Fallout3:Unofficial-Kelmych-1.0.0: Difference between revisions
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* '''Author''': Skingrad24 | * '''Author''': Skingrad24 | ||
* '''Version''': v2.0b | * '''Version''': v2.0b | ||
* '''Notes''': Enhanced Weather is | * '''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. | ||
* '''Installation''': | * '''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 | 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 |
Revision as of 19:42, July 12, 2015
"You want to know about politics in Washington? Four words. Watch your back, Jack." - Admiral Greer
GUIDE FORUMS
CURRENT USERS: The updates made during the latest revision (prior revisions can be found here):
July 4, 2015
- Added UF3P - Exotic Caravans, more protection for trader caravans
- Updated installation instructions for Marts Mutant Mod - RC 62, remove the tougher traders plugin
- Updated installation instructions for Descriptive Icons for Fallout 3, updated plugin
- Updated Creating a Bashed Patch to add more details about bash tags
- Updated Run LOOT; an updated userlist.yaml is available.
- Removed US Assault Rifle Retexture, included in Weapon Enhancement Pack
July 1, 2015
- Added FWE Alien Work Bench Fix
- Added Potomac Steamworks, restores cut content plus some additions
- Added Chrysalis billboard, better quality texture
- Added Schematics, higher resolution plus 7 different variants of schematics
- Added Tiny Marie Retexture for The Pitt, higher res baby
- Updated Potential Quest and Location Mod Additions, added more potential mods; hopefully users will try and review some of these
June 28, 2015
- Added Mothership Zeta Crew, popular quest mod
- Updated installation instructions for To sleep - perchance to dream with another alternative for the tree diameter problem
- Updated installation instructions for Flora Overhaul; removed warning about cleaning
June 25, 2015
- Added Weathered Bobblehead Case, weathered bobblehead case
- Added Bobbleheads Retextured, weathered bobbleheads
- Added Alien Captive Recorded Log 12 Fix
- Updated version for Fallout Food Package Retexture Compilation
- Updated installation instructions for NMCs_Texture_Pack_for_FO3, added optional file
- Updated instructions for C93 - Distant LOD Rock Fix for NMCs Texture Pack; not needed if FO3LODGen is used
- Added a new section for User Recommended Mods, initial mods will be added shortly
June 19,2015
- Added FalloutLauncher Replacer for Steam which allows Steam to be used with Mod Organizer.
- Updated Steam Overlays not available in Fallout 3 for use of the new extender mentioned above.
- Updated installation instructions for Acoraito HD Textures Pack
- Updated version for ENB
- Added Free Commander XE utility program
- Added Free Commander XE in Setting up Mod Organizer
- Updated installation instructions for Adjustable HUD - aHUD to allow this mod to be activated and deactivated without causing UI errors
- Updated installation instructions for JIP Realistic Weapon Overheating to allow this mod to be activated and deactivated without causing UI errors
- Updated notes for DarnUI Support for FWE to mention that deactivating this mod causes UI errors when using this guide and UIO
- Updated notes for UIO - UI Organizer
- Moved the Poosh section so meshes from weapon and armor mods have higher priority
- Updated installation instructions for Precision Collision - Clutter to hide an additional texture
- Updated installation instructions for 20th Century Wpns -Plus- Reborn for FWE 603 ..; none of the plugins from this mod are needed since 20th Century Weapons Reborn eXCaliberized with additional patches was added
We were somewhere around Arlington...
Both Fallout 3 and Fallout New Vegas have been out for a number of years now and there is a truly amazing community that has supported both games with really creative mods since the game's release. Fallout 3 was the last Bethesda game released that could be used without Steam; all subsequent Bethesda games need Steam even when the game is installed from a CD/DVD. This guide covers mods and utilities for Fallout 3, but as mentioned below it has a similar format, and many similar mods, to the Fear and Loathing in New Vegas guide. When the same mod is in this guide and the Fear and Loathing in New Vegas guide, the comments about the mods are typically taken from the FNV guide. In addition, some of the general text was also retained from that guide.
A series of videos about Fallout 3 from GamerPoets in the Let's Roleplay Fallout 3 series demonstrate what can be achieved today with Fallout 3 and modern computers; these videos make use of mods from this guide.
This guide will help make Fallout 3 look as good as possible while maintaining a setup that adds to gameplay, stability, and re-playability. With that in mind, Fallout 3 is old enough that 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 couple mods or patches. STEP officially supports the use of Mod Organizer and everyone who uses it for a long enough period sees it as the premier mod manager for Bethesda games. This guide will use Mod Organizer as its main mod manager and Wrye Flash will be used to generate a Bashed Patch.
Fallout 3 has a reputation for poor stability, and there have been comments that it doesn't work well with Windows 7/8/8.1 . Many users with these systems have had problems, especially when running programs in the background. One user reports particular problems with the AMD Gaming Evolved program. This guide adds a few recently available utilities and related fixes to improve stability and expand the effective memory available for the Fallout 3 executable. Moreover, the improvements in FO3Edit provide better plugin cleaning than was previously possible. In the limited testing so far Fallout 3 seems to be working reasonably well with Windows 7 and 8.1, but not entirely bug-free as discussed on this web page and this forum thread. In particular, the ENBoost and NVSR utilities included in this guide provide some help in avoiding the problems discussed in this article. As the time in-game gets larger the stability decreases, and practices such as limiting the use of fast travel and autosaves help reduce this deterioration. Nonetheless, some users still have significant problems getting Fallout 3 to work properly on modern computers and Windows OSs.
Users already familiar with STEP , the Fear and Loathing in New Vegas guide, and Skyrim Revisited will notice that this takes queues from both styles of guides. Also, due to the somewhat silly nature of the Fallout series, this guide will not take itself too seriously, but nonetheless a little more seriously than the highly irreverent Fallout 1 and 2; Fallout 3 is a little more serious than the previous Fallout games and even the follow-on "Fallout New Vegas", perhaps because of the Washington DC area setting. The areas near the starting location for the game are even more dangerous than the areas around the starting location for Fallout New Vegas. The early quests in Fallout 3 involve travel through dangerous areas with a lot of raiders, and they often attack as a group. The initial candidate title of this guide, "Clear and Present Danger", is a bit serious because of this danger, however, there needs to be some material added from other Washington DC area based popular books/movies that aren't quite as serious or at least have some good quotes. The theme is intended to reflect the overall impression of Fallout 3 as well as remaining true to the Fallout tradition.
STEP changes the way so many people mod video games and really gave birth to new type of mod community that was very strict in its pursuit for a better experience of Bethesda games. It only makes sense to extend some of STEP, Fear and Loathing in New Vegas, and Skyrim Revisited to other Bethesda games, and that is the goal of this guide. When this guide was being created it was apparent that there were significant similarities between the mods and utilities for Fallout 3 and Fallout New Vegas. The game engines of the two games are closely related, and the directory structures of the resources in the Data directory for the games are nearly identical. The authors of quite a few of the best mods for Fallout 3 created new but related mods for Fallout New Vegas, and in the last few years many excellent mods created for Fallout New Vegas have been ported to Fallout 3. The guide layout and even the mod descriptions from Fear and Loathing in New Vegas have been preserved whenever possible. In addition, a line was added to each mod description in this guide to indicate the related Fallout New Vegas mod, many of which are in the "Fear and Loathing in New Vegas" guide.
While going through the guide remember that this is a working guide and it will always evolve as long as new and interesting mods become available for Fallout 3. There is a forum support thread and a feedback thread to post any questions that might arise. This guide isn't intended to be the same size and scope of the STEP guide, but the current mods listed seem to work together without major compatibility issues. It isn't quite comparable to the STEP guide for Skyrim. There aren't nearly as many model and texture replacer mods for Fallout 3 as there are for Skyrim. This guide includes as much high quality replacer meshes and textures as possible, but also adds many more mods that affect gameplay than is the norm for the STEP guide. Compared to STEP Skyrim this guide is roughly comparable to a combination of the current STEP guide, the Skyrim Revisited: Legendary Edition guide, and A Real Explorer's Guide to Skyrim.
The mods, utilities, and guidance in this guide are listed from top down. It's recommended that mods be installed in that order, making sure that all directions are followed correctly (especially in the User Interface section). Most users will likely install most or perhaps all the mods, other than those noted as optional or alternative; experienced users might not want to use all of these. 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 3.
This guide intends to provide a useful base set of mods for Fallout 3 that
- add interesting content that greatly improves the look and feel of the game or expands the gameplay, while remaining lore friendly and reasonably close to the vanilla game;
- provide much more flexibility in configuring and managing mods than the vanilla game, and
- improve the robustness of the game.
It is expected that most users will add many additional mods 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 3.
Options across Systems with Different Capabilities
We don't all have the same computer technology as the Enclave seems to have.
The guide is intended for use across a range of different systems. Fortunately the base Fallout 3 game doesn't need a highly capable system. The minimum system supported would be one that is capable of running more than just the vanilla Fallout 3. This guide expects that the minimum system has at least 1 GB of VRAM. When Fallout 3 first came out most of the available mods provided small improvements in texture resolution and graphic quality, and a minimal system could generally use textures from a mod. The vanilla textures in Fallout 3 (and even Fallout NV and Skyrim) are typically no larger than 512x512, and mods had textures that were almost all at most 1Kx1K resolution. As systems and graphic cards have gotten more powerful the mods that have been developed to provide better graphic quality, even for older games like Fallout 3, have increased the resolution of textures provided. Most high resolution texture mods that are now being released often provide some 2Kx2K textures (sometimes even 4kx4k). The guide is being expanded to provide some mods that replace the same textures, where the mods provide different texture resolutions so users can choose among alternative mods.
