If you had mods installed on fallout 3 would they be added to the new capitol wasteland aswell?
Fallout 3 Mods
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wardoggwyllgi
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- Joined: Mon Feb 18, 2013 2:57 am
- rbroab
- Posts: 567
- Joined: Sun Jan 20, 2013 2:35 am
Not sure what you're asking
Not sure what you're asking but I'll take a shot.
Some Fallout 3 mods might still work. Not sure which ones you're using or planning on using, go ahead and post a list here. Depending on what you're using, you might need to change the master file or do a bit of editing with FNV.
- chucksteel
- Posts: 1388
- Joined: Wed Aug 15, 2012 3:20 pm
If I understand your question
If I understand your question the answer is no! you'll need to add the mods yourself and, convert them to ttw using FNVedit. there is a how to guide in the FAQ. Also mods that use FOSE can be a bit tricky.
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KennyMcCormick
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If they don't use FOSE then
If they don't use FOSE then all you need to do is change their masters around and they should work. If they do use FOSE the scripts will need to be recompiled, THEN the masters changed as before. Do those things and most should work.
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wardoggwyllgi
- Posts: 49
- Joined: Mon Feb 18, 2013 2:57 am
A World Of Pain for Fallout 3
A World Of Pain for Fallout 3 AWOP4FO3
Alton IL - Huge World and Quest Mod
EMM - Expanding Megaton Mod - open resource
Enclave Advanced Power Armor MKIII
Enclave General - FULL DLC - V3
Enhanced Enclave power and tesla armor
Enhanced Weather - Rain and Snow v2 Hotfix
Faction Perks Vanilla Friendly
Improved Gauss Rifle By Cheezstik
Macho Man Randy Savage Super Mutants
Raiders Regulators Talon Expanded
Republic of Dave Expansion Mod
Rivet city extended with new armor and weapons
Weapon Mod Kits
my question is, If i add these MODS will they carry over?
- chucksteel
- Posts: 1388
- Joined: Wed Aug 15, 2012 3:20 pm
You should loose DCInteriors
You should loose DCInteriors Project (By me! chucksteel) and, get TTW Interiors Project which I've built for TTW.
No it will not carry over but, you will have a better experience in the long run with the TTW version.
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gnubee
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- Joined: Sat Sep 22, 2012 1:07 am
I have had a heck of a time
I have had a heck of a time getting MMM to work in any kind of stable way. I mean, itworks, but I was getting CTDs all over the place. A number of the other mods you list have FNV counterparts, or are just done better with a New Vegas mod (WMK for example).
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wardoggwyllgi
- Posts: 49
- Joined: Mon Feb 18, 2013 2:57 am
yes but those counter parts
yes but those counter parts only work for NV weapons. Also i lack any programming skills whatsoever but is it still possible to convert them using FNV edit?
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JaxFirehart
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- Joined: Wed Sep 12, 2012 12:33 am
The FAQ answers most of these
The FAQ answers most of these questions, they are asked frequently...