I've created a [TTW] tag BUT will need your help to implement.
I won't go through the entire list specifically checking for TTW compatibility, but if you leave behind a comment reporting which mods in the guide are TTW-compatible, I will update the guide accordingly.
I knew this guide before it came to Nexus and had taken a look at it already, especially when I was setting up my own modding guide, but I was busy all this time on the guide itself and didn't stop to actually play Fallout 3 or mod it with "extra" content until now. Now I think it's time to take a look at this :)
Being a beginner's guide, maybe I scrolled through it too fast, but do you go over installation order of the mods? The mod suggestions are great! Thank you!
No, I didn't actually! I'm not the best person to ask about installation anyway because I do things manually, but I'd recommend sorting your order with LOOT or a similar program.
I have to interject here. Don't use LOOT to sort your FO3 load order. It will make a complete mess of it. BOSS is not updated any longer, but it will sort many of the mods listed. Honestly, the only way to achieve a proper load order is to use xxxEdit's conflict report. That's what load order is all about anyways... conflicts. As far as which mod needs to be installed before the other... that comes down to which mod you want to overwrite another mod. Trial and error kicks in. This is when a mod installer can come in handy, to make things less problematic. Especially when it comes to uninstalling and re-installing mods. Just my two cents.
Cephaler is coming in with the hard truths about modding. Many people are used to 2013 logic when the reality is modding has come a long way since then. LOOT, BOSS, Project Nevada, the word "overhaul" it's all in the past.
Thank you very much for this guide. I have discovered many interesting mods I am going to add to my game.
Edited: I want to apologize publicly for any misunderstanding with the author of this guide and with any user because of my statements. The fact that FO3edit dont detect conflicts in the mods installed on my PC, it does not mean it wont detect conflicts in the mods installed on your PCs. Language conflicts should not make your game unstable. Is up to you to try. Thank you.
The prove is these issues are not reported as a conflict by FO3edit (override without conflict)
Hi Amaccurzer! Thanks for your input - I'll change the warning added in the next update soon. The reason I put the warning there was because of some comments in the mod pages, and my own logic (if a mod is editing the same area that your mod edits, and they are in different names, it makes sense that an error will occur).
But if you say this can never happen, then I will change the warning description!
EDIT: Just saw the Experimental Glasses mod btw - looks like something my scientist-playthrough might need!
Love the work you put into this, definitely using this on my next play through. A few mods that might be a perfect addition to your list that you might want to check out are Fort Independence Redesigned, Regulator HQ Redesigned, and Jefferson Memorial Redux. Regardless, thank you for this, I always had a hard time finding good mods for 3 while New Vegas has all the good mods. Endorsing as soon as I can.
Those do sound like mods that would fit into this guide, thank you very much for the suggestions! I'll take a look at them and maybe add them in the next update.
I've looked around and tested just about every Pitt home mod I could find and yours really is the best of them!
Nothing too flashy and more importantly, it makes sense within the context of the DLC (unlike some mods that give you luxurious player homes despite the fact you are supposed to be a slave)
34 comments
I won't go through the entire list specifically checking for TTW compatibility, but if you leave behind a comment reporting which mods in the guide are TTW-compatible, I will update the guide accordingly.
I knew this guide before it came to Nexus and had taken a look at it already, especially when I was setting up my own modding guide, but I was busy all this time on the guide itself and didn't stop to actually play Fallout 3 or mod it with "extra" content until now. Now I think it's time to take a look at this :)
Edited: I want to apologize publicly for any misunderstanding with the author of this guide and with any user because of my statements. The fact that FO3edit dont detect conflicts in the mods installed on my PC, it does not mean it wont detect conflicts in the mods installed on your PCs. Language conflicts should not make your game unstable. Is up to you to try. Thank you.
Hi Amaccurzer! Thanks for your input - I'll change the warning added in the next update soon. The reason I put the warning there was because of some comments in the mod pages, and my own logic (if a mod is editing the same area that your mod edits, and they are in different names, it makes sense that an error will occur).
But if you say this can never happen, then I will change the warning description!
EDIT: Just saw the Experimental Glasses mod btw - looks like something my scientist-playthrough might need!
Thanks!
Nothing too flashy and more importantly, it makes sense within the context of the DLC (unlike some mods that give you luxurious player homes despite the fact you are supposed to be a slave)
I didn't include primary needs mods because that is a huge gameplay change that alters the entire way you have to play the game.
But I myself love and use IMCN - Imps More Complex Needs.