Some mods, especially those adding exterior textures with resolutions of 1Kx1K or greater and other textures (e.g., interior textures) with many of the textures having2Kx2K resolution textures, may in some cases yield too much VRAM usage for such systems. The guide will handle this in two ways. First, an indicator was added to denote the graphic intensive of mods. The indicator has three options, each with approximate criteria:
- LowRes: 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. Note that LowRes includes textures with higher resolution than the vanilla game textures which are 512x512 or smaller.
- MedRes: 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.
- HighRes: Mods with a number of 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.
Second, more information will be added about reducing the resolution of textures from mods so they can be used even on systems with smaller VRAM capability. There is already some information in the Fallout DDSopt Quick-start guide about how to use DDSopt to reduce the sizes of textures of both the vanilla game textures and textures from mods, including some tools that simplify this process. This guide, and the Fear and Loathing in New Vegas guide, does include information about which mods are improved with optimization and there is some information on which mods have their texture size reduced and how to do so.
Some mods in this guide have an Optimize indicator, which is used to identify mods that are particularly useful to optimize with DDSopt.
What this guide is still lacking
- More INI tweaks for Fallout 3. There are a few in this guide, but the tweak guide mentioned below has more suggestions that haven't been tested yet.
- Some post-installation instructions are lacking, including more inputs on recommended Control Panel menu values including some optional versions to cover the needs of both new and experienced users. More comments on game balance including mods and these Control Panel menu settings would also be very helpful.
- Texture selection, particularly for clutter items and weapons, although this has improved significantly as the guide has evolved. This guide include a number of both high and low resolution texture replacer packs that have been used before and have been recommended by various modders and Fallout 3 guides. Roughly half of the vanilla Fallout 3 textures are replaced by textures provided by the mods in this guide. So far there have only been some spot comparisons of the textures for small items and weapons to determine which sets should be installed with higher priority. Obviously Millenia's weapon retextures (as an example) always have the highest priority, but unfortunately only a few of these have been ported to Fallout 3 from Fallout NV and those that have are vanilla replacements vs. standalone weapons (which they are in Fallout NV)
- Texture optimization for mods. As mentioned previously, DDSopt works for Fallout 3, but evaluation is needed to determine textures that should not be optimized and to determine which textures should/can be modified and by how much. The optimization of the vanilla textures from Bethesda collapses many textures, and this needs to be tested to make sure it doesn't cause problems. Mod optimization (and/or selection) of exterior textures needs to be tested to get the right balance or graphic quality and game performance. Moreover, this needs to be done across a range of user systems with (as an example) graphic card VRAM ranging from 1 GB to 4 GB. The initial recommendations for this are available in the Fallout DDSopt Quick-start guide .
- Additional plugin load order directions based on the use of LOOT. BOSS is no longer being maintained, so the guide now uses LOOT. Information has been sent to the LOOT team, and most of this is now available through LOOT. The guide includes a pointer to a
userlist.yaml
that provides some of the changes specific to the set of mods in this guide or not yet in the LOOT masterlist. - Bash tags for a few mods not currently in LOOT masterlist (when needed); when they are in LOOT they are automatically applied. Some of this is available in forum posts, and more of these are being provided to the LOOT team. The recent xEdit script for identifying potential bash tags in mods will be very helpful in increasing the list of tags.
- Mod cleaning details. When Fallout 3 came out the tools for mod cleaning were quite limited, and cleaning mods didn't have the importance it now has. The hardest problem now is determining which mods could break if cleaned (2 have been identified so far). An indicator has been added to show which mods have dirty plugins, but details on repairing bad record or subrecord entries not handled by FO3Edit still needs to be added (e.g., the 20th Century Wpns -Plus- Reborn for FWE 603 ... mod has several bad records) .
- Details for a manually created compatibility patch(s), similar to that provided in SR:LE and the REGS pack. Wrye Flash takes care of a great deal of mod compatibility problems in Fallout 3 but some manual patches will still likely be needed. Wrye Bash is being expanded to handle more tags and to work with Fallout 3 and Fallout NV, and will eventually replace Wrye Flash for the Fallout games. In addition, some modders are creating weapon compatibility patches that should help reduce this problem.
- While a large number of the weapons are put into the levelled lists for vendor inventory, loot, and NPCs there are still a number of armor, clothing, and weapons that are only available as individual items in specific containers (e.g., much of Exeters armor/clothing). Many of these are not intended as powerful, unique items and thus should be added to a new or expanded plugin that adds these items to the appropriate levelled lists.
- A glossary of terms such as that found in the STEP Hardware Guide. Suggestions of terms to be added are requested!
All of the above will take a considerable period of time, especially since there are only a few forum participants helping to maintain this guide. Template:Notice Small
Cleaning Mod Plugins
Mods with plugins needing cleaning have a red indicator with the word Cleaning. The details of the plugins needing cleaning are available in the LOOT report. To clean the dirty plugins from these mods, follow instructions for cleaning here. 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.
As the xEdit mod evolves the mod cleaning capability improves. Mods should occasionally be re-cleaned with the newest version of xEdit.Ideally this would happen regularly, but most users do this infrequently.
Pre-Installation Checklist
Make sure that everything is ready to install before proceeding with this guide.
- Make sure the Fallout 3 goty directory is clean from any other modding previously done.
- One way that always works is to delete everything in the Fallout 3 goty 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 BSA from Fallout 3 or the DLCs.
- Now go to Fallout 3 goty in Steam and verify game cache and Steam will download all the necessary files.
- Make sure the Fallout 3 goty directory is clean from any other modding previously done.
- Those with the German "no gore" version of Fallout 3 goty need to do an additional step
These files are shipped through Steam: Fallout3.exe Fallout3.exe.cat Fallout3.exe.cfg Fallout3ng.exe Fallout3ng.exe.cat Fallout3ng.exe.cfg To ensure that FOSE uses the correct "no gore" game files, rename the first three files to: _Fallout3.exe _Fallout3.exe.cat _Fallout3.exe.cfg Then remove the ng from the three remaining files so MO will recognize them: Fallout3ng.exe --> Fallout3.exe Fallout3ng.exe cat--> Fallout3.exe.cat Fallout3ng.exe.cfg --> Fallout3.exe.cfg (Thanks to pStyl3 for providing the instructions for the "no gore" version of FO3)
- Delete any Fallout.ini and FalloutPrefs.ini (if present) in the "Documents\My Games\Fallout3" folder. Go to the "Fallout 3 GOTY" folder and start the Fallout launcher from there (NOT from inside a mod manager) 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.
- 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 Skyrim Launcher guide provides configuration instructions that are useful for Fallout as well as Skyrim. These instructions are aimed at higher end cards; for less capable cards the default preset may be adequate. If the default preset is used make certain that the preset Antialiasing is no greater than 4x (4 samples); otherwise, keep the preset. This default preset is conservative and should facilitate a smooth game once the game is configured initially according to this guide (i.e., what does not tax performance now may be burdensome later). More extensive INI tweaking can be done after the game is set up and verified as running smoothly. A few users have reported problems when the HDR box is checked,but most users can leave this at the default setting.
- 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 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 Gamebryo and Plugin Limits
The game engine for Fallout 3 has quite a few issues, but fortunately for 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 Gamebryo-based Bethesda games except Fallout New Vegas. Fallout NV has a ~140 plugin limit which will cause Fallout NV to function incorrectly or just not load at all if there are more plugins than this. The number of plugins in the mods recommended in this Fallout 3 guide will always be below the ~254 limit so users can add some other mods of their choosing, but even with the large plugin limit in Fallout 3 it's possible to exceed the limit. Some mods have separate plugins for each DLC and each other mod with compatibility issues, so the plugin count can increase rapidly. Merging any mods that add new objects in each plugin (new FormIDs) can 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 xEdit Merge Plugins Script when appropriate to lower the count on mods that have multiple plugins that won't cause compatibility problems when merged. This is also the reason that Wrye Flash is so important, along with its conflict resolution for levelled lists, since the Bashed Patch will lower plugin count.
Utilities
There are a few tools that are necessary to mod Fallout 3 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)). 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 Wrye Flash and FOSE) are not installed in subdirectories of the Steam directory including the game directory itself (Steam\Steamapps\common\Fallout 3 goty) to keep the Steam and game directories as close to vanilla as possible. This is helpful for any games installed on an SSD since space is always limited on an SSD and these utilities don't need to be in the game directory. When an SSD is used for the game directory the Mod Organizer\mods directory should be installed on the SSD even if Mod Organizer is installed elsewhere else; if Mod Organizer itself is installed in the game directory then the Mod Organizer\downloads directory should be on a HDD rather than in the Mod Organizer directory.
DDSopt
- Author: Ethatron
- Version: v0.8.0.upd4
- Installation: The program is portable so it should be extracted to a folder that is easy to access, like D:\Games\DDSopt. Also, it may be easier to make a shortcut on the desktop and the program should be set to 'Run as Administrator'. The default ddsopt.ini needs changed, so get the latest version here and overwrite the ddsopt.ini in the DDSopt folder.
- Note: Detailed information on installation and use of DDSopt for Fallout 3 can be seen in the 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 this Fallout version of the DDSopt guide work equally well for both games.
Needed to optimize and/or reduce textures and the resolution of textures for increased quality and performance.
