If anyone has issues with grass poppin, this is your gpu having issues with large assets for whatever reason. There's lower res grass assets in the downloads section. The originals are very large
I finally got the time to try this, and it was love at first sight :) It adds a bit of fresh air to the game without it's going overboard. The assets are the best we can get at this point, and it looks beautiful all over !
It actually adds plenty to the immersion and yet still feels lorefriendly, so come on guys try it !!
Lol yeah, people are really missing out by not getting this one. I converted it blind just going by the screenshots, and when I actually got it converted and running, I was like wtf, this is the best fo3 mod I've played all year. Was so impressed with what the author managed to pull off.
So I'm glad just to have it for myself.
Probably looks like too much work to install with the generating lod or just looks like a kind of flora overhaul, so I doubt people get too interested.
Glad you're liking it, I love this one. Made the game seem new again to a degree.
I do not mind good looks at all but I want some content. What do we do there except enjoying a beautiful landscape?
And what about the vanilla and evt. modded content already there, it's always nice with some beautiful landscapes no matter where they are on the map ;)
Edit: @Drarack what tree / grass do you use for the other part of the map ?
Yea, I did read it Drarack. It says nothing about any quest nor internal content but that also demand a lot of work. I did spend 2 years on a single house in Oblivion 2020-2022. :D I also have started my own F3 VIP as I will make a quest and companion mod and made 13 quests so far, for both Vegas and F3 and I start with F3. I am not new to modding and who knows? When I am done, maybe I make something for the north? ;) I cannot make any promise at all right now. I do hope it is an esm, so other modders can add content to it as you sure cannot do this by your self, that is impossible?
The good side of adding stuff to your north is, the chance of conflict is minimal or does not exist, not yet. Backside is that it will become a requirement to use your mod and who knows, what happens if you take it down? ;) That have happen. We lost all stuff we made between 2004-2010 as we did not use Nexus in our Morrowind/Oblivion modding community, as we used other sites that are no longer available and I also know nothing lasts forever but some players that did like my stuff, uploaded it to Nexus after 2013. I am also open minded and like team working in the other hand. So if we make stuff there, we must have some guarantee that the player will always have access to that specific mod, as it is the base. I also know at least 2 modders that got pissed at their players and took their stuff down here at Nexus, after some conflicts, they did start themself and was good stuff too, And players did start to ask about their mods everywhere.
I do find some of my old Morrowind stuff at some sites if I use google. :D But as the user Pekkape or Pekkape01, an account I cannot enter these days.
Yeah I'm pretty happy to see you're doing quest stuff. That's what is good about fo3 modding. We can add all the gameplay mods or retextures to infinity and what good is it if you have nothing to do but the same old story. The wasteland or DC is a great backdrop to any story.
This mod isn't mine, I simply made it work in fallout 3. It's a ttw mod. So I hold no ego in it at all but I think it's an incredible piece of work by the original author. If I were to make content for it, it would be creatures, unique weathers, a mountain human race with some backstory, maybe quests, but it would all be in vanilla coordinates.
This wouldn't have to be a requirement for anything, so any extra content would be supplementary and could exist outside of it. If someone made it a requirement, it would only be out of taste in that their mod wouldn't make sense outside of a greener north, and nothing to do with record dependencies.
This mod just overhauls the look of the northern part of the map. Looks a bit like og Skyrim. If you have played the game a lot, it makes a third of the map feel new again. But that's it. But does a great job of it. I imagine it took a great deal of work.
Anyways, I won't be taking it down, all my mods will be open permissions when I'm done with them(some are really only half way finished), and this mod would be the same if it were mine. But I was given permission to make this, so this mod won't be taken down.
