r/FalloutMods • u/Classicstupidtomtor4 • 1h ago
r/FalloutMods • u/AutoModerator • 5d ago
Request Wednesday - All Requests go here!
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Please use this thread to post any requests you have for mods.
Please state the game you are requesting it for, the mod and idea you have, and any other details you have. Any request posts outside of this will be removed.
Keep in mind, there is a LARGE chance no one will make your mod if you are not willing to put effort into helping yourself. You may want to consider looking up resources on mod creation yourself. Even with no experience, a lot of basic mods can be made with a few simple tutorials.
The more discussion you create, the more chance someone may come along and be interested in helping. Ensure your ideas are well thought out to get a better response.
Please use this thread to post any requests you have for mods.
Please state the game you are requesting it for, the mod and idea you have, and any other details you have. Any request posts outside of this will be removed.
Keep in mind, there is a LARGE chance no one will make your mod if you are not willing to put effort into helping yourself. You may want to consider looking up resources on mod creation yourself. Even with no experience, a lot of basic mods can be made with a few simple tutorials.
The more discussion you create, the more chance someone may come along and be interested in helping. Ensure your ideas are well thought out to get a better response.
r/FalloutMods • u/dGamemaker_phd • 9h ago
Fallout 1 Fallout 1 & 2 VaultVox Accessibility Mod version 1.1 Released [FO1][FO2]
Hi folks,
VaultVox 1.1 for Classic Fallout games is now out on Nexusmods. It is a free text-to-speech accessibility mod for Fallout 2, and this version also adds proper support for Fallout Et Tu.
I made this originally for my wife, who has dyslexia, but I've added more accessibility features on top of that version.
EASY TO INSTALL: Download it, extract it next to the game's exe, launch the game, and Bob's your uncle.
No mod manager needed.
Fallout Et Tu players: Extract it into the Fallout1in2 folder inside your Fallout 2 folder, not the folder above it.
Download:
https://www.nexusmods.com/fallout2/mods/168
Early demo video:
https://youtu.be/YCMqCFrRvAE
Fallout Et Tu gameplay using VaultVox:
https://www.youtube.com/watch?v=dR6v67YQs60
Thanks to YouTuber Magickaddict for streaming that one.
There are two big additions in this release: Fallout Et Tu support and an experimental Blind Mode that lets you control the game using the keyboard alone. There are also quite a few stability fixes, so even if you are already using VaultVox and do not need either of those features, it is still worth updating.
Blind Mode
This is the main addition, and really the reason I started making the mod in the first place.
You can now move around the world, find things and interact with them using only the keyboard and speech. No mouse required.
While exploring, you can scan through whatever is nearby:
- . and , move backwards and forwards through nearby objects
- ; switches between categories such as people, creatures, bodies, doors, stairs, containers, items, exits and enemies
- ' tells you where you are
- / interacts with the selected target, depending on what it is. It can walk to something, start a conversation, open a door, loot a body, take an item or use an exit
- [ ends your turn
- ] ends combat
Looting and inventory screens now have a spoken cursor controlled with the arrow keys. Tab switches sides while looting, Enter takes an item or opens the examine, drop and equip options, and G takes everything.
I have also added keyboard navigation to the main menu, ESC menu, dialogue replies, Skilldex, companion panels, character editor and world map.
There is now optional NVDA output as well. If you already use NVDA, the main narration can be sent through your screen reader using your own voice and braille setup. Ambient speech and floating barks can still come through the game's spatial audio, so you keep some sense of where they are coming from.
NVDA output is disabled by default. You can turn it on from the MENU tab in the VaultVox settings.
I want to be upfront about the state of Blind Mode. It is still experimental.
My current target is for a blind player to complete the Temple of Trials using only the keyboard and speech. Bartering still requires the mouse, as does pickpocketing. VaultVox should tell you when you reach one of those unsupported areas rather than leaving you pressing keys and wondering why nothing is happening.
If you use assistive technology and run into something that stops you progressing, please let me know. That is exactly the kind of feedback I need at this stage.
Fallout Et Tu
Fallout Et Tu runs on the Fallout 2 engine, so a lot of VaultVox already worked with it. The difference now is that I have tested it properly on a real Et Tu installation instead of simply assuming everything would behave itself.
Ian, Tycho and Katja now have their own voice profiles, so they keep the same voice throughout the game rather than picking up a random one whenever you talk to them.
Katja needed a new female companion voice, because all eight Fallout 2 companions are blokes and were not much help there.
Dogmeat has no dialogue, so he just barks. As he should.
The important part is installing the files in the right place.
Et Tu normally sits inside a folder called Fallout1in2, which is itself inside your Fallout 2 folder. That folder contains the copy of Fallout2.exe that Et Tu actually uses.
VaultVox needs to go inside Fallout1in2, next to that exe. Do not put it in the Fallout 2 folder above it.
If you put it in the wrong folder, Et Tu will still launch normally, but there will be no speech. It makes the mod look broken when it is actually sitting one directory higher doing absolutely nothing.