Fallout Mod Manager - FOMM - Fork
- Author: Q Timeslip and kaburke
- Version: v0.14.11.9
- Note: When Installing MODS with FOMM - Fork, they will go into Mod Organizer's "\Overwrite" folder. Follow the instructions for FOMM if used for a mod.
This is a continuation of the FOMM development. Mod Organizer had problems running the original FOMM, but this version works well. This might allow the installation of mods that MO cannot handle with its external installer. This utility does not seem to be needed with version 1.2.17 or higher of Mod Organizer with the mods in this guide or with any Fallout New Vegas or Skyrim mods.
FO3Edit
- Author: ElminsterAU
- Version: v3.1.1
- Notes: Used for cleaning mods and conflict resolution. As mentioned below, there are multiple guides and videos on using the xEdit tools for cleaning plugins. 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.
The version referenced above is for the most recent full release version. The latest development version of xEdit 3.1.1 is available here; it is updated fairly often. It includes additional capabilities such as LODGen for generating static LOD for Fallout 3, Fallout NV, Oblivion, and Skyrim. Those using the most recent versions of the addon xEdit scripts such as the Merge Plugins script below and the DynDOLOD script (used now for Skyrim and which will later be useful for Fallout) NEED to use the most recent development version of xEdit.
- Fallout NV Equivalent: FNVEdit
- Installation: This mod can be installed one of two ways. FO3Edit can be downloaded using the url above and then installed in a FO3Edit folder in either the game folder or a separate folder (e.g.,
D:\Games\FO3Edit
), or (recommended) a single version of xEdit can be installed for use with all the Bethesda games as described here.
There are additional setup instructions for this utility that 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 xEdit Script
- Author: matortheeternal
- Version: 1.9
- Notes: This mod provides a script that allows merging plugins for any of the xEdit utilities including FO3Edit. Video It even 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 will still work with current save games. The current version of this script handles most of this automatically. Documentation and other very useful TES5Edit scripts created by Mator are available on the TES5EditScripts page.
- Installation: Get Merge plugins v1.9. Extract the contents of this mod into the folder used for FO3Edit 3.1.1 or xEdit 3.1.1.
While this utility isn't critical, it is especially useful in reducing the number of plugins used for Fallout 3.
Mod Organizer
- Author: Tannin
- Version: v1.2.18
- Installation: To use MO for multiple games it must have multiple installs in different locations or folder names. Most users will likely put each install of MO into the game directory of each game that uses MO; if desired MO can actually be installed in any non UAC-controlled directory. 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:
- The newest version of Mod Organizer introduces a new system of handling mods not installed by Mod Organizer and the official DLC. They will now 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.
- For more information, see the Mod Organizer Guide.
- The current version of MO handles most fomod scripts properly; but the resulting fomod GUI screens are fairly limited and can be confusing in some cases. In a few cases with fomod scripts MO displays an Archive Validation needed warning, but this should be bypassed as it isn't actually needed (Mo already provides this).
- Official STEP Mod Organizer Video Series by Gamer Poets.
- The newest version of Mod Organizer introduces a new system of handling mods not installed by Mod Organizer and the official DLC. They will now be listed in the left pane of MO and can be moved around so those files will become part of the file priority.
MO is a powerful mod manager that does not install mods into the game's data folder like other mod managers. Instead, MO uses a virtual directory which gives modders the ability to switch between profiles very easily without having to install and uninstall mods.
FO3LODGen
- Author: Ehamloptiran Sheson and FNVEdit Team
- Version: v3.1.1
- Notes: This utility will be used to create significantly improved object LOD, at the possible expense of some performance loss. This installation step is just for the FO3LODGen tool. Other resource files from the mod will be installed later in the guide.
- Fallout New Vegas Equivalent: FNVLODGen
- Installation: This can be installed as a separate mod or the existing xEdit.exe executable can be used. If the existing xEdit.exe will be used for this capability (recommended approach), nothing needs to be downloaded or installed now. If a separate installation is desired, make a folder named FO3LODGen in either the Fallout 3 Goty root folder or in the same directory as the FO3Edit or xEdit folder (e.g., D:\Games). Download the FO3LODGen 3.1.1 file and extract the contents into this folder.
There are additional setup instructions for this utility that will be carried out in the Setting up Mod Organizer section below.
This amazing tool allows users to regenerate LOD meshes and textures based on your installed mods.
LOOT
- Author: LOOT Team
- Version: v0.7.1
- Installation: LOOT Installation Video (outdated since LOOT 0.7 was released)
- Notes: Mod Organizer has a sort button that uses LOOT, but this mod is still required. The version in MO is v0.5 which provides most of the functionality of the later versions. LOOT 0.7 provides a much more useful GUI than previous versions.
LOOT autodetection doesn't always work correctly. As mentioned above in the Mod Organizer installation instructions, when adding LOOT to the Mod Organizer Third Part Programs it's a good idea to include --game=Fallout3
in the Arguments field so LOOT is setup for Fallout 3 (the equivalent of this should also be done for any other game using LOOT).
There are additional setup instructions for this utility that will be carried out in the Setting up Mod Organizer section below.
Originally BOSS v3.0, but it is so different that a new name was required.
Wrye Flash
- Author: valda and Sharlikran
- Version: v31.4
- Notes: This program is NOT optional as it is critical for automatically providing conflict resolution across plugins. The current version automatically imports Bash tags from the plugin header (SNAM record), the BOSS masterlist (that is no longer used with STEP guides), and from Data\Bash Patches\taglist.txt. Automatic importing of the LOOT masterlist will happen eventually. The General Readme describes commonly used features, the Advanced Readme provides more details on the more complex features. Syntax and file formats are covered in the Technical Readme.
- Fallout NV Equivalent: Wrye Flash NV
- Installation: Get Wrye Flash 31.4 - Standalone Executable from the Nexus or from the Github repository; (the Github repository also has versions being tested).Now extract the Wrye Flash archive to your Fallout 3 goty directory so that the Mopy folder is in the Fallout 3 goty folder.
There are additional setup instructions for this utility that will be carried out in the Setting up Mod Organizer section below.
Wrye Flash is only going to be used for its Bashed Patch abilities to merge mods or parts of mods to increase compatibility while using many mods. It will eventually be replaced by expanded versions of Wrye Bash.
Large Address Aware Enabler for FO3
- Author: NMC and MadBoris
- Version: v1.0
- Installation: First, extract the contents of the archived utility to a new folder.
- Make a backup copy of the original Fallout 3.exe file in the Fallout 3 goty folder.
- Move Fallout 3.exe to this new folder.
- Double click START.BAT in this folder.
- Follow the instructions in the command window.
- The "large Address Aware flag in the Fallout 3.exe has now been set. Move this revised version of Fallout 3.exe back into the Fallout 3 goty folder.
This utility is used to add the Large Address Aware flag to the Fallout 3 executable. Even though Fallout is a 32 bit program, this flag allows the operating system to use additional address space to support the program. Fallout 3 only allows for 2 GB of RAM to be accessed by "Fallout3.exe"; this flag will allow up to 4 GB of RAM to be accessed.
Once the utility has run and added the flag, the folder for the utility is no longer needed and can be deleted since there will be no new versions of Fallout 3.exe.
If the OS being used for Fallout is a 64 bit OS no additional steps are needed. If a 32 bit OS is being used, some additional steps might be required depending on the OS being used. Typically no additional steps are needed except for 32 bit Windows XP. Details on this are provided in the READ ME.txt file included with the utility.
Note that having added this flag, the Fallout executable is no longer compatible with Games for Window Live. This is addressed with the next utility.
Games for Windows LIVE Disabler
- Author: Quarn (uploaded by Quazzy)
- Version: v1.2.2
Open the zip file, or extract the contents of the zip file, and double click Games for Windows LIVE Disabler.exe. Click the Disable GFWL button, then exit.
This utility stops Fallout 3 from using the (now obsolete) xlive.dll used for connection to Games for Windows Live. If GFWL is not disabled and the Fallout 3 executable has the LAA flag set, Fallout will have a CTD during launch. The FOSE extender discussed below is also incompatible with GFWL.
Free Commander XE
- Author: Marek Jasinski
- Version: Build 685
- Notes: Allows viewing the MO virtual files across all the installed mods. See the Mod Organizer guide for more details.
Fallout 3 Interface Color Changer
- Author: SonicTTH
- Version: v0.9
- Notes: This is a standalone utility that allows changing the Fallout 3 interface colors. It isn't installed with Mod Organizer. As an example of how this mod can be used, look at the Nexus description page for the Better High Detail map and Icons mod where it suggests changing the Pipboy font color to make the maps easier to read.
Setting up Mod Organizer
Now that all the programs necessary to mod Fallout 3 are installed, it is time to set them up for installing mods and running Fallout 3 with Mod Organizer. First, in case this has not already been done while following the earlier instructions in this guide, launch the game at least once by double clicking on Fallout launcher.exe in the Fallout 3 goty folder so the game configuration settings and some important registry values are set.
Several utilities have additional setup instructions in this section including LOOT, FO3Edit, FO3LODGEN, and Wyre Flash. These steps are needed before the utilities will work with Mod Organizer.
- Start MO 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 (Clear and Present Danger would be a good choice), and click [Okay], then [Close].
- This procedure can be repeated for copying any profile in the future.
- Setup MO 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 this guide add: LOOT, FO3Edit, FO3LODGen, Free Commander XE, and Wrye Flash. Only add the GECK if you plan to create new mods, or merge conflicting Navmesh records from multiple mods.
- MO LOOT Installation shows how to install LOOT. Other programs can be installed similarly.
- LOOT has one extra instruction to setup
- In the Executables menu select LOOT.
