Large Fallout 3 Mod Listing

MRG

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Not sure if this has already been posted about in the "Fallout 3 Thread, but even if it has, i'm gonna post it again.

Fallout 3 Nexus - Mod Category Listing
http://www.fallout3nexus.com/downloads/categories.php

Fallout 3 Mod Manager
http://www.fallout3nexus.com/downloads/file.php?id=640

While it may be common sense to most, be sure to read the readme for each mod, as they tell how the mod must be installed. As a general rule of thumb, all .esm's & .esp's need to be placed in the "DATA" folder. Also change the value "bInvalidateOldFiles" from 0 to 1 in both Fallout.ini and FalloutPrefs.ini in your appdata or my documents\my games\fallout 3 folder.

I'm currently only using the "No Scope on Stock .44 Magnum's" & the "Better Arsenal Desert Eagles V5" mods. I really disliked that all regular .44's had scopes. The "Unique" .44 is left alone. The .50's are also awesome to use & in my opinion, NOT over powerful. They have simply beautiful models & skins I might add.

Enjoy.

-MRG

Edit: Forgot to mention that I was also using the "No Pack Minigun" which removed the ugly backpack that your char wears when you equiped the Minigun or the Gattling Laser.
 
I'd rather have a damn backpack all the time to put all my shit.

Stupid invisible bags of holding.
 
Stupid invisible bags of holding.

LOL!

I wouldn't mind so much if my char wore a backpack to hold the ammo for the Minigun, but the vanilla one does nothing for me, thats why I think the mod improves things. That & the Mini looks like it has a built in ammo magazine.

-MRG
 
Is there something that changes how much you can repair guns? I want to have stuff at 100%, not this maximum 50 bullshit.
 
Why do some people sign posts? Nothing against it personally -- it actually adds to the personality of some posters, but I sometimes scratch my head and ponder why people feel the need to do it.

-BHC
 
Is there something that changes how much you can repair guns? I want to have stuff at 100%, not this maximum 50 bullshit.

Yes there are. There are also a few mods that (cheats) make it so your stuff never gets below 100% condition wise. You can also use a cheat to spawn an item, (Player.additem command) such as a weapon or piece of armor, which spawns it with a condition of 100%. You can then have the cheat installed that makes it never wear out or makes it wear out at a much SLOWER rate. There are also a few mods I saw that, changes how you repair. For example, instead of having to use the "exact" same piece of equipment, you can now use "similar" pieces, such as say, a laser pistol to repair a laser rifle &/or a mod that allows you to use scrap metal instead or as well.

Why do some people sign posts? Nothing against it personally -- it actually adds to the personality of some posters, but I sometimes scratch my head and ponder why people feel the need to do it.

-BHC

Thats a good question. One I can't answer, even though i'm guilty of doing it myself.

"-MRG"
 
I don't feel like looking thorugh hundreds of pages. Is there a mod to make it so the sniper rifle has more than a 1x zoom? It's so damn uselss.
 
Why do some people sign posts? Nothing against it personally -- it actually adds to the personality of some posters, but I sometimes scratch my head and ponder why people feel the need to do it.

-BHC

Just makes you look like an arrogant arse.

~Kyorisu
 
I don't think there's anything wrong with it, but then again lets see how it works out


-Koola
 
eh, I think pretty much the entire art direction needs to change for this game to be good.

-Steven
 
Here's one for the perverts http://www.fallout3nexus.com/downloads/download.php?id=39256
This mod adds a slew of NPCs which the player can attract and have sex with. Currently, Bittercup, Red, Trinnie, Janice Kaplinski, Sydney, and Rosie are all potential love interests for the player. Full credit goes to sinisterchipmunk for the sc lover's resource, which was used to create the suggestive fade to black effect we all know and love. Additional credit should be given to him for helping me learn how to use the various esoteric controls of the GECK. Were it not for his help, this mod would never have been made.

This mod should be compatible with most other mods of its type. If you experience a bug, please report it so that I can fix it as soon as possible.

Since enough people reported crashing without certain master ESPs, I've included sinisterchipmunk's Wasteland Player CORE files just in case. WARNING: these may not be the most recent versions of the WP CORE files -- if you already have the most recent version of these files, do not write over them with the ones I provided. The most recent ones will already contain the necessary components to run Wasteland Gigolo.

