Fallout 3 mods

I decided to disable all autosaves but when I went to manual save it crashed, losing an hours play. Is all the modding really worth it, I ask myself, when you can't actually progress?


Were you not using CASM then? That's the whole point of it, you set it to autosave at intervals of your choosing such as 1 minute or 3 or 5 etc, but you have to disable autosaves

Personally, i am willing to put up with a few ctd's in order to enjoy the mods. I still get the occasional ctd, but with CASM saving every 3 minutes, i don't lose much progress. I have not had a ctd in a long time now.

Have you tried all of the fixes? (there are so many:rolleyes:)
 
Anyone know how to reduce the occurance of CTD when quitting to less than 50%?



There are a number of fixes that reduce crashing/freezing etc. I mentioned some of them on page 2 i think.
CTD's during the game are often due to load order problems as well. Maybe check the pages of the mods you use on teh Nexus to look for compatability problems or mybe example load orders:)

I've never had any errors in FOMM. Do you have FOSE because most mods need that?

Can't go into any more detail, i am literally falling asleep as i type this(must stop shift work!:p)
 
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Am I being daft because I can't find the Megaton expansion/overhaul on Nexus, does anyone know what it's called exactly?

Same goes for 'Big Town'!


More2Megaton

Big Town Overhaul

Both linked on the 2nd or 3rd page i think:)


I ahve had to disable Arefu Expanded, as it was causing instability
 
Now my companion RL-7 is (disabled) and no matter what I say to him he won't 'enable' and fight with me, he just follows... must be the ****!

Might try running vanilla, saving and then reloading with ****.

Cheers for the Megaton link, I did search on Nexus I promise!


It is ****. One of the features is that companions, instead of dying, get disabled. You have to tell them to rest somewhere until they get better.
You can turn off the features i believe by talking to the bloke in the caravan next to Megaton

Or you could dl a mod which makes followers essential and load it after **** for it to take effect
 
I really would love a mod that 'catches' crashes on Exit. Oblivion had a mod that did exactly that (Fast Exit I think it was called), why doesn't Fallout? I'm not talking in-game crashes, I'm talking crashes after you choose 'Quit' from the menu.


Hmm, i used to get that(crash on quit). It stopped once i sorted the load order though.
Have you tried searching the Nexus?
It is so similar to Oblivion that there might be one.
 
A way to increase stability is to create a merged patch and then do a master update.


You can create a merged patch by downloading FO3edit and loading it up with the load order you want and then right click on teh left side of the screen on the mods list then click on "create merged patch". Then activate your merged patch through FOMM, loading it last in your list. It is especially handy when you have mods which change the same thing. For example **** and WMK NEEDS a merged patch, as **** changes weapons textures, and WMK adds to those same weapons.


After doing this, create a copy of FO3edit, rename it to "FO3masterupdate". Then run it and it will do whatever it does (i don't know, something technical:p). You will have to do this everytime you change your load order.
You can also reset a master update by creating another copy of FO3edit called "FO3masterrestore" and running that.

Here is the program and an explaination on what it does

http://www.fallout3nexus.com/downloads/file.php?id=637


http://modsreloaded.com/how-to-reduce-crashing-using-fo3edit-t2473.html
 
Emaphacy, have you checked if you need ant compatability patches for MMM?

I know that **** needs some.

I had a brilliant game earlier. I found myself walking though a metro tunnel when i came across a load of Feral ghouls (about 20). i fought them off but they crippled me and i ended up hobbling away. when i came out of the tunnel i stumbled across a raider base which must have been added by a mod, as i didn't know it was there. I just managed to fend them off, but both of my legs and my head were crippled with no bandages or anything.
I just made it to Megaton, but it was one of those great unscripted battles which makes this game so great.:D

I have felt like uninstalling this game at times due to all of the unstability in the game, but a bit of work can get it to a reasonable level of stability, and it is sooooo worth it:)
 
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I am about to install this for a laugh!:D

http://www.fallout3nexus.com/downloads/file.php?id=10334

This mod adds the Batman suit from the film "The Dark Knight", my own version of Catwoman's suit and some Batarangs to Fallout 3.