Coool Drarack. I will take a peek later at all your mods really. I do love all TES games, and started to play them 1996, Daggerfall, replayed it with the Unity engine, fully modded 2020:
That was really cool, except that, that game do gets boring fast, but it was fun to go back to it, fully modded, free of charge even as it is now freeware. I did write in my first comment here, that the screenies did remind me of Oblivion (more than Skyrim). :D
The quests I am making is mostly inside the D.C area but it also depends on where the original Unique Weapons are located, as that is what I am focusing at right now, making quests for each and everyone of them as I cannot find such quests, + I made the quest giver, Sam Colt a companion, so I develop his personality and also his skills at the same time. If we compare him to any other companions, the part that he activates the player with plenty of fresh missions, might be unique I guess. Mostly a quest giver, stands still, sending the player away to do his dirty work, but not this one, as he loves to tag along, all the way. But he only gives quests after MQ is done.
After the FNV version is made, as I also started slowly to make one, I will go back to F3 and peek at the weapon mods, specially the permissions and see if I can use them for quests, if they are not quest related, or I can actually use basic weapons, make something unique from some of them or whatever, all to add content in most content less areas and cells, giving the player a reason to actually go there. It is pointless I think to visit an area to collect some misc items and junk. :D I did fill all 60 quest less dungeons in Oblivion with content, gave the player a reason to visit them all, collecting books for a player library, with a huge display room as well. Maybe the most advanced house ever made as I have never seen anything like it, filled with all kind of odd tools and scripts. :D All content in the dungeons was added by quest scripts, to avoid any form of conflict, from a dummy cell. obse Movetocell rocks and it is missing in F3 fose but added by JIP to FNV nvse.
I did notice that you made 2 cool mods for Oblivion a year ago. ;)
That all sounds great. There's no reason to go to a lot of significant places in fo3 after the 1st playthough. Sounds like a necessary mod. Good luck with it. Movetocell would be great. I thought we had it. Could something like a script hat checks if player is in a cell and then use the setpos x y z function work? or will that always set them in the wasteland worldspace grid rather than the cell you are in? I had ideas of doing similar mod to what you're doing but with holotapes, and was hoping to place them in that way to avoid conflicts. Anyways, looking forward to the end product. Cheers
Wow. The screenshots looks amazing, almost like Oblivion
The question is now, what do we do up there other then taking a stroll in a beautiful landscape? Is there any wildlife and stuff to do or do you plan top add more later?
Looks very nice, though for my taste/logic it appears too much greenery (and too dense) and too sudden a biome change (if one's using a vanilla-like deadish look for the rest of the map). I appreciate this is a TTW back-port but just posting this in case you or anyone else has the interest & skill: What would be really cool, imho, is a subtler version with a few sporadic (maybe stunted?) green trees gradually becoming more common (and normal height) further north, and then more obvious still closer to Oasis one got, but the maximum still only about half that I can see in the pics and vid.
In other words, hints of a recovering biome, which subtly clues one in the direction of Oasis - or if one wasn't paying close enough attention at the time, then it later dawns on you, at some point after finding or leaving Oasis, that this must be why there's hints of greenery the closer one is to Oasis. All far beyond my modding skills, but just wanted to suggest it. Anyway, thanks for sharing.
[btw, it should be "biome" in the title, not "biodome" - a biodome is an enclosed (i.e. internal) controlled man-made/altered environment]
I've always enjoyed your opinions/rants and was quite disappointed until the spelling correction at the end! Personally, I'm always ready to learn, although I do not always like being taught. ~WC
You make a good point, and one I had considered. Vurt has kindly given me permission to use his other mod's assets if I need them for this, and Kalash96 has gave permission for me to add different versions, so alternate versions of the trees/grass/plants is on the cards. I have tried it with Vurt's FO3 flora overhaul assets, and any of the 3 versions can be used or mixed and matched for the 4 type of tree objects and plants added by this mod. Open to suggestions from anyone in that regard. You can also look at his other tree mods for NV because they could be added too.
Trees getting larger the closer you are to Oasis would probably need someone skilled with editing meshes and textures. It is a good idea, and if someone wants to try, ask Kalash96 for permission and you can use my converted ESP as a base.
The steps would be something like:
Create multiple sizes of each tree mesh and texture
Add them to new tree records
Replace the appropriate tree records with the new ones
I doubt anyone would do that, especially here in the FO3 Nexus.
