# User:Kelmych/Fallout3

"You want to know about politics in Washington? Four words. Watch your back, Jack." - Admiral Greer

 Notice: This guide is a constant work in progress. The Fallout 3 guide makes extensive use of material from EssArrBee's Fear and Loathing in New Vegas guide for modding Fallout New Vegas. The guide uses 'UIO - UI Organizer for managing the installation of UI mods.

Help support STEP! ALL donations are applied to operating expenses.

CHANGELOG: To see the Guide changelog click here
HISTORY: You can check on previous guide versions by clicking Here


Recent Changes:

August 17, 2018

August 10, 2018

March 2, 2018

February 10, 2018

February 3, 2018

January 30, 2018

January 15, 2018

1. Removed National Guard Armory Refurb, mod made significant changes to vanilla gameplay; these were not mentioned in Nexus page

January 13, 2018

January 9, 2018

January 7, 2018

# Introduction

## We were somewhere around Arlington...

Both Fallout 3 and Fallout New Vegas have been out for a number of years now and there is a truly amazing community that has supported both games with really creative mods since the game's release. Fallout 3 was the last Bethesda RPG game that could be used without Steam. Recent Bethesda games need Steam even when the game is installed from a CD/DVD. Fallout 3 is usually considered the closest to typical Role Playing Game of the three Bethesda Fallout games (e.g., see this review). This guide covers mods and utilities for Fallout 3, with a similar format, some similar content, and many similar mods, to the Fear and Loathing in New Vegas guide. for Fallout NV.
The Modding Fallout 3 : Start to Finish series of videos from GamerPoets , especially the Modding Fallout 3 : My Way videos and resources contains a large set of videos and associated resources on how to setup and mod Fallout 3. Several of the individual videos are particularly important and will be referenced in this guide.
Another series of videos, in this case about playing Fallout 3, from GamerPoets is the extensive Let's Roleplay Fallout 3 : Junktown Vendor series which demonstrate what can be achieved today with Fallout 3 and modern computers; making use of mods from this guide.

This guide intends to provide a useful base set of mods for Fallout 3 that

• provide much more flexibility in configuring and managing mods than the vanilla game,
• improve the robustness of the game, and
• add interesting content that greatly improves the look and feel of the game and/or expands the gameplay, while remaining lore friendly and reasonably close to the vanilla game. Mods with better quality items (resolution, accuracy of item model and textures) are always of interest, as long as the normal wear on textures remain consistent with the type of object; it's been a long time since the bomb dropped. For example:
1. weapons and similar items will likely be well cared for;
2. some scratches, dents, and corrosion are fairly common on many soft metal, paper, and plastic items; and
3. clutter items will show relatively more wear and/or dirt.

Only the Game of the Year (GOTY) Edition will be supported, with all DLC required. Users without all the major DLC can still use the guide, but without a few of the mods or patches. Like other guides on STEP, this guide uses Mod Organizer as its mod manager, LOOT for plugin sorting, and Wrye Flash to generate a Bashed Patch. Modding a Bethesda game adds a lot of additional interest and playability to the game, but takes a lot of time to achieve. It will take several days - and often longer - to follow the steps in this guide (and other STEP guides) including reading the important additional material about modding Bethesda games as well as the details of the individual mods being added.

Fallout 3 has a reputation for poor stability, especially with Windows 7/8.1/10. This guide adds utilities and related fixes to improve stability and expand the effective memory available for the Fallout 3 executable. Fallout 3 works reasonably well with Windows 7/8.1/10, but not entirely bug-free as discussed on this web page and this forum thread. Nonetheless, some users still have significant problems getting Fallout 3 to work properly on modern computers and Windows OSs, especially Windows 10. As the time in-game gets larger the stability decreases. Practices such as limiting autosaves and fast travel from or to interior areas like Megaton help reduce this deterioration. Like fast travel, using the console COC command bypasses the scripts used by the game to manage access to some interior areas in the game and can cause CTDs.

Fallout 3 GOTY is available on a DVD, through Steam, or from Good Old Games (GOG). The versions on DVD and from Steam are nearly identical, while the version from GOG includes some file updates, improved stability, and an updated set of INI configuration files. The guide covers some details of these differences.

It is expected that most users will add many additional mods, and likely leave out some mods in this guide, based on their own particular interests; this guide is not intended as a list of all the interesting mods that might be added to Fallout 3.

## Guide Format

Due to the somewhat whimsical nature of the original Fallout series, this guide will not take itself too seriously, but nonetheless a little more seriously than the highly irreverent Fallout 1 and 2; Fallout 3 is a little more serious than the previous Fallout games and even the follow-on "Fallout New Vegas", perhaps because of the Washington DC area setting. The areas near the starting location for the game are more dangerous than the areas around the starting location for Fallout New Vegas. The early quests in Fallout 3 involve travel through dangerous areas with a lot of raiders who often attack as a group. The title of this guide, "Clear and Present Danger", reflects this danger. The theme is intended to reflect the overall impression of Fallout 3 as well as remaining true to the Fallout tradition.

This guide extends some of the concepts from other STEP guides including the Fear and Loathing in New Vegas guide, the TTW guide, and the Skyrim Revisited, SRLE Extended: Legacy of The Dragonborn , and A Real Explorer's Guide to Skyrim guide (which emphasizes new locations) guides for Skyrim. The guide layout and even some mod descriptions from Fear and Loathing in New Vegas have been preserved whenever possible, and the guide notes mods that are similar in both games.

The mods, utilities, and guidance in this guide are listed from top down. It's recommended that mods be installed in that order at least in the User Interface section. Most users will likely install many or perhaps all the mods, other than those noted as optional or alternative; experienced users might not want to use as many of these and will likely add other mods. Keep in mind, there are very specific directions to install the interface mods and those directions are very important to make sure there are no problems when starting Fallout 3.

## Options across Systems with Different Capabilities

We don't all have the same computer technology as the Enclave seems to have.

The guide is intended for use across a range of different systems. Fortunately the base Fallout 3 game doesn't need a highly capable system. This guide expects that the minimum system has at least 1 GB of VRAM and is capable of running more than just vanilla Fallout 3. The vanilla textures in Fallout 3 (and even Fallout NV and Skyrim) are typically no larger than 512x512, and early mods had textures that were typically1Kx1K resolution or less. As systems and graphic cards have gotten more powerful some more recent mods that have been developed to provide better graphic quality. In addition to modest resolution textures this guide includes many high resolution texture mods with 2Kx2K textures, sometimes even 4kx4k. Users can choose among alternative mods suitable for their systems. Perhaps the most VRAM intensive part of the game occurs when leaving Vault 101 since the game needs to load the entire area around Megaton. It a CTD occurs regularly there it might indicate that some textures need be reduced in size.

This guide also discusses reducing the resolution of textures from mods so they can be used even on systems with smaller VRAM capability. such as some laptops with small graphics cards. The Fallout DDSopt Quick-start guide covers the use of DDSopt to reduce the sizes of textures of both the vanilla game textures and textures from mods, including some tools that simplify this process. This guide also indicates a few mods, with an Optimize indicator, that might be improved with optimization, even without texture resolution change. Unlike Skyrim, the vanilla game textures don't typically need optimization.

Notice:In order to keep this guide from being exceedingly long (or perhaps even more exceedingly long) the instructions for each mod are usually fairly short. This information isn't typically needed to install the mod correctly, but it is sometimes needed if the guide mentions user selected options. The documentation included in the mod and the description page at the mod download site may also provide useful information on how to use the mod in the game as well as any configuration needed.

## Legend

Tool
A utility used to configure or manage the game.
Optional
A useful mod or utility, but for various reasons not one that will be used by everyone. This includes mods that might cause performance problems on some systems or make sufficiently large changes to gameplay and/or lore friendliness that they might not be desired by all users of the guide.
Core
A utility used by this guide, or a mod whose presence is needed by other mods. Most Core mods (other than the ones affected by UIO ) can be left out initially without any problems (except for losing the improved immersion and gameplay provided by these mods).
Cleaning
A mod that needs to be cleaned with xEdit
LowRes
Interior and exterior textures no larger than 1kx1k, exterior normal maps no greater than 512x512. Systems with 1 GB VRAM should be able to use this mod without problems. LowRes includes textures with higher resolution than the vanilla game textures which are 512x512 or smaller.
MedRes
Interior and other textures no greater than 2Kx2k with normal maps no greater than 1kx1k, exterior textures no larger than 1kx1k, exterior normal maps no greater than 512x512. Systems with 1.5 GB VRAM or greater should be able to use these mods without noticeable problems; less capable systems may be able to use a few of these mods, the mods texture size should be reduced with DDSopt', or an alternate mod used with less demanding graphics.
HighRes
Mods with mostly 2kx2k textures and normal maps for interior or exterior textures. As with the medium resolution texture, there are similar options (including using the Fallout 3 vanilla textures) for those not able to use these mods without modifications.
Optimize
Mods for which texture optimization might be useful.

# Prerequisites

## Pre-Installation Checklist

Make sure that everything is ready to install before proceeding with this guide.

Warning:The Bethesda game engine for the TES and Fallout games, the ENB executable, and/or Mod Organizer, will have CTDs and other issues that are difficult to diagnose when background game overlay programs such as AMD Gaming Evolved, Nvidia Geforce Experience program, and Overwolf or some anti-virus programs such as BitDefender are used. These programs may claim compatibility but they are not; STEP users have gotten CTDs with all of these. See GrantSP's post here for more details. The overlay program for the GOG version has not been extensively tested; it claims to not have these problems.
1. Make sure the Fallout 3 goty directory is clean from any other modding previously done.
• One way that always works is to delete everything in the Fallout 3 goty folder except the Data folder; this will require redownloading the vanilla Fallout files.
• Now open the Data folder and delete everything that is not a vanilla ESM or BSA from Fallout 3 or the DLCs.
• Now go to Fallout 3 goty in Steam (or use GOG Galaxy if the GOG' version is used) and verify game cache and all the necessary files will be downloaded.
• Those with the German "no gore" version of Fallout 3 GOTY need to do an additional step
These files are shipped through Steam:
Fallout3.exe
Fallout3.exe.cat
Fallout3.exe.cfg
Fallout3ng.exe
Fallout3ng.exe.cat
Fallout3ng.exe.cfg

To ensure that FOSE uses the correct "no gore" game files, rename the first three files to:
_Fallout3.exe
_Fallout3.exe.cat
_Fallout3.exe.cfg

Then remove the ng from the three remaining files so MO will recognize them:
Fallout3ng.exe --> Fallout3.exe
Fallout3ng.exe cat--> Fallout3.exe.cat
Fallout3ng.exe.cfg --> Fallout3.exe.cfg
(Thanks to pStyl3 for providing the instructions for the "no gore" version of FO3)


1. Even though access to Games for Windows Live will be disabled when using the instructions in this guide, it includes files that are needed during installation. Get the most recent version of gfwlivesetup.exe from here and run the executable to install it. This is not always needed with Fallout 3 installation, but without doing this Fallout 3 installation will fail with some recent Windows 10 updates.
##### HR Armored Vault 101 Jumpsuit
HighRes
• Author: Ellise
• Version: v1.0
• Notes: Higher resolution Vault 101 clothing
• Installation: Get one of the two main files (HR Armored Vault 101 Jumpsuit_2k is recommended) and install with MO.
##### Fixed Wasteland Scout Hat
• Author: Stygs
• Version: v1.0
• Notes: This small mod fixes the Fallout 3 Wasteland Scout Hat models in the game. The current mod version does not add them to inventories so the console must be used to get the hats.
• Installation: Install the mod and then use the following console commands to equip the hat:
player.agerace -3 (or use children race mod)
player.equipitem 00074952


### Power Armor

##### Enclave DX
Optional
HighRes
• Author: weijiesen
• Version: v1.0
• Notes: This include 4kx4k textures. Users with 1GB VRAM or less using this mod might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt, and those with more VRAM might want to reduce these to a maximum 2Kx2K. If the Enclave Power Armors Retextured mod is used these armors are overwritten.
• Fallout NV Equivalent: DX Series armors for NV port of FO3 mod to FNV by the same author.
• Installation: Get either the non-high res version Enclave Standard, or for high-res Enclave DX G and Enclave Pulse.

Install the desired version; if using high-res install Enclave Pulse with [Merge] on top of Enclave DX G.

##### Hellfire DX
Optional
HighRes
• Author: weijiesen
• Version: v0.9
• Notes: This include 4kx4k textures. Users with 1GB VRAM or less using this mod might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt, and those with more VRAM might want to reduce these to a maximum 2Kx2K. If the Enclave Power Armors Retextured mod is used these armors are overwritten.
• Fallout NV Equivalent: DX Series armors for NV port of FO3 mod to FNV by the same author.
• Installation: Get Hellfire DX - Cinder install with MO.
##### Enclave Power Armors Retextured
HighRes
• Author: d_seven aka id2301
• Version: v1
• Notes: This provides a little cleaner looking armor than the Enclave DX and Hellfire DX armors above, and is preferred by the Fallout 3 guide forum participants including Cabal (author of the Bornagain armor series)! It is used instead of these two mods for some of the power armors.
• Installation: Get the EPA and Hellfire files, install one with MO and install the other using [Merge] so they are in the same mod in MO.

You too can wear big bad Enclave power armor.

##### Tribal DX
HighRes
• Author: weijiesen
• Version: v1.0
• Notes: Users with 1GB VRAM or less using this mod might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt.
• Fallout NV Equivalent: DX Series armors for NV port of FO3 mod to FNV by the same author.
• Installation: Get Tribal DX - 2048 res -' and install with MO.
##### Winterized DX
HighRes
Cleaning
• Author: weijiesen
• Version: v0.5
• Notes: This include 4kx4k textures. Users with 1GB VRAM or less using this mod might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt, and those with more VRAM might want to reduce these to a maximum 2Kx2K.
• Fallout NV Equivalent: DX Series armors for NV port of FO3 mod to FNV by the same author.
• Installation: Get Winterized DX, NEEDED MESHES, and DX Compatibility

Install Winterized DX , then install NEEDED MESHES with [Merge] on top of Winterized DX. Then install DX Compatibility on top using [Merge] to replace the esp plugin.

##### Tesla Power Armor DX
MedRes
HighRes
• Author: weijiesen
• Version: v0.5
• Notes: This include 4kx4k textures. Users with 1GB VRAM or less using this mod might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt, and those with more VRAM might want to reduce these to a maximum 2Kx2K.
• Fallout NV Equivalent: DX Series armors for NV port of FO3 mod to FNV by the same author.
• Installation: Get the high-res Tesla Power Armor DX and Helmet bluish eyes or the normal res Tesla PA DX.

Install the desired version; if using high-res install Helmet bluish eyes with [Merge] on top of Tesla Power Armor DX.

