leaves a problem even when the associated TWPC patch for these mods is used unless the patch mentioned in the notes for Point Lokout Reborn is used. Poisonous Punga and Mutated Punga cannot otherwise be created; these are needed as part of several quests.
- Installation: Get In_The_Shadow_of_the_Swamp_v108 and install it with MO. If Puce Moose Quest Mods - FWE is used, no plugin cleaning is needed for the main PLweightadjust.esp plugin file and in the left pane of MO double click the mod and move the PLweightadjust.esp plugin to Optional ESPs.
This is the fourth of the Puce Moose quest mods.
The Mantis Imperative
- Author: Puce Moose
- Version: v1.08
- Notes: This includes two separate quests, the Mantis Lab quest and the relatively short Jello quest. The next to last Mantis Lab subquest is frustrating because of some limitations of the Fallout engine as it was designed for creatures with vanilla combat capabilities vs. the modified combat capabilities added by FWE and mods like MMM; it can take many tries before succeeding (alternatively a little creativeness with console commands like tcl can be used to provide some assistance).
- Installation: Get The_Mantis_Imperative_v1071 and install it with MO. Get "The_Mantis_Imperative_v108_UPDATE_ONLY" and make sure to install the same folder as the main file and when asked click [Merge], not [Replace]. Also install "Nasty Zeta v101". After installation in the left pane of MO double click the mod and move the The Mantis Imperative - SkillBooks.esp, The Mantis Imperative - Combat.esp, The Mantis Imperative - Medical.esp plugin, and The Mantis Imperative - XP.esp plugins to Optional ESPs. These four plugins provide some rebalancing of the game but are not compatible with the other mods in this guide.
If Puce Moose Quest Mods - FWE is used, no plugin cleaning is needed for the The Mantis Imperative - Jello.esp and The Mantis Imperative - Mantis.esp plugins and in the left pane of MO double click the mod and move these two plugins to Optional ESPs.
For 'NastyZeta101 move The Mantis Imperative - FlatVATS.esp to Optional ESPs. The Mantis Imperative - Nasty Zeta No Scaling.esp is optional, user choice.
- Cleaning Warning: Do not clean UDR records from The Mantis Imperative - Mantis.esp, otherwise, the interior of Evergreen Mills will be unusable.
This is the fifth of the Puce Moose quest mods. It also includes several plugins to alter gameplay; these are generally incompatible with FWE. It is recommended that only the "The Mantis Imperative - Mantis", "The Mantis Imperative - Jello", and "The Mantis Imperative - Nasty Zeta No Scaling" plugins should be enabled; if installed the other plugins can be hidden.
Puce Moose Quest Mods - FWE
- Author: Puce Moose and DanielCoffey
- Version: v1
- Requirements: All the Puce Moose mods that are installed; choices are A Note Easily Missed, An Evening With Mister Manchester, To sleep - perchance to dream, In the Shadow of the Swamp, and The Mantis Imperative. FWE - FO3 Wanderers Edition should also be installed
- Notes: This mod provides replacement plugins for the Puce Moose quest mods. These plugins are cleaned and are balanced with the food and drink characteristics in FWE - FO3 Wanderers Edition.
If all the Puce Moose mods are used get the Puce Moose - AIO - FWE ALL IN ONE main file and install with MO; otherwise install the optional mods for each Puce Moose mod used.
Other Recommened Quests
Robby Jackson: So, you just waded on in like John Wayne. Why'd you do it? What were you thinking, man? Jack Ryan: I don't know. I wasn't thinking.
The list of quests below are ones that have been used by STEP Fallout 3 guide forum users and have not had any significant problems.
Existence 2_0 - Robot Radio
- Author: Macabre Productions
- Version: v1.4
- Notes: A few of the clues are under rubble and can be quite difficult to get unless the player is in exactly the right position to notice them.
- Fallout NV Equivalent: Existence 2-0 -Robot Radio- is a port of the quest to Fallout NV.
Interesting quest mod that uses a radio station to communicate clues to the player.
Vault 101 Revisited
- Author: KineticKat
- Version: v1.04
- Notes: Popular mod that adds some quests late in the main game.
The Crimson Caravan v1_3
- Author: Azar
- Version: v1.3
- Notes: Adds new buildings and NPCs in Arefu, adds new quests in Arefu and for trading caravans. It increases VRAM usage in Arefu because of the added buildings and NPCs. There is a conflict between this mod and the area added by Big Town Overhaul if it is used. A Regulator Brahmin will get stuck in the Big Town fence during this quest. The solution created by thommaal for this problem is:
Get the reference.id of the brahmin by pointing the mouse at it while in the console. Move around the fence and type into the console: prid <reference.id> moveto player The brahmin will teleport to the player at the other side of the fence and continue its run.
- Installation: Get the Data Files v1_0 Beta - Required and Sound Files v1_0 Beta - Required main files and install with MO, using [Merge] to install the 2nd file into the same mod in MO. When asked, extract the BSA. The other main file isn't needed.
Fixes for Crimson Caravan v1_3
- Author: hikky71
- Version: v3
- Notes: Performance improvements and bug fixes for the Crimson Caravan.
- Installation:
Download both main files Fixes Crimson Caravan v1.3 and Fixes Crimson Caravan v1.3 MERGED.
Install Fixes Crimson Caravan v1.3 MERGED with MO, then install Fixes Crimson Caravan v1.3 using [Merge] to install to the same mod.
When asked about the BSA say yes to expand it.
Double click the mod in the left pane of MO and select the Optional ESPs tab.
Move all the plugins except ArefuExpandedByAzar.esm and ArefuExpandedByAzar-Radio.esp to Optional ESPs; if improved performance is needed also leave ArefuExpandedByAzar-FixOptFireBarrels.esp.
Close the window and right click the mod and select "Open in explorer. Move the meshes folder in FixVictoriasHair to the main folder, then delete FixVictoriasHair. Close the window.
Make sure that ArefuExpandedByAzar.esm loads before DCInteriors_ComboEdition.esm; this is not the order that LOOT will normally use.
A World Of Pain for Fallout 3 AWOP4FO3
- Author: djmystro
- Version: v1.6
- Requirements: FWE - FO3 Wanderers Edition, the weapons are balanced based on this being present
- Notes: Adds many new locations, enemies, and quests. Unlike AWOP in Fallout NV where AWOP scaled Stats and loot up much higher than other mods did, the rescaling of weapons, etc. in FO3 AWOP is consistent with those in FWE.
- Fallout NV Equivalent: A World Of Pain, large Fallout NV mod partially ported to FO3
RR Expanded
- Author: Tubal
- Version: v1.0
- Notes: Adds more immersion and quests to Reilly's Rangers.
Mothership Zeta Crew
- Author: Nylonathathep
- Version: v1.66
- Notes: This very popular mod adds a new faction under your command, new equipment and items, and multiple subquests after the Mothership Zeta DLC missions are completed. It doesn't seem to have compatibility problems with the other Fallout mods in this guide.
Georgetown Expansion
- Author: AVirtualDuck, Deadmano
- Version: v1.3
- Notes: Adds large interior space, new NPCs, and several quests in Georgetown.
- Installation: Choose either the version compatible with DC Interiors or the version without it and install with MO.
Potential Quest and Location Mod Additions and Large Quests
More Quests and Locations to be added after review! Currently under consideration are some of the more popular quest and location mods; they have not been added since only one or fewer of the forum users have used these and reported on them. Many of these add challenging battles and enemies and interesting areas to explore; few if any of these add interesting puzzles like the Puce Moose quests mentioned earlier. The quests from the Fallout 3 Nexus are listed in rough order of popularity. The Nexus pages for most of these suggest they should be compatible with mods in the guide, and often with each other.
- The Institute
- The Librarian - Orions gate
- Firefly Ranch - Scary Quest Edition
- Shadows and Dust - Tales from Southwest DC
- New Office - Muldoon Electronics
- A Little Mutant Problem
- New Mall - Franklin Mall
- Trenton Towers
- A Trail of Crumbs
- 3DNPC Fallout Bundle; extensive quest mod with variants available for Skyrim, Fallout NV, and Fallout 3. Latest update was in November 2017 (version 0.06). Some users with a lot of mods installed report problems with missing textures and meshes when using this mod. We do not yet know the cause of this problem.
- A Quest for Heaven 1 - Secrets from the past, a bit linear but popular
- A Quest for Heaven 2 - Like a diamond in the sky, part 2 of Scorched Earth saga; description says it's likely incompatible ( based on gameplay) with mods that spawn extra monsters (this probably includes MMM) but forum discussions suggest it might not be.
- A Quest for Heaven 3 - Deep Blue, supposed to be compatible with FWE, MMM, etc.
- A Quest for Heaven Chapter Linker and delayer.
Potential Small Quests
These mods each include a series of small quests that are typically well suited to low level characters.
Covering the Capital Region Wasteland
Texture Overhauls
Hall Of Equipment
- Author: Deblazkez
- Version: v.2
- Notes: Like several other texture packs that came out soon after Fallout 3 was released, this pack is basically the vanilla textures processed with a sharpening filter that yields sharper but grainier textures. If you have performance problems with it leave it out.
- Fallout NV Equivalent: Hall Of Equipment
- Installation: Get the main file "Hall Of Equipment V2 All In One" and install.
It's a reasonable base to use and let other equipment mods overwrite.
Hall Of Weapons
- Author: Deblazkez
- Version: v.2
- Notes: Like several other texture packs that came out soon after Fallout 3 was released, this pack is basically the vanilla textures processed with a sharpening filter to yield sharper but grainier textures. If you have performance problems with it leave it out.
- Installation: Get the main file Hall Of Weapons V2 All In One and install.
This mod complements the Hall of Equipment mod by adding weapon textures. It's a reasonable base to use and let other equipment mods overwrite.
Hi-Res Weapons and Ammo Textures
- Author: Quarn
- Version: v1.2.0
- Notes: Another mod, with higher resolution versions of vanilla meshes, in this case weapon and ammo meshes. The plugin isn't needed.
- Installation: Get main file and install with MO. After installation Double click the mod in the left MO pane and move the plugins to Optional ESPs.
A good base to use and let other mods overwrite.
Better Clutter and Furniture Pack
- Author: macintroll
- Version: v0.1.2
- Notes: Adds a large set of high resolution furniture and clutter retextures.
- Installation: The mods are not packaged correctly. This can be corrected in one of two ways. First, download the two files. Then either:
Install one of the files with MO.
Install the second file and use [Merge] when installing the second file to install in the same mod.
Right click the mod and select Open in Explorer
Create a new textures folder
Move the clutter and furniture folder into the textures folder.
Close the Explorer window.
or
Install the first file choosing Manual Right-click on the data folder and Create a folder..., name it textures Drag the incorrectly placed folders onto that new folder, then install the second file the same way.
Hide some texture files that overwrite textures from the Updated Unofficial Fallout 3 Patch that fix a vanilla UV map texture problem. Better clutter and furniture pack unfortunately uses the corrupted vanilla textures.
After installation hide the following files:
textures\clutter\junk\aislesign*.dds
Now delete some unused textures:
textures\clutter\bong
textures\clutter\skeleton\skeletonmelt*
textures\clutter\booksex*.dds
textures\clutter\humanskeletonmelt*.dds
textures\clutter\food\drinkingglass01_n.dds
Chrysalis billboard
- Author: Autan Waspeez
- Version: v1.0
Improved Glass Bullet Impact
- Author: Evandar
- Version: v1.0
- Fallout NV Equivalent: HD Glass Impact Decals, similar FNV mod by different author
Adds much higher resolution bullet holes in glass.
Fallout 3 Hirezd
- Author: EmeraldReign
- Version: v1.22
- Notes: Adds a set of high resolution retextures of various game weapons and Supermutants.
- Installation: Get all the main files.
Install one of the main files with MO with file name "Fallout 3 Hirezd", Then use the same file name and [Merge] when installing the rest of the main files. The optional files provide higher resolution textures and meshes; select these if the additional resolution and improved models are useful. The 'Bullet Casings - Deluxe - 1k' and 'Supermutants - 4k Fawkes' files contain only meshes and textures. The rest of the optional files add plugins along with the meshes and textures; these plugins are not merged into the bashed patch. Download the selected optional files, and install with MO using [Merge] to combine them with the rest of the Fallout 3 Hirezd files.
MGs Neat Clutter
- Author: Mental Gear
- Version: v1.0
- Notes: Medium resolution retextures of more than 100 items. A lot of these textures have less wear and dirt than the vanilla and NMCs_Texture_Pack_for_FO3 textures and are thus less lore friendly, but there are also many with better resolution and quality than vanilla or NMC textures. Some users prefer this pack because of the better resolution (and less-lore-friendly reduced wear/dirt) while others prefer the NMC textures. There is no evaluated texture list available which allows selective use of these textures. Since the NMC textures are closer to vanilla, this mod is typically placed so that any corresponding NMC textures overwrite these. If the textures from this mod are preferred, or if a lower resolution version of the NMC textures is used, simply move this mod to have a higher MO profile number than the NMC mod.
- Fallout NV Equivalent: MGs Neat Clutter Retextures , comparable FNV mod by the same author
- Installation: Get the main file and install with MO.
After installation hide the following files:
textures\weapons\1handMelee
Delete the following file(s) and/or folder(s):
textures\architecture\paradisefalls
textures\clutter\aircraftservice
textures\clutter\casino
textures\clutter\displaycase
textures\clutter\lights
textures\clutter\repairkit
textures\dungeons\industrial
textures\landscape
textures\clutter\fence\nv*.dds
textures\clutter\acunit*.dds
textures\clutter\hooverdammap*.dds
textures\clutter\meterbox*.dds
textures\clutter\umbrella.dds
textures\clutter\ventbox*.dds
textures\dungeons\office\offdoormetal*.dds
textures\dungeons\office\offdoorwood*.dds
textures\clutter\office\bulletinboard03*.dds
textures\furniture\bench01*.dds
textures\furniture\gamorrahbed01*.dds
textures\furniture\dinertable01*.dds
Retextured Clutter Collection
- Author: ObsidianStag
- Version: vfinal
- Notes: Higher resolution retexture of many clutter items.
- Installation: Get the main file and install with MO. This mod has alternate versions for some of the textures, but for some textures other mods with higher resolution textures are recommended for these textures.
Hide or delete:
\textures\clutter\cashregister.dds
\textures\clutter\cashregister_n.dds
\textures\clutter\cashregister_bronze_aged.dds
\textures\clutter\cashregister_silver.dds
\textures\clutter\cashregister_silver_aged.dds
\textures\clutter\firstaidkit01.dds
\textures\clutter\firstaidkit01_No_Blood.dds
\textures\clutter\office\globe*.*
\textures\clutter\hamradio\*.* except hamradio_g.dds
\textures\clutter\Holodisk\*.* except holodisk_m.dds
Choose one each of the following changes:
delete \textures\clutter\office\coffeemaker01_ornate_n.dds or
delete \textures\clutter\office\coffeemaker01_n.dds and rename \textures\clutter\office\coffeemaker01_ornate_n.dds to \textures\clutter\office\coffeemaker01_n.dds
delete \textures\clutter\junk\telephone01_No_Stickers.dds
or delete \textures\clutter\junk\telephone01.dds and rename \textures\clutter\junk\telephone01_No_Stickers.dds to \textures\clutter\junk\telephone01.dds
Look at coffeepot images
In \textures\clutter\office\ rename one of the following to coffeemaker01.dds and hide or delete the rest:
\textures\clutter\office\coffeemaker01_bunn.dds
\textures\clutter\office\coffeemaker01_bunn_rust.dds
\textures\clutter\office\coffeemaker01_krups.dds
\textures\clutter\office\coffeemaker01_krups_rust.dds
\textures\clutter\office\coffeemaker01_ornate.dds
\textures\clutter\office\coffeemaker01_ornate_rust.dds
Mothership Zeta DLC Retextured
- Author: weijiesen
- Version: v1.0
- Installation: Get main file. Install with MO, and when MO asks if the BAIN installer should be used answer Yes, then check the options to be installed.
If desired the Abomination Heartbeat folder can be included.
NMCs_Texture_Pack_for_FO3
- Author: NeilMc_NMC
- Version: v1.0
- Notes: There are four sizes of this high quality texture pack. The Performance pack is a mix of different sized textures matched together quite well. The large is mostly 1K with some 2k and 4k textures, which may be too much for a heavily modded setup except with graphics cards having >1 GB VRAM. The Maximum version is best used with graphic cards with at least 2 GB VRAM.
- Fallout NV Equivalent: NMCs Texture Pack For New Vegas, follow-on mod for FNV
- Installation: There are four different versions of the mod, each in an individual file. Most users should choose the Performance version; users with more VRAM should choose a higher resolution version. If the Large texture pack is used download NMC_ FO3_Texture_Pack_Large_Patch and install using MO to [Merge] with the installed NMC texture pack.
This largest texture pack for Fallout 3 is a great base to build from.
Citadel Retextured
- Author: xclear
- Version: v1.0
- Notes: This replaces the Citadel textures from NMC's Texture Pack with improved versions, for systems with sufficient VRAM.
- Installation: Get the Medium Res Pack, which has 2Kx2K textures, and install with MO.
An alternate version of the Citadel textures.
Hi-Res Vault Door Panels
- Author: Superabound
- Version: vlatest
- Notes: This replaces the vault door textures with versions that are higher resolution than those in NMC's Texture Pack, for systems with sufficient VRAM.
- Installation: Get the Hi-Res VaultDoorPanels -repack, which still needs repacking before installation.
Extract the archive file into a folder, and then extract the Data.rar file into the same folder. Delete Data.rar. Archive the contents of this folder into a new file named "Hi-Res VaultDoorPanels", or rename the folder "Hi-Res Vault Door Panels" and move the folder to the Mod Organizer\mods folder. If the file was re-archived install it with MO.
DLC Retexture
Mothership Zeta Retexture
- Author: QuazarX aka MagnesiumFire
- Version: v1.5
- Notes: This mod provides a high quality replacement of many of the Mothership Zeta DLC landscape and architecture meshes and textures.
- Installation: There are two versions of the mod, Normal and Ultra. Most users should choose the Normal version which has some 2Kx2K textures, but most of the textures are lower resolution.
NMCs_Texture_Pack_For_New_Vegas
- Author: NMC
- Version: v1.0
- Fallout NV Equivalent: This mod contains textures and meshes for both Fallout NV and Fallout 3.
- Notes: This mod includes many textures created for Fallout New Vegas that are better than the equivalent NMC Fallout 3 textures, and also contains many high resolution textures that replace vanilla Fallout 3 DLC textures and some meshes.
- Installation: For details see Modding Fallout 3 : My Way : Texture Base : 7 (by GamerPoets)
Download the 3 NMCs Textures NV LARGE Pack files (or the 2 NMCs Textures NV Medium Pack files if preferred), the NMC_Large_Texture_Pack_NV_Patches file (if the Large pack is used), and the NMCs Texture pack WASHEDOUTWASTELAND Large and Medium file. Install the first file to an NMC's Textures NV mod and install the additional files to the mod using [Merge].
After installation Remove the following FNV-only textures and folders:
Folders:
textures\interface
textures\architecture\yangtzewarmemorial
textures\architecture\vault22
textures\architecture\novac
textures\architecture\primm
textures\architecture\nipton
textures\architecture\mormonfort
textures\architecture\mojave outpost
textures\architecture\jacobstown
textures\architecture\hooverdam
textures\architecture\helios_one
textures\architecture\\goodsprings
textures\architecture\bouldercity
textures\architecture\bittersprings
textures\architecture\repconhq<
textures\architecture\mccarran
textures\architecture\legion
textures\landscape\nv_rocks
textures\clutter\mojaveexpress_dropbox
textures\clutter\nv_rrsign
textures\clutter\signnv
textures\clutter\casino
textures\clutter\jacobstown
textures\dungeons\nv_craftsmanhomesinterior
textures\dungeons\nv_goodsprings
textures\dungeons\nv_casino
textures\dungeons\nv_jtown
textures\dungeons\nvcampgolfcourse
textures\dungeons\nv_ushome
textures\dungeons\nv_ss
textures\dungeons\nvgamorrah
textures\dungeons\nvhooverdam
textures\dungeons\nvlucky38
textures\vehicles\nvtrainengine
textures\trees\nv_jtown_trees
meshes\architecture\repconhq
Files:
textures\architecture\ParadiseFalls\ParadiseFallsEdgeTrim01.dds
textures\architecture\ParadiseFalls\ParadiseFallsEdgeTrim01_n.dds
textures\clutter\GenericSafe01.dds
textures\clutter\junk\FireHoseReel.dds
textures\clutter\junk\FireHoseReel_em.dds
textures\clutter\junk\FireHoseReel_n.dds
textures\landscape\LOD
All files in the texture folder and its subfolders with names nv*.dds
Thanks to GamerPoets for providing the information on how to use these textures in FO3
Lighting
Fallout Street Lights
- Author: SpeedyB64 and RW2112
- Version: v2.0
- Notes: Adds a bunch of lights to the wasteland. The plugin should be loaded just before the vanilla BrokenSteel.esm; LOOT is already configured to do this.
- Installation: Get the main file and install with MO.
The mod includes recommendations for Fallout.ini settings. These can be installed in Fallout.ini as discussed here, or they can be installed as mod-specific INIs. If the mod-specific approach is used, open the Information window for this mod and select the INI-Files tab. Right click in the bottom-left window labelled Ini Tweaks and select Create Tweak. Place a check in the selector beside it and add to the right-hand window the settings from the mod's description, ensuring you add to the top the section heading [Display]. Now when this mod is active those settings will be added to your Fallout.ini.
The added lights help with the darker nights in Enhanced Weather.
Megaton Lighting Overhaul
- Author: Leaping Lizard
- Version: v1.0
- Installation: Get the main file and install with MO.
Adds lights to Megaton. This helps with the darker nights in Enhanced Weather.
Realistic Interior Lighting Merged
- Author: Robert01 and Hairylegs 22
- Version: v1.1
- Notes: This version of the mod replaces the plugins from Realistic Interior Lighting with a single merged plugin.
Adds Interior lights to Fallout 3. Interior Lighting Overhaul is working on a Fallout 3 version, but until it's done use this.
Weather and Sky Improvements
Enhanced Weather - Rain and Snow v2 Hotfix
- Author: Skingrad24
- Version: v2.0b
- Notes: Enhanced Weather is an excellent weather overhaul that works well with Dynamic Weather. It adds rain and snow storms (snow in winter only) and makes the nights fairly dark. It also includes higher resolution night sky and moon textures than those in vanilla. Make sure that the Enchanced Weather - Radioactive Rain and Snow Plugin in never active; it causes far too many problems.High rain can cause performance problems in less capable systems; the Anti-CPU stress For -Enhanced Weather - Rain and Snow v2 mod might prove useful but problems with using it have been reported.
- Installation:
Get and install only the "RECCOMANDED Enhanced Weather - Rain and Snow v2 hotfix b Fomod Package- FULL DO NOT DOWNLOAD ANYTHING ELSE-6170" main file Choose only the "Weather Sounds in interiors" option. Ignore the error message about not finding the file. When installation is complete, double click the mod in the left pane of MO and select the Optional ESPs tab. Move Enhanced Weather - REBOOT.esp and Enhanced Weather - Rain and Snow in Fallout.esp to Optional ESPs.
What color do you think the moon and stars would be through an atmosphere that went through a nuclear war? I think it would be rainbow colored. Shout out to green_edge for the sky and moon texture information.
Dynamic Weather
- Author: Xepha
- Version: v3.0
- Notes: In conjunction with Enhanced Weather this mod adds rain, sand storms, more weather variation, and sneak bonuses that depend on weather conditions.
- Installation: The file is not packaged in a way that it can easily be installed.