- Next to the Arguments text box, type "--game=Fallout3", without quotations.
- Click [Modify], then [Close].
- FO3LODGen also needs an addition. In the Executables menu select or add (if needed) FO3LODGen.
- If xEdit.exe is being used for this capability, in the Binary field, browse and select xEdit.exe.
- Then in the Arguments text box, type-fo3 -edit -o:"D:\Games\FO3LODGenOutput" (use whatever path is chosen for the FO3LODGenOutput).
- Note that any directory chosen for this argument cannot be in UAC-controlled space, the root Fallout 3 Goty folder, or the Mod Organizer folder used for FO3.
- Click [Modify], then [Close].
- If instead a separate FO3LODGEN is installed,
- In the Binary field, browse and select FO3LODGEN.exe.
- In the Arguments text box, type " -o:"D:\Games\FO3LODGenOutput" ", (use whatever path is chosen for the FO3LODGenOutput).
- Note that any directory chosen for this argument cannot be in UAC-controlled space, the root Fallout 3 Goty folder, or the Mod Organizer folder used for FO3.
- Click [Modify], then [Close].
- For this guide add: LOOT, FO3Edit, FO3LODGen, Free Commander XE, and Wrye Flash. Only add the GECK if you plan to create new mods, or merge conflicting Navmesh records from multiple mods.
- Set up optional settings as desired:
- Click the Settings button
, General Settings.
- Choose style, language, mod folders, customize mod categories among other things.
- Select the Plugins tab, then highlight BSA Extractor
- In the right hand window of the Tools box, change enabled to true if it isn't already set to this value
- This will cause MO to prompt when installing BSAs to ask whether they should be extracted.
- There is a limit on how many BSAs can be used unextracted as discussed below.
- Click the Settings button
- 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.
BSAs and Mod Organizer
Bethesda Software Archives (BSA) 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 BSAs is, if there are loose files that need to be overwritten by a mod that is packaged in a BSA, then the BSA must be extracted. This is due to loose files always 'winning' when the game loads the "Data" folder. Enter Mod Organizer. Using the 'Hide' feature of MO, it is easy to remove the loose file without much extra work from the user. This means that BSAs would only need to be extracted if the textures in the BSA need to be optimized.
There is a limit to how many characters are allowed by the game engine when loading BSAs. If the names of all the BSAs being loaded are more than 254 characters, the game will not load or if there are just too many files in the data folder directory, thrashing can take place which causes the game not to load either. This creates an issue that either causes users to rename BSAs or extract some of them to remain under the 255 character limit. The recommendation is that the vanilla Fallout 3 BSAs and the BSA in the Updated Unofficial Fallout 3 Patch be left unextracted, but all mod BSAs should be extracted. Typically Fallout 3 can at best allow one additional unextracted BSA in addition to the vanilla BSAs. A workaround for this is included in the beta version of Mod Organizer 1.3, so this limitation will likely be removed once it has completed beta testing.
As part of the process in the last subsection the BSA extractor plugin in MO should be enabled; make sure this is true.
So, how does MO even know what files are in a BSA? Simple, just go to the Archives tab on the right pane of MO and tick the checkbox for every BSA and any mod that overwrites a file will have an icon next to it on the left pane. If the BSA's file is the preferred file then just hide the file from the mod that overwrites it. Greyed out BSAs will be checked no matter what due to their plugin requiring that BSA to load, but it can still be extracted.
The other option is to just extract all the BSAs 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 BSAs and leave larger ones unextracted. Leave the Bethesda Fallout and DLC BSAs and any UPDATED Unofficial Fallout 3 Patch BSAs unextracted. It is also recommendation that the DCInteriors Project BSA be left unextracted. This set of unextracted BSAs is likely as many as can be safely left unextracted with MO 1.2.8; adding additional ones will likely cause a problem until MO 1.3 has completes beta testing and is available.
INI Tweaks
The INI tweaks for Fallout 3 are available here.
Extenders
Fallout 3 will need to take advantage of a couple extenders to open up functionality for certain mods.
FOSE
- Author: Ian Patterson, Stephen Abel and Paul Connelly.
- Version: v1.3 beta2
- Fallout NV Equivalent: NVSE
- Installation: Download v1.3beta2.7z . 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: v1.2
- 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.
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.
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.
ENB Series
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., Sweet16) 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.
ENBoost
- Author: Boris Voronstov
- Version: v0.267
- 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.
- Installation: ENB recommendations are yet to come, but ENBoost is still usable by everyone until then. Follow these instructions:
Choose the latest version of ENB for Fallout 3/Fallout New Vegas, currently v0.267, click the "v0.267" on the left side of the page, then click on the black arrow at 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, some users have found that hardware antialiasing (especially MSAA) works better than the aliasing provided by ENB. There has not been enough testing to give a recommendation either way. 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 openenbseries.ini
in a text editor (Notepad++ would be an excellent 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, or 6144. This may require some tweaking to get right even if the number ends up different from the available VRAM. EnableCompression=true <-- Weaker systems may benefit from this setting being false.
- 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.
- Optional use of borderless window, follow these instructions. Note that a few users 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, 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 iconand select INI Editor. Change
iMultiSample=
andiMaxAnisotropy=
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.
- 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.
Clean the Bethesda ESMs
Cleaning the Bethesda ESMs is recommended for most users; those using Tale of Two Wastelands (TTW) should read the discussions about this in the TTW forums. The instructions below are adapted from the Skyrim Revisited guide:
Start Mod Organizer. Select "FO3Edit" 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 FO3Edit. Verify the box adjacent to Anchorage.esm is checked and also that "Backup Plugins" is checked then click [OK].
Repeat the process above for "BrokenSteel.esm", "PointLookout.esm", "ThePitt.esm", and "Zeta.esm". Selecting only one at a time. Do NOT attempt to clean Fallout3.esm itself.
Normally, when a file is cleaned through FO3Edit using Mod Organizer it is automatically moved back to its original mod folder and any generated files are moved to Mod Organizer Path\overwrite. In the case of the base Bethesda ESM files there is no source mod and so post cleaning the cleaned ESMs are left in the Fallout3/Data folder while the backups are moved to the overwrite folder. The cleaned files should be moved to their own mod folder to preserve a clean Fallout 3 GOTY\Data
folder and the backups restored from the FO3Edit Backup folder in overwrite. To resolve this problem, perform the following:
Close Mod Organizer. Navigate to Fallout 3 GOTY\Data and move the newly cleaned Bethesda ESM files to a new folder in the <Mod Organizer Path>\mods\Cleaned Vanilla ESMs Navigate to <Mod Organizer Path>\Overwrite\FO3Edit Backups and move all of the backup files to the Fallout 3 GOTY\Data folder.
Rename the .backup* files to their original name (e.g., Anchorage.esm, BrokenSteel.esm) 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 "Cleaned Vanilla ESMs" right after the last of the Unmanaged DLC files in the left pane and activate it by checking the box.
Comment on Cleaning Mods with FO3Edit
The guide include indicators when a mod has one or more plugins (esp or esm) that need to be cleaned with FO3Edit. 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 FO3Edit, the mods should be cleaned individually, and when FO3Edit 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 FO3Edit. 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 FO3Edit 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.
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. Although Fixes are the first set of mods in MO priority order (left pane), it is best to proceed to the User Interface section and install the mods in the The Need for UIO - User Interface Organizer section first. After this portion of the User Interface mods are installed and initially tested, come back to the Fixes mods and install these mods, then move these mods in the left pane of MO before the User Interface mods. When this is complete, proceed with installing the rest of the mods starting with Supplemental UI. It can be difficult getting the mods that use UIO installed and working correctly, so it's best to do this first.
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 profile 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.
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].
The name of the mod in MO can be changed during installation or after the mod is installed. The default name during installation is the name of the file, not the name of the mod itself. 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 I often change the mod name in the left pane of MO 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.
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: v1.8
- 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. Install the main file with MO, and then install the optional patch with [Merge].
This mod is the most recent version of the unofficial patch for Fallout 3 and is still being actively updated.
New Vegas Anti-Crash
- Author: Queue
- Version: v7.2.1.0.0
- 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.
- 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 does not work with Fallout 3.
- 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. Changes should made 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 bHookCriticalSections = 1 bHookLightCriticalSections = 1 bHookHashtables = 1 bReplaceHeap = 0 <-- 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 <-- 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.
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).
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. Template:Warning
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.
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
- 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
- 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.
![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. 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 just before Adjustable HUD, 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.
- This mod 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 FO3Edit 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 FO3Edit 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 isn't typically needed, but if desired the ESPs for the Advanced Recon Trap Detection mod can be merged by following these instructions; these instructions assume that Merge Plugins xEdit Script has been added to FO3Edit as described previously, and that both the Advanced Recon Trap Detection and Advanced Recon Thermal Nightvision mods have been installed:
Open FO3Edit through MO. Right click the list of mods and "Select None". Now tick the following mods and click [OK]: Detect Traps - DLC.esp Detect Traps - Perk.esp Detect Traps - Traponator 4000.esp Advanced Recon Tech - Detect Traps.esp After FO3Edit loads, right click on "Detect Traps - DLC.esp" and select "Apply Script". From the dropdown Script menu at the top select Merge Plugins v1.75 and click [OK]. In the Merge Plugins pop up, tick "Detect Traps - DLC.esp", "Detect Traps - Perk.esp", "Detect Traps - Traponator 4000.esp", and Advanced Recon Tech - Detect Traps.esp. Then untick "Renumber FormIDs", and click [OK]. NOTE: If all the plugins are not listed, expand the window size to show the missing plugins. In the next pop up click [OK], then give the merged plugin a name and click [OK]. Detect Traps Merged is recommended. Close FO3Edit and save ONLY the new plugin. The plugin now resides in the Overwrite folder, so double click to open the Overwrite folder. From the Overwrite pop-up, drag the "Detect Traps Merged.esp" into the Advanced Recon Trap Detection mod in the left pane of MO. 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", 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: Some users have low framerate when the flashlight is turned on; I don't have this problem myself
- 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 has a known problem with invincible Enclave soldiers wearing power armor. One user posted a script change to fix this on the Nexus site. I'm using a test version of this mod in which I installed the script change with the Geck; this is available here. Use the Powered Power Armor.esp plugin in this file instead of the one in the mod.