##### Bornagain Combat Armor
MedRes
HighRes
Cleaning
• Author: EmeraldReign and Cabal120
• Version: v1.02
• Fallout NV Equivalent: Bornagain Combat Armor an equivalent mod by the same author.
• Installation: Lite versions: Get the "BornagainCombatArmor2048" and "BornagainAnchorageCombatArmor2048" and install separately with MO. Get the optional "BornagainGhoulCombatArmor4096" and "BornagainZetaCombatArmor4096" and install if desired; for most users without 3-4 Gb VRAM these two need to be optimized with DDSopt to reduce the texture size.

Combat armor is big, bulky, and makes soldiers look ridiculous, which is the most accurate representation of combat armor. This will just make it look more big, bulky, and ridiculous.

##### Bornagain FO3 T51b
MedRes
• Author: CaBaL
• Version: 3.00000
• Notes: A port of a book of steel armor from FNV to FO3.
• Fallout NV Equivalent: aMidianBorn NV Book Of Water,
• Installation: Download and install the bornagain t51b power armor 4096 res (to get the meshes needed), then download the bornagain t51b power armor 2048 res optional file and install using [Merge] into the same mod so the textures from the 2048 version overwrite the 4096 ones.

More big, bulky power armor but with high quality textures.

##### BornAgain FO3 T51b Winterized PA Fix
Optional
• Author: Vitalsine
• Version: 1.0
• Notes: Note that this mod is not needed if the excellent Winterized DX mod is used; it is included in the guide for those few who don't use the Winterized DX mod because of it's high resolution textures. This small mod fixes a problem with the Winterized armor in the Anchorage DLC by replacing the vanilla armor with armor from the Bornagain FO3 T51b mod. An alternate fix (mentioned by panzersharkcat in the Nexus posts for this mod) is to add a patch plugin that makes a small change to the Winterized T-51b texture plugin so the glow map and environment map point to files from the bornagain mod as described here. The alternate fix avoids potential changes to the armor stats. Note, as mentioned above, that using the Winterized DX mod (vs. this fix mod) is the recommended solution.
• Installation: If the mod itself is being used, install the main file from the mod with MO. Otherwise follow the instructions to create a patch plugin, or add the changes to an existing patch plugin.
##### Bornagain fo3 t45d power armor
MedRes
HighRes
• Author: weijiesen
• Author: CaBaL
• Version: 3
• Notes: A port of a book of steel armor from FNV to FO3.
• Fallout NV Equivalent: aMidianBorn NV Book Of Water,
• Installation: Install the "bornagain fo3 t45d 4096 huge v3 fixed" main file and then install the optional bornagain fo3 t45d 2048 mid v3 using [Merge]

More big, bulky power armor but with high quality textures.

##### Bornagain Fo3 Outcast
MedRes
HighRes
• Author: weijiesen
• Author: CaBaL
• Version: 3
• Notes: A port of a book of steel armor from FNV to FO3.
• Fallout NV Equivalent: aMidianBorn NV Book Of Water
• Installation: Install the main file "Bornagain Fo3 outcast MAIN", "helmet fix", and the optional "Bornagain Fo3 outcast low res" (to reduce texture size to 2Kx2K).

During install click [Merge], not [Replace], when asked.

Yet again more big, bulky power armor but with high quality textures.

### Not Quite Power Armor, but Close ...

##### Dragonskin Tactical Outfit
HighRes
• Author: Antistar
• Version: v1.1.
• Requirements: FOSE
• Fallout NV Equivalent: Dragonskin Tactical Outfit, FNV port of this FO3 mod
• Installation: Install main file with MO, and install optional "DTO Bonus Pack v1_0_2" file using [Merge]

Armor loosely based on the real Dragon Skin body armor apparently in use today by elite troops; includes Camo package options. May be a bit overpowered, but the FWE compatibility plugin (installed later) helps reduce this.

##### Dark_Maggots Chinese Stealth Armor Retexture
MedRes
• Author: dark_maggot
• Version: 1.2
• Notes: One of the best retextures of the Chinese Stealth armor
• Fallout NV Equivalent: DarkMaggots Chinese Stealth Armor Retextures,
• Installation: Get Dark_Maggots Stealth Armor Blue Visor Retextures armor and Dark_Maggots Stealth Armor Normals Map Fix Update 2. Install the main file then install the normals map fix 2 on top of this using [Merge].

Sneak around the Capital wasteland in style.

## Do You Feel Lucky?

"Well, do you punk? America may be dead and gone, but the 2nd Amendment is alive and well in the Capital Region, so make sure that rifle is real nice and shiny when you stand your ground."

Perhaps I'm supposed to kill you with this bat! - Ernesto Escobero

"Shoot him, Ryan. Shoot him before he figures out what I'm saying" - John Clark

There are many useful weapon mods for FO3 that add more weapons, different weapon stats, higher resolution textures and models, and additional capabilities (primarily the capabilities to add mods to weapons and for weapon aiming in the first person view). Unfortunately the mods that provide one new feature like better textures and models don't always support all the additional desired weapon features. Mods in the Compatibility Patches section help with this compatibility, but in many cases choices still need to be made for which feature combinations can be included on any particular weapon. Some of the weapon mods below support the Weapon Mod kits mod and a few support the RH_Ironsights mod; these are noted in the mod requirements when relevant. Users will need to select which features (texture quality, Weapon Mod kit compatibility, RH_Ironsight compatibility, FWE weapon stats comptaibility) are important when installing the weapon mods below. There is even another option for weapon modability that isn't in the guide, namely the Book of Earache which replaces most of the vanilla weapons with versions that use a different approach than WMK for adding mods like scopes. For that reason the mods in the weapon section are not all compatible with each other.

#### Weapon Enhancements

These weapon enhancements can be used with vanilla weapons and by many of the weapon mods in the rest of this weapons section

##### eXcalibr - ammo eXpansion pack
Core
LowRes
• Author: Earache42
• Version: v2.3
• Requirements: CALIBR (installed as part of FWE - FO3 Wanderers Edition )
• Fallout NV Equivalent: CaliberX a port of the mod to FNV.
• Notes: Currently few of the weapons in the guide are configured to use the graphics from this mod. A mod will be added that allows changing the bullet graphics to use the models fron this mod.
• Installation: Get and install the "eXcalibr_Ammo_Pack_v2-3_Full_FOMOD" main file.

If the external fomod installer is used (not typically needed with MO 1.3.x) there are two Override options; do not install these. After the main mod is installed install the "Weapons patch for 20th Century Weapons" and [Merge] it with the main file. Double click the mod in the left pane of MO and move CALIBR.esm to Optional ESPs; FWE provides this plugin.

The greatest bullet graphics mod ever created.

##### Weapon Mod Kits
Core
MedRes
• Author: antistar
• Version: v1.1.9
• Requirements: FOSE
• Notes: WMK adds replacement models (meshes) for most of the vanilla weapons in the game. These allow using up to three weapons mods for each weapon. However, the optional WMK AA-12 Combat Shotgun replacer is particularly ugly and is not recommended for installation. There are other WMK compatible combat shotguns included in this guide that are much more realistic and better looking.
• Fallout NV Equivalent: Weapon Mods Expanded - WMX, expanded version of the FO3 mod for FNV.
• Installation: Get the Weapon Mod Kits main file, and the 5 WMK-DLC compatibility patches. Follow these installation instructions:

Install the Weapon Mod Kits file normally. Install each of the 5 WMK-DLC compatibility patches, selecting [Merge], not [Replace].

##### RH_IronSights - FOSE
Core
MedRes
Cleaning
• Author: Rogue Hallow
• Version: vbeta
• Notes: RH_IronSights replaces many of the models (meshes) for the vanilla weapons with new versions, and also adds many new weapons. All of these allow using sights to aim in a first person view. The new weapons are added to levelled lists so they can be available in loot or by vendors.
• Fallout NV Equivalent: RH IronSights - New Vegas, FO3 mod ported to FNV. Vanilla FNV includes basic Ironsight capability.
• Requirements: FOSE, FWE - FO3 Wanderers Edition (if the optional FWE bridge is used), EVE - Energy Visual Enhancements (if the optional EVE plugins are used)
• Installation: Get the merged plugin version of RH Ironsights from the Paradox Ignition page.

This version has a single merged plugin which merges all the plugins except for the compatibility plugins.

Install this with MO. Then on the original mod page get the "RH_IronSights - FO3RA Bridge" file, the 'RH_IronSights - FWE Bridge, and the RH_IronSights - WMK Bridge files (The "RH_Ironsights - EVE Bridge" optional file is not needed even if EVE is used). Install the three optional files with MO. Once it is installed, double click the mods in the left pane of MO and select the Optional ESPs tab. Move the RH_WMK_Bridge.esp plugin to Optional ESPs; only the meshes and textures from the associated optional file are needed. This plugin is replaced by an expanded plugin from RH_IronSights FWE- WMK compatible.


The 10mm pistol forces use of the specific vanilla textures rather than other textures that overwrite the vanilla textures (e.g., for this guide the Millenia textures overwrite the vanilla ones). To use the correct textures, use a fix posted by Vicky1357 on the Nexus mod page forum:

Start xEdit and select the RH_IRONSIGHT.esm plugin.
Expand the plugin by clicking on the + sign, and then expand texture set"
Scroll down and highlight 00025B81 1stPerson10mmPistolTexture
In the right pane of xEdit, change "TX00 - Base Image / Transparency" to "Weapons\1HandPistol\1stPerson10mmPistol.dds
This redirects the Ironsights master to use the texture with the highest priority in MO, which in this case is Millenia's.
Remove the entries at "TX01 .." and "TX 02.." via rightclick -> Remove
Close xEdit, saving the RH_IRONSIGHT.esm plugin.


RH_IronSights adds what should have been in Fallout 3 at launch, namely iron sights, or the ability to look down your weapon when aiming in first person. A basic Ironsights capability is included in Fallout New Vegas. Thanks to Satur9 for the info on the 10mm weapon texture fix.

##### Point Lookout - Double Barrelled shotgun fix
• Author: Feltorn Von Dentai
• Version: v2
• Notes: Makes the double barrelled shotguns found in Point Lookoout fire one shell at a time instead of both; you get two shots before you have to reload. Effects all non-modded double barrelled shotguns found in Point Lookout.
##### DeNerfing Colonel Autumn's Laser Pistol
Optional
• Author: GamerPoets
• Version: v1.0
• Notes: Replaces the revised pistol from Broken Steel with the original more powerful pistol from the base game.
• Installation: Download the DeNerfing Colonel Autumn's Laser Pistol' file from the Fallout 3 My Way - Resources"" mod and install
##### Deathclaw Gauntlet Man Opener Armor Piercing Effect Restored
• Author: CivisRomanus
• Version: v1.0
• Notes: Restores Armor Piercing effect to Deathclaw Gauntlet and Man Opener (The Pitt).

#### Miscellaneous New Weapons

##### 20th Century Weapons
Optional
LowRes
Optimize
• Author: Einherjrar
• Version: v5.12
• Requirements: CALIBR (installed as part of FWE - FO3 Wanderers Edition)
• Notes: This mod includes replacements for a few vanilla weapons (BB gun, M61, Red Ryder BB gun, Missile Launcher) and adds a large set of additional weapons including many not included in any other Fallout 3 mod. It is labelled as optional since many users don't feel the need to add so many new weapons to the game, and because there are problems with a few of the weapons it introduces. It was previously on the Nexus, and later on Game Front, but is unfortunately no longer on either. Version 5.1 of the mod is provided in the link above, and the version 5.12 update is available on the Files tab of the same mod page. This mod includes a large set of plugins that include the word ALIVE. These plugins are intended to replace almost all of the weapons in containers and used by NPCs in the game with ones from this mod. This can cause significant balance problems so it is recommended that all the plugins that include ALIVE be eliminated during installation, alternatively they can be moved to Optional ESPs after installation.

Fortunately there are 2 mods in the Compatibility Patches section that balance this mod's weapon stats with those of other mods in this guide, so the ALIVE mods are not used or needed to distribute the weapons to vendors and NPS.

• Fallout NV Equivalent: the mod is still in development for Fallout NV; see 20th Century Weapons NV
• Installation: Select the download option on the '19th and 20th Century Weapons page to get the version 5.1 main file 20thCW_19thCW_v5_1.rar. Also download the 5.12 update file _20thCW_19thCW_v5_12.rar here, and get the Better Weapon Changing Scripts file. This plugin a plugin fixes a bug by retaining weapon condition when adding/removing scopes, silencers, etc. vs. fully repairing the weapon when doing this.

Install the main file 20thCW_19thCW_v5_1.rar with MO, unchecking Calibr.esm and all the plugin files with ALIVE in the name so these are not installed. Install the update _20thCW_19thCW_v5_12.rar with MO using Merge to replace some textures in the main file. Also install it with MO using [Merge] to put the plugin into the Mod Organizer mods folder for this mod along with the rest of the files for the mod. Then install 19th_and_20th_Century_weapon_conditions.rar with MO using Merge to add it to the mod package in MO.

Deadmano recommends removing the M18 Smoke Grenade from the base plugin and the other plugins that modify this weapon because of multiple problems.


Adds a large set of varied 20th Century Weapons.

##### Plasma Rifles Awesomefied
• Version: v2.01a
• Requirements: Weapon Mod Kits if WMK version is used
• Notes: Changes the sounds and textures for the vanilla Plasma Rifle.
• Fallout NV Equivalent: Plasma Rifles Awesomefied, FO3 mod ported to FNV.
• Installation: Install the main file with MO. The mod includes two plugins and only one should be used. After installation double click the mod in the left pane of MO and select the Optional ESPs tab. Move PlasmaRifleAwesomefied.esp to Optional esps. This leaves PlasmaRifleAwesomefiedWMK.esp to be used in the game.

This mod improves the appearance and sounds of the plasma rifle.

##### EVE - Energy Visual Enhancements
Optional
MedRes
• Author: weijiesen
• Version: v0.99
• Notes: EVE replaces all the vanilla energy weapons with new versions, and also adds many new energy weapons. EVE's splashy graphic effects can produce fairly large transient VRAM usage spikes which can cause CTDs with less capable graphics cards, so this mod is optional. If used, make sure that the system is capable of handling the scripting and VRAM usage; this isn't likely to a problem with any modern desktop graphics card. It also requires several compatibility mods to integrate it into the wasteland in a balanced way. There are a number of small errors in the plugin that need to fixed.
• Fallout NV Equivalent: EVE - Essential Visual Enhancements , expanded version of the FO3 mod for FNV.
• Installation: Get the EVE 099 Main file and install with MO.
If RobCo Certified is used, get the ""RobCo Certified Omnipatch for Paradox EVE optional file, and install with MO.


EVE is just better at energy weapons than anything else. Many great modders contributed to the project and that means it is essential to any mod list.