Also important: unpack all files contained in the archive to the Fallout 3 data folder. The esp needs to read the exact location of the image provided for the Wasteland Gigolo perk. Failure to do so will produce unexpected results and will probably crash your game.


UPDATED v1.4

-Added Sydney as a potential love interest after she gets back to Underworld
-Added Rosie as a love interest if she wins the election (I tested the script after Dave was killed, so he may have to die before the new dialogue becomes available.)
-Added the Wasteland Gigolo perk, which can be acquired at various stages of the game (Note: the DDS file used to create the perk graphic is sized differently than normal, so the image may appear skewed. I acquired the DDS here: http://www.fallout3nexus.com/downloads/file.php?id=2147 -- so if you find a way to adjust the image, let me know.)

Bug fixes v1.4a
-Fixed the dialogue bug with Rosie that made her dialogue options available to every NPC

Future plans:

-Adding other NPCs
-Adding STD effects (Hey, it's realistic.)
-Figuring out how lip files work
 
V-Man used to sign his posts with titles like this one

I did this instead of that signing at the end bullshit.
It allows you to look through your posts easier, so it actually has a use.
 
It's a bitch to know where to start reading, it's worse. Though isn't your name sign enough?
 
You could always just navigate to your profile page, go to Statistics, and see "all posts made by <user>". Way more useful than this crappy signature thing that most people do.

- Stigmata
 
Ah someone else knows of the Nexus
I use various Sniper mods atm, can't remember them all. I also use a 'nade laucnher and a Lincol's Repeater edit.

-SamuraiKenji
 
Mod Manager:

"This author has requested for this file to be blocked from viewing for the time being"

Haha I bet he copped a lot of flak from idiots who don't know how the thing is supposed to work. Like my save/mod manager for TES IV it simple reads entries listed in the gamename.ini and adds/removes/alters those entries depending on what you click.

The amount of kids that'd say "your program deleted my saves" really pissed me off. My program had a button DESIGNED so that you could press it close the program and never have to use it again. It set the game to vanilla defaults. However it did not under any circumstances move or alter any other file except for the gamename.ini so it was the users responsibility to move saves if they no longer liked the app.

~Kyorisu
 
I'm currently only using the Civil Defence Broadcast System and the Weapon Cross Repair Mods.

Is there a reason why they are blocking access to the mod manager?
 
That's just that single program there are others, probably. Then again if you like broken VB I can change Oblivion to Fallout 3 and release that, although I need F3s reg entries and I don't have the thing installed right now.

~Kyorisu
 
Obviously ever since the GECK was released, the quality level of released mods, has skyrocketed. I click on the "Latest Files" tab over at the Nexus a couple times a day & there is always something new that has been released & uploaded.

I have been talking quite a bit lately to Lord_Santa over on the Nexus. He is the author of the work-in-progress "Combat_Overhaul" mod. Rather Cool bloke. Very open to suggestions to adding/tweaking features as he constantly works on improving it. Releasing new versions every few days. The mod drastically changes the damage modeling ingame. Coupled with Martigens Mutant Mod & you have the makings of some serious fun. At least in my opinion. I highly advise anyone that is tired of the weak vanilla damage, to give it a try. http://www.fallout3nexus.com/downloads/file.php?id=2457

Due to a reinstall from trying out a slew of different mods that ended up not working well with one another, I currently only have 16 mods installed, as I am slowly testing compatibility. However, those I have installed this time around all seem to be working just fine with one another at the moment. I have been playing FO3 non-stop since it was released & I still have not beaten it.

-MRG
 
You know, that combat overhaul mod sounds pretty cool. I might try it out for a second run through the game (I'm still on my first playthrough, and I don't see myself being finished anytime soon, there's just way too much interesting stuff to do).
 
You know, that combat overhaul mod sounds pretty cool. I might try it out for a second run through the game (I'm still on my first playthrough, and I don't see myself being finished anytime soon, there's just way too much interesting stuff to do).

Below is a brief overview of the mods changes. He has been getting some flak lately due to #3. People have said it makes the game too hard & not "realistic" I guess running around through the vanilla game, using the poorly built-in damage & accuracy modeling suits some people. Personally, I like having to worry about my next encounter. Not knowing who or what i'm going to fight. Knowing that what I aim & shoot at, i'll actually have a chance of hitting & vice versa. The more damage I take, the less accuracy I have. I have been that a new version is currently being worked on.