- 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 double click this mod in the left pane of MO, and select Filetree Open \menus\main" and select hud_main_menu.xml. Right click this file and select Hide. Close the window.
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. 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.
- 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
- 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. 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.
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.
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: v1.2.3
- 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.
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
- 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: User:Kelmych/Fallout3#Omnis Hi-Res Pip-Boy 3000 - FIXED
- Notes: Pip-Boy map replacer that adds a highly detailed map and icons to the terrain. 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.
- 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 doesn't handle the fomod script used by this mod quite correctly. First, make sure the external fomod installer is enabled for installing the mod, and then after this mod is installed re-enable the internal installer. The fomod screens show up using the external fomod installer in MO, but it may be necessary to use next button several times to get to the second screen. Alternatively the FOMM - fork mod can be used for installation. 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.
![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 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. If the internal MO fomod installer was used to install the mod, the line numbers will not line up. 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 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.
- 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.
- Installation: Install the mod with MO.
Pip-Boy map will now have icons for all the major and most minor places once these locations are discovered.
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
Descriptive Icons for Fallout 3
- Author: MistakenMystic
- Version: v0.5
- Notes: Adds text descriptions and better icon graphics to almost all of the Fallout 3 Items
- Installation: Download main file and update file DIFF Plugin update. Install main file with MO, then install the update 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.
Additional Fixes
Alien Captive Recorded Log 12 Fix
- Author: DeJuanNOnley
- Version: v1.0
- Notes: replacement for a single bugged file in the Mothership Zeta BSA.
Rivet City Realignment
- Author: Alystin
- Version: v5.2
- Notes: Changes the orientation of the Rivet City interior cells to match the exterior cells.
Scribe Yearling takes all Pre-War Books
- Author: Yukichigai
- Version: v1.0
- Notes: Scribe Yearling now accepts both types of Pre-war Books
Caravan Merchants Heal After Combat
- Author: Yukichigai
- Version: v1
- Notes: Caravan Merchants now heal after combat
FWE Alien Work Bench Fix
- Author:masternetra
- Version: vFINAL
- Notes: This adds FWE workbench scripts to the Alien Work Bench.
- Installation: Get and install the main file with MO.
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.
Paladin Hoss - Initiate Pek Fix
- Author: Roy Batty
- Version: 1.0
- Notes: Fixes a bug causing BoS members teleporting to the player randomly after completing the Falls Church side quest
FWE Talon Loot Crash Fix
- Author: scooby
- Version: 0.1
- Notes: Fixes a crash bug that occurs while looting Talon NPCs.
- Installation: Get the Talon Loot Crashfix for FWE with WMK file and install with MO.
Quests
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 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).
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
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.
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 being built. 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.
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
- Installation: Get In_The_Shadow_of_the_Swamp_v108 and install it with MO.
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 "Nasty Zeta v101" then install these two files in any order, but make sure to install the same folder as the main file and when asked click [Merge], not [Replace].
- 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.
Other 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: v1.3
- Notes: Unfortunately the deleted navmesh error can't be fixed with cleaning so LOOT will report an error with this mod every time you run LOOT. 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.
- Installation: Get "v1-3_Full__Install" and install with MO.
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.
- 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: v1.2
- 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
- Installation: Install the mod with MO.
RR Expanded
- Author: Tubal
- Version: v1.0
- Notes: Adds more immersion and quests to Reilly's Rangers.
- Installation: Install the mod with MO.
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. It doesn't seem to have compatibility problems with the other Fallout mods in this guide.
- Installation: Install the mod with MO.
Potential Quest and Location Mod Additions
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
- New Mall - Franklin Mall
- Trenton Towers
- A Trail of Crumbs
- More Quests - Part One
- More Quests - Part Two
- More Quests - Part Three
- We Want More - WWM; a merge of the above 3 quests
- Guardin Gnome - The Ultimate Gnome Hunt, note that DCInteriors Project also includes an unmarked quest for Gnomes.
- 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.
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.
- Installation: Get main file and install with MO. After installation Double click the mod in the left MO pane and move the plugin 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.
Once the mod is installed, Double click on the mod in the left pane of MO and select the Filetree tab. Open the textures/clutter/junk
folder and hide the 4 textures files that start with aislesign. These files overwrite textures in 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.
Chrysalis billboard
- Author: Autan Waspeez
- Version: v1.0
- Installation: Get the main file and install with MO.
Improved Glass Bullet Impact
- Author: Evandar
- Version: v1.0
- Fallout NV Equivalent: HD Glass Impact Decals, similar FNV mod by different author
- Installation: Get the main file and install with MO.
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.
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.
UHQ Terrain Overhaul
- Author: printerkop
- Version: v1.0
- Fallout NV Equivalent: OJO BUENO High Quality Texture Workshop, mod for FNV by different author that provides HQ/UHQ terrain/landscape as well as game objects
- Notes: This replaces many of the landscape textures from NMC's Texture Pack with high quality and even higher resolution versions, for systems with sufficient VRAM. There are 3 versions each with a different resolution; all are high resolution.
- Installation: Get the main file with desired resolution and install with MO. Get optional "Woodsiding for Houses and Rubblepiles" if desired. There are 4 texture choices as shown in the screenshots included in this file. The file isn't packaged for easy installation with MO so when installing it is necessary to navigate to and select the Data folder for the desired texture option. Use [Merge] when installing to combine with the main file.
An alternate complete high resolution terrain retexture.
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
QuazarX aka MagnesiumFire has created a set of seven mods which provide new high quality replacements for the landscape and architecture models in the five DLC, some of the textures from NMCs_Texture_Pack_for_FO3, as well as most of the robot textures in the game. The models are intended to complement and be used with the NMCs_Texture_Pack_for_FO3 which also needs to be installed. For the most part the textures and meshes in these seven mods are ones not provided by any other mod. The mods can be downloaded using the links provided below. If additional information about the mods is desired, the readme files or the mod pages with information about the mods on modgames.net (both of which are in Russian), so some users who want this information will need a translator (e.g., Google Translate) .
All seven replacer mods have two versions, a Normal version with a maximum of 2Kx2K textures and an Ultra version with most textures at 2Kx2K, some of which are uncompressed, and a few at even higher resolution. The Ultra versions of the textures contain both uncompressed and DirectX compressed textures, so optimizing and reducing the resolution of the textures in the Ultra versions needs to be done with some care to preserve the graphic quality. Using DDSopt with the Constraints tab value for Tangent-space-normal-maps to R5G6B5 and the Tangent-space-normal-maps with specularity set to A4R4G4B4 and the resolution-limit values set to 2048x2048 should be adequate for this (a new screenshot with these constraints will be added to the Fallout DDSopt guide. Those needing greater texture size reduction should also see whether the Normal version is adequate for their needs.
Operation Anchorage Retexture
- Author: QuazarX aka MagnesiumFire
- Version: v1.5
- Notes: This mod provides a high quality replacement of many of the Anchorage 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.
The Pitt Retexture
- Author: QuazarX aka MagnesiumFire
- Version: v1.5
- Notes: This mod provides a high quality replacement of many of the Pitt 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.
Broken Steel Retexture
- Author: QuazarX aka MagnesiumFire
- Version: v1.5
- Notes: This mod provides a high quality replacement of many of the Broken Steel 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.
Point Lookout Retexture
- Author: QuazarX aka MagnesiumFire
- Version: v1.5
- Notes: This mod provides a high quality replacement of many of the Point Lookout 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.
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.
Weather & 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.
- Installation: Install the main file with MO.
Adds Interior lights to Fallout 3. Interior Lighting Overhaul is working on a Fallout 3 version, but until it's done use this.
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.
- 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 either the "Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp to Optional ESPs, or if preferred instead move Xepha's Dynamic Weather - Weather Machine (Quest Added).esp to Optional ESPs. Move either Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp or Xepha's Dynamic Weather - Sandstorms.esp 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 improved places, including towns, cities, and buildings.
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)
- Installation: Install the main file with MO.
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.
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.
- Installation: Get only the Optional - Gang Store optional file and install it; the main file is not needed.
Canterbury Commons Interiors
- Author: Ripple
- Version: v1.3
- Notes: Small overhaul that adds interiors and some NPCs to three Canterbury Commons buildings.
- Installation: Install the main file with MO.
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. The mod makes small changes to the Megaton and Tenpenny player homes. If the Those quest has been completed or if the DC Interiors Drunken Gnomes Quest has been started this mod will not work properly.
- Fallout NV Equivalent: NV InteriorsProject A Room With A View, an equivalent mod by the same author.
Kentbury Way
- Author: Wastelandloner
- Version: v1
- Notes: Adds interior structure to six othe the homes east of the Bethesda building ruins.
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. Double click on the mod in the left pane of MO and select the Filetree tab. Open the Textures tab, click on the Metro Textures folder name and change the folder name to Water. Close the window.