##### FNV EVE Grenade And Mine Explosion
Optional
• Author: weijiesen, Legendary000
• Version: v1.1
• Requirements: EVE - Energy Visual Enhancements, FWE - FO3 Wanderers Edition (if the compatibility patch for this mod and FWE is used)
• Notes: Changes the grenade and frag mine visual effects to those in EVE
• Installation: Get and install the main file, then get and install the optional file using Merge

If FWE is being used then install, as a separate mod or part of this mod, the EVE Grenade - FWE Patch.esp from the FO3_Guide_test_plugins.7z file available here will be added later in the guide. This patch uses FWE values for explosions along with the EVE visual effects from this mod.

##### HK G3 (FWE-IronSights compatible)
Optional
MedRes
• Author: FRCassoulet
• Version: v1.1.1
• Notes: Adds a new H&K G3 rifle that is balanced with FWE weapons and is compatible with RH_Ironsights. Note that this is not added to levelled lists so it is not in loot or vendor inventory, and is found in only one place.
• Installation: Download the HK G3 FWE AND IRONSIGHTS Version file and install with MO.
##### AKS-74U
Optional
MedRes
• Author: Millenia
• Version: v1.3a
• Notes: Adds a standalone AKS-74U; the plugin provides leveled list integration.
• Fallout NV Equivalent: Weapons of the New Millenia portions of the FNV mod were ported to FO3.

### Zealotlees New Weapons

These mods provide some interesting new weapons, especially the Adaptive Combat Rifle, with improved textures and more flexible gameplay. Some of the weapons can be configured to be compatible with RH_Ironsights. Some include weapon mods, but these mods are not compatible with Weapon Mod Kits.

##### Zealotlees ACR - Adaptive Combat Rifle
HighRes
• Author: Zealotlee
• Version: v1.23
• Notes: Adds a new Combat Assault Rifle that can be modified without a workbench. Modifications include alternate barrel lengths (affects accuracy, firing rate), camouflage, and scope options. The base scripts in this mod may distribute more of these weapons to NPCs than desired; the scripts in the next mod are used instead.
• Fallout NV Equivalent: ACR adaptive combat rifle, FO3 mod partially ported to FNV.
• Installation:

Install main file with MO, the update is not needed. In the left pane of MO double click the mod, select the Optional ESPs tab, and move ZL-ACR.esp to Optional ESPs.

Highly versatile rifle that can be modified for different situations

##### Zealotlees ACR - Adaptive Combat Rifle -NO fose-
• Author: skittered
• Version: v1.2
• Requirements: Zealotlees ACR - Adaptive Combat Rifle, FWE - FO3 Wanderers Edition (if recommended ALTStats version is used), RH_Ironsights - FOSE(if recommended IronSights version is used)
• Notes: This mod provides a revised plugin, and updates to the ACR scripts that eliminate the need for FOSE. These scripts are also much more robust and faster than the older ACR scripts. The mod also includes IronSights compatability and changes to the weapon stats that make it compatible with FWE.
• Installation: Download and install one of the four main files (d_ZL-ACR-Nofose_ALTStats-IS is recommended for users of this guide) and one of the optional files (c_ZL-ACR_Weapons-IS_Variant is recommended for users of this guide). It should be installed with higher priority than the base ACR mod.

If the ACR is already being used in the game a clean save is required. Before installing this mod make a game save. Temporarily unselect all of the ACR mods in the left pane of MO and start the game; note that the bashed patch might need to be rebuilt if the ACR plugin is disabled. Make a new save and exit the game. Then reenable the base ACR mod and enable this new mod. If the bashed patch was rebuilt in the previous step then rebuild it again now that ZL-ACR.esp is active. The revised ACR mod is then usable. Of course, as is always true after a clean save, any ACR weapons previously owned by the player are no longer present. If desired these can be readded using the console.

##### SVD Dragunov
HighRes
Cleaning
• Author: Zealotlee
• Version: v1.21
• Requirements: CALIBR (installed as part of FWE - FO3 Wanderers Edition.)
• Notes: Adds a SVD Dragunov rifle to the game as well as a unique version called The People's Dragunov.
• Fallout NV Equivalent: ZL Armaments - A Wasteland Arsenal, expanded FNV mod based on FO3 mod
• Installation: Get the "SVD Dragunov 1_21 Full" main file and "CALIBR Add-On V3" option. Install main file with MO, then install the update using [Merge]. In the left pane of MO double click the mod, select the Optional ESPs tab, and move ZL-SVD.esp to Optional ESPs.
##### Zealotlees MP5 Pack
HighRes
Cleaning
• Author: Zealotlee
• Version: v1.32
• Requirements: CALIBR (installed as part of FWE - FO3 Wanderers Edition.)
• Notes: Adds a MP5A4 SMG, a MP5K SMG and a MP5SD5 SMG. The scripts in this mod may distribute more of these weapons to NPCs than desired.
• Fallout NV Equivalent: ZL Armaments - A Wasteland Arsenal, expanded FNV mod based on FO3 mod
• Installation: Get the "MP5 Pack V 1_31" main file and the MP5 Pack V 1_32 PATCH update. Install main file with MO, and install the update with [Merge] to combine it into the mod folder. In the left pane of MO double click the mod, select the Optional ESPs tab, and move CALIBR.esm to Optional ESPs (or delete it as it isn't needed).
##### KDS Zealotlees MP5 Pack with Ironsights
Cleaning
• Author: KDStudios
• Version: v1
• Requirements: RH_Ironsights - FOSE
• Notes: Adds Ironsights to Zealotlee's MP5 Pack, replaces the plugin and 3 meshes.
• Fallout NV Equivalent: none, but the meshes from this mod might be usable in Fallout NV.
• Installation: Install the main file with MO.

### Vanilla Weapon Retextures

The rest of the weapons mods are ones that provide remodels and/or retextures for vanilla weapons. Two major sets of retextures are included, one by Cristopher Wallace and one by Millenia. The last subsection also includes some mods that use Millenia textures but also provide WMK and/or RH_Ironsights compatibility, unlike the other Millenia retexture mods.
The notes for these mods mention which vanilla weapons are replaced. Note some of the weapon mods in the Weapon Enhancements section as well as the FWE - FO3 Wanderers Edition mod also provide new models, textures, and/or stats for the vanilla weapons.

### Millenia's Weapon Retextures

Millenia is the premier weapon texture designer for weapons in the Bethesda games. A large set of weapons have been developed for Fallout NV, and some of these have been ported back to Fallout 3. The Fallout NV Millenia weapons typically support the Fallout NV Weapons Mods Expanded (WMX) mod that allows weapon enhancements, and are standalone weapons vs. replacements for vanilla weapons. The Fallout 3 versions ported from FNV replace vanilla weapons, and don't support the equivalent Fallout 3 Weapon Mod Kits mod. These use different meshes than the vanilla weapons, so the Millenia textures can't be used with WMK meshes without some graphic editing or use of some Fallout NV Millenia textures that support WMK meshes. There is currently RH_IronSights - FOSE support for only five of the Millenia weapons.

The plugins for these weapons replace the vanilla textures with the much better Millenia textures; unfortunately using these means that some common Fallout 3 weapons have no WMK support and limited RH_Ironsights support. The Millenia weapon mods are optional for this reason. Solutions for this are only available for a few of these weapon mods; see the last subsection of weapon mods.

##### FO3-WRP - Weapon Retexture Project
Optional
MedRes
• Author: Millenia
• Version: v1.0
• Notes: This includes six weapons ported from Fallout NV; all are replacements for vanilla FO3 weapons (10mm pistol, 10mm SMG, 44 Magnum, Sniper Rifle, Hunting rifle, Sawed Off Shotgun).
• Fallout NV Equivalent: Weapon Retexture Project - WRP, portions of the FNV mod were ported to FO3.
• Installation: Install Fallout_3_Weapon_Retexture_Project main file.

There is not a whole lot to say about this mod that has not already been said. Millenia is a gun nut who is also the best texture artist making mods ever. We are just lucky that he was making mods and not scooped up by a studio earlier.

##### 32 revolver Millenia replacer
Optional
MedRes
• Author: Millenia
• Version: v0.1
• Fallout NV Equivalent: Smith and Wesson M10 38 special, this FO3 mod uses the textures from this FNV mod.
• Notes: This replaces the vanilla .32 revolver with Millenia's S&W Model 10 revolver.
• Installation: Install the mod (which has only the plugin). Download the FNV equivalent mod, Smith and Wesson M10 38 special.
 File Tree: After this download Copy the Meshes, Sound, and Textures folders from the Smith and Wesson M10 38 special FNV mod into the mod folder for this FO3 mod.
##### Combat Shotgun replacer
Optional
MedRes
• Author: Millenia
• Version: v1.0
• Notes: Retexture of the vanilla Combat Shotgun
• Fallout NV Equivalent: Weapons of the New Millenia portions of the FNV mod were ported to FO3.
##### Mauser C96 replacer
Optional
• Author: Millenia - Ben Bolton
• Version: v1.0
• Notes: Replaces the vanilla Chinese Pistol with Millenia's Mauser C96.
• Fallout NV Equivalent: Mauser C96 FNV mod ported to FO3.
MedRes
##### Millenias FO3 Weapons Fixed Iron Sights
Optional
MedRes
• Author: Millenia and VWgolfR1
• Version: vLatest
• Requirements: RH_Ironsights
• Notes: Revises Millenia's AK-47, AKS-74U, Combat Shotgun Replacer, and Mauser C96 replacer with meshes that are compatible with the RH Ironsights mod. It does introduce some clipping when using 3rd person view with Mausers and AK-47. There are compatibility issues for these weapon mods across Weapon Mod Kits, FWE, and the 4 Millenia mods. A custom patch will be needed to resolve them (We're working on it).
• Installation: Install the mod with MO. MO will ask if it is a BAIN file; click all options except screenshots, then click OK and it will install the mod.
##### Millenia's weapons for FWE
Optional
MedRes
• Author: Ghostwise
• Version: v1
• Requirements: Weapon Retexture Project, FWE - FO3 Wanderers Edition
• Notes: This patch mod changes the stats of the Millenia weapons to be consistent with the stats of similar FWE weapons. These weapons are not compatible with WMK enhancements.
• Installation: Install the main file with MO.

#### Christopher Wallace Weapon Retextures

Christopher Wallace is retexturing all the vanilla weapons not already covered by Millenia. Most are available in the Weapon Enhancement Pack at the end of this subsection, but a few textures from the individual weapon retexture mods are still used to replace textures in EVE. Thanks to Adonis_VII for finding these. The textures are higher resolution than vanilla ones, and the normal maps are half resolution uncompressed which yields even better looking textures. These replacer textures are listed as compatible with WMK, and a few of the vanilla replacers are compatible with RH_Ironsights, but it's possible some additional changes may be needed for some weapons. These are not always compatible with the changes made by some of the other mods in the weapon section of this guide.

##### Laser Rifle Hi-Res Retexture
HighRes
• Author: ChristopherWallace
• Version: v1.0
• Notes: Replaces the textures for the vanilla Laser Rifle.
• Fallout NV Equivalent: These textures can also be used in Fallout NV or Tales of Two Wastelands (TTW); some repackaging is needed when used for FNV.
• Installation: Download the Laser Rifle Hi-Res Retexture main file if EVE is not used or the Laser rifle retexture EVE Version file if EVE is used. Install with MO.
##### Hi-Res Laser Pistol Retexture
HighRes
• Author: ChristopherWallace
• Version: v1.0
• Notes: Replaces the textures for the vanilla Laser Pistol.
• Fallout NV Equivalent: These textures can also be used in Fallout NV or Tales of Two Wastelands (TTW); some repackaging is needed when used for FNV.
• Installation: Download the Laser Pistol Hi-Res Retexture main file if EVE is not used or the Laser pistol retexture EVE Version file if EVE is used. Then install the file.
##### Hi-Res Plasma Rifle Retexture
HighRes
• Author: ChristopherWallace
• Version: v1.0
• Notes: Replaces the textures for the vanilla Plasma Rifle.
• Fallout NV Equivalent: These textures can also be used in Fallout NV or Tales of Two Wastelands (TTW); some repackaging is needed when used for FNV.
• Installation: Download version 1.2 or 1.3 of main files if EVE is not used or one of the two optional files for EVE if EVE is used. Then install the file.
##### Gauss Rifle Hi-Res Retexture
HighRes
• Author: ChristopherWallace
• Version: v1.0
• Notes: Replaces the textures for the vanilla Gauss Rifle.
• Fallout NV Equivalent: These textures can also be used in Fallout NV or Tales of Two Wastelands (TTW); some repackaging is needed when used for FNV.
• Installation: Download the Gauss Rifle Texture Replacement main file if EVE is not used or the Gauss Rifle Texture for EVE (NO GLOWING RINGS) file if EVE is used. Then install the file.
##### Weapon Enhancement Pack
HighRes
• Version: v1.0
• Requirements: Weapon Mod Kits (for some of the vanilla weapons), RH_Ironsights - FOSE (for 6 of the vanilla weapons)
• Notes: Large set of texture replaces for many vanilla regular and unique weapons, including WMK compatibility and RH_Ironsights (vanilla ordinary weapons only). This replaces some of the individual weapon texture replacer mods that ChristopherWallace created, although for some reason it does not replace all of the textures in a few of these individual weapon replacer mods.

The two unique weapons patch files each include a plugin, and the Stats changes in these plugins are compatible with vanilla unique weapons Stats and not with the FWE changes to these. They are compatible with WMK but don't seem to be compatible with RH_Ironsights. If a Blackened patch is used to provide FWE weapon compatibility then these weapons will use FWE Stats; getting RH_Ironsights compatibility may require a manually generated patch unless it is feasible to identify bash tags for the WEP plugins that eliminate this incompatibility.

• Fallout NV Equivalent: The vanilla ordinary weapon textures can also be used in Tales of Two Wastelands (TTW) and may be useful in Fallout NV; some repackaging is needed when used for FNV. The vanilla unique textures might also be usable.
• Installation: Download the main file, WEP RH Irons Patch, WEP WMK Uniques for the Pitt, and WEP WMK Uniques v1a.
Install the main file with MO then install the  WEP RH Irons Patch file using [Merge].
The other two files can be installed separately or using [Merge] depending on preference;
One approach is to install each of the two unique replacement textures in a separate mod file that included both of the unique weapon patches and their plugins.


### Miscellaneous Vanilla and FWE Weapon Retextures, Remodels, Revisions

Optional weapon mods that at least some users will find interesting. These provide weapons with better compatibility with WMK, RH_Ironsights, and FWE.