A more feasible way would be to make bigger trees less common the further you go from Oasis. To do that you would need to:
Add a few more smaller tree records, or don't, but there will be a noticeable lack of variety
Manually change the larger trees to the desired smaller trees the further you go from Oasis.
Again, if someone want's to do that, you can use the FO3 ESP as a base, and best clear it with the original mod author and asset creators if you want to post it as a seperate mod with assets. If it's just a replacement for the FO3 ESP version, I have no issue with someone releasing a modified version of it.
Ooh, not only a considered reply but a fan of my rants and dropping in a neat Churchill quote absolutely gets you a kudos from me!
Wish I had the skills, maybe someone else will do it. I was just thinking out loud, for I don't dip into FO3 that much myself these days, and half that time I'm just checking stuff for others. And alas, for my old-git rants (which not everyone is a fan of and I'm proud to say I've even gotten a bit of hate mail for, LOL), folks'll sooner or later have to just cherish the old posts for I've a worsening rare cancer. Playing & tweaking old PC games and bothering folks on Nexus is my escape, but I can't say for how much longer... Anyway, cheers.
@streetyson I always read your rants with interest, I do not always agree and I have told you that a couple of times :) But quite often they contain useful info and recommendations, and my lo is inspired of that ! And on topic, imo a lighter version with some greenery in the area will suffice, and is hopefully more doable...
I makes me sad to hear about your illness - let's hope the best, and fear the worst - Cheers !
@streetyson Oh yeah, you're not a proper FO3 modder until you've had a streetyson rant/review. It's a milestone! Sorry to hear about your situation. Really wish you the best. One of the only interesting characters in the FO3 scene, if not, the only one.
Oh thanks Drarack! And you're both too kind. Not sure folks should encourage me... As for my cancer, yeah it hit May 2023. Had 3 ops (one major) but it came back. No known applicable treatment but tried 4 chemos. In fact it's so rare there's no published study, so they won't even guess at life expectancy. "The plan" now is to try keeping my weight up and see if any experiment/trial might be interested or otherwise keep going long enough for advances in research to open up a new treatment. Take my advice folks, stay away from cancer! Cheers all.
If there's a mod or mod idea you always thought would be cool to have in there - large or small, I'd be happy to make one if it gets you back playing and ranting for a while! And then rant about how shite it turned out! :)
Otherwise, know a lot of people here hoping things go well for you.
Thanks Drarack, you're very kind! I'm currently in FO4/FOLON or my old fave M2TW, but plan nostalgia runs of FO3 & NV - so watch out modders, I won't go quietly! LOL. Yeah resistant cancer is a bum deal and I'm still under 60, but whenever I feel sorry for myself I'm reminded of some of the kids I see at my Oncology department who prob won't see adulthood at all. Gut wrenching. Take care all.
Spoiler:
Show
btw, my FO3 sufferers, don't think other games escape my rants. Here's some recent: FOLON (see in spoiler tab I put there), FO4, another FO4... FNV too years ago. I've probably written two thousand on Nexus, many deleted I'm sure for I've been blocked by several folks, LOL. I just can't help sharing my humour and speaking "my truth" - well, either that or I might just be an AI rant-bot.
P.S. I recently answered a newbie pm asking me for my mod-list. That'd be a long & messy list! And some mods are no longer about, but I decided to give out my "keepers" list, and Badiser's kind comment above inspired me to make that list public here in my media.
Great idea streetyson, please do expand it as time goes, and I wouldn't mind if you also could share an advanced list for Nexus veterans - thank you :)
Thanks. Well, I'm not expert enough to do a list to impress advanced users, but will try to add a few gems in its comment section that others might've missed (for most folk that's prob where such lists give most interest). And start a discussion there on missing mods.
I use vurts dead flora overhaul so this wouldn't be compatible for me but its a great idea for making that area of the wasteland seem like life is returning to it. Good work 😎.