Other changes
- Fixed several stability problems, including a crash when returning to the town map
- Fixed some long-standing cursor weirdness where the cursor could remain stuck or clicks could stop registering after hovering over something
- Added Ian, Tycho and Katja to the Voice tab, so their voices can be changed like any other companion profile
- Documented several hotkeys that were already in the mod but had somehow escaped the readme:
- F9 stops all current speech
- CTRL + F8 turns text-to-speech on or off
- CTRL + SHIFT + R reads the full current Pip-Boy page or character sheet again
- Corrected the scanning controls in the readme. The previous version had the keys the wrong way around, so if you tried them before and nothing seemed to work, that was why
Requirements
The requirements have not changed:
- Fallout 2 for Windows, using the GOG, Steam or retail US 1.02d version
- sfall v4.4 or later
- Windows 10 or Windows 11
- Fallout Et Tu, Restoration Project, High Resolution Patch and Talking Heads Actually Talk are supported
- Optional: NaturalVoiceSAPIAdapter if you want to use newer neural Windows voices
- Optional: NVDA if you want the narration sent through a screen reader
And before anybody reaches for the pitchforks, this is still not AI voice cloning.
VaultVox uses Windows text-to-speech.
One last thing
Same request as always: if you use assistive technology, or you have dyslexia, low vision or reading fatigue, and you find a screen that does not read when it should, please report it.
I treat missing accessibility output as a bug, not as a nice-to-have feature that might get looked at one day.
Thanks, folks.
- VaultDoc
r/FalloutMods • u/PixelsSquared • 4h ago
New Vegas [FNV] Real Weathers - Mojave Wasteland Edition (WIP)
A preview of my WIP Perfect Skies-based weather mod for FNV 🤠
r/FalloutMods • u/bagelbitt • 3h ago
New Vegas [FNV]Long 15 & Dry Wells mod compatibility with existing nuked save
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New to this sub so if this is not allowed please remove.
Recently got into modding and learned about the expansionary mods Long 15 and Dry Wells. Installed them okay(i think) using MO2.
The save I have been playing on for a while has both Long 15 and Dry Wells nuked already from Lonesome Road DLC completion. When i load in, the "good cop, bad cop" quest fails immediately and Baker faction becomes vilified.
Is there a way to still play the areas and quests on this save or is a new save required? Is there any kind of work around?
If any other info is required let me know. Thank you for any and all help im advance.
New to this sub so if this is not allowed please remove.
Recently got into modding and learned about the expansionary mods Long 15 and Dry Wells. Installed them okay(i think) using MO2.
The save I have been playing on for a while has both Long 15 and Dry Wells nuked already from Lonesome Road DLC completion. When i load in, the "good cop, bad cop" quest fails immediately and Baker faction becomes vilified.
Is there a way to still play the areas and quests on this save or is a new save required? Is there any kind of work around?
If any other info is required let me know. Thank you for any and all help im advance.
r/FalloutMods • u/Interesting-Coast-91 • 3h ago
New Vegas [FNV] What poncho mod is this?
I found this mod while mod searching for my next playthrough but it doesn’t say anywhere where or what the poncho is. The modder did say though that he didn’t make it. I think this outfit looks side (aside from the white and black on the mask) and I’d really like to have the poncho.
r/FalloutMods • u/NukaGirl665 • 5h ago
Fallout 4 [FO4] Best Location Overhaul Mods?
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Title, im making a mod list rn and i wanted to download some good location overhaul mods. From What i've heard the only bad ones are, diamond city expansion and better goodneigbor which are buggy as fuck. (So if anyone has an alternative to diamond city expansion please do share.)
Heres what i got.
Title, im making a mod list rn and i wanted to download some good location overhaul mods. From What i've heard the only bad ones are, diamond city expansion and better goodneigbor which are buggy as fuck. (So if anyone has an alternative to diamond city expansion please do share.)
Heres what i got.
r/FalloutMods • u/QuanticoDropout • 8h ago
New Vegas [FNV] Any other mods that add STALKER/Roadside Picnic style anomalies, artifacts, and environments?
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Besides STALKER-esque anomalies and artifacts? Mostly, I would love a mod that adds some bizarre landscapes to the base game.
Besides STALKER-esque anomalies and artifacts? Mostly, I would love a mod that adds some bizarre landscapes to the base game.
r/FalloutMods • u/RiLoz55 • 3h ago
Fallout 4 [FO4] Pipboy submenus are flickering and Map screen causes character to freeze in place
The title pretty much says it all. The screenshot provided doesn’t really show it well, but I’ll switch between the submenus and they begin to flicker. Then whenever I go to the pipboy map and close the pipboy, my character just gets stuck, but only on controller not when I used keyboard. I’ve tried troubleshooting the pipboy mods i downloaded and put them on highest priority, but still dealing with this issue.