Install the mod normally with MO, and get the optional "Dynamic Weather - Green Tint Remover" file installing it on top of the main file with [Merge]
Right click the mod in the left pane of MO, select Open in Explorer, and open the Optional Files folder.
Open the "Dynamic Weather - Weather Machine" folder and drag all the files to the top level Dynamic Weather folder.
Do the same for the Dynamic Weather - Sandstorms, Dynamic Weather - Rain, and Dynamic Weather - Dynamic Sneak Bonus folders.
Open the Dynamic Weather - DLC folder and drag the Xepha's Dynamic Weather - Main + DLC Merged.esp to the top level Dynamic Weather folder.
Go back to the top level folder and delete the Optional Files folder and Xepha's Dynamic Weather - Main.esp.
Close the Explorer window.
Double click the mod in the left pane of MO and select the Optional ESPs tab.
Move the Xepha's Dynamic Weather - Weather Machine (Quest Added).esp to Optional ESPs, the quest takes place in an area that is much too dangerous for low level players. Move either Xepha's Dynamic Weather - Weather Machine (Vendor Added).esp or "Xepha's Dynamic Weather - Weather Machine (Start Game Added).espto Optional ESPs; for systems with limited CPU and GPU capability use only the Start Game added version of this plugin.
Move either Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp or Xepha's Dynamic Weather - Sandstorms.esp to Optional ESPs.
When running LOOT make sure that the Green tint remover plugin is very close to last.
DC Moods
- Author: MonsterMonkey
- Version: v2.1
- Notes: Better wasteland lighting and sky for more consistent and realistic mood
- Installation: Get the DC Moods 2-1,Point Lookout Moods 1-1, and The Pitt Moods files and install with MO.
EMODs_Nightsky_Version2
- Author: EMOD
- Version: v2
- Fallout NV Equivalent: none, but this can likely be used with Fallout NV
- Notes: Higher resolution night sky than that provided by Enhanced Weather.
Size Variable HD Moon Cycle Textures
- Author: NickKen
- Version: v1.0
- Fallout NV Equivalent: none, but this can likely be used with Fallout NV
- Notes: This mod changes the apparent moon size during the moon cycle, and has higher resolution textures than the moons in Enhanced Weather. The author suggests using krzymar Moon Size Tweak with this mod.
krzymar Moon Size Tweak
- Author: krzymar
- Version: v0.2.0
- Fallout NV Equivalent: This mod also works in Fallout NV.
- Notes: Tiny optional mod that sets the iMasserSize game setting which controls moon size; the parameter change can also easily be added manually to a patch file, or this mod can be merged with the xEdit Merge script. If a different moon size is desired at all, 120% is recommended.
- Installation: After installation double click on mod in the left pane of MO and select Optional ESPs tab. Move all plugins except the plugin with preferred moon size to Optional ESPs.
Location, Location, Location
As Karnak the Magnificent (yes, the people in Fallout 3 would remember him) would say, this is an answer to the question "What are the three most important factors in determining house value". In this guide it denotes the section for mods that provide improvents to places in the game that add to immersion, including towns, cities, and buildings.
Another Interior Mod
- Author: Wastelandloner
- Version: v1
- Notes: Adds interior structure to multiple buildings in the Capitol wasteland inicluding the Kentbury homes east of the Bethesda ruins.
- Installation: After installation remove the Vid Shop which overlays a room from n the Shadow of the Swamp. To do so:
Open xEdit, select only this mod, and click [OK].
For this plugin expand Cell, then Block 9. Remove sub-block 2.
Now expand Worldspace, 0000003C, 00002DB4, and Persistent. Remove FormID xx0208F6 where xx is the plugin index of this mod.
Exit xEdit, saving this mod.
Arlington House Restoration
- Author: dSinuev2
- Version1.1
- Notes: This mod changes the Arlington House interior and exterior to more closely match the actual house. The 1.1 version changes the interiors, so if version 1.0 was used previously make a clean save (save the game, remove this mod, make a save without the mod, then install the new version). There is a small conflict with Flora Overhaul (a ghost tree in front)
Auto Gates
- Author: WillieSea
- Version: v1.3
- Notes: This mod automatically opens and closes the gates at Megaton, Paradise Falls, Rivet City, Citadel and both Little Lamplight Gates and the Tenpenny Tower.
Baileys Crossing Metro Opened
- Author: chucksteel
- Version: v1.0
- Notes: This mod opens the Metro Station at Bailey's Crossroads so it can be used, instead of a building door, to enter the Operation Anchorage area.
- Installation: Get the main file and install with MO.
Bau Pet Supplies
- Author: Jokerine
- Version: v1.00
- Notes: This mod adds a Pet Store in the Dupont East region.
- Installation: Get the main file, and the optional file if a lower difficulty lock is desired. Iinstall the main file with MO, and if the optional ESP is used install it using Merge so it replaces the original ESP.
Better Rivet City Church
- Author: me i guess
- Version: v1.0
- Notes: This mod improves the Rivet City Church, and adds high res clothing for the priest.
Big Town Overhaul
- Author: MizunoTakarai
- Version: vlatest
- Notes: This mod merges some Big Town mods and adds new resources, fixing some bugs in Big Town and making it more like a place where people live. The High resolution textures affect very few items so this should not cause VRAM problems for any systems. This mod is included but only as an option and not recommended because it added many navmesh problems when it expanded the town boundaries as well as some other problems it introduces. Many of these issues still remain and affect other mods. As pointed out by thommaal, there is a conflict between this mod and The Crimson Caravan v1_3. A solution is available in the notes for that mod. There are no fixes, however, for the other problems listed by krclark in this post.
- Installation: Get only the Optional - Gang Store optional file and install it; the main file is not needed.
Boulevard of Broken Dreams
- Author: bethjunkie
- Version: v1.0
- Notes: This mod improves Pilgrims Landing in Point Lookout by adding additional vendors. The Wasteland Patch Collection includes a patch to make the added food items compatible with FWE.
Canterbury Commons Interiors
- Author: Ripple
- Version: v1.3
- Notes: Small overhaul that adds interiors and some NPCs to three Canterbury Commons buildings.
DCInteriors Project
- Author: chucksteel
- Version: v2.9.1
- Requirements: Marts Mutant Mod - RC 62 if the optional MMM patch is used
- Fallout NV Equivalent: NVInteriors Project, an equivalent mod by the same author.
- Installation: Get DCInteriors_combo Edition Total Merge-5573-1-9-1.7z and install with MO. If the optional Marts Mutant Mod - RC 62 mod is used, also download and install with MO the MMM_DCinteriors Patch.
This mod adds many new interiors to the game for exploration and looting. Fits perfectly into the game world.
DCInteriors A Room With A View
- Author: chucksteel
- Version: v1.0
- Requirements: DC Interiors Project
- Notes: Adds a new player home to Rivet City with great views of the Capitol Wasteland, and a quest to be able to use the room. If the Those quest has been completed or if the DC Interiors Drunken Gnomes Quest has been started this mod will not work properly.
The mod makes small changes to the Megaton and Tenpenny player homes which currently make them incompatible with FWE bobblehead changes. Until a patch is available, make sure that DCInt_ARoomWithAView.esp is loaded before FO3 Wanderers Edition - Main File.esp to preserve the functionality of the Bobblehead displays in the two homes. This will eliminate Gnome storage in these two homes. The LOOT userlist rules referenced at the end of this guide include this rule addition.
- Fallout NV Equivalent: NV InteriorsProject A Room With A View, an equivalent mod by the same author.
DCRWAV-FWE Patch
- Author: Korinel
- Version: v1.00
- Requirements: DC Interiors Project, DCInteriors A Room With A View, FWE - FO3 Wanderers Edition
- Notes: Provides a compatibility fix for the scripts on the bobblehead stands in the two vanilla FO3 player houses in Megaton and Tenpenny Suites, and allows the player home in DCInteriors A Room With A View to work nicely with them. It should be installed if the 3 required mods are used.
DCworld21 - Monticello Park
- Author: SuBNeRoCL
- Version: v1.1
- Notes: Adds Monticello Park, a cut worldspace located west of Mason District. As part of this addition some existing buildings were moved, notably the Arlington library.
Metro Carriage Interiors
- Author: Wastelandloner
- Version: v2.5
- Notes: This mod adds interiors and loot to Metro Cars and some Monorail cars.
- Installation: Install the main file with MO.
change the following folder name to \textures\Water: \Textures\Metro Textures
Museum Halls of Today
- Author: Wastelandloner
- Version: v2
- Notes: This mod adds four new interior cells in the Museum of Technology Halls of Today wing.
Fort Independence Redesigned
- Author: angelenesdreams
- Version: v1.1
- Notes: This mod improves the Outcasts HQ to make it look it is actually in use.
Megaton Clinic Reorganised
- Author: pitabox987
- Version: v1.1
- Notes: This mod makes small improvements to the clinic and makes movement more efficient.
Museum of History Expanded
- Author: pitabox987, vegaswanderer
- Version: v3.0
- Notes: This mod expands the chop shop and parts of the Underworld.
- Installation: Install the main file and the optional Museum of Technology Generator Room
Point Lookout Reborn
- Author: Jcro25
- Version: v2.4
- Notes: Point Lookout is the spookiest location in the game.This mod adds locations, content, and short quests to Point Lookout, and along with In the Shadow of the Swamp makes Point Lookout much more immersive. Fortunately The Wasteland Patch Collection provides a patch to make these two mods compatible. One additional change is still needed for compatibility with In the Shadow of the Swamp. The patch for this is included in CPD_General_Patch from here. Alternatively xEdit can be used with the mod's plugin to remove the records it adds to Activator records xx004269 and xx00426a (where xx = Point Lookout DLC esm).(Thanks to user NFDan96 for this change)
- Installation: Get the main file and install with MO.
Potomac Steamworks
- Author: TheSpiritofNewReno
- Version: v1.0
- Notes: This mod restores some cut content and adds new content for the Potomac Steamworks near Anacostia Crossing
Rockopolis Rebuilt
- Author: Jokerine
- Version: v1.0
- Notes: This mod adds a small expansion to Rockopolis so it doesn't seem as insignificant.
- Installation: Get only the Rockopolis Rebuilt 1_1 optional file and install it; the main file is not needed.
Riverside Cafe - The Silver Swan
- Author: TheSpiritofNewReno
- Version: v1.0
- Notes: This mod adds a small cafe across the Potomac river from Dukov's Place
- Installation: Get main file and install it; then get the update and use [Merge] in MO to add the update to the mod in MO. Double click the mod in the left pane of MO, select Optional ESPs, and move RiversideCafe.esp to Optional ESPs.
Open the mod Information window and on the Filetree tab rename "Sound/Voice/RiversideCafe.esp" to "Sound/Voice/RiversideCafe.esm" so the voices work.
- Author: SomeChump
- Version: v1.0
- Notes: Adds the house seen in the teaser trailer, (skeleton on couch watching TV)
Thanks to GamerPoets video for recommending this
Temple of The Union Overhaul
- Author: Theo Clarke
- Version: v1.0
- Notes: The Temple of the Union always seemed disappointingly small given its role in the game. This mod adds some items and furniture so it seems more realistic.
- Installation: Install the mod with MO.
Right click the mod and select Open in Explorer. Add a new folder textures, and move the freedomrifle folder into the textures folder. Close the explorer window.
Washington Monument BoS Outpost
- Author: Urge
- Version: v1.0
- Notes: This mod adds some items and furniture so the BoS Outpost in the Washington Monument will seem more realistic.
Plants & Stuff
Chernobyl, only a few decades removed from the second biggest nuclear meltdown in history, is completely covered in vegetation, radioactive vegetation, but still covered in the stuff. The point being that nuclear war would allow for plants to just cover the wasteland and make the world feel much less empty and devoid of life. Hopefully this section can address that problem.
Flora Overhaul
- Author: vurt
- Version: v1.5
- Fallout NV Equivalent: Flora Overhaul, an equivalent mod by the same author.
- Notes: Version 1.5 changes only the Forested edition.
- Installation: The preferred options are the Forested or Dead versions, but the Total Devastation and especially the Lite versions have much less effect on performance. The Dead version has less impact on performance than the Forested version.
Install the main file version of choice normally.
Of course, this is the best floral mod for FO3. Did you expect anything less from Vurt?
Environment Improvements
Raider Grafitti Re-done
- Author: macintroll
- Version: v0.1
Improved LOD Noise Texture
- Author: Cyberlazy
- Version: v1.00
- Fallout NV Equivalent: Improved LOD Noise Texture, the same noise texture also works in Fallout NV.
This is one of those mods that you did not know you needed until you had it and now you cannot play without it.
C93 - Distant LOD Rock Fix for NMCs Texture Pack
Only if not using FO3LODGen
- Author: Cag93
- Version: v1
- Requirements: NMCs_Texture_Pack_for_FO3
- Notes: If FO3LODGen is used to generate LOD then this mod should not be used.
This makes the distant rocks darker to better match the rock textures in the NMC texture pack.
Laurens Bathroom Poetry
- Author: lauren_dr
- Version: v1
- Fallout NV Equivalent: Laurens Bathroom Poetry, a port of this FO3 mod to FNV
Some say this will be the highest form of art in the future. Others say ehhh...
Ultimate resolution landscape LODs and generator tes4ll
- Author: Gruftikus
- Version: v5.14
- Fallout NV Equivalent: Ultimate resolution landscape LODs and generator tes4ll
- Notes: This is the FO3 version of a Work in Progress landscape LOD generator including premade meshes and textures. As mentioned by user Turkeys, there is more information on using this mod on the Fallout NV Nexus mod page, the Mod Organizer Oblivion guide on STEP, and in the STEP discussion thread for Landscape LOD Generator tess4ll and MO.
- Installation: For now the installation instructions will only cover using the premade meshes and textures. Download the Meshes file, one of the two color map files, and one of the two Normalmaps files. Install with MO.
People and Mutants
"Looking good, Billy Ray."
"Feeling Good, Louis" Sorry to change up the movie references, but it works. The vanilla bodies in Bethesda games tend to be weird and ugly. Lucky for us some excellent modders have made much better bodies to conquer the wasteland with. Exeter not only offers a version of the Type3 female body by Dimon99, but also redid all the meshes for female outfits. On the other side Nivea has taken over Robert's Males body replacer, so all the bases are covered for just about every character.
Note that this guide, and most other guides on the STEP site, doesn't provide recommendations on mods/mod configurations that are NSFW, such as non-underwear male body replacers or Type 3 female body replacers, or information on the compatibility between the mods in the guide and NSFW mods/mod configurations. There is, of course, a lot of information on this available at other sites.
Body mods
Fallout 3 Redesigned - Formerly Project Beauty HD
- Author: Dracomies and SpaceOden
- Version: v2.74.2
- Notes: The Fallout 3 version is primarily the older Project Beauty mod, with some recent additions. Both the Fallout 3 and Fallout NV mods are still under development. If MMM and/or EVE is used, one of the recent Blackened plugins will be used to provide compatibility for this mod, otherwise the older FOIP - Project Beauty and FWE plugin should be used.
- Fallout NV Equivalent: New Vegas Redesigned 3, enhanced FNV mod from FO3 mod
- Installation: Download the FO3 Redesigned HD main file. Click the normal install icon in MO and select this mod. Select Manual and untick the three plugins, untick the ""Compatibility folder, and click OK to install the mod.
After installation: Move the Project Beauty.esm plugin from the Optional Merged Version to the main window.
If the Fallout Character Overhaul mod is used the Fallout Character Overhaul NPCs Patch file must also be downloaded and loaded. Note that using both Fallout 3 Redesigned and Fallout Character Overhaul may cause problems.
This mod changes the heads of NPCs to provide a more natural appearance; it doesn't affect the bodies.
Fallout Character Overhaul - Races
- Author: Drumber
- Version: v2.0
- Notes: This FO3 version currently provides only the edits to Races; the NPC edits are in a different mod (see below). Compatibility with Fallout 3 Redesigned is still experimental and requires using the Fallout Character Overhaul NPCs Patch in Fallout 3 Redesigned. This mod, and the next FCO mod, are included only for those who want the improved NPC faces from FCO and are willing to experiment with patch editing in xEdit to make this work. Most users will want to wait until the non-beta release of the two FCO mods.
- Fallout NV Equivalent: Fallout Character Overhaul, the FO3 version is a recent port of the FNV mod.
- Requirements: Fallout 3 Redesigned
The FNV version is a great character edit of just about every NPC in game. Amazing amount of time and dedication went into this mod. Once Version 3.0 of the FNV version is available the Fallout 3 version will likely also be usable.
Fallout Character Overhaul - NPC Edits GOTY
- Author: Drumber and DarkSoulDuck
- Version: v.4
- Notes: This FO3 version provides edits for the FO3 vanilla and DLC NPCs. Compatibility with Fallout 3 Redesigned is still experimental and requires using the Fallout Character Overhaul NPCs Patch in Fallout 3 Redesigned. This mod, and the previous FCO mod, are included only for those who want to test and evaluate the improved NPC faces from FCO and are willing to experiment with patch editing in xEdit and other mod problems to make this work. Most users will want to wait until the non-beta release of the two FCO mods.
- Fallout NV Equivalent: Fallout Character Overhaul, the FO3 version is a recent port of the FNV mod.
- Requirements: Fallout 3 Redesigned, Fallout Character Overhaul - Races
LiL - An Eye Improvement Mod
- Author: EmeraldReign
- Version: v0.3
Amazing eyes retextures, works great with Fallout 3 Redesigned.
Whiter Teeth
- Author: Luchaire
- Version: v1.0
- Fallout NV Equivalent: Whitened Teeth, similar FNV mod by different author inspired by this FO3 mod.
Type 3 Underwear Replacer
- Author: Exeter
- Version: v1.0
- Fallout NV Equivalent: Type3 Body and Armor replacer, related FNV mod by same author that also includes clothing with the body replacer.
- Version: v3.51
- Notes: Type 3 female body replacer with underwear ; this is the same body used in the Fear and Loathing in New Vegas guide for Fallout NV. The [#DIMONIZED TYPE3 female body|DIMONIZED TYPE3 female body] mod listed next also includes a body replacer, but this guide uses only the textures and not the body replacer from that mod since the body replacer is NSFW.
DIMONIZED TYPE3 female body
- Author: Dimon99
- Version: v3.51
- Notes: Users with 1GB VRAM or less might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt. If doing so make sure that any uncompressed textures remain uncompressed in either R8G8B8 or R5G6B5 format (vs. being converted to a DirectX compressed format).
- Fallout NV Equivalent: DIMONIZED Type3 Body Official Release, Dimon99's FO3 body ported to FNV.
- Installation: Only the body textures and clothing from this mod are being used since Exeter's body mod doesn't include them.
Download only TYPE3_V2_TEXTURE_pack", TYPE3RAIDERTEXTURESfull, and ADDON TYPE3clothesV3 Install TYPE3_V2_TEXTURE_pack" with MO, using the TYPE3 V2 TEXTURES folder as the Data folder. Install TYPE3RAIDERTEXTURESfull with MO, choosing either the RAIDER TRIBAL TATTOOS or RAIDER PHOENIX BODY PAINT folder as the Data folder, [Merge] this with the previous file. Install -ADDON TYPE3clothesV3 with MO, using [Merge] with the previous file.
Female body textures, including raider tattoos, and clothing from the one of the best body replacer mod creators.
Male Body Replacers
There are two major male body replacer mods for Fallout 3, Roberts and Breeze's. The Fear and Loathing in New Vegas guide uses the Roberts body, and most Fallout 3 users should also be able to use the Fallout 3 version of this body replacer. Users have reported problems with both of the male body replacers. There are many reports of periodic or persistent black rectangles on some NPCs; I've had problems with Moriarty's body myself. There are a few reports of problems at the junction of the male head and body. There are generally fewer reported problems with the Roberts body, but some users have more success with Breeze's body. Breeze's body replacer is also included since it may work better for some users. The male clothes and armor in this guide should work with either male body; Breeze's Males (version 1.4 or higher) should be compatible with Robert's body RFM3.2 (the one used in this guide).
Use of the two alternative male body replacers below. Both are labeled as Core since one of the two should be used for compatibility with the male clothing and armor in this guide.
Roberts Male Body
- Author: Sickleyield
- Version: v2.0
- Fallout NV Equivalent: Roberts Male Body, an equivalent mod with the same body by the same author.
- Notes: If black bars are showing on male bodies in game, check in MO that no mod other than the Bornagain armor mods, Ghouls Hires retexture',KDS Feral Ghoul Retextures High Resolution, or Wasteland Scout for Type3 and BFM overwrite Roberts Males.
- Installation: Get the RMF32, Armor Quick Fix, and Lucas Simms Armor Fix.
Install the main file, then install the 2 patches on top of the main file selecting [Merge], not [Replace].
The rest of these instructions will install a male body with underwear.
Right click the mod in the left pane of MO, select Open in Explorer, and open the Data\meshes\characters\_male\ folder.
Delete the existing upperbody.nif file.
The file includes six body type options, plus some variants, including the default "malebase".
Choose a body style (base, biker, marathoner, muscular, runner, or emaciated) then:
Open the subfolder for the selected male body type.
Copy "upperbody2.nif" to the Data\meshes\characters\_male\ folder.
Note that "upperbody3.nif", or (when present) uppderbody4.nif have different underwear styles and can alternately be chosen.
Change the name of the file that was just copied to "upperbody.nif".
Close the Explorer window.
If an African character is used, then double click the mod in the left pane of MO and open meshes. Hide lefthandpipboyglove.nif and lefthandpipboyglove1st.nif. Otherwise the left hand might be displayed as white.
Robert's Males is the best male body made for Fallout games. Too bad he never finished his Skyrim body replacer.
Breezes FO3 Males
- Author: Breeze58200
- Version: v1.6d
- Requirements: Marts Mutant Mod - RC 62 if the optional MMM raider textures are desired
- Fallout NV Equivalent: Breezes New Vegas Males, ported from FO3 to FNV
- Notes: This Breeze mod provides a male body and a few additional armor and clothing pieces compatible with the Breeze's and Roberts (RFM32) male body replacers; the optional armor and clothing is added later in this guide.
If MMM is being used, MMM should be installed prior to installing this mod since additional MMM Raider textures will be installed if MMM is detected.
- Installation:
Download the bzFO3MalesV1dot6d and bzsyArmorFixesV2dot2 main files and, if desired, the 'bzsyArmorFixLingerieV1dot0 optional file.
![Warning-Logo.png](/wiki/images/thumb/8/8e/Warning-Logo.png/35px-Warning-Logo.png)
WARNING
Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.FOMOD Instructions bzFO3MalesV1dot6d |
Install bzsyArmorFixesV2dot2' with MO; the external FOMM installer will be used by MO for this.
If the optional bzsyArmorFixLingerieV1dot0 fix is used install it using MO, and [Merge] it with the main file containing the male body replacer.
Double click the mod in the left pane of MO and select the Optional ESPs tab. Move the plugin to the Optional ESPs tab; it isn't needed (as pointed out by hishutup).
Creatures
K9 Breeds - Random dog breeds for Fallout 3
- Author: hikky71
- Version: v1.1
- Notes: Randomizes the appearance for nearly all dogs (except Dogmeat) so there are 40 variants of how dogs look in the game.
- Installation: Get the main file and install with MO.
Now all dogs won't be exactly the same!
Its a Dogs World - Dog Texture Overhaul
- Author: Nivea
- Version: v1.0
- Notes: Provides higher resolution textures for the normal dog in Fallout 3.
- Fallout NV Equivalent: Its a Dogs World - Dog Texture Overhaul, FNV mod is the same as the FO3 mod
- Installation: Select one of the three main files and install with MO; the DogsWorldTextureOverhaulFO3_Optimized_V1_0 version is recommended.
