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List of compatible realism mods for the most stable immersive experience

General mod discussion and requests.
bill
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List of compatible realism mods for the most stable immersive experience

Post by bill » Wed May 20, 2015 5:33 am

Lol I accidentaly deleted the whole post. This is THE thread dedicated to archiving the most realistic, immersive, and compatible modlist. Mods of interest includes mods that are cool but: too big / not compatible / buggy / not necessary. Those with the knowledge can work on mods or make (merged) patches and put them here or in frootzcat's thread https://taleoftwowastelands.com/content/directory-ttw-converted-mods


[collapsed title=vicious wastes included, stable so far *should prolly start a new game]

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

CaravanPack.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

TaleOfTwoWastelands.esm

TTWFixes.esm

Mart's Mutant Mod.esm

STUN.esm

noloadscreentext.esp

The Mod Configuration Menu.esp

TTW_StartupMenu.esp

ttw_plot_convergence.esp

TTW_Difficult_Journey.esp

ttw_wildwasteland.esp

Mart's Mutant Mod Merged Patch Helper.esp

mmmfix.esp

ShutUpHUD.esp

CS_NoClickSound.esp

FastSleepNV.esp

Faster Terminals.esp

GSK_CloseComputerTerminalHotkey.esp

SaveKey.esp

Quick Trade.esp

PCB Hotkey.esp

Tutorial Killer.esp

Tutorial Killer - Alternative Start.esp

Tutorial Killer - Factions.esp

Integration - Couriers Stash.esp

DLC Weapon Integration.esp

TTW Vehicle Scavenge.esp

TTW Mutant Unification Project.esp

TTW FO3&NV&DLC Killable Children.esp

TTW_TallerDCSkyscrapers.esp

ImmersiveHealthNV.esp

HelplessFalling.esp

NoRepairWithoutWorkbench.esp

Disallow Repair In Combat.esp

No Fast Travel.esp

HTRP-More Rads.esp

Ghost People back to Dead Money.esp

return_deadmoney.esp

RHF-30_backpacks.esp

betterpowerarmorTTW.esp

HoverBoard.esp

Real Weapon Names.esp

The Weapon Mod Menu.esp

FPSWeaponWheel.esp

FlashlightNVSE.esp

TTW FlashlightNVSE.esp

Light My Flare.esp

No blood fists.esp

MeleeReachFixed.esp

Distant Gunfire Sound Fix V2.1 - Machienzo.esp

combattest.esp

HowdahFix.esp

MauserFix.esp

DartgunFix.esp

Gauss Rifle Fix v0.9b.esp

AntiMateriel Zoom x4.esp

Sniper Zoom x4.esp

ttw_less_firearms.esp

UnscopedWeaponZoom_ArmorWeight.esp

More Realistic Aiming.esp

GBMM - Gun Behavior Mod Merge.esp

RWED - TTW.esp

STUN.esp

No Neos.esp

FGhoulsDieOnlyByHeadshot.esp

Gore Dismember and Explode Edits.esp

UnconsciousLooting.esp

ff_destructibleradios.esp

Bubba shot the jukebox.esp

Destructibles.esp

DestructionOverhaul.esp

MiscItemWeapons.esp

RealSmokes.esp

XFO - 3bc - rarity - caps - hard.esp

WeightlessRebalance.esp

Droppable Bottlecaps - Weighted.esp

LFox Bottle That Water.esp

BTW Health Remover 1.1.esp

Vicious Wastes.esp (slower backpedaling and lesser carryweight features included)

Vicious Wastes - Complete.esp

Vicious Wastes - Tale of Two Wastelands.esp

Vicious Wastes - Bottle That Water.esp

Doctorbag-inCombat.esp

Cripple Effects.esp

PerkEveryLevel.esp

TTW Perk Overhaul.esp

VATSPerksNoMoreMain.esp

VATSPerksNoMore.esp

VATSdisabled.esp

Delay DLC - TTW.esp

CAGE 1.9.3.1.esp

STUNp - No Animations Fix.esp

simple merged patch made w/ FNVEdit.esp



Total active plugins: 108

Total plugins: 108



[/collapsed]


*FPSWeaponWheel mod seems to be glitching out


[collapsed title=Effects and Retextures]


no esp, esm, or bsa files these mods just make changes to NVSE/plugins and the textures and meshes folders




  • Enhanced first person camera mod


  • No bullet tracers mod


  • retextures for all cigarette packs and cartons to be retro Lucky Strikes, beers to Budweisers, and Nuka Cola products to Coca Cola brand for more immersion.


*Some playthroughs the retextures work and sometimes they don't. Anyone know why? I have tried the archiveinvalidate tweak that I know of, such as adding the line Falout - archiveinvalidation.bsa, to the archivelist in both ini files (common/newvegas and my games/newvegas) and the preference file (my games/newvegas)


[/collapsed]


[collapsed title=mods of interest]




  • the strip & freeside open - extra / not necessary


  • ultimate scavenger or mods similar to it


  • sprint mod - only gets activated upon leaving Doc Mitchels house, not TTW compatible


  • portable campsite / portable campstuffs for TTW / or similar mods


  • project nevada - buggy, too big


  • YUP - buggy, too big


  • Arwens - buggy, too big /not compatible


  • prone mode - when you are killed or knocked down while prone, shit bugs out


  • immersive weapons and armors - too big


  • caesars new regime - too big


  • NCR rearmament - too big


  • melee & grenade hotkey - buggy (I decided to use FPS weapon wheel instead and use normal hotkeys or use the pipboy)


  • TTW interiors - too big


  • busworld - too big, can be buggy


  • urban combat overhaul - too big


  • mojave rooftops - too big


  • immersive VATS - glitches (able to start fighting in tutorial. at random times, especially in combat, the mod may stop working, etc.)