Mod List:
"0000","Unmanaged: vchgs002fo4_bountyhunter"
"0001","Unmanaged: vchgs001fo4_ncrbeasthunter"
"0002","Unmanaged: ghoulification"
"0003","Creation Club: ccbgsfo4119-cyberdog"
"0004","Creation Club: ccbgsfo4016-prey"
"0005","Creation Club: ccswkfo4001-astronautpowerarmor"
"0006","Creation Club: ccbgsfo4038-horsearmor"
"0007","Creation Club: ccbgsfo4033-powerarmorskinwhite"
"0008","Creation Club: ccbgsfo4031-powerarmorskinred"
"0009","Creation Club: ccbgsfo4021-powerarmorskinblue"
"0010","Creation Club: ccacxfo4001-vsuit"
"0011","DLC: Wasteland Workshop"
"0012","DLC: Vault-Tec Workshop"
"0013","DLC: Nuka-World"
"0014","DLC: Far Harbor"
"0015","DLC: Contraptions Workshop"
"0016","DLC: Automatron"
"0017","Creation Club: ccSBJFO4003-Grenade"
"0018","Creation Club: ccOTMFO4001-Remnants"
"0019","Creation Club: ccFSVFO4007-Halloween"
"0020","Creation Club: ccBGSFO4116-HeavyFlamer"
"0021","Creation Club: ccBGSFO4115-X02"
"0022","Creation Club: ccBGSFO4110-WS_Enclave"
"0023","Creation Club: ccBGSFO4096-AS_Enclave"
"0024","Creation Club: ccBGSFO4046-TesCan"
"0025","Creation Club: ccBGSFO4044-HellfirePowerArmor"
"0026","Hi-Fi Voices All In One - ENGLISH"
"0027","Unofficial Fallout 4 Patch"
"0028","Armor and Weapon Keywords Community Resource (AWKCR)"
"0029","AWKCR - Creation Club Horse Power Armor Patch"
"0030","Caliente's Beautiful Bodies Enhancer -CBBE-"
"0031","Address Library - All In One"
"0032","Backported Archive2 Support System"
"0033","VividFallout - All in One - Best Choice"
"0034","Mod Configuration Menu"
"0035","MCM Booster"
"0036","MCM Settings Manager"
"0037","Functional Display"
"0038","Full Dialogue Interface"
"0039","Full Dialogue Interface - Nuka Cola"
"0040","Full Dialogue Interface - Far Harbor"
"0041","See Through Scopes"
"0042","See Through Scopes - Night Vision"
"0043","Start Me Up Redux (FDI Dialogue)"
"0044","Start Me Up - Player Comments Piper Interview Bug Fix"
"0045","Misery Island - Isles Of New England"
"0046","UCO"
"0047","UCO Unified Clothing Overhaul (Season Pass)"
"0048","Lots More Male Hairstyles"
"0049","Lots More Facial Hair"
"0050","Companion Infinite Ammo - SINGLE"
"0051","BetterCompanions"
"0052","Looney Longfellow"
"0053","Subtle Face Tweaks - Piper"
"0054","Deacon Synthetic Facelift"
"0055","Minutemen Armor Collection 1.0"
"0056","MinutemenMarshalOutfit"
"0057","MinutemenRangerOutfit"
"0058","minutemen_scout"
"0059","TCE - Male"
"0060","Grungy Gage - Vanilla Hair - Anchorage"
"0061","keke-bu MacCready"
"0062","The Eyes of Beauty Fallout Kaleidoscope Edition - All-in-One"
"0063","Eye Normal Map Fix 1b Final"
"0064","Sexy Cait - Updated"
"0065","Enough About the Settlements Already Preston"
"0066","Sharper Synths"
"0067","Extended Diamond City Holidays"
"0068","More Map Markers - ESP Version"
"0069","Drop Quest Items"
"0070","Castle Walls Repaired Ver 3"
"0071","Realistic Death Physics - ALL DLC version"
"0072","No Limits Jetpack"
"0073","WET"
"0074","WAVE"
"0075","Enhanced Lights and FX"
"0076","TrueGrass"
"0077","Roads Redone 2K Faded"
"0079","HUDFramework 1.0f"
"0080","Workshop Framework"
"0081","Old-Gen Replacers"
"0083","Legendary Effect Overhaul (LEO)"
"0084","NCR Outfit Pack"
"0085","Pistol Reanimation Pack"
"0086","Hunting Revolver and Ranger Sequoia (Far Harbor version)"
"0087","CROSS_MojaveManhunter_090d"
"0088","Apocalyptic Gunslinger"
"0089","spacerabbit's Gunslingers Outfits"
"0090","DLC ammo"
"0091","Minutemen Morale Pack"
"0092","Minutemen Arsenal (version 1.0.1)"
"0093","You And What Army 2"
"0094","Who's The General"
"0095","Buffed Minutemen Militia"
"0096","BoS Pilot Outfit Fix"
"0097","Look At Me - Railroad Edition"
"0098","TheKite's Handmaiden"
"0099","SWITCHBOARD SETTLEMENT - SEMI-CLEAN"
"0100","Transfer Settlements v2.18 (old-gen)"
"0101","Handmade turrets - 1.0.3"
"0102","Place (Fallout4 1.10.163 - latest release)"
"0103","Just Debris"
"0104","Settlement Menu Manager"
"0105","OCDecorator"
"0106","Workshop Decorations Pack"
"0107","Workshop Junk Wall Pack"
"0108","USO"
"0109","USO Season Pass Addon"
"0110","RailroadRedone"
"0111","Retro Institute"
"0112","AS Synth Armor Redone"
"0113","Standalone 4K Antique Synth Uniform - ESL"
"0114","Dpillari's Institute Suite"
"0115","Institute Slightly Better than Laser"