Man's best friend will look better
Brahmin Variant Redux - Fallout 3
- Author: Latexschlampe
- Version: v2.4
- Notes: Randomizes the healthiness of and horns on Brahmins.
- Fallout NV Equivalent: Brahmin Variant Redux, FNV mod was ported to FO3 by same author
Ghouls Hires retexture
- Author: Macintroll
- Version: v1.3
- Requirements: Type 3 female body and Breeze's or Roberts male body
- Fallout NV Equivalent: Ghouls Hires retexture, equivalent FNV mod to FO3 mod
- Installation: Get ONLY the Ghoul retexture for Breeze Male Body replacer optional file. The main file is not needed.
Great little retexture of the Ghouls. Shout out to Brainfever for suggesting this mod.
Hi-Res Harold
- Author: Daggoth
- Version: v1.0
- Notes: Replaces Harold and his heart with much higher resolution version (2Kx2K) for systems with sufficient VRAM
KDS Feral Ghoul Retextures High Resolution
- Author: KDStudios
- Version: v1.0
- Installation: Get the 2048 resolution version and install with MO.
The Ghouls will now look much more like rotting, radiation ridden zombies, and that is a good thing.
Vandr HD Creatures
- Author: Vandrerer
- Version: v1.0
- Notes: Replaces many of the creatures with much higher resolution versions for systems with sufficient VRAM; overwrites creatures from Hirezd.
The Creatures will now look even more menacing.
FAWKES Re-texture HiRes
- Author: macintroll
- Version: v0.1
- Notes: Replaces the textures for the Fawkes NPC and clothing with much higher resolution versions, for systems with sufficient VRAM.
mr Handy Retexture
- Author: d7
- Version: v1
- Notes: Includes new meshes and retextures for mister Handy and mister Gutsy robots.
- Installation: Download and install the main file or optional ROBCO file. The ROBCO version uses a plugin while the standard version does not need one.
Swampfolk Backwater Retexture
- Author: DeathclawAlpha
- Version: v1
- Notes: Replaces the Point Lookout DLC creatures with much higher resolution versions for systems with sufficient VRAM.
The Swamp Creatures will now also look much more menacing.
Glowing Ghouls - FO3
- Author: Unlived_Cheetah
- Version: v1.1
- Requirements: Marts Mutant Mod - RC 62 if the optional MMM file is used
- Notes: Adds a glow (light source) to the Glowing One ghouls.
- Fallout NV Equivalent: Glowing Ghouls, similar FNV mod by a different author
- Installation: Get the Glowing Ghouls - FO3 main file (if the optional MMM mod is used get Glowing Ghouls - MMM Version instead) and install with MO.
The Glowing One ghouls will now actually glow!
Feral Ghouls - Biohazard - Fallout 3 Edition
- Author: DeathclawAlpha
- Version: v1
- Notes: Adds higher resolution retexture of ghouls from 2 DLCs
- Fallout NV Equivalent: Feral Ghouls - Biohazard Retexture, similar FNV mod by a different author
- Installation: Get the 2 optional files and install them with MO
If you'll be my bodyguard...
...I can be your long lost pal. The wasteland can be a lonely hellhole that leads you to soul crushing depression and complete shellshock. It is probably better if you partner up and spread the misery with a friend. Also, in this section are mods that cover the other NPCs in game until more companions are added so a new section makes sense.
The guide authors haven't used any companion mods myself so some suggestions here would be useful. Too often when using companions, the companion(s) rush ahead inappropriately into combat, and protecting the companions becomes the primary task. The companion-like entity from the second Puce Moose quest mod (slight hint) doesn't do this and is thus sometimes preferred.
Three popular companion mods are listed below as optional mods.
Ties that Bind - a narrative companion mod
- Author: TheFourWing
- Version: v2.5final
- Notes: Adds a companion Amanda. A lot of the interaction is near the beginning of the game so it's best to be in the very early part of the when this is installed. This mode disables the Alternate Start option in FWE - FO3 Wanderers Edition, so if this mod is used Alternate Start is not available.
- Installation: Get the main file and 2 updates and, if desired, the Alternate Appearance file. Install the main file with MO and install the rest of the files using [Merge]. Make sure that the corresponding JIP Companions Command and Control plugin is activated when using this.
Brisa Almodovar
- Author: RickerHK
- Version: 1.30
- Requirements: FOSE, all DLCs
- Notes: Adds a companion Brisa Almodovar.
- Installation: Get the main file and update file. Install the main file with MO and install the update using [Merge]. Make sure that the corresponding JIP Companions Command and Control plugin is activated when using this.
RobCo Certified
- Author: Talkie Toaster
- Version: v2.5final
- Requirements: FOSE
- Notes: Popular mod that allows using robots as companions as well as repairing and improving robots. There are some issues with this mod especially with the Zeta DLC; workarounds are available. The Companion Core.esm plugin makes a significant change to reduce the audio levels of equip/unequip sounds for armor. To remove this changes see this forum thread by BugsBugme for details.
- Fallout NV Equivalent: RobCo Certified - New Vegas, port of FO3 mod to FNV with some expansion
- Installation: Get the main file and the optional RobCo Certified v2 Patch Pack.
If desired get the optional CuteUnits Side Mod and/or the RobCo Certified Mechanists Edition v2-01 files (these two options are reported to have some issues and might cause problems if used). Install the main file with MO. Install the selected optional files with MO using [Merge] to keep these in one file.
After installation, double click the mod in the left pane of MO and select the Optional ESPs tab. Move RobCo Certified v2 Omnipatch.esp, RobCo Certified v2 EVE.esp, RobCo Certified v2 Impervious FWE.esp, and RobCo Certified v2 Impervious.esp to Optional ESPs'; this version of RobCo Certified v2 Omnipatch.esp and RobCo Certified v2 EVE.esp can be deleted if desired since they will never be used. If EVE is used, move RobCo Certified v2 Zeta Addon.esp, RobCo Certified v2 Version Updater.esp, and RobCo Certified v2 FWE.esp to Optional ESPs. A newer version of the Omnipatch will be installed when the EVE mod is installed.
RobCo Certified Texture
- Author: Squirm and pintocat
- Version: v1.0
- Requirements: RobCo Certified
- Notes: This optional mod replaces the RobCo Certified textures with better quality versions.
- Installation: Get the main file. The folder path for the RobCo option is incorrect. Choosing that option will result in an empty installation. Prior to installation open the archive file with 7zip, open the Robco folder, change the name of the Creatures folder to meshes, then close the file.
Install with MO, choosing one texture style during installation. If the fomod window doesn't show up properly, click the MO Settings icon, 'Plugins tab, and select the Fomod installer. Change prefer to false, then install this mod. The fomod window should now display properly. After installation change this parameter back to true.
Poosh
Not sure you're gonna make it, but that sure is a pretty shade of red. Make sure that some of the special effects look special with this section.
Animated Fan
- Author: KiCHo666
- Version: v1.2
- Fallout NV Equivalent: Animated Fan, the FO3 mod is a port of the FNV mod .
- Installation: Install the mod, then double click it in the left pane of MO and move the plugin to Optional ESPs; it isn't needed.
Just a nice little mod that adds in something nice to a world of garbage. One thing though, where are all the power cords?
Dust Mote and Fluid Drip Effects HD
- Author: Deanoman
- Version: v1.0
- Notes: Higher resolution dust and drips.
HD Mist
- Author: Ramccoid and Adoni7
- Version: v1.0
- Fallout NV Equivalent: HD Mist, equivalent mod by same author
- Notes: Higher resolution mist than vanilla.
Ragdoll Overhaul FO3 Edition
- Author: KiCHo666
- Version: v1.1
- Fallout NV Equivalent: Ragdoll Overhaul equivalent FNV mod by same author.
- Installation: Get the Ragdoll Overhaul FO3 ULTIMATE NO COLLISION main file and install it; tsc0815 reports that the regular version causes the torso part of humanoids to not be targetable in VATS.
For a game with as much killing as Fallout, proper ragdolls are a must. Shout out to whoever suggested this originally.
Fallout3 Re-Animated
- Author: Alendor
- Version: v2.2.1
- Notes: This mod will fix many of the weird looking animations that the vanilla game has with weapon animations; it primarily includes rifle animations.
- Installation: Get the "Release v0_22" main file and the update "Idle_Revisions2_-_Fixed". Install the main file with MO, then install the update using [Merge].
Holster animations and models
- Author: Kenkuro
- Version: v1.2.0
- Notes: This mod will add animations for using holsters.
- Installation: Get the "1HM-wastelander" main file (or another main file if preferred) and the update to v1.2. Install the main file with MO, then install the update using [Merge].
HD Smoky Fire and Explosions for FO3
- Author: Deanoman
- Version: v1.0
- Notes: This mod adds retextured smoke, fire and explosion effect textures. Some resources were used from the Skyrim mod "Ultimate HD Fire Effects."
- Fallout NV Equivalents: HD Smoky Fire and Explosions, FNV follow-on mod;
Impact
- Author: mamelukturbo
- Version: v1.0
- Notes: This mod adds weapon projectile sound and visual impact effects when the projectile hits an object. It can use significant computer/GPU resources and possible performance decrease on less capable systems. It also adds resources which replace some EVE resources if EVE is used. The main plugin provides much of the benefit of the mod. To get the full functionality of the mod a manual patch is needed that include the decal record added by this mod along with the other weapon object record changes from other mods. The patch files on the Nexus page don't include all the needed record changes, and aren't recommended for use with this guide.
- Requirements: none for base mod,
- Fallout NV Equivalents: Impact, FO3 mod is port of equivalent FNV mod
- Installation: Choose the performance version desired for the main file and install with MO. If the Michael Bay version isn't used get the Water Splash Texture for Basement Dweller and Gaming Rig optional file and install with MO, using [Merge] to combine with the installed main file. When specific patches are developed so the weapons in this guide can use the impact decals from this mod, instructions for the optional patches will be provided later.
The Most Dangerous Game
Exeter's Type 3 Female Armor and Outfits
Exeter provides the largest set of armor and clothing for the Type 3 female body in the Fallout series. The mods below include a portion of these. Some of these replace vanilla armor or clothing. Many provide new clothing or armor types. Some of these new armors and clothing have unfortunately not yet been incorporated by Exeter into a plugin that adds these to the levelled lists used to equip NPCs and provide vendor inventory. These are instead available in some containers available near the beginning of the game. Some users understandably feel this breaks immersion and don't use these clothing or armor mods. One mod is included which will potentially fix this, removing the containers and adding the clothing to various inventories.
Type3 Armor Replacers
- Author: Exeter
- Version: v2.0
- Requirements: DIMONIZED TYPE3 female body
- Fallout NV Equivalent: Type3 Body and Armor Replacer an equivalent mod by the same author.
- Installation: Install the T3 armors and outfits- full release main file. Install the Charmer with stockings, FOV patch, Patch for Combat armor, Patch for v2, V2 Business suit patch update files; during install click [Merge], not [Replace] when asked.
This is the non-nude version of the armor meshes to go along with the Type 3 female body replacer. Vanilla body type is really weird looking in the Fallout series, and Type3 is the solution for females.
Point Lookout outfits for Type 3
- Author: Exeter
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body
MZ Outfits for Type3
- Author: Exeter
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body
- Installation: Get the main file and the spacesuit patch. Install the main file and then use [Merge] when installing the patch.
Pittraider replacer for Type3
- Author: Exeter
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body
Type3 Leather Armors
- Author: Exeter
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body
- Fallout NV Equivalent: New Vegas Type3 Leather Armors an expanded mod by the same author.
Type3 Businesswear
- Author: Exeter
- Version: v2.0
- Requirements: DIMONIZED TYPE3 female body
- Fallout NV Equivalent: New Vegas Tattered Business Suits for Type 3 a port of the FO3 mod by the same author.
- Installation: Get the main file and the FOV patch. Install the main file and then use [Merge] when installing the patch.
MZ Samurai and combat female armor replacers
- Author: Exeter
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body
- Installation: Get the main file and with MO; the optional file is already incorporated.
Freebooter Armor for Type3
- Author: Exeter
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body
- Fallout NV Equivalent: NVTribal Armor for Type 3 and Breeze a port of the FO3 mod by the same author.
- Installation: Get the main file and the update file. Install the main file and then use [Merge] when installing the update file.
Neck Seam Concealer Chains
- Author: Exeter
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body
- Notes: Optional mod with chains to conceal neck seams for both male and female bodies
- Fallout NV Equivalent: Neck Seam Concealer Necklaces and Chains; updated version of the FNV mod that was ported to FO3
Additional Exeter Armor
The optional Type 3 clothing and armor from these mods is a bit more revealing than those in the previous Exeter mods
Raider Armor for Type3
- Author: Exeter
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body
- Installation: Get the main file and the 3 optional files. Install the main file and then use [Merge] when installing the optional files.
Type3 Tribal female replacer
- Author: Exeter
- Version: vLatest
- Requirements: DIMONIZED TYPE3 female body
- Installation: Get the main file and the optional file. Install the main file and then use [Merge] when installing the optional file.
Blackrock Shooter for Type3
- Author: Exeter
- Version: v1.2
- Requirements: DIMONIZED TYPE3 female body
- Fallout NV Equivalent: Blackrock Shooter- NV Style for Type 3 a port of the FO3 mod by the same author.
- Installation: Get the Alternative Blackrock Outfits main file and the FOV patch update file. Install the main file and then use [Merge] when installing the patch file.
Trooper Outfits for Type3
- Author: Exeter
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body
- Fallout NV Equivalent: Desert Militia Outfits for Type 3 a port of the FO3 mod by the same author.
- Installation: Get the main file and the FOV patch update file. Install the main file and then use [Merge] when installing the patch file.
Refugee clothing for Type3
- Author: Exeter
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body
- Fallout NV Equivalent: Refugee Outfits for Type 3 a port of the FO3 mod by the same author.
- Installation: Get the main file and the FOV patch update file. Install the main file and then use [Merge] when installing the patch file.
Madlax outfits for Type3
- Author: Exeter
- Version: v1.6
- Requirements: DIMONIZED TYPE3 female body
- Installation: Get the main file and the FOV patch update file. Install the main file and then use [Merge] when installing the patch file.
Other Clothing and Light or Medium Armor
Breezes FO3 Males Optional Clothing
- Author: Breeze58200
- Version: v1.6d
- Requirements: Male body replacer compatible with Breeze (1.4+) or Roberts (RMF32) male body
- Notes: This mod also includes a body replacer (Breeze's) which is already included in the guide as an option. This entry is for three separate additional clothing files that are compatible with the Roberts (RFM32) or Breeze's 1.6d males body replacer being used.
- Installation: Download the bzsyArmorFixesPointLookoutV1dot0 and one or both of the optional files: bzFatiguesV1dot0 and bzJocksV1dot0.
Install the Point Lookout armor file and any optional files using MO. Note that the Point Lookout armor replaces vanilla armor and does not overwrite any armor from mods in this guide.
Headwraps Galore
- Author: CelticGirl
- Version: v1.2
- Notes: This mod adds 6 different headwraps to Raider's inventory. It includes 20 different headwraps whcih can be used to replace any of the 6 default headwraps.
- Installation: Get the main file and install with MO.
After installation if an alternate headwrap is desired open one of the folders in the Headwrap Catalof\More Headwraps folder and copy the contents of the desired default headwrap folder into one of the six default headwrap folders in the textures\HeadwrapsGalore folder.
Wasteland Scout for Type3 and BFM
- Author: Exeter
- Version: v2.0
- Requirements: DIMONIZED TYPE3 female body, and Breeze or Roberts male body
- Fallout NV Equivalent: NVScout Outfits for Type3 and Breeze a port of the FO3 mod by the same author.
- Installation: Get the main file and 2 update file. Install the main file and then use [Merge] when installing the update files.
Wasteland Scout outfits for Type 3 female body and Breeze (or Roberts RFM32) male body.
Exeter Type 3 Armor Fix
- Author: safakdilbaz
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body, Type3 armors and outfits, T3 Madlax Outfits, Type3 and BFM Scout outfits, Trooper Outfits for Type3, Refugee clothing for Type3, Blackrock Shooter for Type3, Point Lookout Outfits for Type 3, Type3 Leather Armors, Type3 Businesswear, Merc Adventurer Armor, Neck Seam Concealer Chains, and Freebooter armor for Type 3.
- Notes: This mod provides a beta patch plugin which removes the containers with Exeter clothing and adds the clothing to levelled lists and vendor inventory. This fixes the gameplay problem of a container in Springvale with high level Exeter armor. IIn addition, if this plugin is used the clothing and armor mods listed in the Requirements row above need to be installed. Note that any associated plugins for these mods should be moved to Optional ESPs for each of the related mods.
- Installation: Download the main file, install in MO below (higher priority) all of the associated clothing and armor mods mentioned above.
Merc Adventurer Armor
- Author:d_ivanov
- Version: v1.0
- Requirements: DIMONIZED TYPE3 female body, and Breeze or Roberts male body
- Installation: Install main file with MO. Plugins for English and Russian are included, so hide the plugin that isn't being used.
Adds male and female Merc Adventurer Armor to the inventory of several merchants.
Realistic Radiation Suits FO3
- Author:Chrispm84
- Version: v1.0
- Fallout NV Equivalent: Real Radiation Suits
- Notes: Changes the radiation suits to provide greated maximum protection, with decreasing protection as the suit condition decreases.
- Installation: Install main file with MO. In the FOMOD choose only the radiation suiit, unless for some reason the other two options seem interesting.
Wasteland clothing Hires retexture
- Author: Macintroll
- Version: v1.3A
- Requirements: DIMONIZED TYPE3 female body, and Breeze or Roberts male body
- Notes: Scratch-made clothing to replace FO3 and FNV vanilla clothing.
- Fallout NV Equivalent: Wasteland clothing Hires retexture, same mod for FO3 and FNV
- Installation: Download the main file. Install with MO.
When installing do not install the following FNV-only file(s) and/or folder(s):
textures\clothes
textures\effects
textures\nv*
textures\armor\1950stylesuit
textures\armor\arcadesdoctor
textures\armor\boomers
textures\armor\bosscribe\outfitf0*.dds(or else use as an alternative to outfitf.dds)
textures\armor\bosscribe\outfitm0*.dds(or else use as an alternative to outfitm.dds)
textures\armor\cass
textures\armor\greatkhans
textures\armor\hooverdamjumpsuit
textures\armor\lucassimms\outfitmNCR.dds (or else use it as an alternative to outfitm.dds)
textures\armor\memphiskid
textures\armor\metalarmormkii
textures\armor\petrochicojumpsuit (or else use the contents as an alternative to \dlcanch\armor\armyjumpsuit\outfitf.dds and outfitm.dds)
textures\armor\powdergang
textures\armor\preordvault
textures\armor\rangerarmor
textures\armor\repconjumpsuit (or else use the contents as an alternative to those in \dlcanch\armor\armyjumpsuit\)
textures\armor\vaulthelmet
textures\armor\vivavegas
textures\armor\wastelandclothing02\._outfitm.psd
textures\armor\wastelandclothing03\._outfitm.psd
meshes\armor\powdergang
meshes\armor\headgear\boomerhat03.nif
meshes\armor\headgear\vaultsecurityhelmet\m\vaultsecurityhelmet_skinned.nif
meshes\armor\metalarmor\m\oufitm - Copy.nif
meshes\armor\vaultscientist\._f
HR Armored Vault 101 Jumpsuit
- Author: Ellise
- Version: v1.0
- Notes: Higher resolution Vault 101 clothing
- Installation: Get one of the two main files (HR Armored Vault 101 Jumpsuit_2k is recommended) and install with MO.
Fixed Wasteland Scout Hat
- Author: Stygs
- Version: v1.0
- Notes: This small mod fixes the Fallout 3 Wasteland Scout Hat models in the game. The current mod version does not add them to inventories so the console must be used to get the hats.
- Installation: Install the mod and then use the following console commands to equip the hat:
player.agerace -3 (or use children race mod) player.additem 00074952 player.equipitem 00074952
Power Armor
Enclave DX
- Author: weijiesen
- Version: v1.0
- Notes: This include 4kx4k textures. Users with 1GB VRAM or less using this mod might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt, and those with more VRAM might want to reduce these to a maximum 2Kx2K. If the Enclave Power Armors Retextured mod is used these armors are overwritten.
- Fallout NV Equivalent: DX Series armors for NV port of FO3 mod to FNV by the same author.
- Installation: Get either the non-high res version Enclave Standard, or for high-res Enclave DX G and Enclave Pulse.
Install the desired version; if using high-res install Enclave Pulse with [Merge] on top of Enclave DX G.
Hellfire DX
- Author: weijiesen
- Version: v0.9
- Notes: This include 4kx4k textures. Users with 1GB VRAM or less using this mod might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt, and those with more VRAM might want to reduce these to a maximum 2Kx2K. If the Enclave Power Armors Retextured mod is used these armors are overwritten.
- Fallout NV Equivalent: DX Series armors for NV port of FO3 mod to FNV by the same author.
- Installation: Get Hellfire DX - Cinder install with MO.
Enclave Power Armors Retextured
- Author: d_seven aka id2301
- Version: v1
- Notes: This provides a little cleaner looking armor than the Enclave DX and Hellfire DX armors above, and is preferred by the Fallout 3 guide forum participants including Cabal (author of the Bornagain armor series)! It is used instead of these two mods for some of the power armors.
- Installation: Get the EPA and Hellfire files, install one with MO and install the other using [Merge] so they are in the same mod in MO.
You too can wear big bad Enclave power armor.
Tribal DX
- Author: weijiesen
- Version: v1.0
- Notes: Users with 1GB VRAM or less using this mod might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt.
- Fallout NV Equivalent: DX Series armors for NV port of FO3 mod to FNV by the same author.
- Installation: Get Tribal DX - 2048 res -' and install with MO.
Winterized DX
- Author: weijiesen
- Version: v0.5
- Notes: This include 4kx4k textures. Users with 1GB VRAM or less using this mod might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt, and those with more VRAM might want to reduce these to a maximum 2Kx2K.
- Fallout NV Equivalent: DX Series armors for NV port of FO3 mod to FNV by the same author.
- Installation: Get Winterized DX, NEEDED MESHES, and DX Compatibility
Install Winterized DX , then install NEEDED MESHES with [Merge] on top of Winterized DX. Then install DX Compatibility on top using [Merge] to replace the esp plugin.
Tesla Power Armor DX
- Author: weijiesen
- Version: v0.5
- Notes: This include 4kx4k textures. Users with 1GB VRAM or less using this mod might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt, and those with more VRAM might want to reduce these to a maximum 2Kx2K.
- Fallout NV Equivalent: DX Series armors for NV port of FO3 mod to FNV by the same author.
- Installation: Get the high-res Tesla Power Armor DX and Helmet bluish eyes or the normal res Tesla PA DX.
Install the desired version; if using high-res install Helmet bluish eyes with [Merge] on top of Tesla Power Armor DX.
Bornagain Combat Armor
- Author: EmeraldReign and Cabal120
- Version: v1.02
- Fallout NV Equivalent: Bornagain Combat Armor an equivalent mod by the same author.
- Installation: Lite versions: Get the "BornagainCombatArmor2048" and "BornagainAnchorageCombatArmor2048" and install separately with MO. Get the optional "BornagainGhoulCombatArmor4096" and "BornagainZetaCombatArmor4096" and install if desired; for most users without 3-4 Gb VRAM these two need to be optimized with DDSopt to reduce the texture size.
Combat armor is big, bulky, and makes soldiers look ridiculous, which is the most accurate representation of combat armor. This will just make it look more big, bulky, and ridiculous.
