
The delightfully named ‘Dr. Moho “Schadenfreude” Von Katze, PhDD (the extra “D” means MORE DOCTOR!)’ sends us word of his Fallout 3 mods guide, which he believes is the most thorough and definitive out there. It certainly seems to be worth a look. Have a gander beneath the jump for a quote from the man himself, and a good old link to the guide.
As you might know, applying mods to Fallout 3 can be a tricky bussiness, since the game is not very stable by nature, and mods have a tendency to clash with one another.
Well, after about a year of hard work I came up with must probably be the definitive Fallout 3 mod guide. Basically, you’ll be playing a Fallout 3 that already implements all the new features that have just been announced for the upcoming New Vegas, and then some more. And on top of that, one that’s about three times more stable than the vanilla game.
The extra D stands for a double dose of pimping.
It’s a great list, but what about those that are excluded?
It’d be great if he could also publish a list of the rejects, with brief descriptions of the reasons/incompatibilities, so us poor noobs won’t all have to bang our heads against these brick walls.
Either way, I’ve gotta say thanks for all this; it’s a great base platform to start off with!
YAY! Some kind of guide! Finally! I was about to go NUTS trying to figure out what to do.
A good list, but I don’t think it’s as definitive as the author claims. There are a few great mods which I would add.
I’m not sure why the author is using both FOOK2 and FWE at the same time, since they’re effectively incompatible. There is a file which merges them, but it’s out of date and in any case the two overhauls work quite differently.
There’s another mod guide, written by Arwen here: http://amito.freehostia.com/Fallout/FO-mods.htm#Index – between the two you’ll probably have pretty much everything.
Also, if you’re thinking of using mods from this list, kaburke’s FOMOD scripts are absolutely the best way to install and configure them:
http://www.fallout3nexus.com/downloads/file.php?id=11200
oops, so I just browsed that massive mod list on FOOK2 and FWE and it turns out that about a dozen of of the mods on my watchlist is already on one of those.
Which brings me to a list of obselete items in his list:
wearable backpack
Achievement Remover
Fellout
Fallout Street Lights (also wasteland)
Unofficial Fallout 3 Patch
There are also a couple of dead mods:
Animated Nightvision Goggles
GNR – More Where That Came From and Broken Steel Fix
Advanced Vision Effects
Given the above, an update with the version tested attached somewhere, and hopefully archived downloads for files no longer available as new versions usually bring about new compatibility issues.
Man, this is like making your own FOIP, except way harder to keep track of… -_-
OMG I’m famous!
Ahem.
@ IvanHoeHo: Actually, there are no rejects per se. If I’m not including something it’s most likely because it either didn’t catch my attention or I never heard of it.
The guide is just a list of the mods I play with, and how I came to make them all work together. I just figured I’d share it so it would save a bit of pain to someone else.
Why do you say Wearable backpack, Fellout, Fallout Street Lights and the Unofficial Patch are obsolete?
The idea of updating it periodically is a noble one, but it would also be a world of pain, especially considering there’s no way to know when a mod goes down but checking the links every day. I did add a note in FOOK2, though, with a warning regarding patch 1.1.
By the way, before someone calls me on that, the extra D thing is something I stole from a tribute to Old Man Murray.
Oh, no html tags. The “something I stole from” part was supposed to be crossed out =(
What I meant by obsolete is that those mods are already implemented in either FOOK2 or FWE, and since I don’t know if duplicates will cause problems or if they made any changes to them (which will definitely cause problems), it’s probably better if we could get some version numbers so we can follow your build as closely as possible.
And I can definitely understand the pain of keeping up with all those mods and their change logs. I went through something similar for a couple of months back in the days when updates were being spewed out every other day. Thank god I was “only” in university back then…
Oh, and if you’ve got time/poor self control, here’s a bunch of mods that you should be interested:
Destruction by SP: destructible environment (and lights)
Project Beauty by Dracomies: pretty much the opposite of all those pretty boy/girl mods
Real Time Settler by arcoolka: build your own modest homestead/ massive fortress and hire someone else to run it for you
Owned by RegentEagle: want a house? kill a bourgeoisie and take his! (or you could pay up. but who does that?)
Enclave Commander by J3X: completely game-breaking, but you get to see some epic firefights
RobCo Certified by TheTalkieToaster: robots!
Buildable Bots by Wilm0chimp: robots!
Amy Wong Companion by Grish69: gets rid of stuff for you by going on trade missions. Takes a while but I lave it.
@ Bryn: Any suggestions are welcome. Like I said before, this guide’s main value is probably the load order, which guarantees all these mods will work well together. Which brings me to: I’ve been using FOOK2 RC1.0 and FWE together for an entire playthrough and a half (and I do mean *entire*) and I found no major problems. Certainly no show-stopping problems anyway.
@ IvanHoeHo: Those mods you call obsolete are implemented in FOOK2 1.1 indeed, but since that patch makes FOOK2 incompatible with lots of the mods on the guide, I don’t recommend applying it (unless you’re only using FOOK2 of course). That’s the note I was saying I added.
Oops, I totally forgot about that note… 1.1 contains mostly the mods that I wanted (5 of em!), but I did get a couple off of the 1.0 readme here:
http://www.fookunity.com/resources/FOOK2v1.0_Readme_Final.html
Pretty sure it’s:
wearable backpack
Achievement Remover
Unofficial Fallout 3 Patch
And they said specifically that the patch had only been partially implemented, which would cause problems, if only obscure ones, when overlapped with the normal one.