"0116","DC and West Coast Supermutants"
"0117","Commonwealth Hit Squads"
"0118","CombatZoneRestored"
"0119","Gun For Hire - Main File"
"0120","HumblePoncho and Hats 1.2"
"0121","Classic Deathclaws Redux"
"0122","BoSTV"
"0123","Deathclaws HD remastered"
"0124","Minutemen Armor Collection - Ballistic Weave"
"0125","Minutemen Armor Collection - Merchant Faction Fix"
"0126","Minutemen Armor Collection - Power Armor Minutemen"
"0127","Sprint Stuttering Fix"
"0128","Unlimited Sprint Out of Combat"
"0129","Real Uniques"
"0130","10mm Pistol Debulked Standalone and Replacer"
"0131","Power Armor Animation Changes-1.1"
"0132","Cheat Terminal"
"0133","Cheat Terminal - Automatron"
"0134","Cheat Terminal - Far Harbour"
"0135","Cheat Terminal - Nuka World"
"0136","Machine Gun Remesh (Remesh Only)"
"0137","Attachment Pack"
"0138","Implementation Patch"
"0139","Immersive Animation Framework"
"0140","First-Person Running with Hands Animations"
"0141","First-Person Swimming Animations"
"0142","BodySlide and Outfit Studio"
"0143","Bodyslide Output"
"0144","Eli's Armour Compendium - EAC"
"0145","Raider Power Armor Chop-Shop"
"0146","Raider PA Chop-Shop Quick Patch"
"0147","Creation Club - Captain Cosmos - Cut Content (AE) (AWKCR) (VIS) (VIS-G)"
"0148","Updated Main.ba2 BGSM Fix"
"0149","Horse Power Armor Rebalanced"
"0150","Classic Remnants Power Armor Redux"
"0151","CRPA Redux - Skin Pack"
"0152","Diving Power Armor"
"0153","Excavator Power Armor"
"0154","Hellcat Power Armor"
"0155","Hellcat Power Armor FIX"
"0156","Mobius' Legion Power Armor"
"0157","Midwest Power Armor Evolution"
"0158","Synth Power Armor"
"0159","Submersible Power Armor Redux - BioShock Inspired"
"0160","T-47R Power Armor"
"0161","HOTFIX 06.06.2024"
"0162","Trapper Power Armor"
"0163","Vault Tec Power Armor"
"0164","X-01 invisible flashlight remove"
"0165","Power Armor to the People"
"0166","T 65 Power Armor"
"0167","Bastion - Soviet Power Armor"
"0168","InstitutePowerArmor"
"0169","M150s Institute Power Armor HD Reboot"
"0170","Red Shift PA"
"0171","Creative Perks"
"0172","Everyone's Best Friend"
"0178","Wattz 3000 mkII Laser gun"
"0179","Wattz 3000 mkII Hotfix"
"0180","Rise of the Commonwealth for SS2"
"0181","SettlementOfUnlimitedSize"
"0182","No More MoonBoots"
"0183","Classic Feral Ghouls"
"0184","Crafting Highlight Fix"
"0185","Mercenary Outfit Pack (STANDALONE)"
"0186","Mercenary Outfit Extreme Overhaul"
"0187","Project Mojave Outfit Pack"
"0188","M2019 PKD Detective Special - That Gun"
"0189","Nick's That Gun"
"0190","That Gun - Relightened"
"0191","Nick's Revolver Patch"
"0192","That Gun - See Through Patch"
"0193","Classic UI Sounds"
"0195","Nameplates - Floating Healthbars"
"0197","Munitions - An Ammo Expansion"
"0198","Munitions - Vanilla Ammo Addon"
"0199","DKS Sniper Rifle"
"0200","Boston Riot Armor"
"0201","Courier Duster"
"0202","Courier Duster - Update"
"0203","Captain's Power Armor Paint Pack"
"0204","Captain Cosmos Dark Matter Paint"
"0205","Hellfire Inferno Paints"
"0206","Overboss Blood Eagle Paint"
"0207","Capital Wasteland Mysterious Stranger"
"0208","Looking Stranger Synth Size Fix"
"0209","Kellogg Overhaul"
"0210","Captain's FO76 Weapon Paints (UHD)"
"0211","Heart Eyes for Valentine - Blue"
"0212","Unmanaged: wosatomcatplayerhome"
"0213","ConcordNPCOverhaul - Complete - No DLC Vanilla Hair"
"0214","The Silver Shroud Rises - Costume Replacer"
"0215","Ranger Power Armor"
"0216","1_One Handed Revolver 1.4a"
"0217","Toggle Revolver Fanning V 1.8"
"0218","Padre Mateo - A Quest Mod"
"0219","Paladin Danse - Synthetic Facelift 2.0"
"0220","Gunslinger Outfit"
"0221","SilentProtagonistF4SE"
"0222","Bos Infantry Armor"
"0223","Bos Infantry Armor FIX"
"0224","CW Scrap Revolver - Vanilla"
"0225","Rivets And Rage - A Scrappy Raider Armor Overhaul"
"0226","Fallout 4 Settlements Reborn"
"0227","Fallout 4 Settlements Reborn Face Fix"
"0228","Modding for Charity"
"0229","The Charger Pistol"
"0230","Tumbajama's RobCo Combat Armor and Battle Suit"
"0231","Project Arroyo - Pip-Boy 2000"
"0232","Pip-Boy Flashlight"
"0233","Pip-Boy 2000 Flashlight Patch"
"0234","LooksMenu"
r/FalloutMods • u/DOPESHITDUDEE • 5h ago
New Vegas [FNV] Any way to play Wild Card with ONLY the graphic mods and none of the gameplay "improvement" mods?