##### Shishkebab retexture
HighRes
• Author: macintroll
• Version: v0.1
• Fallout NV Equivalent: These textures can also be used in Tales of Two Wastelands (TTW) and may be useful in Fallout NV; some repackaging is needed when used for FNV.
• Notes: Replaces the vanilla Shiskebab textures
##### FWE Iron sights 8 Included
• Author: Wo cao
• Version: v8
• Requirements: FWE - FO3 Wanderers Edition , RH_IronSights - FOSE
• Notes: Adds some RH_Ironsights compatible meshes for FWE weapons, in this case the Lewis and M9 PPk12 rifles added by FWE.
• Installation: Download Lewis MKII and M9 PPK12 YK32. If mods in the Compatibility Patches section are used for RH_Ironsights compatibility with FWE weapons only these two meshes from this mod are needed. If the compatibility patches are not used the meshes from this mod may be needed if RH_Ironsights capability is desired for the other FWE weapons covered by this mod. Install the selected files with MO.
##### Millenia Assaultrifle Replacers RH WMK Patch
MedRes
• Author: kublajkan
• Version: v1.0
• Requirements: FOSE, Weapon Mod Kits, RH_IronSights - FOSE, AK-47 replacer, HK G3SG1 , FWE - FO3 Wanderers Edition.
• Notes: This patch mod provides replacers for the vanilla Assault rifle and Chinese Assault rifle. These use the Millenia weapon textures and are also compatible with RH_Ironsights and WMK. It's the only weapon replacer mod using Millenia textures that is also compatible with RH Ironsights, Weapon Mod Kits, and balanced for FWE.
• Installation: Install the AssaultrifleReplacersRHIronsightsWMKFWE main file with MO. Download the main file from Millenia's Fallout NV HK G3SG1 rifle.
 File Tree: After this download Copy the Meshes, Sound, and Textures folders from the FNV HK G3SG1 mod into the mod folder for this FO3 mod.

This mod requires that the AK-47 replacer mod has already been installed (at a lower Mod Organizer priority). If this mod is used move the plugin for the AK-47 replacer to Optional ESPs.

Who wouldn't want an Assault Rifle with Millenia's textures that also provides WMK and RH Ironsights support.

## I Can See Clearly Now

Fallout 3 was built to run on the computers available in 2008; the computers available now support the processing to display higher quality versions of the various items seen in the game.

### Packrat Mentality

Let's be honest, there is a ton of ugly, rundown crap in the wasteland. This section will help that crap look as good as possible.

##### Detailed Collisions
• Author: by Alexx378
• Version: 0.0.5
• Notes: This mod changes the collision meshes of many game static items, making them much smaller.
• Fallout NV Equivalent: this mod can also be used with Fallout NV.
##### Precision Collision - Clutter
• Author: by KSte41k
• Version: 0.8
• Notes: This mod changes the collision meshes of many game clutter and ammo items, making them much smaller. The weapon meshes from this mod aren't used as they interfere with weapon mesh changes from other mods.
• Fallout NV Equivalent: Precision Collision - Clutter NV, ported from FO3 to FNV by same author
• Installation: Get main file and install with MO.
 File Tree: After installation set the following to hidden. \meshes\weapons\meshes\clutter\office\fan01.nif
##### Books Debunked
• Author: odin_ml
• Version: v1.0
• Installation: Get the main file and install with MO.
• Notes: Fixes the UV mapping of all book meshes so that the books can have a different texture on the back side of the book.
##### BatteriesPlus
LowRes
• Author: Staggeron
• Version: v1.3
• Notes: Higher resolution retextures of batteries.
• Installation: Get the main file and dearchive it using 7zip.
Select the battery model desired for the small energy cell (choose one of files starting with "BatteriesPlus-SmECell-") from the BatteriesPlus folder;
other mods provide a better cell texture for the other two battery types (file types starting with "BatteriesPlus-MFCell-" and "BatteriesPlus-9volt-").
Copy the desired battery fomod files into the MO install directory. Install the fomod files for the selected battery with MO.

##### Chems and Meds Re-Texture Pack
LowRes
• Author: Kevkas
• Version: v1.0
• Notes: Higher resolution retextures of Chems and Meds.
##### Cherry Bomb HD retexture and remodel
LowRes
• Author: legandalfo
• Version: v Latest
• Notes: Higher resolution retexture of cherry bomb (from a Fallout NV mod).
• Fallout NV Equivalent: this Fallout NV file also works in FO3
##### Vertibird Re-textured
LowRes
• Author: macintroll
• Version: v0.1
• Notes: Higher resolution textures for the Vertibird with several alternate texture choices.
• Installation: Choose one of the three main files and install with MO, selecting one of the textures in the file.
The mods are not packaged correctly.
Right click the mod and select Open in Explorer
Create a new textures folder
Move the vehicles folder into the textures folder.
Close the Explorer window.

##### Skill Books Hi-Res Retexture
LowRes
• Author: 6IX
• Version: v1.0
• Notes: Good retexture of skill books (1kx1k) with two extra books.
• Installation: Get the main file, "Wasteland Survival Guide Hi-Res Retexture" , and the optional Paradise Lost - Unique Texture and Icon and install with MO, using [Merge] to create a single file.
##### Auto axe Invisibility bug fix
LowRes
• Author: Prensa
• Version: v1.0
• Notes: Better auto axe meshes, some improvements vs. those in UPDATED Unofficial Fallout 3 Patch
• Installation: Get and install the main file, and if UHQ is used get and install the optional file merged with the main file.
##### Bear Trap Retextured
LowRes
• Author: konji
• Version: v1.00
• Notes: Better resolution bear trap

It's always nice to clearly see what is causing you so much pain.

##### Better Booze
LowRes
• Author: CptJoker and odin_ml
• Version: v0.2b
• Notes: Higher resolution retexture of booze bottles.
• Installation: Get the "Full Bar", "Wine Addon", and "Bottle Mesh Addon" files.
The mod is packaged for manual installation so mod managers can't easily use it.
It can be repackaged to make it easier to install, or it can be installed with MO with a lot of traversing through folders and multiple MO installation passes through the mod.
To repackage the mod:
Create a folder named Better Booze.  Open Full Bar with an archiver like 7-zip.
Into Better Booze copy a textures folder from one of the Vodka subfolders, one of the Beer subfolders, and a textures folder from each of the two whiskey subfolders. Now open the Wine-addon file with an archiver and into Better Booze copy one textures folder from a subfolder of the Red and White folders. Then open the Bottle Mesh Addon file with an archiver and copy the meshes folder into the Better Booze folder. Archive the resulting Better Booze folder and install with MO.

##### Gilbert Science Sets
MedRes
• Author: Jokerine
• Version: v3.00
• Notes: Higher resolution retexture of Gilbert Science Sets. Use V3 if Fireside Colors is desired, otherwise use v2.
• Installation: Get the selected main file and install with MO.
##### Germantown Sign Texture
MedRes
• Author: Deanoman
• Version: v1.0
• Notes: Higher resolution Germantown Police HQ sign.
##### Glowing muck pools
LowRes
• Author: jet4571
• Version: v1.0
##### Retextured Labels - Food - Abraxo - Detergent
LowRes
• Author: Jokerine
• Version: v1.00
• Notes: Higher resolution retexture of several labels.
• Installation: Get the main file and install with MO; get one each of the detergent and cleaner optional files and install using [Merge]. Get the High-Res Sugar Bombs and install using [Merge] (right click on the 1024 folder and choose Set data directory for those using High Res textures, or 512 for others).
##### New Toys - Cars
LowRes
• Author: Ranx31
• Version: v1.0
• Notes: Higher resolution meshes and textures for toy car. Mod includes 4 new car variants, but the guide is using only the replacer.
• Fallout NV Equivalent: same mod works with both games
• Installation: Install main file with MO, then double click on mod in left pane of MO and move New Toys - Cars.esp to Optional Esps.
##### Pre-War Money Retexture
LowRes
• Author: RedRoomService
• Version: v1.0F
• Fallout NV Equivalent: Pre-War Money Retexture, FO3 mod ported to FNV.
• Installation: Choose "\$5 Light Distress" during the installer.

Money will survive the apocalypse and this mod will make sure it does it in style.

##### Tweaked Cashregister
LowRes
• Author: Lord Inquisitor
• Version: v1.0
• Notes: Higher resolution meshes and textures for Cashregister.
• Fallout NV Equivalent: same mod works for both games
##### Tweaked Chems Replacer
LowRes
• Author: Lord Inquisitor
• Version: v1.0
• Notes: Higher resolution meshes and textures for chems.
• Fallout NV Equivalent: same mod works for both games
##### Tweaked Coffee Maker
LowRes
• Author: Lord Inquisitor
• Version: v1.0
• Notes: Higher resolution meshes for Coffee Maker
• Fallout NV Equivalent: same mod works for both games
##### Tweaked Generator
LowRes
• Author: Lord Inquisitor
• Version: v1.0
• Notes: Higher resolution meshes for Generator.
• Fallout NV Equivalent: same mod works for both games
##### Tweaked Intercom
LowRes
• Author: Lord Inquisitor
• Version: v1.0
• Notes: Higher resolution meshes for Intercom. The mod needs repackaging after installation.
• Fallout NV Equivalent: same mod works for both games
• Installation: Get main file and start the installation with MO.
Expand "Intercom01 14-11-2009" then expand "Lord inquisitor", then expand "NIF".
Right click on "NIF" and create 3 directories called "Meshes", "Clutter" and "Consoles".
Drag the intercom01.nif file into the Consoles folder.
Drag the Consoles folder into the Clutter folder then drag the Clutter folder into the Meshes folder. Set the NIF directory as data directory and complete the MO installation.

##### Tweaked Powerfist
LowRes
• Author: Lord Inquisitor
• Version: v1.0
• Notes: Higher resolution meshes for Powerfist.
• Fallout NV Equivalent: same mod works for both games
##### Tweaked Wrench
LowRes
• Author: Lord Inquisitor
• Version: v1.0
• Notes: Higher resolution meshes for Wrench.
• Fallout NV Equivalent: same mod works for both games
• Installation: Get main file and install with MO.
##### Fallout Food Package Retexture Compilation
Optional
HighRes
• Author: majormodder
• Version: v3.0
• Notes: Collection of high res food packages that can optionally be used if the system can tolerate the increased VRAM and GPU usage. The texture resolution is 2Kx2K for most, 4Kx4K for some which is a bit high.
• Fallout NV Equivalent: Fallout Food Package Retexture Compilation, equivalent mod by same author
• Installation: Get the Food compilation dirty set uncompressed file and install with MO. Move the majormodder's Junk Food to Barbeque Crisps.esp to Optional ESPs.
##### Acoraito HD Textures Pack
HighRes
• Author: acoraito
• Version: v.latest
• Notes: Collection of high res clutter items (currently 6) that can optionally be used if the system can tolerate the increased VRAM and GPU usage. For the textures common to both this mod and the one above it, the ones in this mod are preferred. The texture resolution in the main file is 2Kx2K which is a bit high for clutter items. The 1k optional sets a more appropriate resolution for three of these items.
• Fallout NV Equivalent: Acoraito HD Textures Pack, equivalent mod by same author
• Installation: Get the Acoraito HD Textures Pack 2k main file and Acoraito HD Textures Pack 1k optional file. Install the main file with MO and install the optional using [Merge] in MO to allow the 1k textures to replace the equivalent 2K versions.
##### Skykappas Water Bottles
LowRes
• Author: Skykappa - Johssy
• Notes: Higher resolution retexture of water bottle.
• Installation: Get the no esp version and install with MO.
##### Robots HD Retexture
HighRes
• Author: QuazarX aka MagnesiumFire
• Version: v1.0
• Notes: This mod provides a high quality replacement models for many of the robots and turrets in Fallout 3 and the DLC. Adonis_VII has provided images that compare the robot models from this mod with those in other mods.
• Installation: First install the Data folder which provides the main mod.

Remove the following textures identical to those in vanilla Fallout 3 and some unused textures

 File Tree: Delete the following. \textures\creatures\protectron\decals.dds textures\creatures\protectron\decals_n.dds\ textures\creatures\protectron\protectron(army)_em.dds textures\creatures\protectron\protectron(bosoutcast)_em.dds
If desired, this step can be repeated to install a 4kx4k Liberty Prime replacement, but some users who want to use this option will want to first reduce the size of the textures with DDSopt before installing. If you wish to install the Liberty Prime replacement, select "no" when asked to install as a bain installer, then expand "Liberty HD Retexture" and right click on "Либерти 4096" and choose set as the data folder.


If the optional EVE mod is used

 File Tree: Hide or delete. textures\creatures\sentrybot\sentrybot_g.ddstextures\creatures\sentryturret\sentryturret_g.ddstextures\creatures\mistergutsy\mistergutsyweapons_n.ddstextures\creatures\mistergusty\mistergutsyweapons.dds
##### Visitant's Protectron Overhaul
HighRes
• Author: Visitant
• Version: v0.2.6
• Notes: Overhaul of all Fallout 3 Protectron variants with new models and high resolution (2K x 2K) textures.
##### Nuka-Cola Hi-Res Retexture
LowRes
• Author: 61X
• Version: v1.3
• Notes: Higher resolution (1kx1k) Nuka-cola

Do you really drink these? Seriously! What do you have against water? Are you trying to become a night light?

##### Schematics
HighRes
• Author: bloodbearer
• Version: v2
• Notes: Higher resolution schematics. The added plugin provides diversity (7 different schematic variations) and is mergable by Wrye Bash.
##### Teddy Bear Retextures
MedRes
HighRes
• Author: MisterGibson
• Version: v1.0
• Notes: * While there is already a Teddy Bear replacement texture in MGNeatClutter, the pink teddy bear version in this mod is way better (hint ... Breaking Bad):
• Fallout NV Equivalent: Fallout NV mod also works for Fallout 3
• Installation: When installing with MO select Pink Bear then select the desired resolution version.
##### Tiny Marie Retexture for The Pit
MedRes
• Author: faeriexdecay
• Version: v1
• Notes: Higher resolution baby from the Pitt
• Installation: Get Tiny Marie Retexture for The Pitt - Large file (or the lower res version if preferred for better performance) and install with MO.
##### Hectrol Vintage Radio Deluxe HighRes Retex
MedRes

Another great Hectrol retexture.

LowRes
• Author: konji
• Version: v1.00
• Notes: Higher res (512x512), weathered bobbleheads in white or black
• Installation: Get the main file and use manual option when installing with MO.

Uncheck one of the versions (white or black) and drag the meshes folder to the checked selection. Right click the checked version and select Set data folder, the click OK

MedRes
• Author: Jokerine
• Version: v1.1
• Notes: Weathered version of the bobblehead display.
• Installation: Get the main file and install with MO.
##### Collision Meshes
• Author: KaneWright
• Version: beta_05_oct_2017
• Requirements: UPDATED Unofficial Fallout 3 Patch, Precision Collision - Clutter, Better Booze, and Fallout Food Package Retexture Compilation when the optional files are used
• Notes: This mod changes the collision meshes of many game static items, making them much smaller.
• Fallout NV Equivalent: Collision Meshes by MadAce and KaneWright
• Installation: Get the main file (1.52) and install with MO. Get the update CollisionMeshes FO3 1.5.2 to Beta_05_oct_2017, and the optional files BetterBoozeFix, FalloutFoodPackageRetextureCompilationFix, PrecisionCollisionClutterFix' and use [Merge] when installing to combine with the main mod in MO.
##### Semi-transparent Door Glass
• Author: KaneWright
• Version: 1.0
• Fallout NV Equivalent: Semi-transparent Door Glass
• Notes: This mod makes the door window and small window under door semitransparent for vanilla doors (but not for mods that add doors with windows).

