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What Mods are you using? (3.2 edition)

General mod discussion and requests.
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epracer71
Posts: 16
Joined: Sun Aug 18, 2013 7:51 pm

What Mods are you using? (3.2 edition)

Post by epracer71 » Wed Nov 28, 2018 7:06 pm

So, what mods are everyone using at this point? Post your exported mod list.

#Mod_Name
"AWOP4FO3"
"BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer"
"Cheskos Better Balanced Backpacks"
"DCStreetTTW"
"Devestated City"
"Mikotos Beauty Pack"
"MTB - Quieter Sounds"
"MTB Data"
"MTB_TTW_3-2"
"MTUI"
"New Vegas Type 3 Armors Only"
"NMCs"
"NVAC - New Vegas Anti Crash-53635-7-5-1-0"
"NVSR"
"One HUD (oHUD)"
"Pipboy Readius"
"Quick Grenade Hotkey"
"sawyerbatty"
"Sortomatic ESM"
"Sortomatic Ingredient Loader"
"T3 armors and outfits- full release"
"Tale of Two Wastelands"
"The Mod Configuration Menu"
"TTW - Essential Travelling Merchants"
"TTW Quick Start"
"TTW Realistic Wasteland Lighting"
"TTW RWL - Patch Collection"
"UIO - User Interface Organizer"
"WeaponModVendingMachine"

smashly
Posts: 9
Joined: Mon Nov 26, 2018 1:52 am

Re: What Mods are you using? (3.2 edition)

Post by smashly » Wed Nov 28, 2018 10:24 pm

Apart from MCM, the other mods in my lo are custom unreleased to public.

The Mod Configuration Menu.esp
MCLLPPLL.esp ;Level Cap 100, 1 Perk each Level Up and Lesson Learned Perk up to 100 as 50 levels is just not enough.
ANV.esp ;Stand alone multi approach player for sex and multi follower framework (includes Let me Train You mod).
ANVMove.esp ;Object spawner and mover mod to make anywhere a decorated home on the fly while playing.
OT01Armor.esp ;Custom Legendary Duster, Hat, Glasses and weapon to play safe.
StartWhere.esp ;To choose where to sart eg; FO3 or FNV (will remove when Patch 1 arrives).

With the above mods I can be sexually active, recruit anything to follow, assign homes, make anywhere a home and decorate it.
Basically play the game the way I like :)

shmitterwink
Posts: 5
Joined: Mon Nov 26, 2018 10:14 pm

Re: What Mods are you using? (3.2 edition)

Post by shmitterwink » Fri Nov 30, 2018 5:31 am

NVAC
NVSR
PipBoy 3000 HD Retexture
Pipboy Hardcore Mode Counters
Dynavision 3
Sawyerbatty
Solid Project
Asurah Reanimation Pack w/ no headbob and all ironsight fixes
B42 Inertia
Diagonal Movement
Enhanced Camera
Further 3rd Person Camera
Light up and Smoke Cigarettes
Weapon Mod Vending Machine
TTW Lone Courier
New Misc Item Icons
Outside Bets
Clarity TTW
Brighter Pipboy Light
TheySeeMeBedrolling
Immersive HUD
Darnified UI
Platinum Radio
Cowboy Repeater No Peep Sight
Collision Meshes
Unnecessary Physics
NMCs Texture Packs Cleanup and Combine for TTW
Ojo Bueno
Textures Over Time
MGs Neat Clutter
Effect Textures Enhanced
TTW Armor Expansion
XP Reduction - 50%

Shockingly, everything appears to work smoothly. Wanted to keep things fairly vanilla but with updated visuals and gunplay as well as a couple tweaks to things I find annoying. Solid Project + Asurah Reanimation + B42 Intertia completely transforms combat and is a must imo. Basically FO4 gunplay in TTW. Highly recommend this list if you want something close to what a remastered vanilla New Vegas/FO3 would be like.