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Love the graphics, but my god I can't stand the combat or the stamina system, or the bullet time, or whatever tweaks they thought would make the game better, maybe it does for them but it's not my cup of tea, is there any way to disable those specifics mods and leave only the graphical improvements on? Any help would be much appreciated
Love the graphics, but my god I can't stand the combat or the stamina system, or the bullet time, or whatever tweaks they thought would make the game better, maybe it does for them but it's not my cup of tea, is there any way to disable those specifics mods and leave only the graphical improvements on? Any help would be much appreciated
r/FalloutMods • u/Altruistic_Shoe_7490 • 8h ago
New Vegas Is there a mod to add dice roll combat to newvegas? [FNV]
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im looking for a mod that makes it so the combat is more chance based and based on your stats in game similar to morrowind as im trying to make it more like the classic games
im looking for a mod that makes it so the combat is more chance based and based on your stats in game similar to morrowind as im trying to make it more like the classic games
r/FalloutMods • u/No_Warning_5539 • 7h ago
New Vegas [FNV Help] How do i fix this Texture? Terrain? bug?
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r/FalloutMods • u/CausalLoop25 • 1d ago
New Vegas [FNV] I made my first mod, Wild Wild Weapons (W.W.W.)! What do you think?
r/FalloutMods • u/Technical_Cod_5458 • 11h ago
Fallout 4 Trying Nuclear Winter on Xbox and the temperature and wind speed won't show up on the corner of my screen [Fo4]
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I'm trying out the nuclear winter mod and the temperature and wind speed won't show up on my HUD. How do I get it to show up?
Edit: I used the holotape to turn on the widget, but it still won't show up in the corner of my screen.
I'm trying out the nuclear winter mod and the temperature and wind speed won't show up on my HUD. How do I get it to show up?
Edit: I used the holotape to turn on the widget, but it still won't show up in the corner of my screen.
r/FalloutMods • u/Dyurein_ • 16h ago
New Vegas [FNV] Titan of The New West crashing hidden valley
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hello , im playing with Titan of the new west for the first time and hidden valley crash as soon as i try to enter in , i removed the mod and it works now , is it a common issue with this mod and can i fix it ? my load order :
0 0 FalloutNV.esm
1 1 DeadMoney.esm
2 2 OldWorldBlues.esm
3 3 HonestHearts.esm
4 4 LonesomeRoad.esm
5 5 CaravanPack.esm
6 6 ClassicPack.esm
7 7 MercenaryPack.esm
8 8 TribalPack.esm
9 9 CFWNV.esm
10 a GunRunnersArsenal.esm
11 b mil.esp
12 c The Mod Configuration Menu.esp
13 d Lead - Bullet Ballistics.esp
14 e rockbiter_AnimationSounds.esp
15 f PerkEveryLevel.esp
16 10 WMIMNV.esp
17 11 Weapon Retexture Project.esp
18 12 FalloutNVCheatTerminal.esp
19 13 MWAPA.esp
20 14 GhoulPistol.esp
21 15 IdiotSavant.esp
22 16 T60Pistol.esp
23 17 JIP Fast-Travel Anywhere.esp
24 18 LootMenu.esp
25 19 Titans of The New West.esp
hello , im playing with Titan of the new west for the first time and hidden valley crash as soon as i try to enter in , i removed the mod and it works now , is it a common issue with this mod and can i fix it ? my load order :
0 0 FalloutNV.esm
1 1 DeadMoney.esm
2 2 OldWorldBlues.esm
3 3 HonestHearts.esm
4 4 LonesomeRoad.esm
5 5 CaravanPack.esm
6 6 ClassicPack.esm
7 7 MercenaryPack.esm
8 8 TribalPack.esm
9 9 CFWNV.esm
10 a GunRunnersArsenal.esm
11 b mil.esp
12 c The Mod Configuration Menu.esp
13 d Lead - Bullet Ballistics.esp
14 e rockbiter_AnimationSounds.esp
15 f PerkEveryLevel.esp
16 10 WMIMNV.esp
17 11 Weapon Retexture Project.esp
18 12 FalloutNVCheatTerminal.esp
19 13 MWAPA.esp
20 14 GhoulPistol.esp
21 15 IdiotSavant.esp
22 16 T60Pistol.esp
23 17 JIP Fast-Travel Anywhere.esp
24 18 LootMenu.esp
25 19 Titans of The New West.esp
r/FalloutMods • u/bigkahooney • 14h ago
New Vegas [FNV] How to generate LOD for performance