### Using Fallout New Vegas Mods for High Resolution Clutter, etc.

Even the mods listed above only provide improved resolution textures for a portion of the objects in Fallout 3. For those with sufficient VRAM, a few Fallout New Vegas mods can be used to provide high resolution versions of items. The following is a list of mods with such textures. Some of the mods need some small packaging changes before use in Fallout 3. Remove all the folders that are Fallout NV specific, and if a texture duplicates an existing high resolution Fallout 3 mod textures then don't use that texture from the New Vegas mod. The NMC texture mod and a few other texture replacers in this guide include many but not all the textures in the mods below, but the versions in the mods below might still be preferred if enough VRAM is available:

Some useful high resolution textures can be found in:

HighRes
 File Tree: Install only the following textures\clutter\junk\NukaColaCap*.ddsmeshes\clutter\junk\nukacolacap.nif

This mod has a larger variety of high resolution holodisk replacements than those available in FO3 mods. To use it choose and download one of the three variants (aluminum, dirty, or iron); aluminum ones seem best. The file includes a folder @option - colors with 3 color variations that can be used instead of the textures\clutter\holodisk\holodisk.dds; if one of these options is used rename it and replace the current texture in the mod.

 File Tree: Install using manual option in MO, select only the following textures and meshes (those used in FO3) textures\clutter\questitems\tenpennyrugs01.dds textures\clutter\office\folder01.dds textures\clutter\office\folder01_n.dds textures\clutter\junk\whetstone.dds textures\clutter\junk\whetstone_n.dds textures\clutter\holodisk\passcard01.dds textures\weapons\1handminedrop\1stpersonbottlecapmine.dds textures\weapons\1handminedrop\bottlecapmine.dds meshes\clutter\office\folder01.nif
MedRes
HighRes

This mod provides a large set of Fallout textures and meshes. Versions at three resolutions are available. Choose one of the Ojo Bueno Texture Pack for FNV files based on system capabilities and download. There have been some initial comparisons of these with mod textures from other mods in this guide. If this mod is used the recommended priority (installation) order for this mod is either just before or after NMCs_Texture_Pack_for_FO3 depending on which mods textures are preferred when there are conflicts. The NukaCola-Ojo.esp is optional; it apparently allows the Nuka Cola machine to be destroyed. .

 File Tree: Unselect during installation or remove after installation the following FNV-only and non-preferred textures and meshes: meshes\architecture folder meshes\clutter\junk folder meshes\clutter\nvwoodbarrel folder meshes\clutter\school folder meshes\clutter\questitems folder meshes\clutter\vendingmachine folder except nvendingmachine.nif meshes\creatures folder meshes\landscape folder meshes\scol folder meshes\vehicles\deathcar.nif meshes\vehicles\nv_truck.nif textures\architecture\goodsprings folder textures\architecture\nipton folder textures\architecture\noso folder textures\architecture\novac folder textures\architecture\paradisefalls folder textures\architecture\repcon folder textures\architecture\westside folder textures\clutter\billiards\pooltable_m.dds textures\clutter\fence folder textures\clutter\jukebox\jbscreen_n.dds textures\clutter\junk\gscrate.dds textures\clutter\junk\sscratetall.dds textures\clutter\junk\sscratetall_n.dds textures\clutter\mojaveexpress_dropbox folder textures\clutter\nvwoodbarrel folder textures\clutter\questitems folder textures\clutter\ssvendingmachine folder textures\clutter\dinotoy.dds textures\clutter\dinotoy_n.dds textures\creatures folder textures\dlc04 folder textures\dlcanch folder textures\effects folder contents except shinybright_e.dds, shinydull_e.dds textures\electrocity folder textures\Landscape folder (if desired; some users prefer the landscape textures from other FO3 mods in the guide) textures\Landscape\lod folder textures\Landscape\nv_rocks folder textures\Landscape\roads\roadwasteland01_lod.dds textures\Landscape\roads\roadwasteland01_lod_n.dds textures\Landscape\roads\roadwastelandstrip01.dds textures\Landscape\trees folder textures\Landscape\asphaltstrip.dds textures\Landscape\limestone*.dds textures\Landscape\muck*.dds textures\Landscape\scrubdirtstripgreennv01.dds textures\Landscape\scrubdirtstripnv01.dds textures\terminals folder textures\vehicles folder (NMC vehicles are better)

Thanks to Garda for contibuting to the list of exclusions, and to cstarkey42, drav666, and Adonis_VII for some initial texture comparisons

If desired, choose one of the Vending Machine update files and install

## Ewww! Gross!

"It's a bad one...I think you better send over the video camera..." - U.S. coast guard

Some like lots of gore in the game and others, well, just don't. This section features optional mods for both; most users won't use either of these. There are mods to provide higher resolution gore and blood, as well as a few mods that reduce how much of these you will see (these, unsurprisingly, are lower resolution). Choose one optional subsection or the other (or leave the game as it is)! The game itself allows setting the level or gore, but these add some better graphics to support it.

### Yes, I can handle the truth!

If these aren't enough gore and blood for you, you're one sick puppy!

##### Retex_Gorycorpseparts
Optional
HighRes
• Author: kj666
• Version: v01.0
• Notes: Gory corpses with much better resolution.
##### Retex_Brahmincorpsetrap
Optional
HighRes
• Author: kj666
• Version: v0.9
• Notes: Brahmin corpses in traps at high resolution.
• Installation: Get normal or rotting (double ewww) main file and install with MO.
##### Enhanced Blood Textures v2_22b
Optional
LowRes
• Author: dDefinder
• Version: v2.22b
• Fallout NV Equivalent: Enhanced Blood Textures for NV v2_22c , expanded version of the FO3 mod for FNV.
• Installation: Get the merged plugin version (currently version 1.2) of Enhanced Blood Textures from the Paradox Ignition page. This version provides a single merged plugin which merges all the plugins. Install the main file When installing choose one of the folders in the 'More Gore FWE" folder. The More Gore + DLCs + FWE option is recommended, but users may prefer reduced or greater effects can select one of the alternate options. Note that the plugin provided by all of the options ncludes at least some of the optional gore-related plugins; if even less gore is desired the original mod can be used at the cost of more plugins.

Probably the only blood mod for Fallout 3 that matters, but it can cause performance problems with some older laptop and desktop systems due to a significant increase in VRAM and script usage over short time periods.

##### Retex_Gore
Optional
HighRes
• Author: kj666
• Version: v0.9
• Notes: Gore with much better resolution.

### Did I tell you that I faint at the sight of blood?

##### Gore No More
Optional
LowRes
• Author: Arwen_Eve
• Version: v1.1
• Fallout NV Equivalent: No Gore , similar FNV mod by a different author.
• Installation: Get Gore_No_More main file and install with MO.

Greatly reduces the amount of gore in game.

##### Less Blood - Better Decals
Optional
LowRes
• Author: Arwen_Eve
• Version: v1.0
• Installation: Get Less_Blood main file and install with MO.

Greatly reduces the amount of blood in game.

## In the Wasteland No One Can Hear You Scream

Oh wait... that's space. Anyways, there are some annoying sounds in the wasteland, but this section will help with that.

##### Proper Power Armor Footsteps
• Author: Plecy
• Version: v1.0
• Notes: adds six new replacement sounds that sound more like heavy armor footsteps
• Fallout NV Equivalent: Power Armor Soundified, related mod that provides pneumatic-sounding power armor footstep sounds in FNV. There are also other similar mods in FNV.
• Installation: Download the main file, and start the installation with MO. Decide which version is desired, the -5 decibels version or the standard version. Expand the desired version and then right click the Data folder in the mod and select Set as data folder. Complete the MO installation.
##### Ambient Wasteland 2
• Author: Leviathan1753
• Version: v1.1
• Fallout NV Equivalent: Ambient Wasteland 2 port to FNV of FO3 mod.
• Notes: The WAV version is the best solution for Audiophiles, sorry no FLAC. The MP3 version is the best solution for everyone else.
• Installation: Download the desired version and install with MO. If the WAV version is used, after installing the main file with MO install "Ambient Wasteland 2 Wav Patch" using [Merge].

Adds many new ambient sounds to the wasteland.

##### Sounds From The Wasteland (aka eerie ambient)
• Author: ncrlover
• Version: v1.1
• Notes: This is intended to supplement Ambient Wasteland 2 by adding additional sounds not included in that mod.
• Installation: Get main file and install with MO.

More ambient sounds for the wasteland.

##### Home brewed sound pack
• Author: Meclizine
• Version: v1.2
• Notes: Additional sound effects replacers not in the other sound mods.
• Installation: Get main file and install with MO.

Deadmano recommends the following changes for sounds that are not as quite as good as what they replace:

 File Tree: Hide the following folders. sound\fx\fst\conc_broken\landSound\fx\fst\conc_broken\runsound\fx\fst\conc_broken\sneaksound\fx\fst\conc_broken\walk
 File Tree: Replace some sounds with other ones. Copy the run and walk sounds from the conc_solid folder into conc_broken and simply rename each sound to the conc_broken equivelant, i.e: conc_solid\run\left\fst_conc_solid_run_01.wav would become conc_broken\run\left\fst_conc_broken_run_01.wav etc.
 File Tree: Hide the following folders. sound\fx\fst\conc_solid\landsound\fx\fst\conc_solid\sneaksound\fx\fst\dirt\landsound\fx\fst\grass\sneaksound\fx\fst\gravel\sneak
##### Improved Sound FX
• Author: dDefinder
• Version: v1.3
• Notes: A rebalance of many weapon sounds and other game sounds.
• Fallout NV Equivalent: Improved Sound FX v0821 expanded port to FNV of FO3 mod.
• Installation: Get the main file "Improved Sounds FX v13" and if desired the Lower Gunshot Volume optional file. Install the main file using MO, then if lower volume sounds are desired install the optional file using [Merge].

After installation, Deadmano recommends hiding the following folders as the sounds are not as quite as good as what they replace

 File Tree: Hide the following folders in sound\fx\wpn\. alienblastergatlinglaserminigunmisslelauncherpistol_10mmpistol_10mm_silencedpistol22pistol32pistol44magnumpistollaserpistolplasmarifleassaultrifleassaultg3riflehuntingriflelaserriflelincolnsrifleplasmariflerailwayriflesmgriflesnipershotguncombatshotgundoublebarrelshotgunsawedteslacannonWMK
##### CRL9000 Sound Modification V046 - DLC Edition
• Author: Crawlius
• Version: v046
• Notes: The mod provides better quality weapon sounds for Fallout weapons.
• Fallout NV Equivalent: CRL9000 Sound Modification for New Vegas - V041, port to FNV of FO3 mod.
• Installation: Get the main file "CRL9000 Sound Modification V046" and optional "DLC Weapons Soundpack". For reduced volume sounds get the main file "CRL9000_Quieter_Edition_-_045-613" and optional files "CRL9000_Quieter_Edition_-_DLC-613" and "Incremental Update - 045 to 046". If the regular volume sounds are used the incremental update isn't needed.

Install the selected main file with MO, then install the optional file(s) using [Merge]. After installation, Deadmano recommends hiding the following folders as the sounds are not as quite as good as what they replace:

 File Tree: Hide the following folders in sound\fx\wpn\. alienblasterminigunpistollaser rifleassaultrifleassaultg3riflegaussriflelincolnsriflesniper
##### Fallout 3 - HD Audio Overhaul
• Author: Morwyn Kelm
• Version: v1.21
• Notes: HD background ambiance music and some HD sounds that many users like.

More and better quality ambiance music for the wasteland, alternative to the vanilla ones. You might prefer these.

## Gotta have my tunes!

Even after a war everyone still wants to hear the music they like. This section provides some mods with new or expanded radio stations.
The Fallout 3 Radio Stutter Fix section near the end of the guide discusses potential solutions for stutter in the Pipboy radio stations.

Core
• Author: Macabre Productions
• Version: v1.4
• Fallout NV Equivalent: CONELRAD 640-1240 - Civil Defense Radio, port to FNV of FO3 mod by same author.
• Installation: Get main file and install with MO.
If you upgrade to a new version you need to either do a clean install or reset the quest that this mod uses.
Open the console (using the ~ character).
Type in the console command "resetquest xx000EA6" without the quotes, replacing xx with the plugin index of the mod.


Great list of songs that fit right into the Fallout universe.

##### GNR Enhanced
Core
• Author: Raptre
• Version: v1.2
• Notes: Adds 100 new songs and some bug fixes (many not in the Unofficial Fallout 3 Patch) & enhancements for the GNR story line
• Installation: Get main mod and update, install main file with MO and update using [Merge]

You don't want to miss your favorite DJ ,do you?

Optional
• Author: tortured Tomato
• Version: v2
• Notes: Have not looked at or listened to ingame. Has an ingame menu, this may need to be remapped.
• Radio Active - Core Files ENG v2
• Compilation A
• Compilation B
• Compilation C

Remapping the M key (taken directly from the mod page)

1. launch the game with FOSE
2. open the console ( ~ or ^ )
3. type in ' Set RAMKey to Number ', without the quotes
4. For the Number enter a valid key-number you found here -> use the Dec values
5. test the new key to ensure that the menu is working (if not, you may have to reload a savegame)
Example
For assigning the menu key to L, type ' Set RAMKey to 38 ' into the console

Early to Mid-1900s classic music. Should fit Fallout very well.

Optional
• Author: roquefort
• Version: v1.00

Yet another Early to Mid 1900s classic music. Hishutup feels that classic music fits Fallout very well.

## Gameplay

The mods add to game immersion and fun.

##### Anchorage Holotapes
• Author: pitabox987
• Version: v1.1
• Notes: Adds some holotapes in the Anchorage DLC that were cut.
• Installation: Download Anchorage VSS Facility Holotapes for the full set of cut holotapes or VSS Facility Reconstructed Audio Log to get only the holotapes that don't contain significant violence. Iinstall with MO.
##### Armor Repair Kits
LowRes
• Author: Antistar, FreedomFighter4
• Version: v1.0.1
• Requirements: FOSE
• Fallout NV Equivalent: Armour Repair Kits equivalent FNV mod to FO3 mod.
• Installation: Use manual installation and uncheck Armor Repair Kits - FO3.esp during installaiton.

Allows player to repair armor just like weapons. Fixes up the equipped piece of armor with the lowest condition. Finally available for FO3!