  • advanced recon thermal nightvision - kinda big, not necessary


  • imps more complex needs - too big, not necessary / annoying. my player characters non-existent mood should not affect my gameplay, and etc.


  • powered power armor - big mod, not necessary. imps and ppa (for me at least) are hard to get to work


  • CHEMistry mod - never worked for me


  • CAM chems alcohol meds - seems realistic but big mod, likely incompatible


  • animated food drink / animated chems - incompatible with other mods like enhanced first person camera, or mods that alter food / drink / chems


  • j3xified driveable motorcycle - cool with no fast travel but buggy


  • jetpack mod - seems cool with no fast travel but buggy


  • destruction mod - makes any ammo that is destructible have no weight. also the ammo blowing up everywhere gets a tad old


  • active wasteland - fun mod but not necessary, so I removed it to have a smaller load order


  • realistic binoculars - haven't gotten around to this


  • a realistic skill points mod that isn't buggy


[/collapsed]




I would love to see people do video playthroughs with mod setups like this.


Please let me know if you know of an awesome mod that I'm missing! How can I make this load order more efficient / better? Thanks guys and gals.



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

I can't really help with mod

Post by Risewild » Wed May 20, 2015 11:55 am

I can't really help with mod suggestions but I am just coming here to give a couple suggestions:




  1. I advise anyone that wants a realistic experience playing TTW to do this:


    • When your character dies restart the game, there is no more realistic than be dead stay dead cheeky.




  2. Also make that Load Order shorter, or I can predict you will start having problems with your game sooner or later wink.


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Chemistry will work with just

Post by TJ » Wed May 20, 2015 12:39 pm

Chemistry will work with just about anything, though I do edit recipe lists. If you're using the recipe overhaul uploaded here whichever one is last in your load order will affect the recipes (I didn't actually look at your LO).


My project Dash is on Kickstarter!



gluttoncreeper
Posts: 35
Joined: Sat Jun 15, 2013 5:21 pm

I suggest you merge your esp

Post by gluttoncreeper » Sun May 31, 2015 6:55 am

I suggest you merge your esp mod patches and small similar mods into group patches using FNVPlugin (if you don't already have this). This will reduce your load order by 40 give or take based on your load report. I use this all of the time, and it helps keep my game stable. The less to load the better performance.   


If Devil Bunny needs a Ham, so does the Glutton!

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RoyBatty
Gary
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It's always a good idea to

Post by RoyBatty » Sun May 31, 2015 8:43 pm

It's always a good idea to learn how to use FNVEdit and merge this stuff yourself. It's not very hard to do.


Bear in mind that FNVPlugin is buggy and can break things.


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gluttoncreeper
Posts: 35
Joined: Sat Jun 15, 2013 5:21 pm

RoyBatty wrote:

Post by gluttoncreeper » Mon Jun 01, 2015 5:30 am

[quote=RoyBatty]


 


It's always a good idea to learn how to use FNVEdit and merge this stuff yourself. It's not very hard to do.


Bear in mind that FNVPlugin is buggy and can break things.


[/quote]


I have not encountered any bugginess with FNVPlugin myself, but I am sure it does happen. I mainly use it to merge small Mod likes Freeside Open patch support for the 10 Mods that I use that have FSO compatibility patches. Things like this will not bug out, just pay attention to what esp the patches call for if any, and don't merge those. A good example of this is NVBounties FSO patch requires the FreesideOpenPatch.esp, while the other 9 file only require the esm; so don't include this in the merge.


Things that are not compatible FNVPlugin will let you know. This is just my experience with the program.


 


If Devil Bunny needs a Ham, so does the Glutton!

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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Probably better to just use

Post by RoyBatty » Mon Jun 01, 2015 11:55 pm

Probably better to just use Mator's script in FNVEdit for it, it's actively developed and does a good job on such things without bugs.


And there you have it, a lot of patches require esp's as masters, and it breaks (sometimes) with those because it doesn't handle indexes properly. That is why I suggest not to use it, it also doesn't sort masters correctly and can create seriously broken plugins.


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Darkersun
Posts: 189
Joined: Mon Sep 17, 2012 7:29 am

I found this nice rebalance

Post by Darkersun » Tue Jun 02, 2015 7:31 am

I found this nice rebalance/immersive mod with build in TTW support:


http://www.nexusmods.com/newvegas/mods/56671/?


 


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

bill
Posts: 73
Joined: Thu Feb 19, 2015 8:32 am
Location: NY
Contact:

You know whats funny? In

Post by bill » Fri Jun 05, 2015 12:13 am

You know whats funny? In order to successfully get Marts Mutant mod for TTW, I had to follow a tutorial and do just that (make merged esps)


But since then I forgot how to do it, I'll visit the thread and view the tutorial again



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

For what it's worth Slippy is

Post by TJ » Fri Jun 05, 2015 1:17 pm

For what it's worth Slippy is a solid modder. I don't say that about very many modders, especially not those not already on the TTW team.


My project Dash is on Kickstarter!



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