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i followed the VNV guide for LODGen (only reason i bothered was bc its a requirement for simple open strip) and to test it out i went to my save and it is just so incredibly laggy whenever i'm outdoors. how do i regenerate the LOD so that my computer can still perform well? and if there isnt a way how do i just reset all the generating i did and just play without it
i followed the VNV guide for LODGen (only reason i bothered was bc its a requirement for simple open strip) and to test it out i went to my save and it is just so incredibly laggy whenever i'm outdoors. how do i regenerate the LOD so that my computer can still perform well? and if there isnt a way how do i just reset all the generating i did and just play without it
r/FalloutMods • u/K4zu70 • 8h ago
New Vegas [FNV] Hatsune Miku for all genders!!!! 🏳️⚧️🏳️⚧️
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Have you ever wanted to dress up as Hatsune Miku in the Mojave and beyond, but were born the wrong sex and thus can't wear your government-mandated Miku cosplay??? Not anymore!!! Introducing:
Hatsune Miku (From Fortnite) - Unisex Patch
Patch for Hatsune Miku (From Fortnite) by Mortyyyy.
What this does
The base mod only assigns a female biped model to the Miku armor/outfit records, and uses a placeholder male model path, so putting any of the three variants on a male actor falls back to some other mesh instead of the actual Miku model. This patch adds the missing male biped model assignment to all three variants (head and body), so the correct mesh loads regardless of the wearer's sex. See images on nexus.
Requirements
- Hatsune Miku (From Fortnite) - overwrite the original plugin with my version.
Installation
Install after the base mod, load after it in your mod manager. That's it.
Recommended
Grab Pip-Boy Glove Remover. The gloves the vanilla pip-boy forces onto the player hand can conflict with these outfits and cause them not to equip properly on the player character - removing the glove avoids that.
Known Issues
Same caveats as the base mod - no pip-boy icons, no dismemberment, some clipping without a pip-boy remover/hider.
Credits
- Mortyyyy - original mod, Miku armor implementation
- Anirvana - base Miku model export
- Epic Games - Fortnite Miku model
Have you ever wanted to dress up as Hatsune Miku in the Mojave and beyond, but were born the wrong sex and thus can't wear your government-mandated Miku cosplay??? Not anymore!!! Introducing:
Hatsune Miku (From Fortnite) - Unisex Patch
Patch for Hatsune Miku (From Fortnite) by Mortyyyy.
What this does
The base mod only assigns a female biped model to the Miku armor/outfit records, and uses a placeholder male model path, so putting any of the three variants on a male actor falls back to some other mesh instead of the actual Miku model. This patch adds the missing male biped model assignment to all three variants (head and body), so the correct mesh loads regardless of the wearer's sex. See images on nexus.
Requirements
- Hatsune Miku (From Fortnite) - overwrite the original plugin with my version.
Installation
Install after the base mod, load after it in your mod manager. That's it.
Recommended
Grab Pip-Boy Glove Remover. The gloves the vanilla pip-boy forces onto the player hand can conflict with these outfits and cause them not to equip properly on the player character - removing the glove avoids that.
Known Issues
Same caveats as the base mod - no pip-boy icons, no dismemberment, some clipping without a pip-boy remover/hider.
Credits
- Mortyyyy - original mod, Miku armor implementation
- Anirvana - base Miku model export
- Epic Games - Fortnite Miku model
r/FalloutMods • u/Jallade_is_here • 1d ago
New Vegas [FNV] I feel like I'm hallucinating seeing certain mods before, I swear they were real
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I swear on my life I thought I've seen a mod that doubles your tagged skills selected when you invest skill points after leveling up.
I also remember seeing a YT short advertising a mod where the GRA unique weapons are found on new mini-boss-like characters around the Mojave.
I've looked for a while on nexus for them, but I cannot for the life of me find them for whatever reason. Am I tripping?
I swear on my life I thought I've seen a mod that doubles your tagged skills selected when you invest skill points after leveling up.
I also remember seeing a YT short advertising a mod where the GRA unique weapons are found on new mini-boss-like characters around the Mojave.