Welcome to Combat_Overhaul for Fallout 3
======================================================================================================================================================

Short description:

Makes you hit, what you aim at (instead of shooting all over the place), not depending on your characters skill, but rather "you" as a player.

Removing V.A.T.S. completely from the game, thus making FO3 behave more like a true FPS. - [Update] - A special version of VATS has been made to work with the newest release of Combat_Overhaul. However, it is still a WIP & is being fine tuned.]

Increased damage of ALL weapons AND increase damage-per-level. - Still Being fine tuned.

======================================================================================================================================================

Long description:

The aim of this mod, is to redefine the way that "you" as a "player" experience the game, this is achieved by;

1.) - Removing V.A.T.S. completely from the game.
This is, so that "you" will have to use "your" skills, rather then having the advantage that "Vanilla" FO3 offers.
Making the game play as an ordinary FPS, with RP-elements, instead of the opposite.

2.) - Adjusting Auto-Aim, so that it does not affect your gaming experience in a noticable way. The "problem" with this is that when you press "fire", the bullet flies according to your gun and not your crosshair. This mod does NOT completely remove Auto-Aim, it merely adjusts it, so that you as a player will hardly notice that it is functional.

3.) - Remove spread-rate of all guns and grenades (except for shot-gun, which has merely been "fine-tuned"). This will make you hit, where your crosshair is at (non-dependant on your skill, with that particular weapon), so that "you" as a player, will have to use "your" own skills, rather than the one of your character. Thus you will be able to hit your target, even if your skill with that particular weapon is at a low level. - You'll just do lower amounts of damage on you hit the target.

4.) - Increase damage, by the level of your skill, with a particular weapon, rather than making you aim better. ("Vanilla" FO3, also increases your damage per level, this mod merely "fine-tunes" the amount)

5.) - Increase range of all weapons, letting you hit targets from further distances, than before.

6.) - Increase zoom on all weapons, in order to match your increased range, with the same.

7.) - Adjust the "Unique Weapons", giving them more ammo-capacity, higher rate-of-fire and dealing more damage. The same parameters does NOT apply to all "Unique Weapons", ie. Missile Launcher will still only hold 1 missile at the time,
but deal more damage, etc.

8.) - Since "you" will aim more precise, so will your opponents.
This will make the game more balanced, forcing "you" to focus on "your" reflexes and dodging capabilities.

9.) - Increase damage of Melee-weapons, to give Melee-players the same balance of game-play as Ranged-players This will ALSO make your opponents hit harder, thus giving them the same advantages.

10.) - Give the player more base-health and more health-per-level, in order to balance the fact that the player has no V.A.T.S.
and that your opponents will damage you even more than before.
Your character is NOT given an insane amount of HP, only enough to keep things balanced

11.) - WIP - Adjust/Remove Perks, which depends on V.A.T.S. and AP [NEW]
======================================================================================================================================================

Changelog:
2008/12/30 1.0 - Initial release.
2008/12/31 1.1 - Hotfix1 release.
2008/12/31 1.2 - Hotfix2 release.
2009/01/01 1.3 - Hotfix3 release.
2009/01/02 2.0 - Internal release - Rewrote everything from scratch
2009/01/02 2.1 - Not released - Further adjustments
2009/01/03 2.2 - Not released - Further adjustments
2009/01/03 2.3 - Not released - Further adjustments
2009/01/03 2.4 - Not released - Further adjustments
2009/01/03 2.5 - Re-release - Completely revamped from v.1 - 1.3
2009/01/03 2.51 - Added support for Martigen's Mutant Mod
2009/01/03 2.6 - Fixed problems with aim not marking the target red
2009/01/04 2.61 - Added support for Better Arsenal Desert Eagles V5
2009/01/05 2.7 - Increased PC Base-health+HP-per-level, increased damage taken from Mines
2009/01/06 2.8 - Further Tweaking - Not released to the public
2009/01/06 2.9 - Revise version number, starting "from scratch" with version 0.30 - Not Released to the public
2009/01/07 0.30 - Headshots, Tweaked Auto-Aim, Less bouncy Grenades, faster projectiles, health add-on (instead of implemented)
2009/01/07 0.31 - Further adjustments of Autoaim, health, etc.
2009/01/07 0.32 - Tweaked armor-rating, health, melee-damage, added perk "Way of the Samurai", tweaked jump-height (not very much, but will help Melee players dodging bullets, etc.)
2009/01/08 0.321 - Further adjustments
2009/01/08 0.322 - Added optional V.A.T.S. .esp, tweaked ActionPoints, Tweaked movementspeed (+10%)

"Further Adjustments": - Aiming, no longer depend on your skill with a particular weapon, but ONLY you as a player, etc.

