The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com
Working Mods
- nexusmodsforme
- Posts: 92
- Joined: Wed Dec 12, 2018 2:39 am
- Location: Megaton
- Contact:
Working Mods
Can someone post the mods they use with the current tale of two wastelands that is in stable working order and their load order?
"If any civilization is to survive, it is the morality of altruism that men have to reject." ~ Ayn Rand

- Postal-Dude
- Posts: 174
- Joined: Thu May 21, 2015 3:13 pm
Re: Working Mods
There you go: https://imgur.com/zTx6Usz
Some things to keep in mind:
I only have been testing this build for a few hours. I am NOT actively playing this yet since I am still working at my build and also holding out for christmas and the 3.2.1 release, because of savegame incompability. So far I didn't notice any bugs and those that I did notice I was able to fix. Also this build is made for Fallout 3 DC ONLY in mind. I am not planning to play in both worlds in this playthrough. Therefore there are obviously not really any FNV exclusive world changing mods or quests. This is a very basic and only most necessary mod build of mine. Stuff that enhances gameplay, UI, graphics, stability. You know the drill. Of course spiced up by a few exceptions like BLEED or WRP, simply because they have been officially updated for TTW 3.2.
I only use the default TTW installation + the mods you see in the picture. There isn't any ENB. Never liked it much + New Vegas Reloaded has pretty much all ENB features most people need and runs a lot more performance friendly and in a "simple" NVSE plugin. No need for ENB Wrappers and dlls. I have only made positive experiences with Reloaded so far. It is not on Nexus and only available on the TES Reloaded website. It is also relatively new and unknown. The Oblivion Reloaded guy ported it to New Vegas because it has the same engine and only needed a few edits I think. Beside of that I also use some special ini edits on several of the plugins and of course the game inis. Too much to count. NVR does need some fine adjustment to work as you want it to. Volumetric Fog is buggy, disable it. Also DoF I would disable and use the one from Dynavision 3 because, in my opinion, it runs better. The NVR DoF sometimes blurs your character in 3rd person and stuch stuff. Godrays slightly clip into the landscape by default but you can edit the height of them.
Also this stuff hasn't been touched by LOOT. I usually try to learn how to load mods and the plugins from experience / trial and error. Always worked fine so far. So I guess this can't be considered a perfect load order by some people. I do mod for many years already so I guess I should have at least enough trial and error knowledge to know how to mod. And if anything doesn't work I can still learn from it. But as I said, so far everything runs stable. Also didn't run into any crashes yet. Still, if your load order is over 50 I guess LOOT is still a good idea. Here we have only a few mods, for my standards at least. And don't forget a Bashed Patch! I don't have any right now as I am still building up my mods. I do it at the very end. The quickstart mod you can ignore. Its only for testing purposes.
This is Mod Organizer 2 btw. I know some people still stay with FOMM or NMM with those older games for whatever reason. I never had any issues with Mod Organizer and find the way it "installs" mods very good to manage. It also alleviates all those annoying mod installations and reinstallations if something was installed in a wrong order... Gosh, one thing I don't miss. Thinking of all this UI horror back when there wasn't UIO or Mod Organizer, makes me shiver.
Of course I am opened for some further assistance with my build. Maybe there is something critical in my load order that escapes my eye...
If you need some further help, just PM me. Many videos on YouTube help too. Like the ones from GamerPoets.
Some things to keep in mind:
I only have been testing this build for a few hours. I am NOT actively playing this yet since I am still working at my build and also holding out for christmas and the 3.2.1 release, because of savegame incompability. So far I didn't notice any bugs and those that I did notice I was able to fix. Also this build is made for Fallout 3 DC ONLY in mind. I am not planning to play in both worlds in this playthrough. Therefore there are obviously not really any FNV exclusive world changing mods or quests. This is a very basic and only most necessary mod build of mine. Stuff that enhances gameplay, UI, graphics, stability. You know the drill. Of course spiced up by a few exceptions like BLEED or WRP, simply because they have been officially updated for TTW 3.2.
I only use the default TTW installation + the mods you see in the picture. There isn't any ENB. Never liked it much + New Vegas Reloaded has pretty much all ENB features most people need and runs a lot more performance friendly and in a "simple" NVSE plugin. No need for ENB Wrappers and dlls. I have only made positive experiences with Reloaded so far. It is not on Nexus and only available on the TES Reloaded website. It is also relatively new and unknown. The Oblivion Reloaded guy ported it to New Vegas because it has the same engine and only needed a few edits I think. Beside of that I also use some special ini edits on several of the plugins and of course the game inis. Too much to count. NVR does need some fine adjustment to work as you want it to. Volumetric Fog is buggy, disable it. Also DoF I would disable and use the one from Dynavision 3 because, in my opinion, it runs better. The NVR DoF sometimes blurs your character in 3rd person and stuch stuff. Godrays slightly clip into the landscape by default but you can edit the height of them.
Also this stuff hasn't been touched by LOOT. I usually try to learn how to load mods and the plugins from experience / trial and error. Always worked fine so far. So I guess this can't be considered a perfect load order by some people. I do mod for many years already so I guess I should have at least enough trial and error knowledge to know how to mod. And if anything doesn't work I can still learn from it. But as I said, so far everything runs stable. Also didn't run into any crashes yet. Still, if your load order is over 50 I guess LOOT is still a good idea. Here we have only a few mods, for my standards at least. And don't forget a Bashed Patch! I don't have any right now as I am still building up my mods. I do it at the very end. The quickstart mod you can ignore. Its only for testing purposes.
This is Mod Organizer 2 btw. I know some people still stay with FOMM or NMM with those older games for whatever reason. I never had any issues with Mod Organizer and find the way it "installs" mods very good to manage. It also alleviates all those annoying mod installations and reinstallations if something was installed in a wrong order... Gosh, one thing I don't miss. Thinking of all this UI horror back when there wasn't UIO or Mod Organizer, makes me shiver.
Of course I am opened for some further assistance with my build. Maybe there is something critical in my load order that escapes my eye...
If you need some further help, just PM me. Many videos on YouTube help too. Like the ones from GamerPoets.
- nexusmodsforme
- Posts: 92
- Joined: Wed Dec 12, 2018 2:39 am
- Location: Megaton
- Contact:
Re: Working Mods
This is helpful stuff thank you for posting.
"If any civilization is to survive, it is the morality of altruism that men have to reject." ~ Ayn Rand

- Lyaneri
- Posts: 99
- Joined: Sat Dec 15, 2018 11:07 am
Re: Working Mods
This is my combo: https://imgur.com/AnXfExx
Pretty minimalistic because I plan to do a rather thorough playthrough of all DLCs and everything. EVERYTHING! (imagine that meme says everything).
MyFixMod.esm is my manually made compatibility patch, oversight fixes and various OCD changes like item weights and melee weapon reach.
Pretty minimalistic because I plan to do a rather thorough playthrough of all DLCs and everything. EVERYTHING! (imagine that meme says everything).
MyFixMod.esm is my manually made compatibility patch, oversight fixes and various OCD changes like item weights and melee weapon reach.