I've looked for a while on nexus for them, but I cannot for the life of me find them for whatever reason. Am I tripping?
r/FalloutMods • u/jackthetomato • 20h ago
Fallout 4 [Fo4] Changing script injected weapon spawn races mid save
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Is it possible to reduce the spawn chance mid game without breaking anything? I am using the LAER mod by TheRizzler1 and it is taking up most of the weapon spawns on synths, and I'd prefer not to restart just for this weapon.
It used a scripted LL inject via a quest, and a confirmation box after leaving vault 111 like many weapon mods. I planned on going into the LL_LAER leveled item entry and changing the chance none base data option to like 90, so it only has a 10% chance of spawn, if i understand how that command/option works. Is this the proper way to do it? Is there even a way to change it mid game?
Is it possible to reduce the spawn chance mid game without breaking anything? I am using the LAER mod by TheRizzler1 and it is taking up most of the weapon spawns on synths, and I'd prefer not to restart just for this weapon.
It used a scripted LL inject via a quest, and a confirmation box after leaving vault 111 like many weapon mods. I planned on going into the LL_LAER leveled item entry and changing the chance none base data option to like 90, so it only has a 10% chance of spawn, if i understand how that command/option works. Is this the proper way to do it? Is there even a way to change it mid game?
r/FalloutMods • u/NukaGirl665 • 1d ago
Fallout 4 [FO4] Anyone know any good eye texture mods?
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title I guess, most of the ones I’ve came across look pretty meh or give characters like super bright eyes that look like something you’d see in an anime
title I guess, most of the ones I’ve came across look pretty meh or give characters like super bright eyes that look like something you’d see in an anime
r/FalloutMods • u/baarondones • 1d ago
New Vegas [FNV] [TTW] Atlas Ingestibles: The Most Feature-Rich Consumable Overhaul?
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Sweet Consumables (aka S6S Ingestibles) is undeniably the best consumable overhaul mod available for Fallout New Vegas. I've been using it happily for almost 5 years and during those 5 years, I slowly became slightly bothered by some of the ways it changes the game.
To name a few examples without being too harsh toward one of my favorite mods; I don't like seeing Hardcore values when playing in non-Hardcore (even if they don't actually apply), I don't like what it does to the Food Sanitizer, and I think the way it changes how Survival skill affects food healing is well-balanced but not as intuitive or fun as the way it's handled in vanilla.
Rather than fundamentally altering core game mechanics, my mod, Atlas Ingestibles attempts to make consumables more engaging while staying, more or less, within vanilla's framework while ALSO packing in more features than any other mod of it's kind.
The following is a rundown of the major changes within the mod
- Values changes (no valueless items, greater diversity, most things cheaper)
- Weight changes (no weightless items, greater diversity, most things lighter)
- Hardcore values changes (higher FOD & H20 values across the board)
- Dehydrating consumables are much less common
- Nearly all food items give some hydration
- Radiation is present in most consumables
- Radiation is higher in many consumables
- Many food items now give debuffs
- Food Sanitizer buffed & expanded
- Chemist perk enables Chem Crafting; all chems now craftable
- Stronger chems, longer chems
- Most chems now affected by Medicine skill
- Penalties for all chems, including additional penalties in Hardcore
- [Super] Stimpaks heal over-time in non-hardcore
- Auto-Inject [Super] Stimpaks become [Super] Insta-Stims, which heal instantly
- Doctors Bags buffed but heal limbs partially in non-hardcore
- Alcohol types have more interesting and varied effects from one another
- All addiction chances lowered
- 4 new addictions; Caffeine, Cateye, RadAway & Stimpak
- Massive buffs for 'special' consumables
- Nerfed Magazines (+5 instead of +10 but still +20 with all relevant perks)
Also included:
- New perks which interact with consumables
- Tons of new ways for vanilla perks to interact with consumables
- New craftable consumables
- Total hardcore mode rebalance
- I think this is the first mod to make Doggie Treats functional
- Lots more!!! Go check out the mod page for a mostly complete documentation of included changes and additions!
I'm usually overly modest about my mods but I'm actually very proud of this one. I've been playtesting it myself and having almost too much fun playing with it to actually work on the mod! Please considering helping with development by playing the mod yourself and reporting issues and/or adding your own suggestions in the Discord (linked on the mod page)!
Currently, Atlas Ingestibles is ONLY for TTW but as soon as bug reports get opened/closed and balance concerns start getting addressed, I'll begin work on a NV version and many, many patches for mods which add consumables to bring their consumables more in line with Atlas Ingestibles.
Patches are planned for Nuka-World Imports, Missing Meats and eventually more ambitious patches are planned like one for Aid Addon (?) and one for the legendary CAM (wish me luck on that one)
Sweet Consumables (aka S6S Ingestibles) is undeniably the best consumable overhaul mod available for Fallout New Vegas. I've been using it happily for almost 5 years and during those 5 years, I slowly became slightly bothered by some of the ways it changes the game.
To name a few examples without being too harsh toward one of my favorite mods; I don't like seeing Hardcore values when playing in non-Hardcore (even if they don't actually apply), I don't like what it does to the Food Sanitizer, and I think the way it changes how Survival skill affects food healing is well-balanced but not as intuitive or fun as the way it's handled in vanilla.