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.
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: Coleen
- Version: v1.1
- Notes: This mod adds a small expansion to Rockopolis so it doesn't seem as insignificant.
- Installation: Get the main file and the 1.1 update. Install the main file, then install the update using [Merge] to combine with the main file.
- Usage Warning: In a recent playthrough when this plugin was installed there was a repeatable CTD in parts of Vernon Square which were not present when the plugin from this mod was disabled. I have not been able to duplicate this problem recently (the presence of this plugin does not seem to be causing a CTD in my current game in Vernon Square) but other forum users have reported a similar problem in Vernon Square.
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 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: v1.4
- Fallout NV Equivalent: Flora Overhaul, an equivalent mod by the same author.
- 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?
Raider Grafitti Re-done
- Author: macintroll
- Version: v0.1
- Installation: Choose one of the two styles and install it with MO.
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
(if FO3LODGen LOD isn't added)
- Author: Cag93
- Version: v1
- Requirements: NMC's Texture Pack for FO3
- Notes: If FO3LODGen is used to generate LOD then this mod should no 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.
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.
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: v2.73
- Notes: The Fallout 3 version is primarily the older Project Beauty mod. 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 will be used.
- Fallout NV Equivalent: New Vegas Redesigned 3, enhanced FNV mod from FO3 mod
- Installation: Download the main file.
To install, click the normal install icon in MO and select this mod; When the MO Install Mods window is showing click on the triangle next to Fallout 3 Redesigned to expand the view, then click on the triangle next to FALLOUT 3 Redesigned, then click on the triangle next to Choose a version in this folder. Right click on HD version (note: don't use the Standard version") and select "Set data directory. Drag and drop 3 of the 4 plugins, ignoring Mart's Mutant Mod - Project Beauty.esp.(total of 2 esps and 1 esm) into Data, then right click on Data and select "Set data directory and click OK.
This mod changes the heads of NPCs to provide a more natural appearance; it doesn't affect the bodies.
LiL - An Eye Improvement Mod
- Author: EmeraldReign
- Version: v0.3
- Installation: Install with MO.
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.
- Installation: Install with MO.
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.
- Installation: Install with MO.
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.
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 from this mod are being used since Exeter's body mod doesn't include them.
Get only TYPE3_V2_TEXTURE_pack"and TYPE3RAIDERTEXTURESfull. 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 TATTOS or RAIDER PHOENIX BODY PAINT folder as the Data folder, [Merge] this with the previous file.
Female body textures, including raider tatoos, 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.
- Installation:
Download the bzFO3MalesV1dot6d and bzsyArmorFixesV2dot2 main files and, if desired, the 'bzsyArmorFixLingerieV1dot0 optional file. 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.
![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; I prefer the DogsWorldTextureOverhaulFO3_Optimized_V1_0 version.
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
- Installation: Get the main file and install with MO.
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.
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.
- Installation: Get the 2048 resolution version and install with MO.
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.
Swampfolk Backwater Retexture
- Author: DeathclawAlpha
- Version: v1
- Notes: Replaces the Point Lookout DLC creatures with much higher resolution versions for systems with sufficient VRAM.
- Installation: Get the main file and install with MO.
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. Willow seems as good a companion as any and the mod comes with a quest, dog, and player home. Also, in this section are mods that cover the other NPCs in game until more companions are added so a new section makes sense.
I haven't used any companion mods myself so some suggestions here would be useful. Too often when using companions I find the companion(s) rush ahead inappropriately into combat, and protecting the companions becomes the primary task. I do use the companion-like entity from the second Puce Moose quest mod (slight hint).
One popular companion mod is listed below as an optional mod.
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.
- 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
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 followon mod;
- Installation: Get the main file and install with MO.
Impact
- Author: mamelukturbo
- Version: v1.0
- Notes: This mod adds 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.
Type3 Armor Replacers
- Author: Exeter
- Version: v2.0
- Requirements: Type 3 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: Type 3 female body
MZ Outfits for Type3
- Author: Exeter
- Version: v1.0
- Requirements: Type 3 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: Type 3 female body
Type3 Leather Armors
- Author: Exeter
- Version: v1.0
- Requirements: Type 3 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: Type 3 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: Type 3 female body
- Installation: Get the main file and the "Medic tweak" optional file. Install the main file and then use [Merge] when installing the optional file.
Freebooter Armor for Type3
- Author: Exeter
- Version: v1.0
- Requirements: Type 3 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: vLatest
- Requirements: Type 3 female body
- Notes: Optional mod with chains to concel 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: Type 3 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: Type 3 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: Type 3 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: Type 3 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: Type 3 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: Type 3 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.
Wasteland Scout for Type3 and BFM
- Author: Exeter
- Version: v2.0
- Requirements: Type 3 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.
Merc Adventurer Armor
- Author:d_ivanov
- Version: v1.0
- 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.
Wasteland clothing Hires retexture
- Author: Macintroll
- Version: v1.3A
- Notes: Scratch-made clothing to replace FO3 and FNV vanilla clothing. There are some issues when installing this with the current version of Mod Organizer.
- Fallout NV Equivalent: Wasteland clothing Hires retexture, same mod for FO3 and FNV
- Installation: Download the main file. Install with MO.
When installing uncheck
textures\ clothes nvdlc04 nvdlcpre1 nvdlcpre3 meshes\ armor\ powdergang
Does This Make Me Look Fat?
Lots of Big, Protective 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 installNEEDED MESHES with [Merge] on top of Winterized DX. Then install DX Compatibilty 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; 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: Install the bornagain t51b power armor 2048 res.
More big, bulky power armor but with high quality textures.
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 armour 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 the. 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 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) are important when installing the weapon mods below. For that reason the mods in the weapon section are not all compatible with each other.
Vanilla 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.
Laser Rifle Hi-Res Retexture
- Author: ChristopherWallace
- Version: v1.0
- 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., then install the file.
Hi-Res Laser Pistol Retexture
- Author: ChristopherWallace
- Version: v1.0
- 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
- 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
- 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 (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;
when I installed these I installed the two unique replacement textures in a separate single mod file that included both of the unique weapon patches and their plugins.
WEP Uniques FWE
- Author: Arkngt
- Version: v1.1
- Requirements: Weapon Enhancement Pack, Weapon Mod Kits, FWE. 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 install with MO.
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.
- Installation: Download the main file and install with MO.
New Weapons
Most of the weapons mods in this section provide additional weapons and weapon enhancements vs. replacements for vanilla weapons.
eXcalibr - ammo eXpansion pack
- Author: Earache42
- Version: v2.3
- Requirements: CALIBR
- Fallout NV Equivalent: CaliberX a port of the mod to FNV.
- Installation: Get and install the "eXcalibr_Ammo_Pack_v2-3_Full_FOMOD" main file.
If the external fomod installer is used there are two Overide 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 mod ever created.
Weapon Mod Kits
- Author: antistar
- Version: v1.1.9
- Requirements: FOSE
- Fallout NV Equivalent: Weapon Mods Expanded - WMX, expanded version of the FO3 mod for FNV.
- Notes: 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.
- 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].
Adds many new weapon mods for guns and melee weapons.
Plasma Rifles Awesomefied
- Author: MadCat221
- Version: v2.01a
- Fallout NV Equivalent: Plasma Rifles Awesomefied, FO3 mod ported to FNV.
This mod improves the appearance and sounds of the plasma rifle.
RH_IronSights - FOSE
- Author: Rogue Hallow
- Version: vbeta
- Fallout NV Equivalent: RH IronSights - New Vegas, FO3 mod ported to FNV. Vanilla FNV includes basic Ironsight capability.
- Requirements: FOSE, EVE (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 and the RH_IronSights - WMK Bridge files (The "RH_Ironsights - EVE Bridge" optional file is not needed even if EVE is used). Install the two 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 from the associated optional file are needed.
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 FO3Edit 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 FO3Edit, change "TX00 - Base Image / Transparency" to "Weapons\1HandPistol\1stPerson10mmPistol.dds this redirects the Ironsights master to use the texturewith the highest priority in MO, which in this case is Millenia's. Remove the entries at "TX01 .." and "TX 02.." via rightclick -> Remove Close FO3Edit, 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.
20th Century Weapons
- Author: Einherjrar
- Version: v5.12
- Requirements: CALIBR
- Notes: This mod includes hundreds of weapons including many not included in any other Fallout 3 mod. It was previously on the Nexus but is unfortunately no longer there. The main host site in the url above only allows download requests from a limited set of countries, and it requires answering a survey question before downloading. (See GameFront download policy). Alternatively version 5.1 of the mod is also available here, and the version 5.12 update is available on the Files tab of the same mod page here. The Mods Reloaded site also has an additional file 19th and 20th Century weapon conditions fix on the Files tab with a plugin that retains weapon condition when adding/removing scopes, silencers, etc. vs. fully repairing the weapon when doing this.
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.
- Fallout NV Equivalent: the mod is still in development for Fallout NV; see 20th Century Weapons NV
- Requirements: CALIBR
- Installation: Download the main file 20th_centuary_weapons_5.12_with_addons . This mod is not packaged for easy installation by mod managers.
If the 50 Percent Quieter Sounds option is desired, move this sound folder into the 20thCentuary Weapons - 5.12 (MainRelease)\Data folder either before installing or during the MO installation. Ignore XCalibr Compatibility Patch (Optional). Note that these two additions are not available in the version of the mod at Mods Reloaded.