Bottletopman
Posts: 117
Joined: Thu Jan 05, 2017 12:28 am

Re: What Mods are you using? (3.2 edition)

Post by Bottletopman » Fri Nov 30, 2018 9:12 am

I'm actually still running 2.9.4 because I've completed a fair bit of the game for that particular character, so I'm just waiting on the Rivet City Realignment and New Vegas Uncut merged for 3.2. Personally I've never been a fan of the various animation packs out there, I've always wanted something like a Vanilla UI+ equivalent of animation packs - something that makes reload times longer without looking too tacticool/over the top or dare I say it, unrealistic e.g. Insurgency's AR15 pattern reloads wouldn't look too bad with the Assault Carbine and similar pattern guns.

I use a heavily tweaked version of PN in my existing game which has its custom combat styles removed, and a really annoying visor effect removed too (switching between 1st and 3rd person while wearing a T-51b helmet was aids), as well as a TTW patch for PN made by the one and only RoyBatty which has long since been taken down with the release of 3.2. Disabled the knockdown effects since it can break certain NPCs like turrets, and kept enhanced detection and scripted AI settings at vanilla/off so it wouldn't break Cover Stealth and Liberty Prime.

When it comes to gunplay, since I've been somewhat accepting of the vanilla anims, I just use the ironsights camera recoil removal mod and combine it with Realistic Recoil, and after playing PUBG for a while, despite its bugginess I felt that the gun mechanics in that game were wonderful, the way they handled recoil and spread and whatnot. Realistic Recoil's base values for ammo types were too low in my opinion, so I doubled almost every single one and made sure recoil values were greater than 1 as it seems to be based on a multiplier, and certain ammo types with 0.xx recoil values like .22 LR would end up recoiling downwards lol. I tried out Immersive Recoil but switched back to Realistic Recoil because Immersive's recoil only towards the 1 o clock position on the screen in a very predictable fashion, whereas Realistic was quite random. With the doubled recoil values, using a minigun would be quite interesting. My only gripe is that the mod author seems to have left the mod for good, as I've asked if it was possible to make recoil affected by what gun you're using too - plasma weapons have more kick than lasers and I thought it would've been great to be able to replicate that.

Also my time in PUBG exposed me to the dank VSS, I have become unhealthily obsessed with that gun, and installed Millenia's VSS mod as a standalone plugin in my load order. I managed to extract PUBG's gun sounds from the game files themselves and use PUBG's VSS audio for this mod, too bad there's no cheek pad attachment for the Millenia VSS.

I've also got a modified version of TTW RWL that has a chance for Honest Hearts' rain to appear, since I didn't want the bells and whistles of Nevada Skies. Since RWL already modified worldspaces I also decided to change the Lucky 38 worldspace to use the unused Lucky 38 climate since it also fixes the issue of rain inside the Lucky 38, the mod on the nexus which does the same thing has plenty of preview images that look quite beautiful if you want to check it out. Hell, sometimes I just run around the cocktail lounge just to look at the lighting. Going for an independent Vegas this playthrough, so after I gank Mr House I'm going to install Run the Lucky 38, will be great to see the cocktail lounge in all its glory. I also tweaked it so that the Strip is no longer so dark at night, returning the light levels to slightly brighter than vanilla - those lights are meant to be bright yo. Only issue is that now I can only edit this plugin in FNVEdit since the GECK doesn't seem to want to load the plugin anymore, even with the GECK Extender.

I've also got a merged plugins esp which has combined at least 50-75 other minor mods and whatnot. Things ranging from making misc items have better weights based off their Fallout 4 equivalents (tin cans are 0.1 instead of that retarded 1 pound) which makes collecting junk much more viable, to disabling food healing via PN and sleeping healing crippled limbs so that stimpaks, doctors bags and healing poultices etc. are much more valuable, as well as editing companion scripts to ensure that they no longer heal after combat - making stimpaks even more important. The latter bit seems to not work on all companions though - Cass seems to heal after each fight, even against deathclaws, while I'm struggling to keep ED-E at full health since I've only got 20 stims on me now.
tp for my bunghole?