Bornagain FO3 T51b
- Author: CaBaL
- Version: 3.00000
- Notes: A port of a book of steel armor from FNV to FO3.
- Fallout NV Equivalent: aMidianBorn NV Book Of Water,
- Installation: Download and install the bornagain t51b power armor 4096 res (to get the meshes needed), then download the bornagain t51b power armor 2048 res optional file and install using [Merge] into the same mod so the textures from the 2048 version overwrite the 4096 ones.
More big, bulky power armor but with high quality textures.
BornAgain FO3 T51b Winterized PA Fix
- Author: Vitalsine
- Version: 1.0
- Notes: Note that this mod is not needed if the excellent Winterized DX mod is used; it is included in the guide for those few who don't use the Winterized DX mod because of it's high resolution textures. This small mod fixes a problem with the Winterized armor in the Anchorage DLC by replacing the vanilla armor with armor from the Bornagain FO3 T51b mod. An alternate fix (mentioned by panzersharkcat in the Nexus posts for this mod) is to add a patch plugin that makes a small change to the Winterized T-51b texture plugin so the glow map and environment map point to files from the bornagain mod as described here. The alternate fix avoids potential changes to the armor stats. Note, as mentioned above, that using the Winterized DX mod (vs. this fix mod) is the recommended solution.
- Installation: If the mod itself is being used, install the main file from the mod with MO. Otherwise follow the instructions to create a patch plugin, or add the changes to an existing patch plugin.
Bornagain fo3 t45d power armor
- Author: weijiesen
- Author: CaBaL
- Version: 3
- Notes: A port of a book of steel armor from FNV to FO3.
- Fallout NV Equivalent: aMidianBorn NV Book Of Water,
- Installation: Install the "bornagain fo3 t45d 4096 huge v3 fixed" main file and then install the optional bornagain fo3 t45d 2048 mid v3 using [Merge]
More big, bulky power armor but with high quality textures.
Bornagain Fo3 Outcast
- Author: weijiesen
- Author: CaBaL
- Version: 3
- Notes: A port of a book of steel armor from FNV to FO3.
- Fallout NV Equivalent: aMidianBorn NV Book Of Water
- Installation: Install the main file "Bornagain Fo3 outcast MAIN", "helmet fix", and the optional "Bornagain Fo3 outcast low res" (to reduce texture size to 2Kx2K).
During install click [Merge], not [Replace], when asked.
Yet again more big, bulky power armor but with high quality textures.
Not Quite Power Armor, but Close ...
Dragonskin Tactical Outfit
- Author: Antistar
- Version: v1.1.
- Requirements: FOSE
- Fallout NV Equivalent: Dragonskin Tactical Outfit, FNV port of this FO3 mod
- Installation: Install main file with MO, and install optional "DTO Bonus Pack v1_0_2" file using [Merge]
Armor loosely based on the real Dragon Skin body armor apparently in use today by elite troops; includes Camo package options. May be a bit overpowered, but the FWE compatibility plugin (installed later) helps reduce this.
Dark_Maggots Chinese Stealth Armor Retexture
- Author: dark_maggot
- Version: 1.2
- Notes: One of the best retextures of the Chinese Stealth armor
- Fallout NV Equivalent: DarkMaggots Chinese Stealth Armor Retextures,
- Installation: Get Dark_Maggots Stealth Armor Blue Visor Retextures armor and Dark_Maggots Stealth Armor Normals Map Fix Update 2. Install the main file then install the normals map fix 2 on top of this using [Merge].
Sneak around the Capital wasteland in style.
Do You Feel Lucky?
"Well, do you punk? America may be dead and gone, but the 2nd Amendment is alive and well in the Capital Region, so make sure that rifle is real nice and shiny when you stand your ground."
Perhaps I'm supposed to kill you with this bat! - Ernesto Escobero
"Shoot him, Ryan. Shoot him before he figures out what I'm saying" - John Clark
There are many useful weapon mods for FO3 that add more weapons, different weapon stats, higher resolution textures and models, and additional capabilities (primarily the capabilities to add mods to weapons and for weapon aiming in the first person view). Unfortunately the mods that provide one new feature like better textures and models don't always support all the additional desired weapon features. Mods in the Compatibility Patches section help with this compatibility, but in many cases choices still need to be made for which feature combinations can be included on any particular weapon. Some of the weapon mods below support the Weapon Mod kits mod and a few support the RH_Ironsights mod; these are noted in the mod requirements when relevant. Users will need to select which features (texture quality, Weapon Mod kit compatibility, RH_Ironsight compatibility, FWE weapon stats comptaibility) are important when installing the weapon mods below. There is even another option for weapon modability that isn't in the guide, namely the Book of Earache which replaces most of the vanilla weapons with versions that use a different approach than WMK for adding mods like scopes. For that reason the mods in the weapon section are not all compatible with each other.
Weapon Enhancements
These weapon enhancements can be used with vanilla weapons and by many of the weapon mods in the rest of this weapons section
eXcalibr - ammo eXpansion pack
- Author: Earache42
- Version: v2.3
- Requirements: CALIBR (installed as part of FWE - FO3 Wanderers Edition )
- Fallout NV Equivalent: CaliberX a port of the mod to FNV.
- Notes: Currently few of the weapons in the guide are configured to use the graphics from this mod. A mod will be added that allows changing the bullet graphics to use the models fron this mod.
- Installation: Get and install the "eXcalibr_Ammo_Pack_v2-3_Full_FOMOD" main file.
If the external fomod installer is used (not typically needed with MO 1.3.x) there are two Override options; do not install these. After the main mod is installed install the "Weapons patch for 20th Century Weapons" and [Merge] it with the main file. Double click the mod in the left pane of MO and move CALIBR.esm to Optional ESPs; FWE provides this plugin.
The greatest bullet graphics mod ever created.
Weapon Mod Kits
- Author: antistar
- Version: v1.1.9
- Requirements: FOSE
- Notes: WMK adds replacement models (meshes) for most of the vanilla weapons in the game. These allow using up to three weapons mods for each weapon. However, the optional WMK AA-12 Combat Shotgun replacer is particularly ugly and is not recommended for installation. There are other WMK compatible combat shotguns included in this guide that are much more realistic and better looking.
- Fallout NV Equivalent: Weapon Mods Expanded - WMX, expanded version of the FO3 mod for FNV.
- Installation: Get the Weapon Mod Kits main file, and the 5 WMK-DLC compatibility patches. Follow these installation instructions:
Install the Weapon Mod Kits file normally. Install each of the 5 WMK-DLC compatibility patches, selecting [Merge], not [Replace].
RH_IronSights - FOSE
- Author: Rogue Hallow
- Version: vbeta
- Notes: RH_IronSights replaces many of the models (meshes) for the vanilla weapons with new versions, and also adds many new weapons. All of these allow using sights to aim in a first person view. The new weapons are added to levelled lists so they can be available in loot or by vendors.
- Fallout NV Equivalent: RH IronSights - New Vegas, FO3 mod ported to FNV. Vanilla FNV includes basic Ironsight capability.
- Requirements: FOSE, FWE - FO3 Wanderers Edition (if the optional FWE bridge is used), EVE - Energy Visual Enhancements (if the optional EVE plugins are used)
- Installation: Get the merged plugin version of RH Ironsights from the Paradox Ignition page.
This version has a single merged plugin which merges all the plugins except for the compatibility plugins.
Install this with MO. Then on the original mod page get the "RH_IronSights - FO3RA Bridge" file, the 'RH_IronSights - FWE Bridge, and the RH_IronSights - WMK Bridge files (The "RH_Ironsights - EVE Bridge" optional file is not needed even if EVE is used). Install the three optional files with MO. Once it is installed, double click the mods in the left pane of MO and select the Optional ESPs tab. Move the RH_WMK_Bridge.esp plugin to Optional ESPs; only the meshes and textures from the associated optional file are needed. This plugin is replaced by an expanded plugin from RH_IronSights FWE- WMK compatible.
The 10mm pistol forces use of the specific vanilla textures rather than other textures that overwrite the vanilla textures (e.g., for this guide the Millenia textures overwrite the vanilla ones). To use the correct textures, use a fix posted by Vicky1357 on the Nexus mod page forum:
Start xEdit and select the RH_IRONSIGHT.esm plugin. Expand the plugin by clicking on the + sign, and then expand texture set" Scroll down and highlight 00025B81 1stPerson10mmPistolTexture In the right pane of xEdit, change "TX00 - Base Image / Transparency" to "Weapons\1HandPistol\1stPerson10mmPistol.dds This redirects the Ironsights master to use the texture with the highest priority in MO, which in this case is Millenia's. Remove the entries at "TX01 .." and "TX 02.." via rightclick -> Remove Close xEdit, saving the RH_IRONSIGHT.esm plugin.
RH_IronSights adds what should have been in Fallout 3 at launch, namely iron sights, or the ability to look down your weapon when aiming in first person. A basic Ironsights capability is included in Fallout New Vegas. Thanks to Satur9 for the info on the 10mm weapon texture fix.
Point Lookout - Double Barrelled shotgun fix
- Author: Feltorn Von Dentai
- Version: v2
- Notes: Makes the double barrelled shotguns found in Point Lookoout fire one shell at a time instead of both; you get two shots before you have to reload. Effects all non-modded double barrelled shotguns found in Point Lookout.
DeNerfing Colonel Autumn's Laser Pistol
- Author: GamerPoets
- Version: v1.0
- Notes: Replaces the revised pistol from Broken Steel with the original more powerful pistol from the base game.
- Installation: Download the DeNerfing Colonel Autumn's Laser Pistol' file from the Fallout 3 My Way - Resources"" mod and install
Deathclaw Gauntlet Man Opener Armor Piercing Effect Restored
- Author: CivisRomanus
- Version: v1.0
- Notes: Restores Armor Piercing effect to Deathclaw Gauntlet and Man Opener (The Pitt).
Miscellaneous New Weapons
20th Century Weapons
- Author: Einherjrar
- Version: v5.12
- Requirements: CALIBR (installed as part of FWE - FO3 Wanderers Edition)
- Notes: This mod includes replacements for a few vanilla weapons (BB gun, M61, Red Ryder BB gun, Missile Launcher) and adds a large set of additional weapons including many not included in any other Fallout 3 mod. It is labelled as optional since many users don't feel the need to add so many new weapons to the game, and because there are problems with a few of the weapons it introduces. It was previously on the Nexus, and later on Game Front, but is unfortunately no longer on either. Version 5.1 of the mod is provided in the link above, and the version 5.12 update is available on the Files tab of the same mod page. This mod includes a large set of plugins that include the word ALIVE. These plugins are intended to replace almost all of the weapons in containers and used by NPCs in the game with ones from this mod. This can cause significant balance problems so it is recommended that all the plugins that include ALIVE be eliminated during installation, alternatively they can be moved to Optional ESPs after installation.
Fortunately there are 2 mods in the Compatibility Patches section that balance this mod's weapon stats with those of other mods in this guide, so the ALIVE mods are not used or needed to distribute the weapons to vendors and NPS.
- Fallout NV Equivalent: the mod is still in development for Fallout NV; see 20th Century Weapons NV
- Installation: Select the download option on the '19th and 20th Century Weapons page to get the version 5.1 main file 20thCW_19thCW_v5_1.rar. Also download the 5.12 update file _20thCW_19thCW_v5_12.rar here, and get the Better Weapon Changing Scripts file. This plugin a plugin fixes a bug by retaining weapon condition when adding/removing scopes, silencers, etc. vs. fully repairing the weapon when doing this.
Install the main file 20thCW_19thCW_v5_1.rar with MO, unchecking Calibr.esm and all the plugin files with ALIVE in the name so these are not installed. Install the update _20thCW_19thCW_v5_12.rar with MO using Merge to replace some textures in the main file. Also install it with MO using [Merge] to put the plugin into the Mod Organizer mods folder for this mod along with the rest of the files for the mod. Then install 19th_and_20th_Century_weapon_conditions.rar with MO using Merge to add it to the mod package in MO.
Deadmano recommends removing the M18 Smoke Grenade from the base plugin and the other plugins that modify this weapon because of multiple problems.
Adds a large set of varied 20th Century Weapons.
Plasma Rifles Awesomefied
- Author: MadCat221
- Version: v2.01a
- Requirements: Weapon Mod Kits if WMK version is used
- Notes: Changes the sounds and textures for the vanilla Plasma Rifle.
- Fallout NV Equivalent: Plasma Rifles Awesomefied, FO3 mod ported to FNV.
- Installation: Install the main file with MO. The mod includes two plugins and only one should be used. After installation double click the mod in the left pane of MO and select the Optional ESPs tab. Move PlasmaRifleAwesomefied.esp to Optional esps. This leaves PlasmaRifleAwesomefiedWMK.esp to be used in the game.
This mod improves the appearance and sounds of the plasma rifle.
EVE - Energy Visual Enhancements
- Author: weijiesen
- Version: v0.99
- Notes: EVE replaces all the vanilla energy weapons with new versions, and also adds many new energy weapons. EVE's splashy graphic effects can produce fairly large transient VRAM usage spikes which can cause CTDs with less capable graphics cards, so this mod is optional. If used, make sure that the system is capable of handling the scripting and VRAM usage; this isn't likely to a problem with any modern desktop graphics card. It also requires several compatibility mods to integrate it into the wasteland in a balanced way. There are a number of small errors in the plugin that need to fixed.
- Fallout NV Equivalent: EVE - Essential Visual Enhancements , expanded version of the FO3 mod for FNV.
- Installation: Get the EVE 099 Main file and install with MO.
If RobCo Certified is used, get the ""RobCo Certified Omnipatch for Paradox EVE optional file, and install with MO.
EVE is just better at energy weapons than anything else. Many great modders contributed to the project and that means it is essential to any mod list.
FNV EVE Grenade And Mine Explosion
- Author: weijiesen, Legendary000
- Version: v1.1
- Requirements: EVE - Energy Visual Enhancements, FWE - FO3 Wanderers Edition (if the compatibility patch for this mod and FWE is used)
- Notes: Changes the grenade and frag mine visual effects to those in EVE
- Installation: Get and install the main file, then get and install the optional file using Merge
If FWE is being used then install, as a separate mod or part of this mod, the EVE Grenade - FWE Patch.esp from the FO3_Guide_test_plugins.7z file available here will be added later in the guide. This patch uses FWE values for explosions along with the EVE visual effects from this mod.
HK G3 (FWE-IronSights compatible)
- Author: FRCassoulet
- Version: v1.1.1
- Notes: Adds a new H&K G3 rifle that is balanced with FWE weapons and is compatible with RH_Ironsights. Note that this is not added to levelled lists so it is not in loot or vendor inventory, and is found in only one place.
- Installation: Download the HK G3 FWE AND IRONSIGHTS Version file and install with MO.
AKS-74U
- Author: Millenia
- Version: v1.3a
- Notes: Adds a standalone AKS-74U; the plugin provides leveled list integration.
- Fallout NV Equivalent: Weapons of the New Millenia portions of the FNV mod were ported to FO3.
Zealotlees New Weapons
These mods provide some interesting new weapons, especially the Adaptive Combat Rifle, with improved textures and more flexible gameplay. Some of the weapons can be configured to be compatible with RH_Ironsights. Some include weapon mods, but these mods are not compatible with Weapon Mod Kits.
Zealotlees ACR - Adaptive Combat Rifle
- Author: Zealotlee
- Version: v1.23
- Notes: Adds a new Combat Assault Rifle that can be modified without a workbench to switch barrel length (affects accuracy, firing rate), camouflage, and mods like a scope. The scripts in this mod may distribute more of these weapons to NPCs than desired.
- Requirements: FOSE
- Fallout NV Equivalent: ACR adaptive combat rifle, FO3 mod partially ported to FNV.
- Installation: If the mods following this aren't used follow these instructions; otherwise the related mod shown below replaces this mod so it isn't necessary to install it at all. If installing it: Get the "ACR V 1_2" main file and "ACR V 1_23" update. Install main file with MO, then install the update using [Merge]. In the left pane of MO double click the mod, select the Optional ESPs tab, and move ZL-ACR.esp to Optional ESPs.
Highly versatile rifle that can be modified for different situations
Zealotlee Adaptive Combat Rifle Script Bugfix
- Author: Zealotlee, One_eyebrow_priest
- Version: v1.25
- Requirements: FOSE, Zealotlees ACR - Adaptive Combat Rifle, FWE - FO3 Wanderers Edition.
- Notes: Fixes scripting bugs in the ZL-ACR plugin. The mod includes the full original mod plus an updated plugin, and an updated plugin for compatibility with FWE. It is not necessary to install the original ACR mod when using this mod. Zealotlee suggests using this version of the mod. The FWE compatibility plugin isn't fully compatible with the KDS Zealotlees ACR with Ironsights mod, and the FWE weapon parameters need some revisions.
KDS Zealotlees ACR with Ironsights
- Author: KDStudios
- Version: v1
- Requirements: Zealotlees ACR - Adaptive Combat Rifle, FOSE, RH_Ironsights - FOSE
- Notes: Adds Ironsights to Zealotlee's Adaptive Combat Rifle Assault Rifle, replaces plugin.
- Fallout NV Equivalent: none, but the meshes from this mod might be usable in Fallout NV.
- Installation: If following this guide, install the main file with MO. Then double click the mod in the left pane of MO, select Optional ESPs, and move ZL-ACR.esp to Optional ESPs. The meshes from this mod will be used with the plugin from the previous mod and the revised compatibility mod for ACR and FWE (see Compatibility mod section of this guide).
SVD Dragunov
- Author: Zealotlee
- Version: v1.21
- Requirements: CALIBR (installed as part of FWE - FO3 Wanderers Edition.)
- Notes: Adds a SVD Dragunov rifle to the game as well as a unique version called The People's Dragunov.
- Fallout NV Equivalent: ZL Armaments - A Wasteland Arsenal, expanded FNV mod based on FO3 mod
- Installation: Get the "SVD Dragunov 1_21 Full" main file and "CALIBR Add-On V3" option. Install main file with MO, then install the update using [Merge]. In the left pane of MO double click the mod, select the Optional ESPs tab, and move ZL-SVD.esp to Optional ESPs.
Zealotlees MP5 Pack
- Author: Zealotlee
- Version: v1.32
- Requirements: CALIBR (installed as part of FWE - FO3 Wanderers Edition.)
- Notes: Adds a MP5A4 SMG, a MP5K SMG and a MP5SD5 SMG. The scripts in this mod may distribute more of these weapons to NPCs than desired.
- Fallout NV Equivalent: ZL Armaments - A Wasteland Arsenal, expanded FNV mod based on FO3 mod
- Installation: Get the "MP5 Pack V 1_31" main file and the MP5 Pack V 1_32 PATCH update. Install main file with MO, and install the update with [Merge] to combine it into the mod folder. In the left pane of MO double click the mod, select the Optional ESPs tab, and move CALIBR.esm to Optional ESPs (or delete it as it isn't needed).
KDS Zealotlees MP5 Pack with Ironsights
- Author: KDStudios
- Version: v1
- Requirements: RH_Ironsights - FOSE
- Notes: Adds Ironsights to Zealotlee's MP5 Pack, replaces the plugin and 3 meshes.
- Fallout NV Equivalent: none, but the meshes from this mod might be usable in Fallout NV.
- Installation: Install the main file with MO.
Vanilla Weapon Retextures
The rest of the weapons mods are ones that provide remodels and/or retextures for vanilla weapons. Two major sets of retextures are included, one by Cristopher Wallace and one by Millenia. The last subsection also includes some mods that use Millenia textures but also provide WMK and/or RH_Ironsights compatibility, unlike the other Millenia retexture mods.
The notes for these mods mention which vanilla weapons are replaced. Note some of the weapon mods in the Weapon Enhancements section as well as the FWE - FO3 Wanderers Edition mod also provide new models, textures, and/or stats for the vanilla weapons.
Millenia's Weapon Retextures
Millenia is the premier weapon texture designer for weapons in the Bethesda games. A large set of weapons have been developed for Fallout NV, and some of these have been ported back to Fallout 3. The Fallout NV Millenia weapons typically support the Fallout NV Weapons Mods Expanded (WMX) mod that allows weapon enhancements, and are standalone weapons vs. replacements for vanilla weapons. The Fallout 3 versions ported from FNV replace vanilla weapons, and don't support the equivalent Fallout 3 Weapon Mod Kits mod. These use different meshes than the vanilla weapons, so the Millenia textures can't be used with WMK meshes without some graphic editing or use of some Fallout NV Millenia textures that support WMK meshes. There is currently RH_IronSights - FOSE support for only five of the Millenia weapons.
The plugins for these weapons replace the vanilla textures with the much better Millenia textures; unfortunately using these means that some common Fallout 3 weapons have no WMK support and limited RH_Ironsights support. The Millenia weapon mods are optional for this reason. Solutions for this are only available for a few of these weapon mods; see the last subsection of weapon mods.
FO3-WRP - Weapon Retexture Project
- Author: Millenia
- Version: v1.0
- Notes: This includes six weapons ported from Fallout NV; all are replacements for vanilla FO3 weapons (10mm pistol, 10mm SMG, 44 Magnum, Sniper Rifle, Hunting rifle, Sawed Off Shotgun).
- Fallout NV Equivalent: Weapon Retexture Project - WRP, portions of the FNV mod were ported to FO3.
- Installation: Install Fallout_3_Weapon_Retexture_Project main file.
There is not a whole lot to say about this mod that has not already been said. Millenia is a gun nut who is also the best texture artist making mods ever. We are just lucky that he was making mods and not scooped up by a studio earlier.
32 revolver Millenia replacer
- Author: Millenia
- Version: v0.1
- Fallout NV Equivalent: Smith and Wesson M10 38 special, this FO3 mod uses the textures from this FNV mod.
- Notes: This replaces the vanilla .32 revolver with Millenia's S&W Model 10 revolver.
- Installation: Install the mod (which has only the plugin). Download the FNV equivalent mod, Smith and Wesson M10 38 special.
After this download: Copy the Meshes, Sound, and Textures folders from the Smith and Wesson M10 38 special FNV mod into the mod folder for this FO3 mod.
Combat Shotgun replacer
- Author: Millenia
- Version: v1.0
- Notes: Retexture of the vanilla Combat Shotgun
- Fallout NV Equivalent: Weapons of the New Millenia portions of the FNV mod were ported to FO3.
Mauser C96 replacer
- Author: Millenia - Ben Bolton
- Version: v1.0
- Notes: Replaces the vanilla Chinese Pistol with Millenia's Mauser C96.
- Fallout NV Equivalent: Mauser C96 FNV mod ported to FO3.
AK-47 replacer
- Author: Millenia
- Version: v1.0
- Notes: Replaces the vanilla Chinese Rifle with Millenia's AK-47. The resources, but not the plugin, are needed If the Millenia Assaultrifle Replacers RH WMK Patch mod is used.
- Fallout NV Equivalent: Weapons of the New Millenia , portions of the FNV mod were ported to FO3.
Millenias FO3 Weapons Fixed Iron Sights
- Author: Millenia and VWgolfR1
- Version: vLatest
- Requirements: RH_Ironsights
- Notes: Revises Millenia's AK-47, AKS-74U, Combat Shotgun Replacer, and Mauser C96 replacer with meshes that are compatible with the RH Ironsights mod. It does introduce some clipping when using 3rd person view with Mausers and AK-47. There are compatibility issues for these weapon mods across Weapon Mod Kits, FWE, and the 4 Millenia mods. A custom patch will be needed to resolve them (We're working on it).
- Installation: Install the mod with MO. MO will ask if it is a BAIN file; click all options except screenshots, then click OK and it will install the mod.