When installing select the 20thCentuary Weapons - 5.12 (MainRelease)\Data folder as the Data folder for MO and install.
It is recommended that the CALIBR.esm file is not included in the installation; alternatively this can be moved to Optional ESPs after installation. If this is done after installation, in Mod Organizer's left pane double-click the mod and in the pop-up box select the Optional ESPs tab, and then move the CALIBR.esm plugin into the Optional ESPs box. 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 be moved to Optional ESPs after installation. One of the compatibility mods in the guide provides a more balanced approach to providing a mix of weapons across multiple mods (including this one) in the equipment used by NPCs and in loot found in containers, so the ALIVE mods are not used. If the 19th and 20th Century weapon conditions fix plugin is desired, 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.
Adds a large set of varied 20th Century Weapons.
FWE Iron sights 8 Included
- Author: Wo cao
- Version: v8
- Requirements: FWE, RH_Ironsights
- Notes: Adds some RH_Ironsights compatible meshes for FWE weapons.
- Installation: Download Lewis MKII and M9 PPK12 YK32. If mods in the Compability Patches section are used for RH_Ironsights compatibility with FWE weapons only these two meshes form 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; these can be merged using Merge Plugins xEdit Script if desired.
EVE - Energy Visual Enhancements
- Author: weijiesen
- Version: v0.99
- Notes: 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. It also requires several compatibility mods to integrate it into the wasteland in a balanced way.
- 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.
Zealotlees Weapon Mods
These mods provide some interesting 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 an Combat Assault Rifle that cam be modified without a workbench to switch barrel length (affects accuracy, firing rate), camoflauge, 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: Zealotlees ACR - Adaptive Combat Rifle
- 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.
- Requirements: FOSE
- Installation: Install the main file with MO.
KDS Zealotlees ACR with Ironsights
- Author: KDStudios
- Version: v1
- Requirements: Zealotlees ACR - Adaptive Combat Rifle, FOSE, RH_Ironsights
- 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 form 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
- 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
- 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
- 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.
Millenia's Weapons
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 being investigated.
FO3-WRP - Weapon Retexture Project
- Author: Millenia
- Version: v1.0
- Notes: This includes five weapons ported from Fallout NV; all are replacements for vanilla FO3 weapons
- 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.
- Installation: Install the mod (which has only the plugin). Right click the mod in the left pane of MO and select "Open in Explorer". Now open the FNV equivalent mod, Smith and Wesson M10 38 special ,and copy the "meshes", "sound", and "textures" folders into the mod folder, then close the Explorer window.
This replaces the .32 revolver with Millenia's S&W Model 10 revolver.
AK-47 replacer
- Author: Millenia
- Version: v1.0
- Notes: Replaces the Chinese Rifle with Millenia's AK-47.
- Fallout NV Equivalent: Weapons of the New Millenia , portions of the FNV mod were ported to FO3.
- Installation: Install the mod 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.
- Installation: Install the mod with MO.
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.
- Installation: Install the mod with MO.
Mauser C96 replacer
- Author: Millenia - Ben Bolton
- Version: v1.0
- Fallout NV Equivalent: Mauser C96 FNV mod ported to FO3.
- Installation: Install the mod with MO.
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 Assaultrifle Replacers RH WMK Patch
- Author: kublajkan
- Version: v1.0
- Requirements: Weapon Mod Kits, RH_Ironsights
- Notes: This patch mod provides assault rifle replacers that use the Millenia weapon textures and are also compatible with RH_Ironsights and WMK..
- Requirements: FOSE, WMK, RH_Ironsights, FWE, AK-47 Replacer (Millenia's)
- Installation: Install the AssaultrifleReplacersRHIronsightsWMKFWE main file with MO. Download the main file from Millenia's Fallout NV HK G3SG1 rifle. Right click on the FO3 mod in the left pane in MO and select Open in explorer. Copy the Meshes, Sound, and Textures folders from the G3SG1 mod into the mod folder for this FO3 mod. Close the explorer window.
Millenia's weapons for FWE
- Author: Ghostwise
- Version: v1
- Requirements: Weapon Retexture Project, FWE
- 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.
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
Lets 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.
- Installation: Get main file and install with MO.
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 double click the mod in the left pane of MO and select the Filetree tab.
Open the meshes folder. Right click the weapons folder and set it to hidden. Open the meshes\clutter\office folder and set fan01.nif to hidden.
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.
- Installation: Get the main file and install with MO.
Essentials Retex
- Author: weijiesen
- Version: v0.2
- Notes: Higher resolution retextures of Ammo boxes, Medkits, Motorcycles, and Footlockers.
- Installation: Get the three files (volumes 1, 2, and 3). Install one of the files with MO (naming it Essentials Retex), then install the other two into the same file in MO by using [Merge].
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.
Bear Trap Retextured
- Author: konji
- Version: v1.00
- Notes: Better resolution bear trap
- Installation: Get main file and install with MO.
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.
Germantown Sign Texture
- Author: Deanoman
- Version: v1.0
- Notes: Higher resolution Germantown Police HQ sign.
Retextured Labels - Food - Abraxo - Detergent
- Author: Jokerine
- Version: v1.00
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).
Retextured Clutter Collection
- Author: ObsidianStag
- Version: vfinal
- Notes: Higher resolution retexture of many clutter items.
- Installation: Get the main file and install with MO.
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 Automat
- Author: Lord Inquisitor
- Version: v1.2
- Notes: Higher resolution meshes and textures for Automat
- Fallout NV Equivalent: same mod works for both games
- Installation: Install main file with MO, then double click on mod in left pane of MO and move AutomatScriptRemoved.esp to Optional Esps.
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
- Installation: Get main file and install with MO.
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
- Installation: Get main file and install with MO.
Tweaked Coffee Maker
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes and textures for Coffee Maker
- Fallout NV Equivalent: same mod works for both games
- Installation: Get main file and install with MO.
Tweaked Generator
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes and textures for Generator.
- Fallout NV Equivalent: same mod works for both games
- Installation: Get main file and install with MO.
Tweaked Intercom
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes and textures for Intercom. The mod needs repackaging after installation.
- Fallout NV Equivalent: same mod works for both games
- Installation: Get main file and install 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.
Tweaked Powerfist
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes and textures for Powerfist.
- Fallout NV Equivalent: same mod works for both games
- Installation: Get main file and install with MO.
Tweaked Wrench
- Author: Lord Inquisitor
- Version: v1.0
- Notes: Higher resolution meshes and textures for Wrench.
- Fallout NV Equivalent: same mod works for both games
- Installation: Get main file and install with MO.
MGs Neat Clutter
- Author: Mental Gear
- Version: v1.0
- Notes: Medium resolution retextures of more than 100 items.
- 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 double click the mod in the left pane of MO and select the Filetree tab. In the textures\weapons\1handMelee folder hide 1stpersonshishkebab.dds and shishkebab.dds. If one of the high resolution versions of the NMCs_Texture_Pack_for_FO3 is used, the installation order (priority) of this pack can be changed to be prior to the NMC Texture Pack so most of the textures will be overwritten by ones from the NMC Texture Pack.
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.
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 I prefer the ones in this mod. 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. Then install the same mod again but this time choose the DC Interiors Patch (which provides high quality retextures of the robotic toys in DCInteriors Project. Install this using [Merge] to combine this with the previously installed main portion of the mod.
If desired, this step can be repeated to install a 4kx4k Liberty Prime replacement, but most 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.
It is recommended that the following four textures that overwrite EVE textures be hidden with MO if the optional EVE mod is used.
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.
- Installation: Get the main file and install with MO.
Nuka-Cola Hi-Res Retexture
- Author: 61X
- Version: v1.3
- Notes: Higher resolution (1kx1k) Nuka-cola
- Installation: Get main manual file and install with MO.
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.
- Installation: Get main file and install with MO.
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.
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 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:
- bottle caps
- Hectrol Mailbox Deluxe HighRes Retex
- Hectrol Vegas Sewer Deluxe HighRes Retex
- Hectrol Mystic Chessboard Deluxe HighRes Retex
- OJO BUENO High Quality Texture Workshop
- Files: Ojo Bueno Objects V1, OjoBueno Sidewalks V1
- Money Higher Quality Retex; has higher resolution Nuka Cola bottle caps than those in the Fallout 3 mods in this guide
- Files: Install only the
textures\clutter\junk\NukaColaCap*.dds and meshes\clutter\junk\nukacolacap.nif
files
- Files: Install only the
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):
Ewww! Gross!
Some like lots of gore in the game and others, well, just don't. This section features mods for both. 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). Take your choice of 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.
- Installation: Get main file and install with MO.
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 has a single merged plugin which merges all the plugins. Install the main file, setting the data directory to the desired option in the 'More Gore FWE" folder. Note that the merged version includes at least some of the optional gore-related plugins; if a little more limited 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 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.
- Installation: Get main file and install with MO.
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.
Ambient Wasteland 2
- Author: Leviathan1753
- Version: v1.1
- Fallout NV Equivalent: Ambient Wasteland 2 port to FNV of FO3 mod.
- Note: The WAV version is the best for solution for Audiophiles, sorry no FLAC. The MP3 version is the best solution for everyone else. 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.
Improved Sound FX v1_3
- 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].
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].
Fallout 3 - HD Audio Overhaul
- Author: Morwyn Kelm
- Version: v1.21
- Notes: HD background ambiance music and some HD sounds that many users like.
- Installation: Get main file and install with MO.
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.
CONELRAD 640-1240 - Civil Defense Radio
- Author: Macabre Productions
- Version: v1.2
- Fallout NV Equivalent: CONELRAD 640-1240 - Civil Defense Radio, port to FNV of FO3 mod by same author.