This doesn't conflict with flora overhauls. It edits the top part of the map by changing the names of the trees and manually placing new ones, so the rest of the map whether vanilla or modded will be left unaffected, and your dead lod will be there.
I use total devastation, and you'll see in the video, at about 4:10 secs, I look back at the unaffected part of the map, and turn around into the affected part for demonstration purposes.
Long winded answer, it's for all other people that are wondering the same.
Personally, I would have thought it was another flora replacer looking at the title
Let me know if there's any flora overhaul conflict, because if there is, it's a mistake on my behalf . There should be 0
29 comments
It adds a bit of fresh air to the game without it's going overboard. The assets are the best we can get at this point, and it looks beautiful all over !
It actually adds plenty to the immersion and yet still feels lorefriendly, so come on guys try it !!
Thank you :)
I converted it blind just going by the screenshots, and when I actually got it converted and running, I was like wtf, this is the best fo3 mod I've played all year. Was so impressed with what the author managed to pull off.
So I'm glad just to have it for myself.
Probably looks like too much work to install with the generating lod or just looks like a kind of flora overhaul, so I doubt people get too interested.
Glad you're liking it, I love this one. Made the game seem new again to a degree.
Btw, have you read the description?
And what about the vanilla and evt. modded content already there, it's always nice with some beautiful landscapes no matter where they are on the map ;)
Edit: @Drarack what tree / grass do you use for the other part of the map ?
The good side of adding stuff to your north is, the chance of conflict is minimal or does not exist, not yet.
Backside is that it will become a requirement to use your mod and who knows, what happens if you take it down? ;) That have happen. We lost all stuff we made between 2004-2010 as we did not use Nexus in our Morrowind/Oblivion modding community, as we used other sites that are no longer available and I also know nothing lasts forever but some players that did like my stuff, uploaded it to Nexus after 2013. I am also open minded and like team working in the other hand. So if we make stuff there, we must have some guarantee that the player will always have access to that specific mod, as it is the base. I also know at least 2 modders that got pissed at their players and took their stuff down here at Nexus, after some conflicts, they did start themself and was good stuff too, And players did start to ask about their mods everywhere.
I do find some of my old Morrowind stuff at some sites if I use google. :D But as the user Pekkape or Pekkape01, an account I cannot enter these days.
This mod isn't mine, I simply made it work in fallout 3. It's a ttw mod. So I hold no ego in it at all but I think it's an incredible piece of work by the original author.
If I were to make content for it, it would be creatures, unique weathers, a mountain human race with some backstory, maybe quests, but it would all be in vanilla coordinates.
This wouldn't have to be a requirement for anything, so any extra content would be supplementary and could exist outside of it. If someone made it a requirement, it would only be out of taste in that their mod wouldn't make sense outside of a greener north, and nothing to do with record dependencies.
This mod just overhauls the look of the northern part of the map. Looks a bit like og Skyrim. If you have played the game a lot, it makes a third of the map feel new again. But that's it. But does a great job of it.
I imagine it took a great deal of work.
Anyways, I won't be taking it down, all my mods will be open permissions when I'm done with them(some are really only half way finished), and this mod would be the same if it were mine. But I was given permission to make this, so this mod won't be taken down.
That was really cool, except that, that game do gets boring fast, but it was fun to go back to it, fully modded, free of charge even as it is now freeware. I did write in my first comment here, that the screenies did remind me of Oblivion (more than Skyrim). :D
The quests I am making is mostly inside the D.C area but it also depends on where the original Unique Weapons are located, as that is what I am focusing at right now, making quests for each and everyone of them as I cannot find such quests, + I made the quest giver, Sam Colt a companion, so I develop his personality and also his skills at the same time. If we compare him to any other companions, the part that he activates the player with plenty of fresh missions, might be unique I guess. Mostly a quest giver, stands still, sending the player away to do his dirty work, but not this one, as he loves to tag along, all the way. But he only gives quests after MQ is done.