Millenia's weapons for FWE
- Author: Ghostwise
- Version: v1
- Requirements: Weapon Retexture Project, FWE - FO3 Wanderers Edition
- Notes: This patch mod changes the stats of the Millenia weapons to be consistent with the stats of similar FWE weapons. These weapons are not compatible with WMK enhancements.
- Installation: Install the main file with MO.
Christopher Wallace Weapon Retextures
Christopher Wallace is retexturing all the vanilla weapons not already covered by Millenia. Most are available in the Weapon Enhancement Pack at the end of this subsection, but a few textures from the individual weapon retexture mods are still used to replace textures in EVE. Thanks to Adonis_VII for finding these. The textures are higher resolution than vanilla ones, and the normal maps are half resolution uncompressed which yields even better looking textures. These replacer textures are listed as compatible with WMK, and a few of the vanilla replacers are compatible with RH_Ironsights, but it's possible some additional changes may be needed for some weapons. These are not always compatible with the changes made by some of the other mods in the weapon section of this guide.
Laser Rifle Hi-Res Retexture
- Author: ChristopherWallace
- Version: v1.0
- Notes: Replaces the textures for the vanilla Laser Rifle.
- Fallout NV Equivalent: These textures can also be used in Fallout NV or Tales of Two Wastelands (TTW); some repackaging is needed when used for FNV.
- Installation: Download the Laser Rifle Hi-Res Retexture main file if EVE is not used or the Laser rifle retexture EVE Version file if EVE is used. Install with MO.
Hi-Res Laser Pistol Retexture
- Author: ChristopherWallace
- Version: v1.0
- Notes: Replaces the textures for the vanilla Laser Pistol.
- Fallout NV Equivalent: These textures can also be used in Fallout NV or Tales of Two Wastelands (TTW); some repackaging is needed when used for FNV.
- Installation: Download the Laser Pistol Hi-Res Retexture main file if EVE is not used or the Laser pistol retexture EVE Version file if EVE is used. Then install the file.
Hi-Res Plasma Rifle Retexture
- Author: ChristopherWallace
- Version: v1.0
- Notes: Replaces the textures for the vanilla Plasma Rifle.
- Fallout NV Equivalent: These textures can also be used in Fallout NV or Tales of Two Wastelands (TTW); some repackaging is needed when used for FNV.
- Installation: Download version 1.2 or 1.3 of main files if EVE is not used or one of the two optional files for EVE if EVE is used. Then install the file.
Gauss Rifle Hi-Res Retexture
- Author: ChristopherWallace
- Version: v1.0
- Notes: Replaces the textures for the vanilla Gauss Rifle.
- Fallout NV Equivalent: These textures can also be used in Fallout NV or Tales of Two Wastelands (TTW); some repackaging is needed when used for FNV.
- Installation: Download the Gauss Rifle Texture Replacement main file if EVE is not used or the Gauss Rifle Texture for EVE (NO GLOWING RINGS) file if EVE is used. Then install the file.
Weapon Enhancement Pack
- Author: ChristopherWallace, Madcat221
- Version: v1.0
- Requirements: Weapon Mod Kits (for some of the vanilla weapons), RH_Ironsights - FOSE (for 6 of the vanilla weapons)
- Notes: Large set of texture replaces for many vanilla regular and unique weapons, including WMK compatibility and RH_Ironsights (vanilla ordinary weapons only). This replaces some of the individual weapon texture replacer mods that ChristopherWallace created, although for some reason it does not replace all of the textures in a few of these individual weapon replacer mods.
The two unique weapons patch files each include a plugin, and the Stats changes in these plugins are compatible with vanilla unique weapons Stats and not with the FWE changes to these. They are compatible with WMK but don't seem to be compatible with RH_Ironsights. If a Blackened patch is used to provide FWE weapon compatibility then these weapons will use FWE Stats; getting RH_Ironsights compatibility may require a manually generated patch unless it is feasible to identify bash tags for the WEP plugins that eliminate this incompatibility.
- Fallout NV Equivalent: The vanilla ordinary weapon textures can also be used in Tales of Two Wastelands (TTW) and may be useful in Fallout NV; some repackaging is needed when used for FNV. The vanilla unique textures might also be usable.
- Installation: Download the main file, WEP RH Irons Patch, WEP WMK Uniques for the Pitt, and WEP WMK Uniques v1a.
Install the main file with MO then install the WEP RH Irons Patch file using [Merge]. The other two files can be installed separately or using [Merge] depending on preference; One approach is to install each of the two unique replacement textures in a separate mod file that included both of the unique weapon patches and their plugins.
WEP Uniques FWE
- Author: Arkngt
- Version: v1.4
- Requirements: Weapon Enhancement Pack, Weapon Mod Kits, FWE - FO3 Wanderers Edition. RH_Ironsights is not supported for the unique weapons in Weapon Enhancement Pack
- Installation: Download WEP WMK Uniques FWE and WEP WMK Uniques for the Pitt FWE and, if desired, WMK Uniques for FWE_EVE Addon. Install with MO.
Miscellaneous Vanilla and FWE Weapon Retextures, Remodels, Revisions
Optional weapon mods that at least some users will find interesting. These provide weapons with better compatibility with WMK, RH_Ironsights, and FWE.
Shishkebab retexture
- Author: macintroll
- Version: v0.1
- Fallout NV Equivalent: These textures can also be used in Tales of Two Wastelands (TTW) and may be useful in Fallout NV; some repackaging is needed when used for FNV.
- Notes: Replaces the vanilla Shiskebab textures
FWE Iron sights 8 Included
- Author: Wo cao
- Version: v8
- Requirements: FWE - FO3 Wanderers Edition , RH_IronSights - FOSE
- Notes: Adds some RH_Ironsights compatible meshes for FWE weapons, in this case the Lewis and M9 PPk12 rifles added by FWE.
- Installation: Download Lewis MKII and M9 PPK12 YK32. If mods in the Compatibility Patches section are used for RH_Ironsights compatibility with FWE weapons only these two meshes from this mod are needed. If the compatibility patches are not used the meshes from this mod may be needed if RH_Ironsights capability is desired for the other FWE weapons covered by this mod. Install the selected files with MO.
Millenia Assaultrifle Replacers RH WMK Patch
- Author: kublajkan
- Version: v1.0
- Requirements: FOSE, Weapon Mod Kits, RH_IronSights - FOSE, AK-47 replacer, HK G3SG1 , FWE - FO3 Wanderers Edition.
- Notes: This patch mod provides replacers for the vanilla Assault rifle and Chinese Assault rifle. These use the Millenia weapon textures and are also compatible with RH_Ironsights and WMK. It's the only weapon replacer mod using Millenia textures that is also compatible with RH Ironsights, Weapon Mod Kits, and balanced for FWE.
- Installation: Install the AssaultrifleReplacersRHIronsightsWMKFWE main file with MO. Download the main file from Millenia's Fallout NV HK G3SG1 rifle.
After this download: Copy the Meshes, Sound, and Textures folders from the FNV HK G3SG1 mod into the mod folder for this FO3 mod. This mod requires that the AK-47 replacer mod has already been installed (at a lower Mod Organizer priority). If this mod is used move the plugin for the AK-47 replacer to Optional ESPs.
Who wouldn't want an Assault Rifle with Millenia's textures that also provides WMK and RH Ironsights support.
I Can See Clearly Now
Fallout 3 was built to run on the computers available in 2008; the computers available now support the processing to display higher quality versions of the various items seen in the game.
Packrat Mentality
Let's be honest, there is a ton of ugly, rundown crap in the wasteland. This section will help that crap look as good as possible.
Detailed Collisions
- Author: by Alexx378
- Version: 0.0.5
- Notes: This mod changes the collision meshes of many game static items, making them much smaller.
- Fallout NV Equivalent: this mod can also be used with Fallout NV.
Precision Collision - Clutter
- Author: by KSte41k
- Version: 0.8
- Notes: This mod changes the collision meshes of many game clutter and ammo items, making them much smaller. The weapon meshes from this mod aren't used as they interfere with weapon mesh changes from other mods.
- Fallout NV Equivalent: Precision Collision - Clutter NV, ported from FO3 to FNV by same author
- Installation: Get main file and install with MO.
After installation set the following to hidden:
\meshes\weapons
\meshes\clutter\office\fan01.nif
Books Debunked
- Author: odin_ml
- Version: v1.0
- Installation: Get the main file and install with MO.
- Notes: Fixes the UV mapping of all book meshes so that the books can have a different texture on the back side of the book.
BatteriesPlus
- Author: Staggeron
- Version: v1.3
- Notes: Higher resolution retextures of batteries.
- Installation: Get the main file and dearchive it using 7zip.
Select the battery model desired for the small energy cell (choose one of files starting with "BatteriesPlus-SmECell-") from the BatteriesPlus folder; other mods provide a better cell texture for the other two battery types (file types starting with "BatteriesPlus-MFCell-" and "BatteriesPlus-9volt-"). Copy the desired battery fomod files into the MO install directory. Install the fomod files for the selected battery with MO.
Chems and Meds Re-Texture Pack
- Author: Kevkas
- Version: v1.0
- Notes: Higher resolution retextures of Chems and Meds.
Cherry Bomb HD retexture and remodel
- Author: legandalfo
- Version: v Latest
- Notes: Higher resolution retexture of cherry bomb (from a Fallout NV mod).
- Fallout NV Equivalent: this Fallout NV file also works in FO3
Vertibird Re-textured
- Author: macintroll
- Version: v0.1
- Notes: Higher resolution textures for the Vertibird with several alternate texture choices.
- Installation: Choose one of the three main files and install with MO, selecting one of the textures in the file.
The mods are not packaged correctly. Right click the mod and select Open in Explorer Create a new textures folder Move the vehicles folder into the textures folder. Close the Explorer window.
Skill Books Hi-Res Retexture
- Author: 6IX
- Version: v1.0
- Notes: Good retexture of skill books (1kx1k) with two extra books.
- Installation: Get the main file, "Wasteland Survival Guide Hi-Res Retexture" , and the optional Paradise Lost - Unique Texture and Icon and install with MO, using [Merge] to create a single file.
Auto axe Invisibility bug fix
- Author: Prensa
- Version: v1.0
- Notes: Better auto axe meshes, some improvements vs. those in UPDATED Unofficial Fallout 3 Patch
- Installation: Get and install the main file, and if UHQ is used get and install the optional file merged with the main file.
Bear Trap Retextured
- Author: konji
- Version: v1.00
- Notes: Better resolution bear trap
It's always nice to clearly see what is causing you so much pain.
Better Booze
- Author: CptJoker and odin_ml
- Version: v0.2b
- Notes: Higher resolution retexture of booze bottles.
- Installation: Get the "Full Bar", "Wine Addon", and "Bottle Mesh Addon" files.
The mod is packaged for manual installation so mod managers can't easily use it. It can be repackaged to make it easier to install, or it can be installed with MO with a lot of traversing through folders and multiple MO installation passes through the mod. To repackage the mod: Create a folder named Better Booze. Open Full Bar with an archiver like 7-zip. Into Better Booze copy a textures folder from one of the Vodka subfolders, one of the Beer subfolders, and a textures folder from each of the two whiskey subfolders. Now open the Wine-addon file with an archiver and into Better Booze copy one textures folder from a subfolder of the Red and White folders. Then open the Bottle Mesh Addon file with an archiver and copy the meshes folder into the Better Booze folder. Archive the resulting Better Booze folder and install with MO.
Gilbert Science Sets
- Author: Jokerine
- Version: v3.00
- Notes: Higher resolution retexture of Gilbert Science Sets. Use V3 if Fireside Colors is desired, otherwise use v2.
- Installation: Get the selected main file and install with MO.
Germantown Sign Texture
- Author: Deanoman
- Version: v1.0
- Notes: Higher resolution Germantown Police HQ sign.
Glowing muck pools
- Author: jet4571
- Version: v1.0
- Notes: Adds green glow to radioactive muck pools
Retextured Labels - Food - Abraxo - Detergent
- Author: Jokerine
- Version: v1.00
- Notes: Higher resolution retexture of several labels.
- Installation: Get the main file and install with MO; get one each of the detergent and cleaner optional files and install using [Merge]. Get the High-Res Sugar Bombs and install using [Merge] (right click on the 1024 folder and choose Set data directory for those using High Res textures, or 512 for others).
New Toys - Cars
- Author: Ranx31
- Version: v1.0
- Notes: Higher resolution meshes and textures for toy car. Mod includes 4 new car variants, but the guide is using only the replacer.
- Fallout NV Equivalent: same mod works with both games
- Installation: Install main file with MO, then double click on mod in left pane of MO and move New Toys - Cars.esp to Optional Esps.
Pre-War Money Retexture
- Author: RedRoomService
- Version: v1.0F
- Fallout NV Equivalent: Pre-War Money Retexture, FO3 mod ported to FNV.
- Installation: Choose "$5 Light Distress" during the installer.
Money will survive the apocalypse and this mod will make sure it does it in style.
Tweaked Cashregister
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes and textures for Cashregister.
- Fallout NV Equivalent: same mod works for both games
Tweaked Chems Replacer
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes and textures for chems.
- Fallout NV Equivalent: same mod works for both games
Tweaked Coffee Maker
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes for Coffee Maker
- Fallout NV Equivalent: same mod works for both games
Tweaked Generator
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes for Generator.
- Fallout NV Equivalent: same mod works for both games
Tweaked Intercom
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes for Intercom. The mod needs repackaging after installation.
- Fallout NV Equivalent: same mod works for both games
- Installation: Get main file and start the installation with MO.
Expand "Intercom01 14-11-2009" then expand "Lord inquisitor", then expand "NIF". Right click on "NIF" and create 3 directories called "Meshes", "Clutter" and "Consoles". Drag the intercom01.nif file into the Consoles folder. Drag the Consoles folder into the Clutter folder then drag the Clutter folder into the Meshes folder. Set the NIF directory as data directory and complete the MO installation.
Tweaked Powerfist
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes for Powerfist.
- Fallout NV Equivalent: same mod works for both games
Tweaked Wrench
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes for Wrench.
- Fallout NV Equivalent: same mod works for both games
- Installation: Get main file and install with MO.
Fallout Food Package Retexture Compilation
- Author: majormodder
- Version: v3.0
- Notes: Collection of high res food packages that can optionally be used if the system can tolerate the increased VRAM and GPU usage. The texture resolution is 2Kx2K for most, 4Kx4K for some which is a bit high.
- Fallout NV Equivalent: Fallout Food Package Retexture Compilation, equivalent mod by same author
- Installation: Get the Food compilation dirty set uncompressed file and install with MO. Move the majormodder's Junk Food to Barbeque Crisps.esp to Optional ESPs.
Acoraito HD Textures Pack
- Author: acoraito
- Version: v.latest
- Notes: Collection of high res clutter items (currently 6) that can optionally be used if the system can tolerate the increased VRAM and GPU usage. For the textures common to both this mod and the one above it, the ones in this mod are preferred. The texture resolution in the main file is 2Kx2K which is a bit high for clutter items. The 1k optional sets a more appropriate resolution for three of these items.
- Fallout NV Equivalent: Acoraito HD Textures Pack, equivalent mod by same author
- Installation: Get the Acoraito HD Textures Pack 2k main file and Acoraito HD Textures Pack 1k optional file. Install the main file with MO and install the optional using [Merge] in MO to allow the 1k textures to replace the equivalent 2K versions.
Skykappas Water Bottles
- Author: Skykappa - Johssy
- Notes: Higher resolution retexture of water bottle.
- Installation: Get the no esp version and install with MO.
Robots HD Retexture
- Author: QuazarX aka MagnesiumFire
- Version: v1.0
- Notes: This mod provides a high quality replacement models for many of the robots and turrets in Fallout 3 and the DLC. Adonis_VII has provided images that compare the robot models from this mod with those in other mods.
- Installation: First install the Data folder which provides the main mod.
Remove the following textures identical to those in vanilla Fallout 3 and some unused textures
Delete the following:
\textures\creatures\protectron\decals.dds
textures\creatures\protectron\decals_n.dds
\
textures\creatures\protectron\protectron(army)_em.dds
textures\creatures\protectron\protectron(bosoutcast)_em.dds
If desired, this step can be repeated to install a 4kx4k Liberty Prime replacement, but some users who want to use this option will want to first reduce the size of the textures with DDSopt before installing. If you wish to install the Liberty Prime replacement, select "no" when asked to install as a bain installer, then expand "Liberty HD Retexture" and right click on "Либерти 4096" and choose set as the data folder.
If the optional EVE mod is used
Hide or delete:
textures\creatures\sentrybot\sentrybot_g.dds
textures\creatures\sentryturret\sentryturret_g.dds
textures\creatures\mistergutsy\mistergutsyweapons_n.dds
textures\creatures\mistergusty\mistergutsyweapons.dds
Robot Revolution HD - Protectron
- Author: OpenSaucer
- Version: v1.1
- Notes: High res (2kx2k) retexture of Protectrons for systems with sufficient VRAM. Adonis_VII suggests installing this after the other robot retextures.
Nuka-Cola Hi-Res Retexture
- Author: 61X
- Version: v1.3
- Notes: Higher resolution (1kx1k) Nuka-cola
Do you really drink these? Seriously! What do you have against water? Are you trying to become a night light?
Schematics
- Author: bloodbearer
- Version: v2
- Notes: Higher resolution schematics. The added plugin provides diversity (7 different schematic variations) and is mergable by Wrye Bash.
Teddy Bear Retextures
- Author: MisterGibson
- Version: v1.0
- Notes: * While there is already a Teddy Bear replacement texture in MGNeatClutter, the pink teddy bear version in this mod is way better (hint ... Breaking Bad):
- Fallout NV Equivalent: Fallout NV mod also works for Fallout 3
- Installation: When installing with MO select Pink Bear then select the desired resolution version.
Tiny Marie Retexture for The Pit
- Author: faeriexdecay
- Version: v1
- Notes: Higher resolution baby from the Pitt
- Installation: Get Tiny Marie Retexture for The Pitt - Large file (or the lower res version if preferred for better performance) and install with MO.
Hectrol Vintage Radio Deluxe HighRes Retex
- Author: hectrol
- Version: v2.00
- Fallout NV Equivalent: Hectrol Vintage Radio Deluxe HighRes Retex, FO3 mod ported to FNV.
- Installation: Get main file and install with MO.
Another great Hectrol retexture.
Bobbleheads Retextured
- Author: konji
- Version: v1.00
- Notes: Higher res (512x512), weathered bobbleheads in white or black
- Installation: Get the main file and use manual option when installing with MO.
Uncheck one of the versions (white or black) and drag the meshes folder to the checked selection. Right click the checked version and select Set data folder, the click OK
Weathered Bobblehead Case
- Author: Jokerine
- Version: v1.1
- Notes: Weathered version of the bobblehead display.
- Installation: Get the main file and install with MO.
Collision Meshes
- Author: KaneWright
- Version: beta_05_oct_2017
- Requirements: UPDATED Unofficial Fallout 3 Patch, Precision Collision - Clutter, Better Booze, and Fallout Food Package Retexture Compilation when the optional files are used
- Notes: This mod changes the collision meshes of many game static items, making them much smaller.
- Fallout NV Equivalent: Collision Meshes by MadAce and KaneWright
- Installation: Get the main file (1.52) and install with MO. Get the update CollisionMeshes FO3 1.5.2 to Beta_05_oct_2017, and the optional files BetterBoozeFix, FalloutFoodPackageRetextureCompilationFix, PrecisionCollisionClutterFix' and use [Merge] when installing to combine with the main mod in MO.
Semi-transparent Door Glass
- Author: KaneWright
- Version: 1.0
- Fallout NV Equivalent: Semi-transparent Door Glass
- Notes: This mod makes the door window and small window under door semitransparent for vanilla doors (but not for mods that add doors with windows).
Using Fallout New Vegas Mods for High Resolution Clutter, etc.
Even the mods listed above only provide improved resolution textures for a portion of the objects in Fallout 3. For those with sufficient VRAM, a few Fallout New Vegas mods can be used to provide high resolution versions of items. The following is a list of mods with such textures. Some of the mods need some small packaging changes before use in Fallout 3. Remove all the folders that are Fallout NV specific, and if a texture duplicates an existing high resolution Fallout 3 mod textures then don't use that texture from the New Vegas mod. The NMC texture mod and a few other texture replacers in this guide include many but not all the textures in the mods below, but the versions in the mods below might still be preferred if enough VRAM is available:
Some useful high resolution textures can be found in:
- Hectrol Mailbox Deluxe HighRes Retex
- Hectrol Vegas Sewer Deluxe HighRes Retex
- Hectrol Mystic Chessboard Deluxe HighRes Retex
- Money Higher Quality Retex; has higher resolution Nuka Cola bottle caps than those in the Fallout 3 mods in this guide
Install only the following:
textures\clutter\junk\NukaColaCap*.dds
meshes\clutter\junk\nukacolacap.nif
This mod has a larger variety of high resolution holodisk replacements than those available in FO3 mods. To use it choose and download one of the three variants (aluminum, dirty, or iron); aluminum ones seem best. The file includes a folder @option - colors with 3 color variations that can be used instead of the textures\clutter\holodisk\holodisk.dds; if one of these options is used rename it and replace the current texture in the mod.
- Neglected Clutter and Other Things - Retex; get the Neglected Clutters main file.
Install using manual option in MO, select only the following textures and meshes (those used in FO3):
textures\clutter\questitems\tenpennyrugs01.dds
textures\clutter\office\folder01.dds
textures\clutter\office\folder01_n.dds
textures\clutter\junk\whetstone.dds
textures\clutter\junk\whetstone_n.dds
textures\clutter\holodisk\passcard01.dds
textures\weapons\1handminedrop\1stpersonbottlecapmine.dds
textures\weapons\1handminedrop\bottlecapmine.dds
meshes\clutter\office\folder01.nif
This mod provides a large set of Fallout textures and meshes. Versions at three resolutions are available. Choose one of the Ojo Bueno Texture Pack for FNV files based on system capabilities and download. There have been some initial comparisons of these with mod textures from other mods in this guide. If this mod is used the recommended priority (installation) order for this mod is either just before or after NMCs_Texture_Pack_for_FO3 depending on which mods textures are preferred when there are conflicts. The NukaCola-Ojo.esp is optional; it apparently allows the Nuka Cola machine to be destroyed.
.
Unselect during installation or remove after installation the following FNV-only and non-preferred textures and meshes:
meshes\architecture folder
meshes\clutter\junk folder
meshes\clutter\nvwoodbarrel folder
meshes\clutter\school folder
meshes\clutter\questitems folder
meshes\clutter\vendingmachine folder except nvendingmachine.nif
meshes\creatures folder
meshes\landscape folder
meshes\scol folder
meshes\vehicles\deathcar.nif
meshes\vehicles\nv_truck.nif
textures\architecture\goodsprings folder
textures\architecture\nipton folder
textures\architecture\noso folder
textures\architecture\novac folder
textures\architecture\paradisefalls folder
textures\architecture\repcon folder
textures\architecture\westside folder
textures\clutter\billiards\pooltable_m.dds
textures\clutter\fence folder
textures\clutter\jukebox\jbscreen_n.dds
textures\clutter\junk\gscrate.dds
textures\clutter\junk\sscratetall.dds
textures\clutter\junk\sscratetall_n.dds
textures\clutter\mojaveexpress_dropbox folder
textures\clutter\nvwoodbarrel folder
textures\clutter\questitems folder
textures\clutter\ssvendingmachine folder
textures\clutter\dinotoy.dds
textures\clutter\dinotoy_n.dds
textures\creatures folder
textures\dlc04 folder
textures\dlcanch folder
textures\effects folder contents except shinybright_e.dds, shinydull_e.dds
textures\electrocity folder
textures\Landscape folder (if desired; some users prefer the landscape textures from other FO3 mods in the guide)
textures\Landscape\lod folder
textures\Landscape\nv_rocks folder
textures\Landscape\roads\roadwasteland01_lod.dds
textures\Landscape\roads\roadwasteland01_lod_n.dds
textures\Landscape\roads\roadwastelandstrip01.dds
textures\Landscape\trees folder
textures\Landscape\asphaltstrip.dds
textures\Landscape\limestone*.dds
textures\Landscape\muck*.dds
textures\Landscape\scrubdirtstripgreennv01.dds
textures\Landscape\scrubdirtstripnv01.dds
textures\terminals folder
textures\vehicles folder (NMC vehicles are better)
Thanks to Garda for contibuting to the list of exclusions, and to cstarkey42, drav666, and Adonis_VII for some initial texture comparisons
If desired, choose one of the Vending Machine update files and install
Ewww! Gross!
