Best FO3 Mods?

Soldato
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Hey guys,
Fantastic game, and Ive heard there are hundreds of mods out there!
Ive completed the main storyline and most quests numerous times, and I already have all the DLC (i.e. Operation Anchorage, The Pitt, Mothership Zeta (which was too linear for my likings), Point Lookout (which I found to be great), and Broken Steel0.

So what other mods are out there that you would recommend?

Thanks,
Alistair
 
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Generally you're looking for larger overhauls.
Seems the popular 2 are Fallout 3 Wanderers Edition and Fallout 3 Overhaul Kit, they generally seem to change similar things and add similar weapons, though personally i think **** goes too far, adding over 150 new stuff which is just excessive.

Stuff that goes with em like Energy Visuals Enhanced for more varation with energy criticals and stuff. Marts Mutant Mod for more variation on enemies and larger spawns if you want, generally no reason not to have it. Project Beauty to improve the look of the NPCs. Weapon Modification Kits to mod weapons with things like silencers and scopes, though it does seem the new guns can't take any mods which sucks.

Darnified UI for a non-consolised UI, http://forums.bethsoft.com/index.php?/topic/1085562-wipzbeta-darnified-ui-f3/ since its a pain to find.

Then just add in whatever small mods you like the look of. Best not to go too mad though or it can really make things unstable.
 
Fellout - Removes the green tint from the game and makes nights darker
Darker Interiors - It's in the name.
EVE - Energy Visuals Enhanced - Enhances all energy weapons, new models/effects etc
DC Interiors - Adds dozens of new explorable interiors to the DC area.
Tailer Maid - Allows for better armor customization.
Marts Mutant Mod - Enhances the mutant variety.
Fallout 3 Reanimated - Overhauls animations.
GNR - More Where That Came From - Adds loads of new songs to GNR
Fallout Street Lights - Adds street lights to the wasteland and DC, works great with Fellouts darker nights.
Enhanced Weather - Enhances the weather, also an option for radioactive rain.


DarNified UI - A UI that doesn't suck.

Can all be found here: www.fallout3nexus.com
 
Fellout - Removes the green tint from the game and makes nights darker
Darker Interiors - It's in the name.
EVE - Energy Visuals Enhanced - Enhances all energy weapons, new models/effects etc
DC Interiors - Adds dozens of new explorable interiors to the DC area.
Tailer Maid - Allows for better armor customization.
Marts Mutant Mod - Enhances the mutant variety.
Fallout 3 Reanimated - Overhauls animations.
GNR - More Where That Came From - Adds loads of new songs to GNR
Fallout Street Lights - Adds street lights to the wasteland and DC, works great with Fellouts darker nights.
Enhanced Weather - Enhances the weather, also an option for radioactive rain.


DarNified UI - A UI that doesn't suck.

Can all be found here: www.fallout3nexus.com

Hmm i might have to give the DC Interiors mod a go. In the hope it doesn't crash the game >< would be nice to explore more buildings.
 
Wanderers (FWE), Marts (MMM), Mod Kits (WMK), Save Manager (CASM - which i think is most likely the cause of the instabilities i'm getting), Project Beauty and Darn UI.

I was trying to get EVE and a weather mod working but it didn't go well. Game kept CTDing on startup, seemed FO3Edit didn't like EVE so i got rid of it and everything went fine. Shame, would be nice to actually have a reason to use energy weapons. Bit hesitant to try again though incase i can't get it working properly again.
 
ok, any weird things i have to use to get them working together?

And do the mods make the game more like an rpg? (ie you have to specialize rather than being god)
 
If you look on the FWE page on Falloutnexus they have a link to the Fallout Interoperability Project (or whatever its called... FOIP anyway). Should contain everything you need to make it work together.

And yeah FWE has plenty of options. Marts comes with the usual spawn size increase mods and ones to block some of the new creatures (think it only adds Floaters, Wanamingos, Gecko's and Corpse Fly's though, rest is just alterations to existing ones). FWE you can edit most of what it changes.
You can reduce skill points available more,
alter carry capacity to make strength more important,
alter AP to make Agility more important,
Vender prices are much more expensive to make maxing Barter more useful,
Sneak was made harder and can be made even harder, default removes the messages so you have no indicator of if you've been spotted or not (not a fan tbh since its nigh impossible to lose people once they see you).
Adds a Sprint and Bullet Time mod that use AP.
Removes skill points from books and instead offers a perk after you read a few that increases damage slightly.
Bobbleheads give +5 to a skill and offer +1 special in exchange for -1 in another.
Radiation was massively increased so Rad-X is actually useful (to indicate i was taking 130 rads when i drank radioactive water while stood in it).
Stimpaks were altered so they heal less, heal over time.
etc. etc.

Generally it makes focusing on what you want more important. The 3 tag skills give 2x points which is nice and also makes the 4th 'Tag' perk actually useful.
 
I was trying to get EVE and a weather mod working but it didn't go well. Game kept CTDing on startup, seemed FO3Edit didn't like EVE so i got rid of it and everything went fine. Shame, would be nice to actually have a reason to use energy weapons. Bit hesitant to try again though incase i can't get it working properly again.

Were you using FOSE?
 
Course or most of the other stuff wouldn't work either. Don't rmemeber exactly what it said, it just stopped sayingit had an error when it was merging the patches (or something).
 
Figured out why my EVE wasn't working, looking at the FO3Edit it couldn't find an .esp.... turns out i'd forgotton to DL the Anchorage file. Also got DC Interiors and Enhanced Weather (radioactive rain, lovely). I'm just not sure if DC Interiors is actually working as i haven't seen a single place in DC that was opened up... maybe i'm just in the wrong place.
 
Wanderers (FWE), Marts (MMM), Mod Kits (WMK), Save Manager (CASM - which i think is most likely the cause of the instabilities i'm getting), Project Beauty and Darn UI.

I was trying to get EVE and a weather mod working but it didn't go well. Game kept CTDing on startup, seemed FO3Edit didn't like EVE so i got rid of it and everything went fine. Shame, would be nice to actually have a reason to use energy weapons. Bit hesitant to try again though incase i can't get it working properly again.

can you give us a few instructions all this merged patch stuff is confusing :o
 
Some essentials for me are:

Mart's Mutant Mod - Greater variety and number of mobs, mobs respawn
Slower Levelling - Best combined with the above, decreases XP gain to balance out the increase in enemies
Fellout - Greatly improves the lighting in the game
BlackWolf Backpacks - Adds backpacks. Minor gameplay addition, but really nice I think
RH Ironsights - I can't play without this now, let's you look down the sight of all vanilla weapons, and adds a few more lore-friendly weapons too
NMC's Texture Pack - Makes everything look better

I also have numerous other texture mods and equipment mods - too many to lis, but browsing Fallout 3 Nexus as already mentioned will net you plenty of mods.
 
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