After the FNV version is made, as I also started slowly to make one, I will go back to F3 and peek at the weapon mods, specially the permissions and see if I can use them for quests, if they are not quest related, or I can actually use basic weapons, make something unique from some of them or whatever, all to add content in most content less areas and cells, giving the player a reason to actually go there. It is pointless I think to visit an area to collect some misc items and junk. :D I did fill all 60 quest less dungeons in Oblivion with content, gave the player a reason to visit them all, collecting books for a player library, with a huge display room as well. Maybe the most advanced house ever made as I have never seen anything like it, filled with all kind of odd tools and scripts. :D All content in the dungeons was added by quest scripts, to avoid any form of conflict, from a dummy cell. obse Movetocell rocks and it is missing in F3 fose but added by JIP to FNV nvse.
I did notice that you made 2 cool mods for Oblivion a year ago. ;)
The question is now, what do we do up there other then taking a stroll in a beautiful landscape? Is there any wildlife and stuff to do or do you plan top add more later?
In other words, hints of a recovering biome, which subtly clues one in the direction of Oasis - or if one wasn't paying close enough attention at the time, then it later dawns on you, at some point after finding or leaving Oasis, that this must be why there's hints of greenery the closer one is to Oasis. All far beyond my modding skills, but just wanted to suggest it. Anyway, thanks for sharing.
[btw, it should be "biome" in the title, not "biodome" - a biodome is an enclosed (i.e. internal) controlled man-made/altered environment]
You make a good point, and one I had considered. Vurt has kindly given me permission to use his other mod's assets if I need them for this, and Kalash96 has gave permission for me to add different versions, so alternate versions of the trees/grass/plants is on the cards.
I have tried it with Vurt's FO3 flora overhaul assets, and any of the 3 versions can be used or mixed and matched for the 4 type of tree objects and plants added by this mod. Open to suggestions from anyone in that regard. You can also look at his other tree mods for NV because they could be added too.
Trees getting larger the closer you are to Oasis would probably need someone skilled with editing meshes and textures.
It is a good idea, and if someone wants to try, ask Kalash96 for permission and you can use my converted ESP as a base.
The steps would be something like:
I doubt anyone would do that, especially here in the FO3 Nexus.
A more feasible way would be to make bigger trees less common the further you go from Oasis. To do that you would need to:
Again, if someone want's to do that, you can use the FO3 ESP as a base, and best clear it with the original mod author and asset creators if you want to post it as a seperate mod with assets. If it's just a replacement for the FO3 ESP version, I have no issue with someone releasing a modified version of it.
Wish I had the skills, maybe someone else will do it. I was just thinking out loud, for I don't dip into FO3 that much myself these days, and half that time I'm just checking stuff for others. And alas, for my old-git rants (which not everyone is a fan of and I'm proud to say I've even gotten a bit of hate mail for, LOL), folks'll sooner or later have to just cherish the old posts for I've a worsening rare cancer. Playing & tweaking old PC games and bothering folks on Nexus is my escape, but I can't say for how much longer... Anyway, cheers.
I always read your rants with interest, I do not always agree and I have told you that a couple of times :)
But quite often they contain useful info and recommendations, and my lo is inspired of that !
And on topic, imo a lighter version with some greenery in the area will suffice, and is hopefully more doable...
I makes me sad to hear about your illness - let's hope the best, and fear the worst - Cheers !
Oh yeah, you're not a proper FO3 modder until you've had a streetyson rant/review. It's a milestone!
Sorry to hear about your situation. Really wish you the best. One of the only interesting characters in the FO3 scene, if not, the only one.
Otherwise, know a lot of people here hoping things go well for you.
Cheers
I use total devastation, and you'll see in the video, at about 4:10 secs, I look back at the unaffected part of the map, and turn around into the affected part for demonstration purposes.
Long winded answer, it's for all other people that are wondering the same.
Personally, I would have thought it was another flora replacer looking at the title
Let me know if there's any flora overhaul conflict, because if there is, it's a mistake on my behalf . There should be 0