##### Better Balanced Backpacks
LowRes
• Author: Chesko
• Version: v1.1
• Notes: Adds backpacks, using the Blackhawk textures, balanced for use with the harshest weight setting of FWE. These are sold at a shack in Springvale; pack selection depends on player level.
• Fallout NV Equivalent: BlackWolfBackpacks New Vegas closest equivalent FNV mod, doesn't include the same balancing
• Installation: Download and install the mod with MO, the "fomod folder should be deleted.
##### Delay DLC
Cleaning
• Author: 4th of Eleven
• Version: v1.0
• Fallout NV Equivalent: Delay DLC - TTW, equivalent FNV mod to FO3 mod.
• Notes: This mod reduces the size of the region over which you receive messages about starting the DLC. One user had a problem with the plugin for The Pitt DLC; the detection radius was too small and it didn't reliably add the radio signal when the player character was close.
• Installation: Install "Delay DLC". Double clicking the mod and moving Delay ThePitt + Anchorage.esp and DelayThePitt.esp to Optional ESPs is recommended so these plugins aren't used.
##### Brahmin Dairy Products - FWE
LowRes
• Author: Smosh and DanielCoffey
• Version: v2.3
• Requirements: FWE - FO3 Wanderers Edition (this mod expects this to be used)
• Notes: Adds milk, cheese, smoothies, and cheesecake from Brahmin to the game. This version of the mod is rebalanced for use with the Primary Needs functions in FWE. The original Brahmin Dairy Products mod is not needed when using this mod.
• Installation: Get main file and install with MO.
##### J3Xified Driveable Motorcycle
Optional
Cleaning
• Author: J3X (original mod by VeliV)
• Version: v0.3.5
• Notes: Add a drivable motorcycle that can be used to travel rapidly through the wasteland vs. using the game's Fast Travel or the optional FWE-provided motorcycle.
• Installation: Download the main file and update. Install the main file, then install the update using [Merge].
##### Old Barkskin
Optional
• Author: daisho
• Version: v1.0
• Notes: This mod changes the perk Barkskin´ from the quest in Oasis to match the Fallout 3 Collector´s Guide.
##### More Perks
Core
• Author: dree74 aka Kyung-Bum Lee
• Version: v2.3.7
• Fallout NV Equivalent: More Perks, follow-on mod for FNV
• Notes: The Early Training perk doesn't seem to work properly; the Anchorage DLC provides Power Armor training so this perk isn't especially important.
• Installation: Get the main file, the five DLC optional files, and "More Perks Req 1_3_5" optional file.

Install the main file, the five DLC optional files, and "More Perks Req 1_3_5" optional file. Make sure each mod goes into "More Perks" and select [Merge] when asked.
In Mod Organizer's left pane double-click the mod and in the pop-up box select the Optional ESPs tab.
Move all the plugins into the Optional ESPs box.  There should be no plugins left from this mod after following the above directions.
The next mod will install a merged ESP for the More Perks mod.


This excellent mod will give many new perks to players that are every bit as good or better than the vanilla perks.

##### Paradox Ignition presents More Perks
Core
• Author: Paradox Ignition (robert01 and hairylegs222)
• Version: v1.0 (Sept. 27, 2014 version)
• Fallout NV Equivalent: More Perks Merged, (one of the files on the NVEC page) equivalent mod for FNV by same author (hairylegs222)
• Installation: In the Files tab of the "Paradox Ignition presents The Mergers" page get the More Perks Merged file and install with MO using [Merge] into the More Perks mod above.

Merged plugin version of More Perks from the mod above. Reduces load order immensely.

##### Simply Uncut
Optional
• Author: kvatchcount
• Version: v1.4
• Notes: This mod adds NPCs, weapons, armor, and a schematic that were cut before Fallout 3 was released. Some of these cut items and NPCs are also added by [[#Marts Mutant Mod - RC 62|Marts Mutant Mod - RC 62], FWE - FO3 Wanderers Edition, or EVE - Energy Visual Enhancements.
• Installation: Download and install the main file with MO. To avoid issues with other mods that also add this cut content the load order for this plugin should before any ESP plugin for the three mods listed above. This can be done by having it load before FO3 Wanderers Edition - Main File.esp. The userlist.yaml will be modified to include this as a LOOT rule.
##### Crowded Cities Redux
• Version: 1
• Notes: The original Crowded Cities mod creates over 70 different Wastelander NPCs who spawn all over the settlements. This version of the mod repairs some problems with the original mod.
• Installation: Get the Crowded Cities Redux v1 file from the The Wasteland Patch Collection page and install the main file with MO.
##### Wasteland Guards aka DC Defence
• Author: djmystro
• Version: 2.0
• Notes: This mod adds over 50 guard NPCs spread around settlements and towns to protect the inhabitant NPCs.
##### UF3P - Exotic Caravans
• Author: Alo Bautist
• Version: 3.0
• Notes: This mod provides additional protection for the trader caravans that roam the wasteland.
• Installation: Download the main file and install one of the two esm plugins with MO. The standard version is recommended; the other version makes the guards unkillable. Both plugins include changes for compatibility with Project Beauty.

#### Choose only one of the next three Metro Map mods

All of the Metro map mods below have some flaws. A Useful Metro Map shows the entrance locations and has fairly accurate locations for the stations, but reveals way too much information about alternate paths between stations that can break immersion. Metro Map Replacer has the look and feel of actual Metro maps, but station locations can be inaccurate and the entrance locations are not shown so navigating between places in the game often requires drawing a separate paper map that adds the details not available in this map. A Decent Metro Map, like Metro Map Replacer, looks a lot like actual DC Metro maps. It has more information and a few small spoilers (e.g., Irradiated Metro) but doesn't include some of the major paths between stations that didn't exist before the bomb like A Useful Metro Map does. One option would be to start the game with the A Decent Metro Map or perhaps Metro Map Replacer, and after discovering most of the station entrances and alternate paths between stations replace this mod with the A Useful Metro Map if needed to avoid having to draw a paper map.

##### A Decent Metro Map
Optional
MedRes
• Author: arzoni
• Version: v1.0
• Notes . It has more detail
##### A Useful Metro Map
Optional
MedRes
• Author: krimin_killr21
• Version: v1.2.1.2
• Notes: The only Metro map that shows all the subway entrances and station locations with reasonable accuracy. Unfortunately it also shows the alternate paths between stations added after the bomb, which can break immersion.
• Installation: Get Version 1_2_1_2 - Realistic Version and install with MO.
##### Metro Map Replacer
Optional
MedRes
• Author: Pitchblend
• Version: v1.01
• Notes: The only Metro map mod with the look and feel of the maps in actual Metro stations. The stations locations on this map are not exactly where they are in game, and it doesn't show above ground entrance locations. With this map it can be very difficult to determine how to get to places in DC.

### Marts Mutant Mod and Associated Mods

##### Marts Mutant Mod - RC 62
Optional
MedRes
• Author: Martigen
• Version: v1.oRC62
• Notes: This excellent mod makes creatures and NPCs use better AI. Many of the better compatibility patches listed in the guide require that this mod is used, so it is recommended that it be used. The default MMM parameters make the game significantly more difficult, but these can easily be changed. MMM adds better Creature/NPC AI as well as much tougher creatures/NPCs. It is, however, very configurable and by setting most of the configurable parameters close to the vanilla game settings it is possible to use MMM to provide an improved game without making the game excessively difficult.
• Installation: Download the main file "Marts Mutant Mod 1-RC61 FOMOD Ready" and the update file with some replacement plugins "MMM-6_2-update".
Install the main mod with MO; it should handle the MMM fomod. This mod has MANY options, so it is recommended that the user first read the "README - Mart's Mutant Mod.txt", "README - Mart's Mutant Mod - Increased Spawns.txt", and "README - Mart's Mutant Mod - FAQ.txt" to determine how to configure the mod. After the main mod is installed, install the update with [Merge] to overwrite the replaced plugins.
Double click the mod in the left pane of MO and move the following plugins into Optional ESPs; these aren't needed since they are included in the merged plugin in the next mod that is installed or else they are covered by FWE:
Mart's Mutant Mod.esm
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp
If Breeze's male body replacer is used also hide the following four files in the textures\MMMF3\characters\raider folder so these raider textures from the Breeze's male body mod will replace them:
upperbodymaleTAT1.dds, upperbodymaleTAT2.dds, upperbodymaleTAT3.dds, upperbodymaleTAT4.dds


This very popular mod is the premier mod in Fallout 3 for adding additional and varied enemies, created by one of best known mod creators. Unfortunately it was never ported to Fallout NV, much to the disappointment of its many fans. Install this optional mod if you want a significant challenge with tougher and more varied enemies and the system can handle the additional VRAM and scripting.

#### Mod Changes to Support MMM

Changes and/or patches need to be made for several mods in the guide when MMM is used. The changes or patches are described in the entries for each of the affected mods:

#### MMM Support Mods

The rest of the mods in this subsection are needed if MMM is used; they are labelled optional only for those not using MMM.

##### Paradox Ignition presents Marts Mutant Mod Merged
Optional
• Author: Paradox Ignition (robert01 and hairylegs222)
• Version: v1.3
• Requirements: Marts Mutant Mod - RC 62
• Notes: Merged plugin for Marts Mutant Mod above. MMM cannot be used without this plugin.
• Installation: Before the updated mod is installed the author suggests going to an interior space and waiting four days, then create a saved game and exit (If this is part of an initial installation of MMM this does not need to be done.).

Install with MO. This can be combined with the original mod by using [Merge] during installation or it can be installed as a separate mod.

##### MMMF3 Type3 Raider Texture Fix
Optional
MedRes
• Author: EmeraldReign
• Version: v1.0
• Requirements: Marts Mutant Mod - RC 62
• Notes: Replacement for some MMM mod female raider textures using textures from the Dimonized Type3 Body (above).
##### Alternate Female Raider Skins for Type3 - TypeV - MMMF3
Optional
MedRes
• Author: Volek
• Version: v1.0
• Requirements:Marts Mutant Mod - RC 62
• Notes: Replacement for some Dimonized Type3 Body female body textures for MMM with dirty or tattooed textures.
• Installation: Choose either the base skin or tattooed skin file and install with MO.
##### Zeta Turret and Drone Karma Fix
Optional
• Author: DeJuanNOnley
• Version: v1.1
• Requirements: Marts Mutant Mod - RC 62
• Notes: UUF3P includes the vanilla version of this mod. This version provides the MMM changes for support drones.
• Installation: Install with MO. When the FOMOD window is shown choose the MMM merged version of the mod.

## Compatibility Patches

I didn't sign up for this. This is someone's bullshit political agenda. Who authorized this? - Jack Ryan.

But you must persevere to the end, knowing that only then can you proceed with your head held high!

You didn't really think that after installing so many mods you wouldn't need to add a bunch of compatibility patch mods, did you! Seriously? Just be happy that almost all the compatible patches you need are already available! Many of them weren't available until years after the game was released.

Now you probably think that when these are installed all the compatibility issues will be fixed. This is where the pointer to the xEdit manual is usually provided so you can learn how to build additional compatibility patches (in case you forgot to ask it's here)
The end of this section has a list of which patches in this subsection are used for different combinations of Fallout 3 mods. The patch mods listed cover many but not all of the incompatibilities. Weapon mod compatibility is especially challenging with WMK, RH_Ironsights, Impact and various retexture mods making changes across the records in the weapon objects and in the meshes of the weapon models.

### Patches

##### Ammunition Schematics for FWE-WMK-CRAFT-Full CalibrV1_4
Core
Cleaning
• Author: Highlander4242
• Version: v1.30
• Requirements: FWE - FO3 Wanderers Edition (includes CALIBR), Weapon Mod Kits , CRAFT
• Notes: Provides compatibility so ammunition for FWE and WMK weapons can be created at a workbench.
• Installation: Download and install "CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3" mainfile with MO. Either remove the Calibr.esm plugin during installation or after installation move this plugin to Optional ESPs in MO.
##### PPA and FWE Armor Balancer
Cleaning
• Author: lanceuppercut47
• Version: v1.5
• Requirements: Powered Power Armor, FWE - FO3 Wanderers Edition.
• Notes: Provides compatibility between PPA and FWE so the PPA armor stats are more consistent with those of FWE armor.
• Installation: Download and install "PPA-FWE-Balance_1point5" with MO. After installation move PPA - FWE TalonExtraArmor.esp to Optional ESPs unless the Expanded Talon Company mod is used.
##### Dragonskin armor for FWE v2014
• Author: Ghostwise
• Version: v1
• Requirements: FWE - FO3 Wanderers Edition., Dragonskin Tactical Armor
• Notes: Modifies the statistics of the gear in Dragonskin Tactical Armor for better balance with the armor in FWE.
• Installation: Download and install Dragonskin_for_FWE_2014 with MO. After installation open xEdit and select the Dragonskin_for_FWE_2014.esp plugin then select [OK]. Click the + sign next to Object Effect to see the records. Remove FormID xx01EE9C where xx is the plugin index.

This record reduces the carrying weight of the Combat Backpack from Dragonskin Tactical Armor. Overly harsh restrictions on carry weight and unfortunately encourages many players to use Fast Travel to a player home to manage inventory. Frequent use of Fast Travel will eventually cause game stability problems.

##### T3TForFWE
• Author: The 3rd Type
• Version: v1.0
• Requirements: FWE - FO3 Wanderers Edition. (includes CALIBR), Zealotees MP5 Pack, SVD Dragonov
• Notes: Balances statistics of Zealotee's weapons mods for compatibility with FWE version 5. Some work is needed to update some of the parameters for better compatibility with FWE 6. For the Adaptive Combat Rifle a test version of ACRforFWE is available FO3 Guide Test Plugins that includes changes to support using the ironsights from RH_Ironsights with the ACR, and also some small changes in weapon statistics for better consistency with those of weapons in FWE 6.03 as well as other weapon mods.
• Installation: Download and install ZLArmsForFWE with MO. In the left pane of MO double click the mod, select the Optional ESPs tab, and move ACRforFWE.esp to Optional ESPs. If the alternate version of ACRforFWE is used install it and use the plugin.

To maintain compatibility with RH_IronSights - FOSE xEdit can be used to add records to a compatibility patch that loads after this mod (this is typically done as part of an overall manually created compatibility patch that loads just before the bashed patch from Wrye Flash):

xx000ea7 MP5A4 SMG - DNAM - Flags1 - remove the Don't Use 1st Person IS Animations
xx000ea9 MP5K SMG - DNAM - Grip Animation - change back to Handgrip1 instead of DEFAULT
xx000eaa MP5SD5 SMG - DNAM - Flags1 - remove the Don't Use 1st Person IS Animations


where xx is the plugin vload index for the ZL-MP5 plugin from the Zealotlees MP5 Pack mod. (thanks to DanielCoffey for these changes) A plugin that includes these changes, ZL-MP5_fix.esp is included in the downloadable FO3 Guide Test Plugins. Load the plugin just before the Bashed Patch, then run Wrye Flash and the plugin will be deactivated and its data will be included in the Bashed Patch.