"It's a bad one...I think you better send over the video camera..." - U.S. coast guard
Some like lots of gore in the game and others, well, just don't. This section features optional mods for both; most users won't use either of these. There are mods to provide higher resolution gore and blood, as well as a few mods that reduce how much of these you will see (these, unsurprisingly, are lower resolution). Choose one optional subsection or the other (or leave the game as it is)! The game itself allows setting the level or gore, but these add some better graphics to support it.
Yes, I can handle the truth!
If these aren't enough gore and blood for you, you're one sick puppy!
Retex_Gorycorpseparts
- Author: kj666
- Version: v01.0
- Notes: Gory corpses with much better resolution.
Retex_Brahmincorpsetrap
- Author: kj666
- Version: v0.9
- Notes: Brahmin corpses in traps at high resolution.
- Installation: Get normal or rotting (double ewww) main file and install with MO.
Enhanced Blood Textures v2_22b
- Author: dDefinder
- Version: v2.22b
- Fallout NV Equivalent: Enhanced Blood Textures for NV v2_22c , expanded version of the FO3 mod for FNV.
- Installation: Get the merged plugin version (currently version 1.2) of Enhanced Blood Textures from the Paradox Ignition page. This version provides a single merged plugin which merges all the plugins. Install the main file When installing choose one of the folders in the 'More Gore FWE" folder. The More Gore + DLCs + FWE option is recommended, but users may prefer reduced or greater effects can select one of the alternate options. Note that the plugin provided by all of the options ncludes at least some of the optional gore-related plugins; if even less gore is desired the original mod can be used at the cost of more plugins.
Probably the only blood mod for Fallout 3 that matters, but it can cause performance problems with some older laptop and desktop systems due to a significant increase in VRAM and script usage over short time periods.
Retex_Gore
- Author: kj666
- Version: v0.9
- Notes: Gore with much better resolution.
Did I tell you that I faint at the sight of blood?
Gore No More
- Author: Arwen_Eve
- Version: v1.1
- Fallout NV Equivalent: No Gore , similar FNV mod by a different author.
- Installation: Get Gore_No_More main file and install with MO.
Greatly reduces the amount of gore in game.
Less Blood - Better Decals
- Author: Arwen_Eve
- Version: v1.0
- Installation: Get Less_Blood main file and install with MO.
Greatly reduces the amount of blood in game.
In the Wasteland No One Can Hear You Scream
Oh wait... that's space. Anyways, there are some annoying sounds in the wasteland, but this section will help with that.
Proper Power Armor Footsteps
- Author: Plecy
- Version: v1.0
- Notes: adds six new replacement sounds that sound more like heavy armor footsteps
- Fallout NV Equivalent: Power Armor Soundified, related mod that provides pneumatic-sounding power armor footstep sounds in FNV. There are also other similar mods in FNV.
- Installation: Download the main file, and start the installation with MO. Decide which version is desired, the -5 decibels version or the standard version. Expand the desired version and then right click the Data folder in the mod and select Set as data folder. Complete the MO installation.
Ambient Wasteland 2
- Author: Leviathan1753
- Version: v1.1
- Fallout NV Equivalent: Ambient Wasteland 2 port to FNV of FO3 mod.
- Notes: The WAV version is the best solution for Audiophiles, sorry no FLAC. The MP3 version is the best solution for everyone else.
- Installation: Download the desired version and install with MO. If the WAV version is used, after installing the main file with MO install "Ambient Wasteland 2 Wav Patch" using [Merge].
Adds many new ambient sounds to the wasteland.
Sounds From The Wasteland (aka eerie ambient)
- Author: ncrlover
- Version: v1.1
- Notes: This is intended to supplement Ambient Wasteland 2 by adding additional sounds not included in that mod.
- Installation: Get main file and install with MO.
More ambient sounds for the wasteland.
Home brewed sound pack
- Author: Meclizine
- Version: v1.2
- Notes: Additional sound effects replacers not in the other sound mods.
- Installation: Get main file and install with MO.
Deadmano recommends the following changes for sounds that are not as quite as good as what they replace:
Hide the following folders:
sound\fx\fst\conc_broken\land
Sound\fx\fst\conc_broken\run
sound\fx\fst\conc_broken\sneak
sound\fx\fst\conc_broken\walk
Replace some sounds with other ones:
Copy the run and walk sounds from the conc_solid folder into conc_broken and simply rename each sound to the conc_broken equivelant, i.e: conc_solid\run\left\fst_conc_solid_run_01.wav would become conc_broken\run\left\fst_conc_broken_run_01.wav etc.
Hide the following folders:
sound\fx\fst\conc_solid\land
sound\fx\fst\conc_solid\sneak
sound\fx\fst\dirt\land
sound\fx\fst\grass\sneak
sound\fx\fst\gravel\sneak
Improved Sound FX
- Author: dDefinder
- Version: v1.3
- Notes: A rebalance of many weapon sounds and other game sounds.
- Fallout NV Equivalent: Improved Sound FX v0821 expanded port to FNV of FO3 mod.
- Installation: Get the main file "Improved Sounds FX v13" and if desired the Lower Gunshot Volume optional file. Install the main file using MO, then if lower volume sounds are desired install the optional file using [Merge].
After installation, Deadmano recommends hiding the following folders as the sounds are not as quite as good as what they replace
Hide the following folders in sound\fx\wpn\:
alienblaster
gatlinglaser
minigun
misslelauncher
pistol_10mm
pistol_10mm_silenced
pistol22
pistol32
pistol44magnum
pistollaser
pistolplasma
rifleassault
rifleassaultg3
riflehunting
riflelaser
riflelincolns
rifleplasma
riflerailway
riflesmg
riflesniper
shotguncombat
shotgundoublebarrel
shotgunsawed
teslacannon
WMK
CRL9000 Sound Modification V046 - DLC Edition
- Author: Crawlius
- Version: v046
- Notes: The mod provides better quality weapon sounds for Fallout weapons.
- Fallout NV Equivalent: CRL9000 Sound Modification for New Vegas - V041, port to FNV of FO3 mod.
- Installation: Get the main file "CRL9000 Sound Modification V046" and optional "DLC Weapons Soundpack". For reduced volume sounds get the main file "CRL9000_Quieter_Edition_-_045-613" and optional files "CRL9000_Quieter_Edition_-_DLC-613" and "Incremental Update - 045 to 046". If the regular volume sounds are used the incremental update isn't needed.
Install the selected main file with MO, then install the optional file(s) using [Merge].
After installation, Deadmano recommends hiding the following folders as the sounds are not as quite as good as what they replace:
Hide the following folders in sound\fx\wpn\:
alienblaster
minigun
pistollaser
rifleassault
rifleassaultg3
riflegauss
riflelincolns
riflesniper
Fallout 3 - HD Audio Overhaul
- Author: Morwyn Kelm
- Version: v1.21
- Notes: HD background ambiance music and some HD sounds that many users like.
More and better quality ambiance music for the wasteland, alternative to the vanilla ones. You might prefer these.
Gotta have my tunes!
Even after a war everyone still wants to hear the music they like. This section provides some mods with new or expanded radio stations.
The Fallout 3 Radio Stutter Fix section near the end of the guide discusses potential solutions for stutter in the Pipboy radio stations.
CONELRAD 640-1240 - Civil Defense Radio
- Author: Macabre Productions
- Version: v1.4
- Fallout NV Equivalent: CONELRAD 640-1240 - Civil Defense Radio, port to FNV of FO3 mod by same author.
- Installation: Get main file and install with MO.
If you upgrade to a new version you need to either do a clean install or reset the quest that this mod uses. Open the console (using the ~ character). Type in the console command "resetquest xx000EA6" without the quotes, replacing xx with the plugin index of the mod. Return to the game. The Conelrad station will appear shortly.
Great list of songs that fit right into the Fallout universe.
GNR Enhanced
- Author: Raptre
- Version: v1.2
- Notes: Adds 100 new songs and some bug fixes (many not in the Unofficial Fallout 3 Patch) & enhancements for the GNR story line
- Installation: Get main mod and update, install main file with MO and update using [Merge]
You don't want to miss your favorite DJ ,do you?
Radio Active
- Author: tortured Tomato
- Version: v2
- Notes: Have not looked at or listened to ingame. Has an ingame menu, this may need to be remapped.
- Installation: Download and install the following:
- Radio Active - Core Files ENG v2
- Compilation A
- Compilation B
- Compilation C
- Compilation D - Prewar Classics 1950 Music For Your Radio
Remapping the M key (taken directly from the mod page)
- launch the game with FOSE
- open the console ( ~ or ^ )
- type in ' Set RAMKey to Number ', without the quotes
- For the Number enter a valid key-number you found here -> use the Dec values
- test the new key to ensure that the menu is working (if not, you may have to reload a savegame)
- Example
- For assigning the menu key to L, type ' Set RAMKey to 38 ' into the console
Early to Mid-1900s classic music. Should fit Fallout very well.
Radio Neutron
- Author: roquefort
- Version: v1.00
- Installation: Download and install the main file with MO.
Yet another Early to Mid 1900s classic music. Hishutup feels that classic music fits Fallout very well.
Gameplay
The mods add to game immersion and fun.
Anchorage Holotapes
- Author: pitabox987
- Version: v1.1
- Notes: Adds some holotapes in the Anchorage DLC that were cut.
- Installation: Download Anchorage VSS Facility Holotapes for the full set of cut holotapes or VSS Facility Reconstructed Audio Log to get only the holotapes that don't contain significant violence. Iinstall with MO.
Armor Repair Kits
- Author: Antistar, FreedomFighter4
- Version: v1.0.1
- Requirements: FOSE
- Fallout NV Equivalent: Armour Repair Kits equivalent FNV mod to FO3 mod.
- Installation: Use manual installation and uncheck Armor Repair Kits - FO3.esp during installaiton.
Allows player to repair armor just like weapons. Fixes up the equipped piece of armor with the lowest condition. Finally available for FO3!
Better Balanced Backpacks
- Author: Chesko
- Version: v1.1
- Notes: Adds backpacks, using the Blackhawk textures, balanced for use with the harshest weight setting of FWE. These are sold at a shack in Springvale; pack selection depends on player level.
- Fallout NV Equivalent: BlackWolfBackpacks New Vegas closest equivalent FNV mod, doesn't include the same balancing
- Installation: Download and install the mod with MO, the "fomod folder should be deleted.
Delay DLC
- Author: 4th of Eleven
- Version: v1.0
- Fallout NV Equivalent: Delay DLC - TTW, equivalent FNV mod to FO3 mod.
- Notes: This mod reduces the size of the region over which you receive messages about starting the DLC. One user had a problem with the plugin for The Pitt DLC; the detection radius was too small and it didn't reliably add the radio signal when the player character was close.
- Installation: Install "Delay DLC". Double clicking the mod and moving Delay ThePitt + Anchorage.esp and DelayThePitt.esp to Optional ESPs is recommended so these plugins aren't used.
Brahmin Dairy Products - FWE
- Author: Smosh and DanielCoffey
- Version: v2.3
- Requirements: FWE - FO3 Wanderers Edition (this mod expects this to be used)
- Notes: Adds milk, cheese, smoothies, and cheesecake from Brahmin to the game. This version of the mod is rebalanced for use with the Primary Needs functions in FWE. The original Brahmin Dairy Products mod is not needed when using this mod.
- Installation: Get main file and install with MO.
J3Xified Driveable Motorcycle
- Author: J3X (original mod by VeliV)
- Version: v0.3.5
- Notes: Add a drivable motorcycle that can be used to travel rapidly through the wasteland vs. using the game's Fast Travel or the optional FWE-provided motorcycle.
- Installation: Download the main file and update. Install the main file, then install the update using [Merge].
Old Barkskin
- Author: daisho
- Version: v1.0
- Notes: This mod changes the perk `Barkskin´ from the quest in Oasis to match the Fallout 3 Collector´s Guide.
More Perks
- Author: dree74 aka Kyung-Bum Lee
- Version: v2.3.7
- Fallout NV Equivalent: More Perks, follow-on mod for FNV
- Notes: The Early Training perk doesn't seem to work properly; the Anchorage DLC provides Power Armor training so this perk isn't especially important.
- Installation: Get the main file, the five DLC optional files, and "More Perks Req 1_3_5" optional file.
Follow these instructions:
Install the main file, the five DLC optional files, and "More Perks Req 1_3_5" optional file. Make sure each mod goes into "More Perks" and select [Merge] when asked.
In Mod Organizer's left pane double-click the mod and in the pop-up box select the Optional ESPs tab.
Move all the plugins into the Optional ESPs box. There should be no plugins left from this mod after following the above directions.
The next mod will install a merged ESP for the More Perks mod.
This excellent mod will give many new perks to players that are every bit as good or better than the vanilla perks.
Paradox Ignition presents More Perks
- Author: Paradox Ignition (robert01 and hairylegs222)
- Version: v1.0 (Sept. 27, 2014 version)
- Fallout NV Equivalent: More Perks Merged, (one of the files on the NVEC page) equivalent mod for FNV by same author (hairylegs222)
- Installation: In the Files tab of the "Paradox Ignition presents The Mergers" page get the More Perks Merged file and install with MO using [Merge] into the More Perks mod above.
Merged plugin version of More Perks from the mod above. Reduces load order immensely.
Crowded Cities Redux
- Author: Volek, Deadmano
- Version: 1
- Notes: The original Crowded Cities mod creates over 70 different Wastelander NPCs who spawn all over the settlements. This version of the mod repairs some problems with the original mod.
- Installation: Get the Crowded Cities Redux v1 file from the The Wasteland Patch Collection page and install the main file with MO.
Wasteland Guards aka DC Defence
- Author: djmystro
- Version: 2.0
- Notes: This mod adds over 50 guard NPCs spread around settlements and towns to protect the inhabitant NPCs.
UF3P - Exotic Caravans
- Author: Alo Bautist
- Version: 3.0
- Notes: This mod provides additional protection for the trader caravans that roam the wasteland.
- Installation: Download the main file and install one of the two esm plugins with MO. The standard version is recommended; the other version makes the guards unkillable. Both plugins include changes for compatibility with Project Beauty.
Choose only one of the next three Metro Map mods
All of the Metro map mods below have some flaws. A Useful Metro Map shows the entrance locations and has fairly accurate locations for the stations, but reveals way too much information about alternate paths between stations that can break immersion. Metro Map Replacer has the look and feel of actual Metro maps, but station locations can be inaccurate and the entrance locations are not shown so navigating between places in the game often requires drawing a separate paper map that adds the details not available in this map. A Decent Metro Map, like Metro Map Replacer, looks a lot like actual DC Metro maps. It has more information and a few small spoilers (e.g., Irradiated Metro) but doesn't include some of the major paths between stations that didn't exist before the bomb like A Useful Metro Map does. One option would be to start the game with the A Decent Metro Map or perhaps Metro Map Replacer, and after discovering most of the station entrances and alternate paths between stations replace this mod with the A Useful Metro Map if needed to avoid having to draw a paper map.
A Decent Metro Map
- Author: arzoni
- Version: v1.0
- Notes . It has more detail
A Useful Metro Map
- Author: krimin_killr21
- Version: v1.2.1.2
- Notes: The only Metro map that shows all the subway entrances and station locations with reasonable accuracy. Unfortunately it also shows the alternate paths between stations added after the bomb, which can break immersion.
- Installation: Get Version 1_2_1_2 - Realistic Version and install with MO.
Metro Map Replacer
- Author: Pitchblend
- Version: v1.01
- Notes: The only Metro map mod with the look and feel of the maps in actual Metro stations. The stations locations on this map are not exactly where they are in game, and it doesn't show above ground entrance locations. With this map it can be very difficult to determine how to get to places in DC.
Marts Mutant Mod and Associated Mods
Marts Mutant Mod - RC 62
- Author: Martigen
- Version: v1.oRC62
- Notes: This excellent mod makes creatures and NPCs use better AI. Many of the better compatibility patches listed in the guide require that this mod is used, so it is recommended that it be used. The default MMM parameters make the game significantly more difficult, but these can easily be changed. MMM adds better Creature/NPC AI as well as much tougher creatures/NPCs. It is, however, very configurable and by setting most of the configurable parameters close to the vanilla game settings it is possible to use MMM to provide an improved game without making the game excessively difficult.
- Installation: Download the main file "Marts Mutant Mod 1-RC61 FOMOD Ready" and the update file with some replacement plugins "MMM-6_2-update".
Install the main mod with MO; it should handle the MMM fomod. This mod has MANY options, so it is recommended that the user first read the "README - Mart's Mutant Mod.txt", "README - Mart's Mutant Mod - Increased Spawns.txt", and "README - Mart's Mutant Mod - FAQ.txt" to determine how to configure the mod. After the main mod is installed, install the update with [Merge] to overwrite the replaced plugins.
Double click the mod in the left pane of MO and move the following plugins into Optional ESPs; these aren't needed since they are included in the merged plugin in the next mod that is installed or else they are covered by FWE: Mart's Mutant Mod.esm Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Master Menu Module.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Zones Respawn.esp If Breeze's male body replacer is used also hide the following four files in the textures\MMMF3\characters\raider folder so these raider textures from the Breeze's male body mod will replace them: upperbodymaleTAT1.dds, upperbodymaleTAT2.dds, upperbodymaleTAT3.dds, upperbodymaleTAT4.dds
This very popular mod is the premier mod in Fallout 3 for adding additional and varied enemies, created by one of best known mod creators. Unfortunately it was never ported to Fallout NV, much to the disappointment of its many fans. Install this optional mod if you want a significant challenge with tougher and more varied enemies and the system can handle the additional VRAM and scripting.
Mod Changes to Support MMM
Changes and/or patches need to be made for several mods in the guide when MMM is used. The changes or patches are described in the entries for each of the affected mods:
- DCInteriors Project
- Fallout 3 Redesigned - Formerly Project Beauty HD
- FWE - FO3 Wanderers Edition
- Breezes FO3 Males, MMM must be installed before this
- Glowing Ghouls - FO3
MMM Support Mods
The rest of the mods in this subsection are needed if MMM is used; they are labelled optional only for those not using MMM.
Paradox Ignition presents Marts Mutant Mod Merged
- Author: Paradox Ignition (robert01 and hairylegs222)
- Version: v1.3
- Requirements: Marts Mutant Mod - RC 62
- Notes: Merged plugin for Marts Mutant Mod above. MMM cannot be used without this plugin.
- Installation: Before the updated mod is installed the author suggests going to an interior space and waiting four days, then create a saved game and exit (If this is part of an initial installation of MMM this does not need to be done.).
Install with MO. This can be combined with the original mod by using [Merge] during installation or it can be installed as a separate mod.
MMMF3 Type3 Raider Texture Fix
- Author: EmeraldReign
- Version: v1.0
- Requirements: Marts Mutant Mod - RC 62
- Notes: Replacement for some MMM mod female raider textures using textures from the Dimonized Type3 Body (above).
Alternate Female Raider Skins for Type3 - TypeV - MMMF3
- Author: Volek
- Version: v1.0
- Requirements:Marts Mutant Mod - RC 62
- Notes: Replacement for some Dimonized Type3 Body female body textures for MMM with dirty or tattooed textures.
- Installation: Choose either the base skin or tattooed skin file and install with MO.
Zeta Turret and Drone Karma Fix
- Author: DeJuanNOnley
- Version: v1.1
- Requirements: Marts Mutant Mod - RC 62
- Notes: UUF3P includes the vanilla version of this mod. This version provides the MMM changes for support drones.
- Installation: Install with MO. When the FOMOD window is shown choose the MMM merged version of the mod.
Compatibility Patches
I didn't sign up for this. This is someone's bullshit political agenda. Who authorized this? - Jack Ryan.
But you must persevere to the end, knowing that only then can you proceed with your head held high!
You didn't really think that after installing so many mods you wouldn't need to add a bunch of compatibility patch mods, did you! Seriously? Just be happy that almost all the compatible patches you need are already available! Many of them weren't available until years after the game was released.
Now you probably think that when these are installed all the compatibility issues will be fixed. This is where the pointer to the xEdit manual is usually provided so you can learn how to build additional compatibility patches (in case you forgot to ask it's here)
The end of this section has a list of which patches in this subsection are used for different combinations of Fallout 3 mods. The patch mods listed cover many but not all of the incompatibilities. Weapon mod compatibility is especially challenging with WMK, RH_Ironsights, Impact and various retexture mods making changes across the records in the weapon objects and in the meshes of the weapon models.
Patches
Ammunition Schematics for FWE-WMK-CRAFT-Full CalibrV1_4
- Author: Highlander4242
- Version: v1.30
- Requirements: FWE - FO3 Wanderers Edition (includes CALIBR), Weapon Mod Kits , CRAFT
- Notes: Provides compatibility so ammunition for FWE and WMK weapons can be created at a workbench.
- Installation: Download and install "CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3" mainfile with MO. Either remove the Calibr.esm plugin during installation or after installation move this plugin to Optional ESPs in MO.
PPA and FWE Armor Balancer
- Author: lanceuppercut47
- Version: v1.5
- Requirements: Powered Power Armor, FWE - FO3 Wanderers Edition.
- Notes: Provides compatibility between PPA and FWE so the PPA armor stats are more consistent with those of FWE armor.
- Installation: Download and install "PPA-FWE-Balance_1point5" with MO. After installation move PPA - FWE TalonExtraArmor.esp to Optional ESPs unless the Expanded Talon Company mod is used.
Dragonskin armor for FWE v2014
- Author: Ghostwise
- Version: v1
- Requirements: FWE - FO3 Wanderers Edition., Dragonskin Tactical Armor
- Notes: Modifies the statistics of the gear in Dragonskin Tactical Armor for better balance with the armor in FWE.
- Installation: Download and install Dragonskin_for_FWE_2014 with MO. After installation open xEdit and select the Dragonskin_for_FWE_2014.esp plugin then select [OK]. Click the + sign next to Object Effect to see the records. Remove FormID xx01EE9C where xx is the plugin index.
This record reduces the carrying weight of the Combat Backpack from Dragonskin Tactical Armor. Overly harsh restrictions on carry weight and unfortunately encourages many players to use Fast Travel to a player home to manage inventory. Frequent use of Fast Travel will eventually cause game stability problems.
T3TForFWE
- Author: The 3rd Type
- Version: v1.0
- Requirements: FWE - FO3 Wanderers Edition. (includes CALIBR), Zealotees MP5 Pack, SVD Dragonov
- Notes: Balances statistics of Zealotee's weapons mods for compatibility with FWE version 5. Some work is needed to update some of the parameters for better compatibility with FWE 6. For the Adaptive Combat Rifle a test version of ACRforFWE is available FO3 Guide Test Plugins that includes changes to support using the ironsights from RH_Ironsights with the ACR, and also some small changes in weapon statistics for better consistency with those of weapons in FWE 6.03 as well as other weapon mods.