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: What Mods are you using? (3.2 edition)

Post by RoyBatty » Fri Nov 30, 2018 3:23 pm

Rivet City Realignment isn't need, I fixed Rivet City in TTW itself, in a different and more efficient way.
Image

Bottletopman
Posts: 117
Joined: Thu Jan 05, 2017 12:28 am

Re: What Mods are you using? (3.2 edition)

Post by Bottletopman » Sat Dec 01, 2018 2:11 am

Oh wow thanks! Now just for NV Uncut TTW edition...although that is a monumental task in of itself and if it were allowed I'd happily donate for that.
tp for my bunghole?

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Postal-Dude
Posts: 174
Joined: Thu May 21, 2015 3:13 pm

Re: What Mods are you using? (3.2 edition)

Post by Postal-Dude » Mon Dec 17, 2018 8:35 pm

Since I am pretty much finished making my 3.2 FO3 DC playthrough modlist, I guess I can share it here. I only used general mods that improve UI, gameplay, graphics and so on. I am ONLY going to play in the DC Wasteland in this playthrough and not New Vegas. Therefore I obviously didn't add any mods that only work in New Vegas and its world.

+Tale of Two Wastelands Quick Start (Just for modding and trying out mods)
+BLEED (Updated for TTW 3.2 on Nexus!)
+Perk Every Level
+Weapon Retexture Project - WRP (Has actually been updated for TTW 3.2 on Nexus!)
+Brighter Pipboy Light
+Shiloh DS - Clean Pipboy Screen
+PipBoy 3000 HD Retexture
+Roberts Male Body FNV
+BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer
+Loading Screens Replacer New Vegas
+Loading Roulette Wheel TTW
+NMCs Texture Pack LARGE Washed TTW Optimized
+(Upscaled) Consistent Pip-Boy Icons
+DYNAVISION 3 - Total Visual Enhancement (Using some options to enhanced New Vegas Reloaded, also uses better DoF)
+Solid Project
+Realistic Wasteland Lighting (Updated for TTW 3.2!)
+One HUD - oHUD - Darn
+One HUD - oHUD
+Tutorial Killer
+JIP Recipe Menu
+Enhanced Item Info
+EXE (Not sure if fully compatible)
+Enhanced Blood
+Darnified UI Extension
+Traits Menu DarNified
+Darnified UI Add-on - DT and DR
+Darnified UI 0.0.4
+FOV Slider
+Enhanced Camera
+Loot Menu for FNV (Gibs Loot Menu)
+CASM with MCM
+The Mod Configuration Menu
+UIO - User Interface Organizer
+New Vegas Stutter Remover
+NVAC - New Vegas Anti Crash
+New Vegas Reloaded (Only available on the TES Reloaded website, Graphics mod trying to mimic ENB features and more but actually runs with NVSE and shaders!)
+OneTweak for FNV

I honestly wasn't sure anymore if both NVAC and Stutter Remover were optimized for TTW but so far I didn't notice a problem.

Also I am of course waiting for many mods but those come in the next months I guess.
Some are WMX, EVE, New Vegas & FO3 Uncut Content Mods, MMM/New Mod thats in the works, Flora Overhaul, Weather mods, New California Compability Patch + New Game Start Place menu, delay dlc messages, Street Lights, Interiors Project, Classic Fallout Weapons, Mothership Zeta Crew and some other huge content mods like Cube or this Mansion Player Home.

Alyg69
Posts: 1
Joined: Wed Jan 02, 2019 12:13 am

Re: What Mods are you using? (3.2 edition)

Post by Alyg69 » Thu Jan 03, 2019 11:11 pm

Thx for this list guys, hmm question is there a specific load order I should be using for these? or is your list based of the correct load order (also only doing DC wasteland run)

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