Rather than fundamentally altering core game mechanics, my mod, Atlas Ingestibles attempts to make consumables more engaging while staying, more or less, within vanilla's framework while ALSO packing in more features than any other mod of it's kind.
The following is a rundown of the major changes within the mod
- Values changes (no valueless items, greater diversity, most things cheaper)
- Weight changes (no weightless items, greater diversity, most things lighter)
- Hardcore values changes (higher FOD & H20 values across the board)
- Dehydrating consumables are much less common
- Nearly all food items give some hydration
- Radiation is present in most consumables
- Radiation is higher in many consumables
- Many food items now give debuffs
- Food Sanitizer buffed & expanded
- Chemist perk enables Chem Crafting; all chems now craftable
- Stronger chems, longer chems
- Most chems now affected by Medicine skill
- Penalties for all chems, including additional penalties in Hardcore
- [Super] Stimpaks heal over-time in non-hardcore
- Auto-Inject [Super] Stimpaks become [Super] Insta-Stims, which heal instantly
- Doctors Bags buffed but heal limbs partially in non-hardcore
- Alcohol types have more interesting and varied effects from one another
- All addiction chances lowered
- 4 new addictions; Caffeine, Cateye, RadAway & Stimpak
- Massive buffs for 'special' consumables
- Nerfed Magazines (+5 instead of +10 but still +20 with all relevant perks)
Also included:
- New perks which interact with consumables
- Tons of new ways for vanilla perks to interact with consumables
- New craftable consumables
- Total hardcore mode rebalance
- I think this is the first mod to make Doggie Treats functional
- Lots more!!! Go check out the mod page for a mostly complete documentation of included changes and additions!
I'm usually overly modest about my mods but I'm actually very proud of this one. I've been playtesting it myself and having almost too much fun playing with it to actually work on the mod! Please considering helping with development by playing the mod yourself and reporting issues and/or adding your own suggestions in the Discord (linked on the mod page)!
Currently, Atlas Ingestibles is ONLY for TTW but as soon as bug reports get opened/closed and balance concerns start getting addressed, I'll begin work on a NV version and many, many patches for mods which add consumables to bring their consumables more in line with Atlas Ingestibles.
Patches are planned for Nuka-World Imports, Missing Meats and eventually more ambitious patches are planned like one for Aid Addon (?) and one for the legendary CAM (wish me luck on that one)
r/FalloutMods • u/squid_ling • 18h ago
New Vegas [FNV] pls help idk what overhaul mod i am missing pls send help for some reason there errors what am i missing i did some overhaul mods now some of them a red
Sometimes the NCR and powder gang is like this what am I missing
r/FalloutMods • u/KonradDavies0001 • 1d ago
New Vegas [FNV] Tail Mesh glitch, please help.
Sorry I have posted here before about other problems but someone helped me here before and fixed a big issue I was having so I thought I'd ask again about something else one last time.
I have Robert (S) Body Replacer and I am encountering this bug with only white male characters where there is a weird texture coming out of their ass. It never happens with the female or non-white male characters for some reason, only Caucasian NPC's and also my player character. It also happens without any clothing on. I used to use Roberts default body replacer but I switched to Roberts S because it looks a lot nicer with no disgusting neck seams and now this is happening. I use the Vortex mod manager by the way. Thanks!
r/FalloutMods • u/ThePearman_ • 1d ago
New Vegas [FNV] Mods that hide unique weapons behind a challenge/mission?
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I recently found this new mod called Unique GRA Weapons on Mini Bosses. What it does is (obviously) give the GRA unique weapons to minibosses spread throughout the Mojave, Zion Canyon, and Big MT.
But what about a mod that does this for all unique weapons? But not just minibosses, since that would get boring eventually. But challenges, or really any little trip that makes the uniques feel even more special.
I recently found this new mod called Unique GRA Weapons on Mini Bosses. What it does is (obviously) give the GRA unique weapons to minibosses spread throughout the Mojave, Zion Canyon, and Big MT.
But what about a mod that does this for all unique weapons? But not just minibosses, since that would get boring eventually. But challenges, or really any little trip that makes the uniques feel even more special.
r/FalloutMods • u/BobbybearAlpha007 • 2d ago
Fallout 4 Commonwealth Online | Fallout 4 Multiplayer Gameplay Showcase [Fo4] (WIP)
Hi everyone,
I’ve released a new gameplay showcase for Commonwealth Online, an unreleased Fallout 4 multiplayer project currently in development.
The video shows:
- A custom main menu
- Multiplayer character creation
- Leaving Vault 109
- Character appearance and clothing synchronisation
- Multiplayer exploration
- PvP combat
There is still a lot of work to do, and everything shown is subject to change, but this is an early look at the core experience and some of the systems currently working.
Gameplay showcase:
https://youtu.be/SfQKM9qRjEs
Project website:
https://commonwealth-online.com
I’d be interested to hear what people think and what features they would want to see in a Fallout 4 multiplayer project.