- Installation: Download and install ZLArmsForFWE with MO. In the left pane of MO double click the mod, select the Optional ESPs tab, and move ACRforFWE.esp to Optional ESPs. If the alternate version of ACRforFWE is used install it and use the plugin.
To maintain compatibility with RH_IronSights - FOSE xEdit can be used to add records to a compatibility patch that loads after this mod (this is typically done as part of an overall manually created compatibility patch that loads just before the bashed patch from Wrye Flash):
xx000ea7 MP5A4 SMG - DNAM - Flags1 - remove the Don't Use 1st Person IS Animations xx000ea9 MP5K SMG - DNAM - Grip Animation - change back to Handgrip1 instead of DEFAULT xx000eaa MP5SD5 SMG - DNAM - Flags1 - remove the Don't Use 1st Person IS Animations
where xx is the plugin vload index for the ZL-MP5 plugin from the Zealotlees MP5 Pack mod. (thanks to DanielCoffey for these changes) A plugin that includes these changes, ZL-MP5_fix.esp is included in the downloadable FO3 Guide Test Plugins. Load the plugin just before the Bashed Patch, then run Wrye Flash and the plugin will be deactivated and its data will be included in the Bashed Patch.
20th Century Wpns -Plus- Reborn for FWE 603 ...
- Author: Highlander4242
- Version: v1.73RC
- Requirements: FOSE, 20th Century Weapons, FWE - FO3 Wanderers Edition (including CALIBR installed as part of FWE), eXcalibr - ammo eXpansion pack
- Notes: Provides compatibility among 20th Century Weapons, FWE, CALIBR, and eXcalibr Munitions. This patch is listed as optional since it is not needed by those not using the main 20th century weapons mod. The patch plugin has a few bad entries but these don't seem to significantly affect the bashed patch, but don't expect all weapons to behave properly. The full name of all the mods in this section are quite long and can cause problems during installation if the full name of the mod file is used as the mod name in MO; using a shorter version of this name during installation is recommended.
- Installation:
1. Get the "20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_Full_Version" main file and the update 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_HotFix-Update-3.
Install main file with MO, and install the update file into the same mod folder (using [Merge]). None of the plugins are needed ( The next mod includes updated versions of the records from the main plugin.) so they can all be moved to the Optional ESPs folder.
Four of the plugins can be deleted if desired (Calibr.esm and plugins with Alive(Chinese Ghoul), ALIVE (Test Container) and ALIVE(SuperMutant) in the name)
After installation right click the mod in the left pane of MO, select Open in explorer, and copy the Fx folder in Sounds to the Sound folder where it will be merged with other sounds. Close the explorer window.
Double click the mod in the left pane of MO, select the Filetree tab, and open the textures\weapons
folder.
Also Hide the 2handrifle folder.
2. If the "RH Ironsights" mod is being used also get the optional additional "20th_Century_Weapons -Plus- Reborn_v1_70RC-18668_Ironsights_v1_1_Full_Version". The update is no longer needed since it is included in the next mod.
Install the main file as a separate mod with MO, then double click the mod and move the plugin to "Optional ESPs". The next mod includes updated versions of the records from this plugin.
20th Century Weapons Reborn eXCaliberized with additional patches
- Author: arahat
- Version: v1.00
- Requirements: FOSE, 20th Century Weapons, FWE - FO3 Wanderers Edition., Calibr v14, eXcalibr Munitions v2.3, RH_Ironsights - FOSE, 20th Century Wpns -Plus- Reborn for FWE 603 ...
- Notes: Provides some improvements to the abandoned 20th Century Wpns -Plus- Reborn for FWE 603 .. mod with improved FWE balance, better integration of xCalibr projectile graphics and stats, and an addon with 20th century weapons that were cut in the Reborn ... mod. It removes the need to include some of the plugins from the older mod. This patch is listed as optional since it is not needed by those not using the main 20th century weapons mod. There are still remaining issues with some of the 20th century weapons even when using this patch, althoguh it does make many improvements and fixes.
- Installation: Get the 20th Century Weapons Reborn xCALIBRized_StandaloneVersion (file 4), 20th Century Weapons Reborn xCALIBR With RHIronsights Patch (file 3a), and 20th Century Weapons Reborn - Cut Weapons addon (file 5) files. Install the file 4 with MO, then install the other two files either to their own mod or to the same MO mod by using [Merge]. If installed separately, File 3a should be higher in load order (load later) than File 4 so that the 20th Century weapons with RH_Ironsights compatible models (meshes) will be available in the game.
The Wasteland Patch Collection
- Author: Deadmano
- Version: v1.4
- Notes: This mod includes a set of patches to improve mod compatibility; many of these patches address compatibility among mods in this guide. For example, one of the patches restores some sub-records from UPDATED Unofficial Fallout 3 Patch and FWE - FO3 Wanderers Edition that are not included in Descriptive Icons for Fallout 3. If multiple patches are installed from this mod it is recommend that Merge Plugins xEdit Script is used to combine the patches in the mod to reduce plugin count.
Since the patches are loaded after the bashed patch to prevnt problems with Wrye Bash, any FormID list or Leveled List sub-records from other mods not included in lists contained in the patches will need to be manually inserted into these lists with xEdit or they won't be used. Pne example of this is that the Zealotlees ACR won't be in the list of weapons available to Supermutants. The TWPC patches add all the plugins needed by a patch to the list of master plugins for a patch even though some of these are not actually master plugins. This was done to help users remember which plugins are needed for use of the patch even through some aren't actually master files. This has unfortunately caused a lot of confusion among users of the patches. These show up in MO when you right click the plugin in the right pane of MO. Some of them like diff.esp are not actually masters so the game itself ignores this addition. Since they are not actually masters the game itself will ignore this addition. If desired, open a TWPC plugin in xEdit, right click and use the Clean Masters command it will remove these falsely-labeled master plugins that are not actually masters. There is no need to try to add these additions elsewhere with Wrye Flash or xEdit. These falsely-labeled master plugins can safely be eliminated (if desired) when merging plugins with Wrye Flash or in the plugins included when using the Merge Plugins utility.
- Installation: Download The Wasteland Patch Collection V1.4 and use the Fomod window to install selected patches. The patches to use depend on which mods are installed. The STEP patch at the end is the most comprehensive patch in the collection. To use it, and thus get the most benefit from the collection, requires that several options in this guide are installed.
Some users prefer to not use 20th Century Weapons since there are so many weapons added, and because there are problems with some of the weapons. Until Deadmano provides an alternate version for some of the major patches in TWPC, a patch that includes 20th Century Weapons can be installed. The plugins from the 20th Century Weapons mod also need to be installed temporarily; after the editing they can be removed. Open xEdit and select only the desired patch. After xEdit' loads any record in the patch that includes a master record from 20th Century Weapons can be removed. When all of these records are removed, run the Clean Masters command in xEdit on the patch plugin and the master reference to 20th Century Weapons will be removed. As mentioned, this will require having the 20th Century Weapons plugin installed while editing with xEdit, but once this is complete it can be disabled.
The FOMOD choices in the example below are based on installing all the mods and optional mods in this guide covered by The Wasteland Patch Collection. If some of the mods in the guide are not installed information is provided on how to modify the choices. Don't check a box unless all the mods mentioned for the box aren't installed. Even then some boxes are unchecked because another larger patch already includes all the necessary changes.
![Warning-Logo.png](/wiki/images/thumb/8/8e/Warning-Logo.png/35px-Warning-Logo.png)
WARNING
Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.FOMOD Instructions The Wasteland Patch Collection |
Options
Better Balanced Backpacks Patches
Boulevard of Broken Dreams Patches
Breezes FO3 Males Patches
Don't select (guide uses mod but not the plugin) Better River City Church Patches
Bornagain Fo3 Outcast Patches
Brahmin Variant Redux Patches
Chems and Med Re-Texture Pack Patches
Clean Pure Water Mod Patches
Don't select, mod not used in guide Descriptive Icons for Fallout 3 Patches
Select only if STEP Patch (at end of patch list) isn't used DC Moods Patches
Georgetown Expansion Patches
Human Flesh Addiction Patches
Don't select, mod not used in guide HD Real World Water Patches
Don't select, mod not used in guide K9 Breeds Patches
Marts Mutant Mod Patches
Plasma Rifle Awesomized Patches
Don't select, patch uses different version of plugin than the one used in guide Point Lookout Reborn Patches
Radioactive Bites and Stings Patches
Don't select, mod not used in guide Realistic Lighting (Paradox Ignition Merged) Patches
Reillys Rangers Expanded Patches
The Mantis Imperative Patches
Weapon Mod Kits Patches
Select only if STEP Patch (at end of patch list) isn't used Winterized DX Patches
Fallout 3 STEP Patches
Select if the associated optional mods are used, provides compatibility for a large set of mods in guide |
As recommended, put all the selected TWPC patches at the end of the load order after the bashed patch. Don't use LOOT to sort these.
- If the Winterized DX and/or Bornagain Fo3 Outcast patches are used make sure they are lower in the load order than the STEP patch.
- If the Point Lookout Reborn mod is used set the load order to put the PLR-UUF3P-ISS patch plugin after the RIL-UUF3P-DM patch plugin to get the wasteland lighting from Point Lookout Reborn and In the Shadow of the Swamp mods
As suggested, merging the patches is an excellent idea to reduce the number of plugins. Note that someTWPC patches have a few conflicts with other TWPC patches.
Conditional Patches List
Since determining which patch to use from the FOIP, RH_Ironsight patch, and Blackened choices below can be confusing, a list provided depending on which mods are used.
The following list provides the name of the Blackened ,RH_Ironsights, or FOIP patches that should be used depending on mods used. Note, use the patches from only one of the rows below:
- Mods: FWE, Project Beauty (Fallout 3 Redesigned):
- Use patches from FOIP - Project Beauty and FWE
- Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits :
- Use patches from Fallout Interoperability Program - FOIP
- "FOIP - Project Beauty and FWE"
- "FOIP - Weapon Mod Kits and FWE 6-03"
- Use patches from Fallout Interoperability Program - FOIP
- Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits, RH_Ironsights:
- Use patches from Fallout Interoperability Program - FOIP
- "FOIP - Project Beauty and FWE"
- and RH_IronSights FWE- WMK compatible
- "RH_IronSights FWE- WMK compatible"
- Use patches from Fallout Interoperability Program - FOIP
- Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits, RH_Ironsights, MMM:
- Use patches from Blackened
- "Blackened FWE - MMM - Project Beauty"
- and RH_IronSights FWE- WMK compatible
- "RH_IronSights FWE- WMK compatible"
- Use patches from Blackened
- Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits, RH_Ironsights, EVE:
- Use patches from Blackened
- "Blackened FWE - EVE - Project Beauty"
- "Blackened RH_Ironsights - FWE - EVE"
- and RH_IronSights FWE- WMK compatible
- "RH_IronSights FWE- WMK compatible"
- Use patches from Blackened
- Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits, RH_Ironsights, EVE, MMM:
- Use patches from Blackened
- "Blackened FWE - MMM - EVE - Project Beauty"
- "Blackened RH_Ironsights - FWE - EVE"
- and RH_IronSights FWE- WMK compatible
- "RH_IronSights FWE- WMK compatible"
- Use patches from Blackened
Conditional Mods
Determine which and what patches to install from the list above.
RH_IronSights FWE- WMK compatible
- Author: stabbycarrot
- Version: vlatest
- Requirements: FWE - FO3 Wanderers Edition., Weapon Mod Kits, RH_Ironsights - FOSE (original version or the recommended Paradox Ignition merged version).
- Notes: This mod allow iron sights to be used with all FWE modded weapons without messing up their damage values.
- Installation: Download and install the ESP patch file with MO.
This mod combines the "WeaponModKits - FWE Master Release" plugin from "FOIP - Weapon Mod Kits and FWE 6-03" and the "RH_WMK_Bridge" plugin from RH_Ironsights, so those two plugins are no longer needed.
Fallout Interoperability Program - FOIP
- Author: Mezmorki
- Version: various
- Notes: This mod contains patches for many of the most popular FO3 mods with conflicts.
- Requirements: Mods in this guide including FWE - FO3 Wanderers Edition, Weapon Mod Kits, and Fallout 3 Redesigned - Formerly Project Beauty HD
- Installation: If RH_Ironsights - FOSE is not used download "FOIP - Weapon Mod Kits and FWE 6-03" and install the WeaponModKits - FWE Master Release.esp patch plugin. If neither of the optional mods EVE or MMM is being used, download and install "FOIP - Project Beauty and FWE", otherwise use patches from Blackened for Project Beauty instead.
Blackened
- Author: BlackRampage
- Version: v3.3
- Requirements: Optional mods in this guide (EVE and/or MMM) and several other mods including FWE - FO3 Wanderers Edition., DC Interiors Project, RH_Ironsights - FOSE, and Fallout 3 Redesigned - Formerly Project Beauty HD
- Notes: This mod is the major source of compatibility patches when the optional mods EVE and/or MMM are used. It also has other useful patches. The patches from this mod are regularly updated, so these are preferred over patches from FOIP unless neither EVE or MMM is used. Blackened patches that use Marts Mutant Mod - RC 62 expect the Paradox Ignition merged plugin version of the MMM plugin.
There are 21 GMST ITMs in patches that include MMM, but these are used to make sure that MMM functions properly in spite of other mods that may also be used. Don't remove these. If EVE is used make sure that the Blackened RH_Ironsights - FWE - EVE patch is downloaded and installed.
- Installation: Choose and download the desired patches, including the Blackened RH_Ironsights - FWE - EVE patch if EVE is used and, if either MMM or EVE is used, download one of the other patches that includes FWE and Project Beauty. Install the desired patches with MO; if multiple Blackened patches are used the installation order doesn't typically matter, except make sure the Blackened RH_Ironsights - FWE - EVE patch (if used) is installed last.
- Cleaning Warning: Do not clean the ITM records from the patches that include MMM.
Compatibility Patches for the CPD Guide
There are several compatibility patches for this guide in the FO3_Guide_test_plugins.7z file. The readme in this archive describes the available patches and how to use them. More plugins will be added to this file, and when this happens there will be a changelog entry. This archive file was last updated on February 10, 2018.
User Recommended Mods
This section will include a list of forum user recommended mods that other users may want to include in their game. The mods included in this section will either be reasonably lore friendly (e.g., the textures included are not too clean) but don't quite fit the criteria for inclusion in the main guide, or have not yet been sufficiently tested for inclusion in the guide.
Enclave Radio Enhanced;
Quieter Nuka-Cola Sign;
Beards of Fallout;
Whats Your Brand - cigarette texture megapack;
Helmet POV; Project Nevada (FNV) style overlays and visual effects
Helm Pov 2; Project Nevada (FNV) style overlays and visual effects
Rustic Grass - Retexture, alternative to Flora Overhaul
Pistols Fix for RH_Ironsights;
New posters billboards and more;
Alternative Megaton Lighting,
Proper Drinking at Sinks;
Metal Boxes Replacer; replaces metal boxes with cardboard boxes
FCM - Final Courier Mod;
Wasteland Grave Digger;
Billboard Camps, location mod;
Vault 101 Revisited-James Room;
Three Dog's Toaster, quest mod;
Thanks to dreamer1986, Garda, MagikMonster, MosAnted, nameerf, Turkeys, for these recommendations
Caustic's Recommended Mod and Utility List includes some recommendations that might be useful additions to the guide, at least for some users:
Realistic Bullet Speed - WMK Supported
Echo_UseYourGloves; fixes glove visualization issue
Colored PipBoy screen-glow
Belt Feed Miniguns; improved minigum meshes and other resources
Some other recent mods that look interesting but have not yet been tested for inclusion in the guide include: Rockopolis 2.00 Fallout 3 Optimization Overhaul, primarily for those with low VRAM 10th Anniversary Overhaul ONE-STOP (10thAn), another approach to optimization for reducing the game's VRAM needs RH_IronSights_Cool_Lasers Cool Lasers HD 1_07 FWE_WMK_xCALIBR_compatibility_patch; adds the excellent xCalibr bullet models to many weapons in FO3, but using it will require a patch of a few sub-records in many records in some TWPC weapon patches Paradise Rising, additions and changes to Paradise Falls for increased immersion
Merging Plugins
Typically Fallout 3 doesn't need to use merging of plugins to reduce plugin count. However, a few users have reported problems with the number of plugins in their game. This section will provide recommendations on which plugins are easiest to merge using Merge Plugins for those with this problem; note that most users do not need to merge any plugins.
The guide adds many location mods, because they add immersion to the game and usually do not add any compatibility problems. When choosing mods to merge these are unfortunately poor candidates. Merging mods with Navmesh records is much more complex than merging mods without these, so it is recommended that mods with Navmesh records not be included in merges.
Mods that introduce new FormIDs (e.g., items) are also poor candidates since the merge process will renumber these.
The best initial candidates are the DLC plugins from mods that use individual plugins for each DLC, and mods that include a number of added optional plugins. Some of the relevant mods are:
- FWE - FO3 Wanderers Edition
- Weapon Mod Kits
- Dynamic Weather
- Advanced Recon Trap Detection (as mentioned previously in the guide)
Some small fix mods such as those in the Additional Fixes section are good candidates for merging. The Fallout NV guide merges a lot of these mods, for example.
Some specific merge candidates that meet the above criteria (no navmesh records, no new FormIDs) are the plugins for:
ntro Street Bus and Dupont Alignment
#Megaton Clinic Reorganised\Megaton Clinic Reorganised
Scribe Yearling takes all Pre-War Books
Council Seat Fix
Laurens Bathroom Poetry
Anchorage Holotapes
Fallout 3 Hirezd (flamer and minigun plugins)
Teaser Trailer Ruin
Point Lookout - Double Barrelled shotgun fix
Safe - Safe Regulator HQ
Delay DLC
The next recommendation will be for merging plugins from The Wasteland Patch Collection; these are a little harder to merge since there are conflicts among a few of the patches so the load order of the patches is important when merging.
Post Installation
Texture Optimization
Fallout 3 can benefit somewhat from optimization of both vanilla and mod textures. The FO3 textures use fairly simple compression (e.g., DXT1) for the most part, so optimizing the textures does not provide as much improvement as it does with Skyrim. Optimized Mod textures to reduce texture sizes can potentially be even more important for users with low and mid range systems that do not have a lot of VRAM available. Texture optimization for FO3 will be provided on separate pages, but for users familiar and comfortable with using DDSopt it is useful (but not critical) to perform the procedure is to ensure maximum performance and stability. Texture optimization has advanced significantly since Fallout 3 was released, and even using DDSopt for just replacing the mipmaps with better quality versions and changing texture compression to a more appropriate format can provide benefits. DDSopt isn't easy to use so many users will skip this. There is one mod on the Nexus that provides optimized vanilla textures, but it has not been evaluated.
If problems with textures occur after optimization is performed snap a screenshot and report it in the DDSopt thread or the F&L thread. This will make the process better since the offending textures can be added to the ddsopt.ini for exclusion.
First, follow the Fallout DDSopt Quick-start guide for vanilla texture optimization. There are still many vanilla textures not overwritten by mods in F&L, so optimization can help performance by correcting mip levels and saving textures in correct formats. Be sure to get the correct batch files for Fallout and not the Skyrim batch files. Currently Fallout batch files are at v2.8 and Skyrim are v2.77. Also, make sure to get the latest ddsopt.ini which is universal for all games.
The version 2.8 Fallout vanilla batch files remove more files from optimization than the previous batch file version. If the vanilla textures were previously optimized using the older batch files or manually using the DDSopt GUI it is not necessary to redo the optimization. Instead, do the following to remove the textures that should not or do not need to be optimized:
Make sure that Mod Organizer is not running Move the six folders with optimized vanilla textures from theMod Organizer\mods
folder to a newVanilla Extracted
folder inside an otherwise empty working folder. Download the batch files archive version 2.8 from the Fallout DDSopt Quick-start guide . Extract the 2_Fallout_Pre-optimization_NoSort_2.8.bat file to the working folder. Run this batch file. A newVanilla Optimizable
folder will be created. Move the six folders with optimized vanilla textures from the newVanilla Optimizable
folder back to theMod Organizer\mods
folder. The working folder and its contents can now be deleted.
The six optimized archive files (or folders) of vanilla Fallout 3 textures from Fallout 3 GOTY should be loaded in Mod Organizer near the top in the installation (left) pane just after the cleaned vanilla Fallout 3 ESM files so the optimized textures overwrite the equivalent textures from the vanilla BSAs. Textures that were not optimized will be taken from the vanilla BSAs.
The Fallout DDSopt Quick-start guide also includes recommendations for optimizing some Fallout 3 mods to improve graphic quality and reduce GPU and VRAM usage. It also includes some batch files that may be useful to reduce some of the tedious steps involved in optimizing mods.
Post Installation Checklist
"Let the Games Begin" (Patriot Games)
- Run LOOT.
- Create Bashed Patch
Run LOOT
Open LOOT through Mod Organizer and sort the mod list. LOOT does not have Unrecognized Plugins since it uses computer algorithms to sort the files, but check the plugin order and use LOOT to look at conflicting plugins and to move plugins when needed. LOOT will remember these changes for future runs. The video LOOT : Load Order Optimisation (by GamerPoets)
is for Skyrim but the steps are the same in Fallout 3.
LOOT uses a file named userlist.yaml
located in %USERPROFILE%\AppData\Local\LOOT\Fallout3
that contains any local changes to the LOOT masterlist. A version of this file for use with this guide is available here. The userlist.yaml
file extracted from this download can be copied to that location, or if a user has already created entries in userlist.yaml
the data in this file can be added to the existing userlist.yaml
. The file for the guide includes recent updates to Bash tags and plugin cleaning needs, and some plugin order data designed specifically for users of this guide. The Bash tag and mod cleaning data will gradually show up in the LOOT masterlist, while the plugin order data will not as it is specific to this guide. The file for this guide will be updated frequently since a new script is available that makes identifying useful Bash tags much easier, so if you use this file check the guide to regularly to see if it has been updated. The most recent update was 2/3/2018.
There may be a few plugins that are not yet in the masterlist. If a mod has a cleaning indicator in the guide and LOOT does not mention that one or more plugins need cleaning, it is recommended that the xEdit cleaning process is used on plugins in the mod in case they need cleaning.
Add Bash Tags
The Bashed Patch is almost as versatile for Fallout 3 as it is for Oblivion. This means that many options exist to manage the merge of game objects into the Bashed Patch. Bash Tags provide information to Wrye Bash on which object types from a plugin should potentially overwrite objects from later loading plugins. Many of the plugins from mods in this guide have been added to LOOT with the appropriate bash tags, so these tags should shown in LOOT and be added to Wrye Flash. Unfortunately the current Wrye Flash doesn't read the LOOT masterlist to get bash tags.
Documentation on bash tags can be found in Section 5 of the Wrye Bash Advanced Readme.
There are several ways to provide bash tags for use in Wrye Flash:
- Manually copy the bash tags shown in the LOOT display into Wrye Flash. Run Wrye Flash through MO. Select a plugin and right click in the Bash Tags window in the lower right hand part of the Wrye Flash window. A list of all the allowable bash tags will be shown. Click on the tags desired; the selected ones will have a check mark beside the tag name.
- Run FO3Edit using MO. Manually add the desired bash tags to the end of the SNAM field in the plugin header for each plugin for which tags are being entered. The tag format when entering it into the SNAM field in the header is is the tag name surrounded by two sets of bracer characters.
- Run FO3Edit, select None and then checkmark the plugin to be evaluated. The Generate Tags for Wrye Bash script for FO3Edit can be used to determine all the bash tags that the individual plugin might need. If desired it can add these tags to the plugin header so Wrye Flash can directly read them. If changing the plugin isn't desired then note the tags and enter them into Wrye Flash using the manual approach described above.The script might add tags that shouldn't be added since they would cause Wrye Flash to overwrite records from some more desirable plugins, but in many cases this is not a problem.