This goes for ALL weapons in-game. Leveling your gun-skill/melee skill, will ONLY affect your damage NOT your aim
======================================================================================================================================================
I will keep updating this mod and will consider all feedback and try to release modified versions, which fit with other overhauls (for example Martigen's Mutant Mod)
so that "you" will be able to use the version, which "you" consider appropriate according to what other mods "you" have installed.

All suggestions on "damage-rating", "PC-health", etc. for a particular overhaul are welcome (since I can't try "every" other overhaul out there,
"you" may have an idea of what would be good for balance with that particular mod).

Please define the amount in % (percent) numbers, making it both easier for me and "you".
======================================================================================================================================================

You must contact me and obtain my permission before re-packaging any part of
this mod. If I do not respond within 2 weeks, feel free to do whatever you
like with this mod.

I can be reached either here at FO3nexus, Bethesda's Forums or by E-Mail;

FO3Nexus: Lord_Santa
Bethesda: Lord_Santa
E-Mail: [email protected]
 
So suddenly, magically, bullets do variable damage depending on my skills, with the latter not determining accuracy?

...wow. Sounds like vanilla Oblivion.
 
Sounds like a good idea to me. Got really sick of the console-esque auto aiming and VATS percentage hit success rubbish a long time ago. Gonna give this a try tonight.

One thing Lord-santa might wanna try adding is ballistics, or at least some kind of seudo-bullet drop. Those rail spikes that travel forever in slow motion in a straight line are just too ridiculous after playing STALKER, Crysis, etc.
 
Tried it. Far too easy now, with Abe's rifle it's like an instagib match in UT. Supermutants come apart in 3 shots at stupidly long distances. As for enemy fire, grenades find you like homing missiles even when you're out of sight.

Feels more like cheating than fun - on both sides. Good idea, badly implemented.

Worth a try but uninstalled.
 
I'll pass on the suggestion to Lord_Santa about bullet ballistics. There is already a mod released that works with changing Ballistics. I'll give it a try as it sounds interesting.

As for it being way to easy, which difficulty setting were you playing it on? If you tell me on Very Hard, i'll have to call your bluff, while singing "Liar, liar pants on fire." As playing the mod on very hard with stock weapons is extremely difficult, regardless of your gaming proficiency. Not because it takes a crazy amount of bullets to kill an enemy, but because it only takes a few rounds to kill you. However, that could also be in part due to the fact that I have MMM installed & therefor there are always many more enemies that have spawned over vanilla's version. Whereas in Vanilla, 2 enemies may spawn, but with MMM running, 5 enemies or more may spawn & thus you will be fighting more at any given time. More enemies shooting at you means you die much faster which in turn forces you to change the way you play. I highly advise that MMM be installed to get the full experience. Just my own opinion of course.

Among a few others, the main mods I have running are:

1) Martigens Mutant Mod - Increased Spawns
2) Martigens Mutant Mod - Zones Respawn
3) Martigens Mutant Mod - Tougher Traders
4) Combat_Overhaul v27
5) DK_BulletTime
6) GreenerWorld
7) LessViewDistance
8) RoadWardens
9) Pater_NoTracerNoBullet
10) AllPerksUnlocked

Sorry you didn't like it.

-MRG

Edit:
 
Always hardest difficulty in every game I play, they are all usually too easy even on that. Anything less is just not challenging enough. btw my pants are flame retardant.

When I said easy, I meant to kill things - don't get me wrong, being killed is just as easy, it's just that me and every other bugger having aimbots just isn't fun.


Concerning Greener World - tried that also and like the idea, but the trees are really twitchy as they get closer, any idea how to stop that?
 
eh, I think pretty much the entire art direction needs to change for this game to be good.

-Steven

That's the only entirely good thing about this game for M'Atra's sake.
 
I'd like someone to recreate the Advanced Power Armor from fallout 2, It was always my favourite.

FO2_Intro_APA.jpg
 
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