The Batarangs come in two versions: a normal version and an explosive version.
The normal batarang can be repaired using other batarangs, any knife and any combat knife. You can also pick them up after having throwned them.

A Batfist (unarmed weapon) has also been added. It can be repaired using any of the batsuit and catsuit armour pieces, combat armours, Talon company armours, Ranger armours, Tenpenny Security armours and Rivet City Security armours.

Batman suit comes in five pieces:
* Batsuit (uses upperbody slot)
* Belt (uses bodyaddon1 slot)
* Cape (uses bodyaddon3 slot)
* Batsuit All Items: equips the Batsuit and the Belt at the same time (uses upperbpdy slot)
* Cowl (uses hair, hat and headband slots)
 
Here are a few more great little mods that i use- They are all single esp mods which have no or very few issues with compatability/load order-

Ambient Wasteland - No esp, just sound files.

This mod adds 200+ random ambient noises to fallout's existing list. You'll hear dogs barking, far off gunbattles, mosquitos spinning around your head, owls hooting, etc. It sounds like a small addition, but as you can see from the comments, it's the subtle things you take for granted that make a game immersive.
Frederyck's tactical weapons - Adds loads of weapons. It slightly unbalances the game, as you can buy them all straight away (if you can afford them). They deal great damage!
New weapons, textures and a lot of bug fixed.
Weapons and ammos are sell by merchants like Moira Brown and Lucky Harith....
This mod doesn't create any conflicts whit other mods.
Zooming Scoped Weapons - Adds the ability to zoom in further with scoped weapons using the middle mouse button. It even works with weapons added by other mods such as the one above and ****.

Existence 2 - Robot Radio
This mod adds a new radio station to your Pip-Boy 3000.

"Existence 2.0" is hosted by JunK'et, a (yet) unknown model of
robot wrought with perpetual existential angst and general
malaise toward the world's current Existence.

Jaded with this bleak world, It broadcasts "experimental ambient
terror" music and sound design across the wasteland to echo
"humanity's new existence 2.0", and shares It's views on survival and
what is 'being'; backstory revealing it's past and intentions are
revealed throughout the broadcasts.

second home at Tenpenny's
- Allows you to own the Tenpenny suite as a player home even if you blow up Megaton

The Alliance - Regulators Overhaul. - This changes the Regulators who are a group of Bounty hunters that you can join in the game. Try them in vanilla first, you can always change it during the game. It even adds a small quest
- There is no need to wait for to take the lawbringer perk now. After enabling the mod, if your karma level is good or very good, you will get a note about regulators. After that go talk to Sonora in the new headquarters. She will ask you to join and will give the lawbringer perk. If you are evil, very evil, or neutral you will have to do some good deeds before to get the quest started.
-If you already have the lawbringer perk, the quest will start different but with the same result. You should go talk to Sonora. If you don't talk to Sonora after enabling the mod, Regulators will not be your ally. To be compatible with some other mods, this was necessary.
- If you have a bad karma you will be expelled from Regulators and they won't help you. If you raise your karma to at least good again, you can rejoin the regulators.
Project Wasteland Rebuilt is a recently added mod which atm changes Springvale so that there are more NPC's and guards with a fence around it. It also adds a town near Tenpenny Tower. The author plans to do more as well... Definitely one to keep an eye on
Future updates:
Reclining Groves Resort Homes will be rebuilt
Area around Corvega Factory will be rebuilt
Faded Pomp Estates will be rebuilt
Scrapyard will be turned into a settlement
Rivet City will be extended on the shore
And I will add some settlements of my own

I won't edit Big Town because there are some great mods that expand it.

MTC Wasteland Travellers
is a great mod which basically adds a load of travellers who go between settlements and you can meet in the wasteland. There are different types of NPC's which will ask you to do things for them, or even steal from you and you have to track them down. It is compatible with most other mods(especially MMM and ****) and on the description there is an example load order to help(with **** and MMM)
I've been using this mod for a while and it really adds to the exploration part of the game

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

This mod aim to create a more credible wasteland, adding NPCs which travel between cities, engage battles, living an dying in the wasteland. Wasteland and cities become more alive, removing the feel that the wastes are there only for the player.
All the aspects of the mod are fully configurable.
 