- Manually copy the bash tags shown in the LOOT display into Wrye Flash. Run Wrye Flash through MO. Select a plugin and right click in the Bash Tags window in the lower right hand part of the Wrye Flash window. A list of all the allowable bash tags will be shown. Click on the tags desired; the selected ones will have a check mark beside the tag name.
For example, it is usually best to have only Fallout 3 Redesigned - Formerly Project Beauty HD use the Eyes, 'NPCFaces, R.Mouth, and R.Teeth, bash tags so the facial changes it provides are not overwritten. Of course, if mods are used that are suppoed to override these Project Beauty entries for selected NPCs then use these tags for those mods.
LOOT doesn't currently include bash tag recommendations for the DLC. It is recommended that bash tags be added to Wrye Flash manually for the DLC. Point Lookout should get one tag (Names) and Broken Steel should get several (Actors.ACBS, Actors.AIPackages, C.Water, Delev, Factions, Graphics, Relev, Stats). The other DLCs don't need any bash tags.The #Generate Tags for Wrye BashGenerate Tags for Wrye Bash script can be used with the Fallout 3 DLC, but this changes the DLC plugins so it isn't the best option.
Creating a Bashed Patch
If you add a lot of mods to a Bethesda game you need a bashed patch if the mods being added are trying to replace parts of the content provided in vanilla game or provided by another mod. If you add mods that are self contained and don't use a lot of the content in the vanilla game you don't typically need a bashed patch. An FO3Edit Merged Patch uses the data from the last loading plugin for the object type, and its compatibility patches aren't as versatile as the bashed patch. Documentation on bashed patches can be found in section 6 of the Wrye Bash General Readme and Section 5 of the Wrye Bash Advanced Readme. The two major situations for which a bashed patch is needed are:
- if you have an object (e.g., a new weapon) from a mod and another mod wants to change a few characteristics (e.g., the damage caused) then you need a bashed patch unless the second mod duplicated all the data from the first mod and replaced only the damage caused. This isn't common; usually the second mod provides incomplete data about the object. Without the bashed patch the game uses only the incomplete data from the second mod. This is the typical behavior when using the FO3Edit Merged Patch which does not include any automated conflict resolution.
- If you have an object (e.g., a new weapon) and you want it distributed to vendors, to NPCs for their use, and in loot from containers then you often need a bashed patch to properly add the object to the lists maintained in the game so the object is actually given randomly to some NPCs, is added to the inventory of each relevant individual vendor, and is randomly found in containers.
This video Wrye Bash : Bashed Patch - Mod Organizer (by Gamer Poets)
is for Wrye Bash in Skyrim but the steps are very similar.
The bashed patch provides this function for some object types, but not all, and some properties of an object, but not all.
To create a bashed patch first go to the directory where MO is installed and open the mod folder. Create a new mod folder with the folder name using "Bashed Patch," followed by the current profile name (e.g., Bashed Patch, Clear and Present Danger
"). Now copy the Bashed Patch, 0.esp from the Fallout 3 goty\Mopy\templates\ folder to the folder that was just created in MO's mods folder.
Start Mod Organizer, activate the new mod containing the blank bashed patch in the left pane of MO. Make sure that in the right pane that Bashed Patch, 0.esp is at the bottom of the right pane of MO. Now run Wrye Flash through Mod Organizer. In all the Bethesda RPG games prior to Skyrim, date/time was used for ordering mods. That's why you see the relative old times on plugins even for recent plugins. The "need to reset times" dialog box in Wrye Flash will often show up when starting Wrye Bash. Locking times means no that load order sorting is allowed; this is included in Wrye Flash for use when Wrye Flash is also the mod manager. Wrye Flash and LOOT need to change times to sort the plugins, so Lock Times should be disabled in Wrye Flash. This is discussed in more detail in the Load Order section of the Wrye Bash General Readme. If there are any plugins that don't have the desired bash tags, select the plugin then right click in the lower right Bash Tags window and check or uncheck the tags until the tags are correct. As previously mentioned, Wrye Flash will automatically import bash tag data from several locations but the LOOT masterlist is not currently one of these locations. A new page of bash tags will be added soon, or a line will be added to the mods, that can be used with xEdit to add the proper bash tags to plugin headers. Wrye Flash can indicate that the masters for a particular mod are not ordered properly. This happens fairly often, but can be fixed fairly easily. First, note which plugins have this problem. Once a good plugin order has been determined, load the plugins into xEdit. For each plugin that has misordered masters: highlight the plugin iin xEdit right click to plugin and select Sort Masters When this has been done for all the mods with misordered masters, close xEdit and accept the changes.
To create a bashed patch, when Wrye Flash is started right click "Bashed Patch,0.esp" and select Rebuild Patch. If there is a pop-up that saying certain mods will be disabled because they are mergeable, click [Yes]. If not, disregard. In the Bashed Patch menu in the left pane it is recommended that ALL boxes are checked except the following:
- Alias Mod Names
- Replace Form IDs
- Import Actors: Animations
- Import Script Contents
- Globals
- Tweak Assorted
- Tweak Names
The first four items in the list above are not used by Wrye Flash. Globals includes the Timescale parameter, but FWE already includes this so it isn't needed unless FWE isn't used (see the Fallout 3 Control Panel Menu Settings subguide). Tweak Names can be left checked if a user wants to have Wrye Flash change items names for easier sorting (vs. using a mod to provide this capabilty). For Tweak Settings tick Combat: Auto Aim Fix; Briefly enjoy the large set of importable tags while sighing since Skyrim has so few in Wrye Bash, at least currently (although this is improving) .Begin hoping WB adds updated versions of all these (and more) for the Fallout 4 (and the rumored Fallout NV 2 if it happens!) Now go through all the sections that are checked and make sure to tick every check box in the right pane that you see except: For Import Names leave Fallout3.esm unticked.
If desired, change Inventory Quantity Prompt to a value other than 4; Select Terminal Speed Adjustment and then right click and set to 'x 6'; Some users like to select the added initials to simplify sorting; note that this can cause problems with some mods and patches. If locations names for some discovered locations aren't showing on the Pipboy map, change Compass: POI Recognition to 0.25; this fixes the issue but will also show undiscovered locations at greater distances. Leave this at default if there aren't any issues with location discovery. Click Build Patch and wait for it to finish. Wrye Flash should take care of everything from here and ask to activate itself if that is needed. After building the Bashed Patch you will notice that the names of all plugins merged into the patch appear green. Those have been merged into the Bashed Patch and deactivated. In addition to those, there are potentially a few mods that appear purple. These have not been merged into the Bashed Patch due to being flagged NoMerge, but have been deactivated during the process and must be manually re-enabled in order to work as intended. Click the checkbox to the left of these mods (make sure there is a check in the box next to each rather than a dot) in order to reactivate them.
When done close Wrye Flash.
It's recommended that each MO profile that uses a bashed patch includes a mod folder for a bashed patch unique to the profile (e.g., Bashed Patch, "Profile name"
") with "Profile name" replaced by the actual name of the profile. If the based patch is not already in such a folder:
In the left pane of MO, go to the bottom of the mod list and right click->Create Mod on "Overwrite".
Type in Bashed Patch - <Profile Name> and click [OK]. There is no specific place to put the new folder since it is only a plugin with some files that are irrelevant and LOOT will sort it.
Once the folder is created, a new Bashed Patch can be generated again and again without having to transfer the Bashed Patch from the "Overwrite" folder repeatedly.
Generating LOD with FO3LODGen (Optional)
The previous installation steps included only the main FO3LODGen file and the tool setup in MO. In the steps in this section the resource files are downloaded and installed, and FO3LODGen is used to create the Objects LOD. FO3LODGen will make more objects in the distance visible, making the game seem much more realistic. There is a potential performance cost for this, so after following the steps below to create and add the generated object LOD test the game to make sure the performance loss isn't too great.
FO3LODGen
- Author: Ehamloptiran Sheson and xEdit Team
- Version: v3.1.2
- Fallout New Vegas Equivalent: FNVLODGen
- Installation: Now download and install with MO the FO3LODGen Resources main file and the optional file corresponding to the version of Flora Overhaul used.
In MO, go to the archives tab and make sure "Have MO manage archives" is Unchecked when using FO3LODGen. FO3LODGen does not use Mod Organizer to manage the resources inside archives. Leaving it checked would potentially cause FO3LODGen to miss some resources. The normal recommended setting for FO3 is to have MO manage archives (Checked), so when finished with FO3LODGen change this settings back to the default value. Launch FO3LODGen through MO. After a moment of processing a window will popup. On the left pane, select the worldspace(s) for which you wish to generate LOD. Typically all worldspaces are selected. On the right side make sure Objects LOD is checked and that Tree LOD is unchecked. Click Generate. When FO3LODGen has finished the message "LOD Generator: finished (you can close this application now)." will be shown. Close the program. Go to the location used when adding FO3LODGen to the list of MO Executables (e.g., D:\Games\FO3LODGenOutput). Create an archive file named Generated LOD with the meshes and textures folders created by FO3LODGen, and install with MO. It should be the last mod (mod with highest priority value) in the left pane of MO. If there are changes, additions, or deletions of mods with significant static objects or LOD files, then prior to rerunning FO3LODGen the contents of the temporary storage folder (e.g., D:\Games\FO3LODGenOutput) should be deleted, and the old version of Generated LOD should be removed. A new version should be created after rerunning FO3LODGen.
In Game Settings
Two significant problems in the vanilla game that this guide attempts to address are:
- Configuration: When adding DLC that increased the character level cap Bethesda did not revise the vanilla configuration values to allow the game to remain interesting and challenging when the player level exceeds 20 (the FWE mod is the primary tool for extensive configuration capability to adjust the parameters to fix this and other gameplay configuration); and
- Immersion and balance: Bethesda games are balanced only for the default game difficulty setting. The simplistic method used for the vanilla difficulty settings in all the Bethesda games arbitrarily changes the damage the player receives and that the player causes to NPCs. On the harder difficulty settings it might take many 10's of hits to kill an NPC while the player is killed by a single critical hit. This is very unrealistic and not immersive. The game difficulty is best set to Normal or Hard to provide reasonable balance. The mods in this guide are designed for game difficulty no higher than Hard, especially any mods that increase NPC and creature difficulty. Setting it to Very Hard makes NPCs and Creatures too powerful without providing other changes for balance.
Configuring the game for the desired difficulty and balance is, of course, much more complicated than setting a single game difficulty parameter. A Control Panel menu settings page with a suggested list of settings for Control Panel menu settings comments to improve game balance and menu settings for those mods that provide menus for customizing the experience. Thi is available in the Fallout 3 Control Panel Menu Settings subguide. The menus in Fallout 3 are shown as items with square brackets in the Pipboy Item menus (e.g., [FWE Control Panel]) in the Apparel menu. These Fallout 3 Control Panel menus are much less fancy than the Mod Configuration Menu (MCM) menus available in Fallout New Vegas and Skyrim, but they do allow easy access to many of the parameters for the mods.
In the main Game Settings menus make sure that in the game settings all the Autosave options are turned OFF. An alternate set of game options generated by Ghostwise that provides a little less challenging option selections is available here. STEP has a new MCM template for use with menu settings like this and the current settings page needs to be redone using this template.
Hotkeys for Fallout 3, including those added by mods in this guide, are listed in the Fallout 3 Hotkey guide.
The FWE - FO3 Wanderers Edition mod provides a large set of configuration settings to allow customizing the game; the main reason it is a Core mod in the guide. It includes an alternate fast travel plugin that disables fast travel and instead provides a motorcycle for the player to travel much faster than usual. Some users like to have Fast Travel disabled for better immersion, while others prefer to leave it enabled but use it sparingly. For those who want a motorcycle for more realistic fast travel but don't want to completely remove the Fast Travel capability in the game, the [[User:Kelmych/Fallout3#J3Xified_Driveable_Motorcycle|J3Xified Driveable Motorcycle] mod can be used; note that this mod isn't especially robust.
If any user would like to have their settings listed, just look at the menu settings page linked below and format it the same way. Also, only include mods that are listed in this guide and make sure the URL is correct. It is very simple, after the "https://stepmodifications.org/wiki" add "/User:<Username>/Fallout3_ControlPanelMenu_Settings". That is all that's needed to start a menu settings page; when finished just link it in the forum or send a PM to Kelmych and it will get added below for other users to see.
Controller Support
Fallout New Vegas and Fallout 3 support the Xbox 360 controller natively, but there is no way to change the default button settings other than switching two button's commands. This is a problem when using mods like Project Nevada that add in new hotkeys or for users that have any other type of controller. To solve this issue, the best option is to use an emulator or wait until a modder figures out how to fix the whole thing (which is being worked on, so there is hope). There are some Nexus mods that purport to do this, but they have not been tested with the mods in this guide. The link below is for a page that will have instructions to setup Xpadder with an Xbox 360 controller and some other instructions for users with different gamepads to create their own profiles. User that are using other emulators can create their own wiki pages and they will be linked to from here. Xpadder Setup
The Fallout 3 - Full Xbox 360 Controller Support With Console Usage mod might also be useful. It has not been tested by STEP forum users yet.
This Fallout New Vegas thread on a modified version of DarnUI for controllers might also be useful.
Optimize Field of View (FOV)
It is suggested that these steps in the STEP guide be followed in Fallout 3 to make the game FOV consistent with the monitor aspect ratio.
Troubleshooting
Failure to Launch Fallout 3 using MO
Some problems that can cause the game to fail during launch with FOSE when using MO
- The Fallout Launcher needs to be run outside MO once to setup .ini files and registry entries. This is especially important if Fallout 3 is installed in an alternate directory with Steam (e.g., on an SSD) since the registry keys might still point to a Fallout 3 GOTY directory on HDD in the same
\Steamapps\common\
folder where other Steam games are located. - Steam needs to installed outside of any UAC directories (e.g., C:\Program Files (x86)\ is a UAC directory)
- If the LAA flag is added to Fallout3.exe, GFWL need to be disabled.
- The multi-core Fallout.ini tweak may be needed; it has been neededed for many system
- If you have too many unextracted BSAs (based in total character count of the BSA names) there is a problem in MO 1.2.18 (which is expected to be resolved in MO 1.3). As a general guideline, extract all small BSAs from mods.
- If any of the plugins in the right pane of MO show a warning symbol, then some required plugins are missing or are out of order. Make sure that LOOT has been run before launching the game if any mods have been added; this will ensure that there are no errors with required plugins caused by these plugins being in an incorrect load order.
- If you are using ENB, including the ENBoost utilities in this guide, the game can fail to launch or load if the most recent version of the DirectX end-user runtime software isn't installed. The current version of the DirectX end-user runtime software is available here.
- If you have the Steam version of FO3 GOTY, check the Steam\steamapps directory for the appmanifest_22370.acf file; if you don't have the english version the number won't be 22370. Make sure the entries in this text file seem correct. Select the
icon (Settings} and then the Workarounds tab. Compare the id number with the Steam App ID in this window. These should be the same.
- Determine the CRC-32 value for the Fallout3.exe file in the Steam/steamapps/common/Fallout 3 Goty directory after the Large Address Aware Enabler for FO3 fix has been used on this file. If you have the english version of FO3 Goty it should be CF353836; if you don't get this value there may be problems with getting FO3 to work with MO. We are still not sure why and how this happens since Steam should be supplying the same file to all users with the same Steam App ID. Try using the Verify Integrity of Game Cache command in the Steam Fallout 3-Game of the Year Edition - Properties menu to make sure that the game files have not been modified. After this is done the LAA fix will need to be reapplied to the Fallout3.exe file.
- Check the INI files being used to make sure that the folder and path names match the actual locations. Some users have recently had problems with these names in the main Fallout3 INI files or the MO INI files having small errors.
- For users of the non-English version of Fallout 3 there seems to be a problem with MO (or any mod manager) being able to hook Steam to allow the game to launch with FOSE. This is discussed in this forum thread with some potential solutions in this thread.
Fallout 3 Radio Stutter Fix
Some players experience problems with stutter when the radio stations play music, and there isn't any stutter when the DJ is speaking. This wiki page on the Nexus wiki has a good summary of potential solutions. Fallout 3 was designed when Windows XP was in use, and there can be problems using more recent versions of Windows. Some users have found the CCCP Codec pack eliminates this problem, while others have had success with some of the other codec options mentioned on this Nexus page.
This utility can be used to see which codecs are installed on the system.
As most of the suggestions are based on Windows 7 or older OS versions, Windows 10 users in particular may need to consider using Option D and applying the MADFiltercodec instead of some of the simpler solutions. Users @DanielCoffey & @Rebel47 have both reported success with that method.
Game Launches in Some Profiles or Fails shortly after Launch
In construction. Feel free to add to this section.
One common problem is that the Fallout.ini and FalloutPrefs.ini can have incorrect values, causing a wide variety of problems. To get the values in these two files back to the default values, do the following (from EssArrBee):
Start by deleting the INIs. Go to the Documents\My Games\Fallout3 and delete the two vanilla INIs. Then start the game launcher normally from Steam (not MO). Now go into the Mod Organizer\profiles\<profile name> folder used for Fallout 3 and delete the INIs. Then start the launcher from MO, but don't start the game. Setup your settings for graphics. Try starting the game up normally as before with FOSE and see if there are still problems.
After updating Mod Organizer to 1.3.8, some users have reported that the game crashes on the main menu. Allowing Mod Organizer to manage archives has addressed the issue for some:
In Mod Organizer's right pane, click the Archives tab. Check "Have MO manage archives." Check all of the vanilla / DLC .bsa files, if they are not already checked. Verify that Fallout - Invalidation.bsa is at the top of the archive list. If it is not, see the Archive Invalidation problems section below.
This problem can also result from a variety of load order issues, commonly caused by running Wrye Flash with the Lock Times feature enabled. Try the following:
Launch Wrye Flash with Mod Organizer. In Wrye Flash, make sure the Mods tab is selected. Just below the tabs is the File column bar. Right-click it, and uncheck Lock Times if it is not already unchecked. Close Wrye Flash and run LOOT, ideally with the provided userlist.yaml file loaded. Create/rebuild your bashed patch by carefully following the provided instructions.
CTD when leaving Vault 101
Perhaps the most VRAM intensive part of the game occurs when leaving Vault 101 since the game needs to load the entire area around Megaton. It a CTD occurs regularly there it might indicate that some textures need be redueced in size.
Archive Invalidation problems
If there are problems with textures not being loaded properly, make sure that Archive Validation is properly setup as discussed in this support thread.
- Make sure that the Archive Validation box is checked for the current profile.
- Make sure that in the Archives tab of right pane of MO the first file listed is Fallout - Invalidation.bsa and the box is checked. If Have MO manage archives is checked (the typical case) the file is greyed out but should still be checked.
If there are problems with these two steps see the referenced thread.
Failures in Loading a Game Save or Going through a Door
Welcome to the world of the Gamebryo engine where everything is almost properly implemented.
- Try again; sometimes it works!
- Try loading an earlier saved game; when this succeeds then load the desired saved game
- Try using a profile with fewer mods to see if that profile can successfully load the desired save game; if this happens the engine is having some problems with your mod set. You can try eliminating a few to see if it makes a difference
- Sometimes eliminating the d3d9.dll used for ENBoost allows the saves to load. You can try adding it back into the Fallout 3 GOTY folder later to see if there is still a problem. This problem happens more often when loading quicksaves vs. full saves.
- If there is a lot of disk activity from other programs on the system while the game is loading this problem happens more frequently
- Spend vast amounts of time searching the internet for potential solutions. Nearly all of these will not work. Almost all of the solutions that involve changes to Fallout.ini or FalloutPrefs.ini are snake oil; they don't actually work and in some cases can cause other problems.
Problems Using Game Support Overlay Applications and some Anti-Virus Tools
Game support applications provide useful capabilities but are unfortunately not compatible with Bethesda RPG games, Mod Organizer, and/or the ENB executable. The AMD Gaming Evolved application introduces multiple problems including cursor problems when multiple monitors are used. The MSI Gaming applications for Nvidia cards can cause an overly bright screen, making the game unplayable. Overwolf causes CTDs. It is recommended that these applications should not not running when playing Bethesda RPG games including Fallout 3. Some anti-virus programs such as BitDefender can cause similar problems. See GrantSP's post here for more details.
Screen is Washed Out and Bright
This is caused by a game engine problem in both Fallout 3 and Fallout NV. To fix this turn the Pipboy light on and off several times and the problem should go away. This can also be caused by a Game Support app (e.g., the MSI game app for Nvidia cards) provided by the video card manufacturer; see the discussion on this above.
Steam Overlays not available in Fallout 3
Unfortunately Steam overlays are not typically available when a mod manager is used to start Fallout 3. This is a known Steam bug that is unlikely to be fixed by Bethesda or Valve. One workaround that does seem to work is FalloutLauncher Replacer for Steam described earlier in this guide. Other workarounds are discussed in this forum thread.
Windows 10 OS, Game starts but screen stays black
Sometimes when using Windows 10 the game starts but the screen stays black. Usually this is easily fixed by exiting the game using the Task Manager, then restarting the game.
Crashes with Windows 10 Anniversary Update
The games crashes while loading for some users when the Windows 10 Anniversary Update (Windows 10 version 1607) is installed. For many users this seems to be an incompatibility between the graphics driver, especially NVidia, and the updated Windows 10 OS. Some users with this problem find that reverting to an older version of the graphics driver fixes the problem. Using the most recent version of New Vegas Anti-Crash should also fix the problem while allowing use of the Windows 10 Anniversary Update and recent Nvidia and AMD graphics driver updates. See the Fallout 3 / FNV / Windows 10 Warning! thread for more details.
Known Plugin Issues
This section includes a list of known problems with plugin records that are not handled by bash tags or the compatibility mods in this guide.
- Drinks like Purified Water do not quench thirst when Primary Needs are enabled in FWE, and there is no bash tag that covers this. Any fixes will need to be provided in a separate patch plugin loading after the bashed patch. A plugin providing these patches is included in here. See the Bash tag for Purified Water FWE behaviour? support thread).
- Tracers do not work properly in VATS and this causes projectile animation problems. See this thread for a discussion of the problem.
- When using the clothing and armor replacers in this guide there is often a neck seam problem where the body texture below the neck does not match the texture in the face above the neck line. There is no known solution; hopefully someone will determine the cause and recommend a solution. This problem is discussed in the How to troubleshoot texture problems? forum thread.
Credits
You, yes you for keeping the Fallout 3 community going for this long (since October 2008).
EssArrBee- For the incredible "Fear and Loathing in New Vegas" guide
Kelmych- For the incredible "Fear and Loathing in New Vegas" guide
Brainfever - for testing, new mods, and providing recommendations on a lot of high resolution mods to add to the guide.
hishutup - for extensive and meticulous guide fixes and for providing recommendations on mods to add to the guide.
Adonis_ VII- for mod recommendations, mods to add to this guide from The Two Wastelands (TTW) mods, and additions to instructions in the guide based on the STEP TTW guide.
GrantSP- for tireless assistance to users having problems with this guide as well as other aspects of Fallout 3 installation and setup.
Deadmano- for his efforts in recommendations for the guide and improving the compatibility of mods for Fallout 3
Gamerpoets- for providing an extensive set of videos on setup and use of Fallout 3
STEP- for being one the best communities on the internet, gaming or not
The Nexus- for hosting all the mods
The Modders- for making their excellent contributions, really cannot say enough good things about them
Creators of useful, balanced Fallout 3 mod guides with sufficient detail to be useful, especially Arwen's Guide and the ULTIMATE Fallout 3 Setup and Mod Guide (also available here with more user comments.
There are some names missing, and new ones to add in the future, but they will get added later ;)
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