##### 20th Century Wpns -Plus- Reborn for FWE 603 ...
Optional
Cleaning
Optimize
• Author: Highlander4242
• Version: v1.73RC
• Requirements: FOSE, 20th Century Weapons, FWE - FO3 Wanderers Edition (including CALIBR installed as part of FWE), eXcalibr - ammo eXpansion pack
• Notes: Provides compatibility among 20th Century Weapons, FWE, CALIBR, and eXcalibr Munitions. This patch is listed as optional since it is not needed by those not using the main 20th century weapons mod. The patch plugin has a few bad entries but these don't seem to significantly affect the bashed patch, but don't expect all weapons to behave properly. The full name of all the mods in this section are quite long and can cause problems during installation if the full name of the mod file is used as the mod name in MO; using a shorter version of this name during installation is recommended.
• Installation:
1. Get the "20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_Full_Version" main file and the update 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_HotFix-Update-3.
Install main file with MO, and install the update file into the same mod folder (using [Merge]). None of the plugins are needed ( The next mod includes updated versions of the records from the main plugin.) so they can all be moved to the Optional ESPs folder.
Four of the plugins can be deleted if desired (Calibr.esm and plugins with Alive(Chinese Ghoul), ALIVE (Test Container) and ALIVE(SuperMutant) in the name)
After installation right click the mod in the left pane of MO, select Open in explorer, and copy the Fx folder in Sounds to the Sound folder where it will be merged with other sounds. Close the explorer window.
Double click the mod in the left pane of MO, select the Filetree tab, and open the textures\weapons folder.
Also Hide the 2handrifle folder.
2. If the "RH Ironsights" mod is being used also get the optional additional "20th_Century_Weapons -Plus- Reborn_v1_70RC-18668_Ironsights_v1_1_Full_Version". The update is no longer needed since it is included in the next mod.
Install the main file as a separate mod with MO, then double click the mod and move the plugin to "Optional ESPs". The next mod includes updated versions of the records from this plugin.

##### 20th Century Weapons Reborn eXCaliberized with additional patches
Optional
• Author: arahat
• Version: v1.00
• Requirements: FOSE, 20th Century Weapons, FWE - FO3 Wanderers Edition., Calibr v14, eXcalibr Munitions v2.3, RH_Ironsights - FOSE, 20th Century Wpns -Plus- Reborn for FWE 603 ...
• Notes: Provides some improvements to the abandoned 20th Century Wpns -Plus- Reborn for FWE 603 .. mod with improved FWE balance, better integration of xCalibr projectile graphics and stats, and an addon with 20th century weapons that were cut in the Reborn ... mod. It removes the need to include some of the plugins from the older mod. This patch is listed as optional since it is not needed by those not using the main 20th century weapons mod. There are still remaining issues with some of the 20th century weapons even when using this patch, althoguh it does make many improvements and fixes.
• Installation: Get the 20th Century Weapons Reborn xCALIBRized_StandaloneVersion (file 4), 20th Century Weapons Reborn xCALIBR With RHIronsights Patch (file 3a), and 20th Century Weapons Reborn - Cut Weapons addon (file 5) files. Install the file 4 with MO, then install the other two files either to their own mod or to the same MO mod by using [Merge]. If installed separately, File 3a should be higher in load order (load later) than File 4 so that the 20th Century weapons with RH_Ironsights compatible models (meshes) will be available in the game.
##### The Wasteland Patch Collection

Since the patches are loaded after the bashed patch to prevnt problems with Wrye Bash, any FormID list or Leveled List subrecords from other mods not included in lists contained in the patches will need to be manually inserted into these lists with xEdit or they won't be used. Pne example of this is that the Zealotlees ACR won't be in the list of weapons available to Supermutants. The TWPC patches add all the plugins needed by a patch to the list of master plugins for a patch even though some of these are not actually master plugins. This was done to help users remember which plugins are needed for use of the patch even through some aren't actually master files. This has unfortunately caused a lot of confusion among users of the patches. These show up in MO when you right click the plugin in the right pane of MO. Some of them like diff.esp are not actually masters so the game itself ignores this addition. Since they are not actually masters the game itself will ignore this addition. If desired, open a TWPC plugin in xEdit, right click and use the Clean Masters command it will remove these falsely-labeled master plugins that are not actually masters. There is no need to try to add these additions elsewhere with Wrye Flash or xEdit. These falsely-labeled master plugins can safely be eliminated (if desired) when merging plugins with Wrye Flash or in the plugins included when using the Merge Plugins utility.

• Installation: Download The Wasteland Patch Collection V1.4 and use the Fomod window to install selected patches. The patches to use depend on which mods are installed. The STEP patch at the end is the most comprehensive patch in the collection. To use it, and thus get the most benefit from the collection, requires that several options in this guide are installed.

Some users prefer to not use 20th Century Weapons since there are so many weapons added, and because there are problems with some of the weapons. Until Deadmano provides an alternate version for some of the major patches in TWPC, a patch that includes 20th Century Weapons can be installed. The plugins from the 20th Century Weapons mod also need to be installed temporarily; after the editing they can be removed. Open xEdit and select only the desired patch. After xEdit' loads any record in the patch that includes a master record from 20th Century Weapons can be removed. When all of these records are removed, run the Clean Masters command in xEdit on the patch plugin and the master reference to 20th Century Weapons will be removed. As mentioned, this will require having the 20th Century Weapons plugin installed while editing with xEdit, but once this is complete it can be disabled.

The FOMOD choices in the example below are based on installing all the mods and optional mods in this guide covered by The Wasteland Patch Collection. If some of the mods in the guide are not installed information is provided on how to modify the choices. Don't check a box unless all the mods mentioned for the box aren't installed. Even then some boxes are unchecked because another larger patch already includes all the necessary changes.

 FOMOD InstructionsThe Wasteland Patch Collection Options Options 20th Century Weapons Reborn eXCaliberized Patches 20th Century Weapons Reborn eXCaliberized Patches Select none unless using 20th Century weapons but not the Cut Weapons 20th Century Weapons Reborn eXCaliberized - Cut Weapons Patches 20th Century Weapons Reborn eXCaliberized - Cut Weapons Patches  20CWRECW + WMK + R1FWC + UUF3P + FWE (If 20th Century Cut Weapons are used) Next Options Options Better Balanced Backpacks Patches Better Balanced Backpacks Patches  BBB + UUF3P + FWE Boulevard of Broken Dreams Patches Boulevard of Broken Dreams Patches  (select, guide includes mod) Breezes FO3 Males Patches Breezes FO3 Males Patches Don't select (guide uses mod but not the plugin) Better River City Church Patches Better River City Church Patches  (select, guide includes mod) Bornagain Fo3 Outcast Patches Bornagain Fo3 Outcast Patches  BFO + MMM + EVE + UUF3P + FWE (Select based on whether MMM &/or EVE optional mods installed) Brahmin Variant Redux Patches Brahmin Variant Redux Patches  (select, guide includes mod) Chems and Med Re-Texture Pack Patches Chems and Med Re-Texture Pack Patches  select, guide includes mod) Clean Pure Water Mod Patches Clean Pure Water Mod Patches Don't select, mod not used in guide Descriptive Icons for Fallout 3 Patches Descriptive Icons for Fallout 3 Patches Select only if STEP Patch (at end of patch list) isn't used DC Moods Patches DC Moods Patches  (select, guide includes mod) Georgetown Expansion Patches Georgetown Expansion Patches  (select, guide includes mod) Human Flesh Addiction Patches Human Flesh Addiction Patches Don't select, mod not used in guide HD Real World Water Patches HD Real World Water Patches Don't select, mod not used in guide K9 Breeds Patches K9 Breeds Patches  K9B + MMM + UUF3P + FWE (assuming MMM is used, otherwise use other patch) Marts Mutant Mod Patches Marts Mutant Mod Patches  (select, guide includes mod) Plasma Rifle Awesomized Patches Plasma Rifle Awesomized Patches Don't select, patch uses different version of plugin than the one used in guide Point Lookout Reborn Patches Point Lookout Reborn Patches  (select both patches, guide includes mods) Radioactive Bites and Stings Patches Radioactive Bites and Stings Patches Don't select, mod not used in guide Realistic Lighting (Paradox Ignition Merged) Patches Realistic Lighting (Paradox Ignition Merged) Patches  (select, guide includes mod) Reillys Rangers Expanded Patches Reillys Rangers Expanded Patches  RRE + PB + FWE The Mantis Imperative Patches The Mantis Imperative Patches  (select, guide includes mod) Weapon Mod Kits Patches Weapon Mod Kits Patches Select only if STEP Patch (at end of patch list) isn't used Winterized DX Patches Winterized DX Patches  (WD+DIFF3+UUF3P+FWE Fallout 3 STEP Patches Fallout 3 STEP Patches Select if the associated optional mods are used, provides compatibility for a large set of mods in guide

As recommended, put all the selected TWPC patches at the end of the load order after the bashed patch. Don't use LOOT to sort these.

• If the Winterized DX and/or Bornagain Fo3 Outcast patches are used make sure they are lower in the load order than the STEP patch.
• If the Point Lookout Reborn mod is used set the load order to put the PLR-UUF3P-ISS patch plugin after the RIL-UUF3P-DM patch plugin to get the wasteland lighting from Point Lookout Reborn and In the Shadow of the Swamp mods

As suggested, merging the patches is an excellent idea to reduce the number of plugins. Note that someTWPC patches have a few conflicts with other TWPC patches.

### Conditional Patches List

Since determining which patch to use from the FOIP, RH_Ironsight patch, and Blackened choices below can be confusing, a list provided depending on which mods are used. The following list provides the name of the Blackened ,RH_Ironsights, or FOIP patches that should be used depending on mods used. Note, use the patches from only one of the rows below:

1. Mods: FWE, Project Beauty (Fallout 3 Redesigned):
Use patches from FOIP - Project Beauty and FWE
2. Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits :
Use patches from Fallout Interoperability Program - FOIP
• "FOIP - Project Beauty and FWE"
• "FOIP - Weapon Mod Kits and FWE 6-03"
3. Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits, RH_Ironsights:
Use patches from Fallout Interoperability Program - FOIP
• "FOIP - Project Beauty and FWE"
and RH_IronSights FWE- WMK compatible
• "RH_IronSights FWE- WMK compatible"
4. Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits, RH_Ironsights, MMM:
Use patches from Blackened
• "Blackened FWE - MMM - Project Beauty"
and RH_IronSights FWE- WMK compatible
• "RH_IronSights FWE- WMK compatible"
5. Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits, RH_Ironsights, EVE:
Use patches from Blackened
• "Blackened FWE - EVE - Project Beauty"
• "Blackened RH_Ironsights - FWE - EVE"
and RH_IronSights FWE- WMK compatible
• "RH_IronSights FWE- WMK compatible"
6. Mods: FWE, Project Beauty (Fallout 3 Redesigned), Weapon Mod Kits, RH_Ironsights, EVE, MMM:
Use patches from Blackened
• "Blackened FWE - MMM - EVE - Project Beauty"
• "Blackened RH_Ironsights - FWE - EVE"
and RH_IronSights FWE- WMK compatible
• "RH_IronSights FWE- WMK compatible"

### Conditional Mods

Determine which and what patches to install from the list above.

##### RH_IronSights FWE- WMK compatible
Core
Cleaning
• Author: stabbycarrot
• Version: vlatest
• Requirements: FWE - FO3 Wanderers Edition., Weapon Mod Kits, RH_Ironsights - FOSE (original version or the recommended Paradox Ignition merged version).
• Notes: This mod allow iron sights to be used with all FWE modded weapons without messing up their damage values.

This mod combines the "WeaponModKits - FWE Master Release" plugin from "FOIP - Weapon Mod Kits and FWE 6-03" and the "RH_WMK_Bridge" plugin from RH_Ironsights, so those two plugins are no longer needed.

##### Fallout Interoperability Program - FOIP
• Author: Mezmorki
• Version: various
• Notes: This mod contains patches for many of the most popular FO3 mods with conflicts.
• Requirements: Mods in this guide including FWE - FO3 Wanderers Edition, Weapon Mod Kits, and Fallout 3 Redesigned - Formerly Project Beauty HD
• Installation: If RH_Ironsights - FOSE is not used download "FOIP - Weapon Mod Kits and FWE 6-03" and install the WeaponModKits - FWE Master Release.esp patch plugin. If neither of the optional mods EVE or MMM is being used, download and install "FOIP - Project Beauty and FWE", otherwise use patches from Blackened for Project Beauty instead.
##### Blackened

There are 21 GMST ITMs in patches that include MMM, but these are used to make sure that MMM functions properly in spite of other mods that may also be used. Don't remove these. If EVE is used make sure that the Blackened RH_Ironsights - FWE - EVE patch is downloaded and installed.

• Installation: Choose and download the desired patches, including the Blackened RH_Ironsights - FWE - EVE patch if EVE is used and, if either MMM or EVE is used, download one of the other patches that includes FWE and Project Beauty. Install the desired patches with MO; if multiple Blackened patches are used the installation order doesn't typically matter, except make sure the Blackened RH_Ironsights - FWE - EVE patch (if used) is installed last.
• Cleaning Warning: Do not clean the ITM records from the patches that include MMM.

### Compatibility Patches for the CPD Guide

There are several compatibility patches for this guide in the FO3_Guide_test_plugins.7z file. The readme in this archive describes the available patches and how to use them. More plugins will be added to this file, and when this happens there will be a changelog entry. This archive file was last updated on February 10, 2018.

## User Recommended Mods

This section will include a list of forum user recommended mods that other users may want to include in their game. The mods included in this section will either be reasonably lore friendly (e.g., the textures included are not too clean) but don't quite fit the criteria for inclusion in the main guide, or have not yet been sufficiently tested for inclusion in the guide.
Quieter Nuka-Cola Sign;
Beards of Fallout;
Whats Your Brand - cigarette texture megapack;
Helmet POV; Project Nevada (FNV) style overlays and visual effects
Helm Pov 2; Project Nevada (FNV) style overlays and visual effects
Rustic Grass - Retexture, alternative to Flora Overhaul
Pistols Fix for RH_Ironsights;
New posters billboards and more;
Alternative Megaton Lighting,
Proper Drinking at Sinks;
Metal Boxes Replacer; replaces metal boxes with cardboard boxes
FCM - Final Courier Mod;
Wasteland Grave Digger;
Billboard Camps, location mod;
Vault 101 Revisited-James Room;
Three Dog's Toaster, quest mod;
Thanks to dreamer1986, Garda, MagikMonster, MosAnted, nameerf, Turkeys, for these recommendations

Caustic's Recommended Mod and Utility List includes some recommendations that might be useful additions to the guide, at least for some users: Realistic Bullet Speed - WMK Supported
Echo_UseYourGloves; fixes glove visualization issue
Colored PipBoy screen-glow
Belt Feed Miniguns; improved minigum meshes and other resources

Some other recent mods that look interesting but have not yet been tested for inclusion in the guide include: Rockopolis 2.00 Fallout 3 Optimization Overhaul, primarily for those with low VRAM 10th Anniversary Overhaul ONE-STOP (10thAn), another approach to optimization for reducing the game's VRAM needs RH_IronSights_Cool_Lasers Cool Lasers HD 1_07 FWE_WMK_xCALIBR_compatibility_patch; adds the excellent xCalibr bullet models to many weapons in FO3, but using it will require a patch of a few subrecords in many records in some TWPC weapon patches Paradise Rising, additions and changes to Paradise Falls for increased immersion

## Merging Plugins

Typically Fallout 3 doesn't need to use merging of plugins to reduce plugin count. However, a few users have reported problems with the number of plugins in their game. This section will provide recommendations on which plugins are easiest to merge using Merge Plugins for those with this problem; note that most users do not need to merge any plugins.