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.
Armour Repair Kits
- Author: Antistar
- Version: vBeing Updated! NOT CURRENTLY AVAILABLE! Try again later.
- Fallout NV Equivalent: Armour Repair Kits equivalent FNV mod to FO3 mod.
- Requirements: NVSE
Allows player to repair armor just like weapons. Fixes up the equipped piece of armor with the lowest condition. Currently unavailable, and it's been unavailable for a long time. As Marvin, the Paranoid Android in the Hitchiker's Guide to the Galaxy would say, I think you ought to know I'm feeling very depressed.
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 can be deleted.
Delay DLC
- Author: 4th of Eleven
- Version: v1.0
- Fallout NV Equivalent: Delay DLC - TTW, equivalent FNV mod to FO3 mod.
- Installation: Install "Delay DLC". I suggest double clicking the mod and moving Delay ThePitt + Anchorage.esp and DelayThePitt.esp to Optional ESPs so these plugins aren't used.
- Notes: This mod reduces the size of the region over which you receive messages about starting the DLC. I 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 I was close.
Brahmin Dairy Products
- Author: Smosh
- Version: v2.2
- Notes: Adds milk, cheese, smoothies, and cheesecake from Brahmin to the game.
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].
More Perks
- Author: dree74 aka Kyung-Bum Lee
- Version: v2.3.7
- Fallout NV Equivalent: More Perks, followon mod for FNV
- 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 ESM 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 v2
- Author: Volek
- Version2.2
- Notes: This mod creates over 70 different Wastelander NPCs who spawn all over the settlements.
- Installation: Install the v22 main file with MO, choose one of the two optional plugins and hide the other one.
Unfortunately this mod gives some characters white bodies. to fix this, Wrye Flash can be used to esmify the mod or: Run FO3Edit from MO selecting only the plugin used from this mod. In the left panel of FO3Edit, click the plus sign next to the CrowdedCities plugin used to show the records in the mod. Select the File Header record. In the Record Flags row,right click the blank area to the right of the vertical line. When the FO3Edit warning comes up, answer Yes (the green box). Put a check in the ESM box (the top box). There will now be ESM in the Record Flags and in the ESM line underneath it. Click the x in the upper right corner to close FO3Edit. Make sure the box for Backup Plugins is checked, and save the mod. Now run MO and double click the Crowded Cities mod. Select the Filetree tab, select the plugin, right click and select Rename. Change esp in the plugin name to esm. Select Close in the lower right corner. The mod is now a master plugin (.esm) and the white body problem will be gone. The plugin will now load with the other master files at the beginning of the load order in the right panel of MO.
Wasteland Guards aka DC Defence
- Author: djmystro
- Version1.0
- Notes: This mod adds over 50 guard NPCs spread around settlements and towns to protect the inhabitant NPCs.
- Installation: Install the main file with MO.
UF3P - Exotic Caravans
- Author: Alo Bautist
- Version1.0
- Notes: This mod provides additional protection for the trader caravans that roam the wasteland.
- Installation: Install the main file with MO.
Choose only one of the next two Metro Map mods
Both of the Metro map mods below have significant 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. One option would be to start the game with the Metro Map Replacer mod, and after discovering most of the station entrances and alternate paths between stations replace this mod with the A Useful Metro Map to avoid having to draw a paper map.
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: et the Version 1_2_1_2 - Realistic Version version and install the 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.
- Installation: Get the main file and install with MO.
Marts Mutant Mod and Associated Mods
Marts Mutant Mod - RC 62
- Author: Martigen
- Version: v1.oRC62
- 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: 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 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.
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: v1.2
- 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 nod is installed the author suggests going to an interior space and waiting four days, then create a saved game and exit. 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. If this is part of an initial installation of MMM this does not need to be done.
MMMF3 Type3 Raider Texture Fix
- Author: EmeraldReign
- Version: v1.0
- Requirements: Marts Mutant Mod
- Notes: Replacement for some MMM mod female raider textures using textures from the Dimonized Type3 Body (above).
- Installation: Install with MO.
Alternate Female Raider Skins for Type3 - TypeV - MMMF3
- Author: Volek
- Version: v1.0
- Requirements: Marts Mutant Mod
- 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.
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 I usually provide the pointer to the FO3Edit manual 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 6.03, WMK, CRAFT, CALIBR
- 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: PPA, FWE 6.03
- 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 6.03, 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.
T3TForFWE
- Author: The 3rd Type
- Version: v1.0
- Requirements: FWE 6.03, Zealotee's MP5 Pack, SVD Dragonov (CALIBR), and ACR balanced for FWE.
- 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 here 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.
20th Century Wpns -Plus- Reborn for FWE 603 ...
- Author: Highlander4242
- Version: v1.73RC
- Requirements: FOSE, 20th Century Weapons, FWE 6.03, Calibr v14, eXcalibr Munitions v2.3
- Notes: Provides compatibility among 20th Century Weapons, FWE, CALIBR, and eXcalibr Munitions. The patch plugin has a few bad entries but these don't seem to affect the bashed patch. 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 6.03, Calibr v14, eXcalibr Munitions v2.3, RH_Ironsights, 0th Century Wpns -Plus- Reborn for FWE 603 ...
- Notes: Provides 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.
- 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 to the same MO mod by using [Merge]. File 3a should be higher in load order (load later) than File 4.
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"
- "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 6.03, WMK, RH_Ironsights (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 6.03, WMK and Project Beauty
- Installation: If RH_Ironsights 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 6.03, DC Interiors, RH_Ironsights, and Project Beauty.
- 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.
User Recommended Mods
This section will include a list of mods recommended by users that other users may want to include. The mods included in this section will be reasonably lore friendly but don't quite fit the criteria for inclusion in the main guide.
Texture Optimization
Fallout 3 can benefit greatly from optimization of both vanilla and mod textures. Mod textures can be even more important for users with low and mid range systems or even users with high end systems that do not have a lot of VRAM available. Texture optimization for FO3 will be provided on separate pages, but it is highly recommended that the procedure is completed to ensure maximum performance and stability. Texture optimization has advanced significantly since Fallout 3 was released, and even using DDSopt for just replacing the miopmaps with better quality versions and changing texture compression to a more appropriate format can provide singificant benefits.
The texture optimization process is still quite new for FO3, so there may be some bad textures here and there when the game is started. Just 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 atrchive 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.
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 7/3/2015.
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 FO3Edit cleaning process is used on plugins in the mod in case they need cleaning.
Creating a Bashed Patch
The Bashed Patch is almost as versatile for Fallout 3 as it is for Oblivion. This means that many more options exist to merge things to the Bashed Patch. Almost all the plugins from mods in this guide have been added to LOOT with the appropriate bash tags, so these tags should automatically be added to Wrye Flash.
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 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 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 documentation.
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. Bash tags can be added manually in the Bash Tags window or they can be added to the SNAM field in the plugin's record header using FO3Edit. The Generate Bash tags.pas xEdit script by fireundubh can be used to identify tags for plugins and insert them into the plugin header. These are being tested now. A new page of bash tags will be added that can be used with xEdit to add the proper bash tags to plugin headers.
When started right click "Bashed Patch,0.esp" and select Rebuild Patch.
If there is a pop-up that saying certain mods will be disable 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
Briefly enjoy the large set of importable tags while sighing since Skyrim has so few in Wrye Bash, at least currently. Begin hoping WB has updated versions of all these (and more) for the next Fallout. 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: For Import Names leave Fallout3.esm unticked. For Tweak Settings tick Terminal Speed Adjustment and then right click and set to 'x 6'. 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. 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.
Using a Merged Patch
An FO3Edit merged patch can be used if that is preferred over the Bashed Patch. The merged patch doesn't provide the same selective compatibility as Wrye Flash when using the appropriate bash tags. This guide has tested and recommends the bashed patch using the bash tags provided by LOOT, but some some prefer the FO3Edit merged patch. There are many videos explaining how to make it on YouTube.
Generating LOD with FO3LODGen
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 FO3Edit Team
- Version: v3.1.1
- 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. This is the recommended setting for FO3 so it likely does not need changing. 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, the old version of Generated LOD should be removed and a new version created.
In Game Settings
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.
The many mods that take advantage of the Pipboy Control Panel menus to allow for a plethora options to customize the Fallout 3 experience. 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 with User Settings Interfaces.
The FWE mod includes an alternate fast travel plugin. If it is enabled a motorcycle is provided to allow the player to travel much faster than usual, and the games Fast Travel capability is disabled. 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 as robust as would be desired.
The following link has a suggested list of settings for Control Panel menu settings from a few mods that allow customizing the experience with these menus. 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. Make sure that in the game Settings all the Autosave options are turned OFF.
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 "http://wiki.step-project.com" 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.
An initial Control Panel menu settings page for the Fallout 3 mods is available with some comments on settings to improve game balance here. Obviously more detail needs to be added, but for the most part the default values for the mod parameters seem reasonable. An alternate set of game options generated by Ghostwise that provides a little less challenging option selections is available here.
Hotkeys for Fallout 3, including those added by mods in this guide, are listed in the Fallout 3 Hotkey guide.
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 page on the Nexus wiki has a good summary of potential solutions. I have the CCCP Codec pack and I don't have 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.
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). 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.
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 was needed for my 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 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.
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.
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.
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.
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 as well as assistance with this 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 guide additions for this guide based on the STEP TTW guide.
GrantSP- for tireless assistance to users with problems with this guide and 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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