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mods and suggested load order

General mod discussion and requests.
freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

mods and suggested load order

Post by freakydoo » Sun Nov 24, 2013 2:33 am

at the bare minimum, what mod would you say are a must have and a suggested load order? please


i doubt i could live without PN (if it works with TTW), interiors (awesome collection chucksteel!),  fellout, NMC texture pack, breaze/type3, EVE, WMX, one hud, fps wheel, darnui. sooo, when i started typing this i wasn't considering my must have list to be so many. id like to keep my load order more manageable. i will have NVSE, 4gnv, wrye, fomm and FNVedit to work with as well.


first off what would be the suggested load order for the mods i plan to get? are there any must have mods that you guys suggest. does TTW intergrate into Fallout 3 the weapon mod system from FNV or should i keep wmx in my must have list?


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

TTW is in alpha. The

Post by plumjuice » Sun Nov 24, 2013 3:42 am

TTW is in alpha. The suggested load order is on the download page, anything above and beyond that is added at your own peril.


That said, apart from the Equipment module, I've personally had no outstanding issues with PN (and all the equipment module did was make a few duplicate weapons).


"Suggested" load order for mods is exactly the same as if you had not installed TTW. You will have to figure out for yourself where to put converted FO3 mods, but it isn't exactly difficult. I would suggest you grab Boss Userlist Manager to help out if you don't have it already.


IIRC the FO3 weapons were given FNV style weapon mods (don't quote me though, because I was using the Equipment module), but FNV WMX is still a great mod to use, with a patch or two floating around on the forum somewhere (not 100% sure on what they fix though).


I will reiterate though, that using mods with TTW, especially large and/or complex mods like Fook and PN or trying to convert similarly large and/or complex FO3 mods like MZC and MMM is most definitely not supported or even suggested (Unless you really, really know what you're doing). Search the appropriate sub-forum for some insight into why (and also to grab a few converted mods you might fancy).


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

thank so much for the info. i

Post by freakydoo » Sun Nov 24, 2013 4:33 am

thank so much for the info. i'd like to keep the mods to a minimum, but honestly there are quite a few out there that make the game worth playing. i've been using mods since morrowind and i do a pretty good job keeping my game running using the existing tool (bash patch, merged patch, etc). it'll be a few days before i get fallout 3 and i'm basically gathering data so i know how to get started and what tools and mods i want in place.


courier stash: how does it work in TTW? does everything show up in my inventory or is it integrated into the game world? if so that's another mod i should look into.


Iron sights: does ttw enable iron sights in FO3 weapons use iron sites or should i consider a mod for that? wrye bash for FNV has a check option for iron sights would that work?


companions: can they travel between wastelands? edit: found the answer to this question. looks like, yes.


how compatible are hud mods, ohud, extra hud, unified hud, etc.


sorry, if these questions are answered somewhere just point me in the right direction


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

CourierSix
Posts: 181
Joined: Sun Nov 17, 2013 5:07 pm

Courier Stash: As far as I

Post by CourierSix » Sun Nov 24, 2013 3:23 pm

Courier Stash: As far as I know, there's a menu option for the crap pack in game.


TTW does enable iron sights for all FO3 weapons. It does this mostly because almost all FO3 weapons were actually in FNV anyway. As far as I know, those who weren't had iron sights added.


HUD mods are completely compatible - if they worked in Vegas, they'll work in DC. 


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I'm glad we understand one another.



Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

I also have a PN patch here

Post by Thatchor » Sun Nov 24, 2013 3:47 pm

I also have a PN patch here that you might want to check out. It removes the duplicate weapons while adding PN features to aspects of the capital wasteland.



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

kewl!!! lol... "crap pack"...

Post by freakydoo » Sun Nov 24, 2013 5:47 pm

kewl!!! lol... "crap pack"... thank you guys for you patience with me. i saw a discussion regarding iron sights but didn't see any real answer. i most likely skimmed right over it. i have picked up FO3 just yet and the answers to these questions really help me plan out what mods i need and dont need. i'm hoping to run with the bare minimum (which will still be more than i'd like)


Thatcher: i did see your patch and i will absolutely be using it. Thank you!!! is it up on nexus so that i may endorse it?


 


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

It doesn't happen to be on

Post by Thatchor » Sun Nov 24, 2013 6:00 pm

It doesn't happen to be on the nexus. Your thank you is enough. :P



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

not really, modders do a lot

Post by freakydoo » Sun Nov 24, 2013 6:18 pm

not really, modders do a lot of work to make these games better and in some cases playable and you guys do it for free. the only reason i even buy bethesda and bioware games, and these are the only games i buy is because of modding and the fact that modding increases the shelf life of a game ten fold. TTW is the ultimate example of my point.


how do mods that effect leveled list work? id like 100 outfits recolored ( http://newvegas.nexusmods.com/mods/36485/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D36485%26preview%3D&pUp=1 ) which is a mod for both games.


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

It depends on how it adds it

Post by Thatchor » Sun Nov 24, 2013 6:22 pm

It depends on how it adds it to the leveled lists. If it manually adds them, it has a high probability of being incompatible in one way or the other. If it adds them through scripts, it'll be compatible with almost anything. I never heard of this specific mod, but it looks pretty interesting.



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

i really like it. it was

Post by freakydoo » Sun Nov 24, 2013 8:07 pm

i really like it. it was originally in FO3 (i think) then ported to NV. i like clothing mods but i refuse to get them unless there added to the leveled list. i have merged some and added them to the leveled list myself but my old system crached and i havent been motived to redo the work. what easier adding through script or manually?


here's the FO3 link to the clothing mod: http://fallout3.nexusmods.com/mods/4003//? this is the only non lore friendly mod i have, but i like anything that adds to the leveled list. love seeing my enemies with cool stuff that im going to take from them :)


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

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