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You could try a merged patch too Fred, if you start getting more crashes, and then a master update.

Yeah, the game really comes alive when you get to the DC ruins

As for the carry weight, the backpack mod adds 50 carryweight, the one i use anyway, there is probably one which adds more if you want. (more lore friendly than using the console:p)
 
One thing with FWE is annoying me atm, and thats purified water doesnt seem to reduce my thirst, so I have to drink the dirty stuff !?


I'm pretty sure FWE is a fomod, so you can just deactivate it and continue with your game. However, i would back up your saves first so that you can activate it again.
 
Should be fine anywhere, but should load before ****,MMM and weather really. With most of the cosmetic mods such as town overhauls it doesn't really matter where you put them.

Does the game load if you disable it?
Are you trying to load a game inside Megaton?(not recommended)
Is it the only mod that you have added since it won't start? **** and MMM need compatability patches and **** can be tricky to install.

Here is my load order with those mods if it helps-

Fallout3.esm
CALIBR.esm
>other esm's<
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm

DarNifiedUIF3.esp
CASM.esp
>loads of other esp's<
BoSPatrols.esp
>other esp's<
More2Megaton.esp

FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Main [Hotfix].esp
FOOK2 - DIK [Hotfix].esp

Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
MMM, FOOK2.esp
MMM, FOOK2 - DIK.esp
MMM, FOOK2 - Natural Selection.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - REBOOT.esp
merged.esp


btw, it is my understanding of M2M that you need to dl all of the files on the Nexus and add them one at a time overwriting the originals. Have you just downlaoded the last patch on it's own, without the main file?
 
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You really do take the time to answer thoroughly don't you! :D

This game can be so good if you take the time to work on it a bit. I don't like hearing people bashing it without at least trying to mod it:( :D

Have you noticed the difference with **** and MMM?

With M2M you need to dl the second 2 files. 1P6 and 1P6P1
 
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had a great bit where i ended up hobbling half way across the map with broken limbs!
Ran into a load of baddies in around 20 minutes











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Will not end well.....


I was right:(

 
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Ok I'm an idiot... I just realised that it requires Broken Steel! :o

Perhaps I should buy it?


You absolutely MUST get broken steel. Unlike the other DLC's this add's to the main story and allows you to play after the main quest finishes. Without it, after the last mission of the MAin quest, the game just ends.
It also increases the level cap to 30.
 
The game just ends, how naff?


Gamers kicked up so much fuss that they had to do something so they released Broken steel. The same happens in New Vegas, the game ends after the main quest.

We are yet to see whether they will do the same thing in releasing an expansion......
 
Back on the crash-on-exit problem, this is ridiculous - even if I first quit to the main menu, then exit it still crashes on exit. How hard is it to program something that exits cleanly??

PATHETIC!

It might be a load order problem mate. As i said earlier, i had this problem for a while but after sorting my load order it has stopped.
 
I don't really trust BOSS much. I usually find it better to use it (if you like) and then clean it up a bit.

I'm not familiar with quite a few of those mods tbh but i would definitely load all of the MMM plugins last out of those.

I would try something like

other mods
MMM plugins
EVE plugins
Fellout plugins

Also might be worth trying to arrange them in a way so that similar mods are near eachother, for example weapons/NPC's/quests/Worldspace/gameplay mods

Other than that, a merged patch and Master update can really help.

I must also say that i never got Project beauty to play nicely for me.
 
Also (sorry to spam the thread again), I have Apocalypse Armory but how does it compare to 19th and 20th Century Weapons? Which is better, and are there any others I should be aware of?


19th 20th century are all very good and might be much more stable as they add weapons to the game and do not alter existing ones, which means there can be no conflicts.

I also linked to Frederycks tactical weapons earlier on this page. again this adds weapons so no conflicts. You can buy these weapons whenever you want from Megaton so it might unbalance the game a bit (but you don't have to nuy them)

i feel your pain mate. I spent ages getting this game stable and felt more than once like giving up!!;)

PS i do not use Apocalypse Armoury as it conflicts with FOOK2 which also adds tons of weapons
 
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