The guide adds many location mods, because they add immersion to the game and usually do not add any compatibility problems. When choosing mods to merge these are unfortunately poor candidates. Merging mods with Navmesh records is much more complex than merging mods without these, so it is recommended that mods with Navmesh records not be included in merges.
Mods that introduce new FormIDs (e.g., items) are also poor candidates since the merge process will renumber these if needed.

There are several strategies for choosing mods that can be merged into a single plugin. The approach used in the merges starts with Mator's recommendations listed in this STEP forum post. One of the key implications of these recommendations applies to many mods that include a main plugin and one or more patch plugins; the main plugin is usually a master for the patch plugins. Mator's recommendation is that the main plugin should NOT be part of a merged plugin. Merge recommendations from many guides, but not the this guide, don't follow this recommendation by including the main plugins and patch plugins in a single merged patch.

Some small fix mods such as those in the Additional Fixes section are good candidates for merging. The Fallout NV guide, for example, recommends merges of a lot of these mods.

Some specific merge candidates that meet the above criteria (no navmesh records, no new or duplicated FormIDs) are the plugins for: ntro Street Bus and Dupont Alignment
#Megaton Clinic Reorganised\Megaton Clinic Reorganised
Scribe Yearling takes all Pre-War Books Council Seat Fix
Laurens Bathroom Poetry
Anchorage Holotapes
Fallout 3 Hirezd (flamer and minigun plugins)
Teaser Trailer Ruin
Point Lookout - Double Barrelled shotgun fix
Safe - Safe Regulator HQ
Delay DLC

Another set of candidates would seem to be the DLC plugins from mods that use individual plugins for each DLC, and mods that include a number of added optional plugins. Unfortunately some of these additional plugins use the same FormIDs as other additional plugins. Some of the relevant mods are:

The next recommendation will be for merging plugins from The Wasteland Patch Collection; these are a little harder to merge since there are conflicts among a few of the patches so the load order of the patches is important when merging.

# Post Installation

## Texture Optimization

Fallout 3 can benefit somewhat from optimization of both vanilla and mod textures. The FO3 textures use fairly simple compression (e.g., DXT1) for the most part, so optimizing the textures does not provide as much improvement as it does with Skyrim. Optimized Mod textures to reduce texture sizes can potentially be even more important for users with low and mid range systems that do not have a lot of VRAM available. Texture optimization for FO3 will be provided on separate pages, but for users familiar and comfortable with using DDSopt it is useful (but not critical) to perform the procedure is to ensure maximum performance and stability. Texture optimization has advanced significantly since Fallout 3 was released, and even using DDSopt for just replacing the mipmaps with better quality versions and changing texture compression to a more appropriate format can provide benefits. DDSopt isn't easy to use so many users will skip this. There is one mod on the Nexus that provides optimized vanilla textures, but it has not been evaluated.

If problems with textures occur after optimization is performed snap a screenshot and report it in the DDSopt thread or the F&L thread. This will make the process better since the offending textures can be added to the ddsopt.ini for exclusion.

First, follow the Fallout DDSopt Quick-start guide for vanilla texture optimization. There are still many vanilla textures not overwritten by mods in F&L, so optimization can help performance by correcting mip levels and saving textures in correct formats. Be sure to get the correct batch files for Fallout and not the Skyrim batch files. Currently Fallout batch files are at v2.8 and Skyrim are v2.77. Also, make sure to get the latest ddsopt.ini which is universal for all games.

The version 2.8 Fallout vanilla batch files remove more files from optimization than the previous batch file version. If the vanilla textures were previously optimized using the older batch files or manually using the DDSopt GUI it is not necessary to redo the optimization. Instead, do the following to remove the textures that should not or do not need to be optimized:

Make sure that Mod Organizer is not running
Move the six folders with optimized vanilla textures from the Mod Organizer\mods folder to a new Vanilla Extracted folder inside an otherwise empty working folder.
Download the batch files archive version 2.8 from the  Fallout DDSopt Quick-start guide .
Extract the 2_Fallout_Pre-optimization_NoSort_2.8.bat file to the working folder.
Run this batch file. A new Vanilla Optimizable folder will be created.
Move the six folders with optimized vanilla textures from the new Vanilla Optimizable folder back to the Mod Organizer\mods folder.
The working folder and its contents can now be deleted.


The six optimized archive files (or folders) of vanilla Fallout 3 textures from Fallout 3 GOTY should be loaded in Mod Organizer near the top in the installation (left) pane just after the cleaned vanilla Fallout 3 ESM files so the optimized textures overwrite the equivalent textures from the vanilla BSAs. Textures that were not optimized will be taken from the vanilla BSAs.

The Fallout DDSopt Quick-start guide also includes recommendations for optimizing some Fallout 3 mods to improve graphic quality and reduce GPU and VRAM usage. It also includes some batch files that may be useful to reduce some of the tedious steps involved in optimizing mods.

## Post Installation Checklist

"Let the Games Begin" (Patriot Games)

1. Run LOOT.
2. Create Bashed Patch

### Run LOOT

Open LOOT through Mod Organizer and sort the mod list. LOOT does not have Unrecognized Plugins since it uses computer algorithms to sort the files, but check the plugin order and use LOOT to look at conflicting plugins and to move plugins when needed. LOOT will remember these changes for future runs. The video LOOT : Load Order Optimisation (by GamerPoets)
is for Skyrim but the steps are the same in Fallout 3.

LOOT uses a file named userlist.yaml located in %USERPROFILE%\AppData\Local\LOOT\Fallout3 that contains any local changes to the LOOT masterlist. A version of this file for use with this guide is available here. The userlist.yaml file extracted from this download can be copied to that location, or if a user has already created entries in userlist.yaml the data in this file can be added to the existing userlist.yaml. The file for the guide includes recent updates to Bash tags and plugin cleaning needs, and some plugin order data designed specifically for users of this guide. The Bash tag and mod cleaning data will gradually show up in the LOOT masterlist, while the plugin order data will not as it is specific to this guide. The file for this guide will be updated frequently since a new script is available that makes identifying useful Bash tags much easier, so if you use this file check the guide to regularly to see if it has been updated. The most recent update was 2/3/2018. There may be a few plugins that are not yet in the masterlist. If a mod has a cleaning indicator in the guide and LOOT does not mention that one or more plugins need cleaning, it is recommended that the xEdit cleaning process is used on plugins in the mod in case they need cleaning.

The Bashed Patch is almost as versatile for Fallout 3 as it is for Oblivion. This means that many options exist to manage the merge of game objects into the Bashed Patch. Bash Tags provide information to Wrye Bash on which object types from a plugin should potentially overwrite objects from later loading plugins. Many of the plugins from mods in this guide have been added to LOOT with the appropriate bash tags, so these tags should shown in LOOT and be added to Wrye Flash. Unfortunately the current Wrye Flash doesn't read the LOOT masterlist to get bash tags.
Documentation on bash tags can be found in Section 5 of the Wrye Bash Advanced Readme. There are several ways to provide bash tags for use in Wrye Flash:

1. Manually copy the bash tags shown in the LOOT display into Wrye Flash. Run Wrye Flash through MO. Select a plugin and right click in the Bash Tags window in the lower right hand part of the Wrye Flash window. A list of all the allowable bash tags will be shown. Click on the tags desired; the selected ones will have a check mark beside the tag name.
2. Run FO3Edit using MO. Manually add the desired bash tags to the end of the SNAM field in the plugin header for each plugin for which tags are being entered. The tag format when entering it into the SNAM field in the header is is the tag name surrounded by two sets of bracer characters.
3. Run FO3Edit, select None and then checkmark the plugin to be evaluated. The Generate Tags for Wrye Bash script for FO3Edit can be used to determine all the bash tags that the individual plugin might need. If desired it can add these tags to the plugin header so Wrye Flash can directly read them. If changing the plugin isn't desired then note the tags and enter them into Wrye Flash using the manual approach described above.The script might add tags that shouldn't be added since they would cause Wrye Flash to overwrite records from some more desirable plugins, but in many cases this is not a problem.

For example, it is usually best to have only Fallout 3 Redesigned - Formerly Project Beauty HD use the Eyes, 'NPCFaces, R.Mouth, and R.Teeth, bash tags so the facial changes it provides are not overwritten. Of course, if mods are used that are suppoed to override these Project Beauty entries for selected NPCs then use these tags for those mods.

LOOT doesn't currently include bash tag recommendations for the DLC. It is recommended that bash tags be added to Wrye Flash manually for the DLC. Point Lookout should get one tag (Names) and Broken Steel should get several (Actors.ACBS, Actors.AIPackages, C.Water, Delev, Factions, Graphics, Relev, Stats). The other DLCs don't need any bash tags.The #Generate Tags for Wrye BashGenerate Tags for Wrye Bash script can be used with the Fallout 3 DLC, but this changes the DLC plugins so it isn't the best option.

### Creating a Bashed Patch

If you add a lot of mods to a Bethesda game you need a bashed patch if the mods being added are trying to replace parts of the content provided in vanilla game or provided by another mod. If you add mods that are self contained and don't use a lot of the content in the vanilla game you don't typically need a bashed patch. An FO3Edit Merged Patch uses the data from the last loading plugin for the object type, and its compatibility patches aren't as versatile as the bashed patch. Documentation on bashed patches can be found in section 6 of the Wrye Bash General Readme and Section 5 of the Wrye Bash Advanced Readme. The two major situations for which a bashed patch is needed are:

• if you have an object (e.g., a new weapon) from a mod and another mod wants to change a few characteristics (e.g., the damage caused) then you need a bashed patch unless the second mod duplicated all the data from the first mod and replaced only the damage caused. This isn't common; usually the second mod provides incomplete data about the object. Without the bashed patch the game uses only the incomplete data from the second mod. This is the typical behavior when using the FO3Edit Merged Patch which does not include any automated conflict resolution.
• If you have an object (e.g., a new weapon) and you want it distributed to vendors, to NPCs for their use, and in loot from containers then you often need a bashed patch to properly add the object to the lists maintained in the game so the object is actually given randomly to some NPCs, is added to the inventory of each relevant individual vendor, and is randomly found in containers.
This video Wrye Bash : Bashed Patch - Mod Organizer (by Gamer Poets)
is for Wrye Bash in Skyrim but the steps are very similar.

The bashed patch provides this function for some object types, but not all, and some properties of an object, but not all.
To create a bashed patch first go to the directory where MO is installed and open the mod folder. Create a new mod folder with the folder name using "Bashed Patch," followed by the current profile name (e.g., Bashed Patch, Clear and Present Danger"). Now copy the Bashed Patch, 0.esp from the Fallout 3 goty\Mopy\templates\ folder to the folder that was just created in MO's mods folder.

Start Mod Organizer, activate the new mod containing the blank bashed patch in the left pane of MO.  Make sure that in the right pane that Bashed Patch, 0.esp is at the bottom of the right pane of MO.
Now run Wrye Flash through Mod Organizer.
In all the Bethesda RPG games prior to Skyrim, date/time was used for ordering mods. That's why you see the relative old times on plugins even for recent plugins. The "need to reset times" dialog box in Wrye Flash will often show up when starting Wrye Bash. Locking times means no that load order sorting is allowed; this is included in Wrye Flash for use when Wrye Flash is also the mod manager. Wrye Flash and LOOT need to change times to sort the plugins, so Lock Times should be disabled in Wrye Flash.  This is discussed in more detail in the Load Order section of the Wrye Bash General Readme.
If there are any plugins that don't have the desired bash tags, select the plugin then right click in the lower right Bash Tags window and check or uncheck the tags until the tags are correct. As previously mentioned, Wrye Flash will automatically import bash tag data from several locations but the LOOT masterlist is not currently one of these locations. A new page of bash tags will be added soon, or a line will be added to the mods, that can be used with xEdit to add the proper bash tags to plugin headers.
Wrye Flash can indicate that the masters for a particular mod are not ordered properly. This happens fairly often, but can be fixed fairly easily. First, note which plugins have this problem. Once a good plugin order has been determined, load the plugins into xEdit. For each plugin that has misordered masters:
highlight the plugin iin xEdit
right click to plugin and select Sort Masters
When this has been done for all the mods with misordered masters, close xEdit and accept the changes.



To create a bashed patch, when Wrye Flash is started right click "Bashed Patch,0.esp" and select Rebuild Patch. If there is a pop-up that saying certain mods will be disabled because they are mergeable, click [Yes]. If not, disregard. In the Bashed Patch menu in the left pane it is recommended that ALL boxes are checked except the following:

• Alias Mod Names
• Replace Form IDs
• Import Actors: Animations
• Import Script Contents
• Globals
• Tweak Assorted
• Tweak Names
The first four items in the list above are not used by Wrye Flash. Globals includes the Timescale parameter, but FWE already includes this so it isn't needed unless FWE isn't used (see the Fallout 3 Control Panel Menu Settings subguide).
Tweak Names can be left checked if a user wants to have Wrye Flash change items names for easier sorting (vs. using a mod to provide this capabilty).
For Tweak Settings tick Combat: Auto Aim Fix;
Briefly enjoy the large set of importable tags while sighing since Skyrim has so few in Wrye Bash, at least currently (although this is improving) .Begin hoping WB adds updated versions of all these (and more) for the Fallout 4 (and the rumored Fallout NV 2 if it happens!)
Now go through all the sections that are checked and make sure to tick every check box in the right pane that you see except:
For Import Names leave Fallout3.esm unticked.

If desired, change Inventory Quantity Prompt to a value other than 4;
Select Terminal Speed Adjustment and then right click and set to 'x 6';
Some users like to select the added initials to simplify sorting; note that this can cause problems with some mods and patches.
If locations names for some discovered locations aren't showing on the Pipboy map, change Compass: POI Recognition to 0.25; this fixes the issue but will also show undiscovered locations at greater distances. Leave this at default if there aren't any issues with location discovery.
Click Build Patch and wait for it to finish. Wrye Flash should take care of everything from here and ask to activate itself if that is needed.
After building the Bashed Patch you will notice that the names of all plugins merged into the patch appear green. Those have been merged into the Bashed Patch and deactivated. In addition to those, there are potentially a few mods that appear purple. These have not been merged into the Bashed Patch due to being flagged NoMerge, but have been deactivated during the process and must be manually re-enabled in order to work as intended. Click the checkbox to the left of these mods (make sure there is a check in the box next to each rather than a dot) in order to reactivate them.

When done close Wrye Flash.


It's recommended that each MO profile that uses a bashed patch includes a mod folder for a bashed patch unique to the profile (e.g., Bashed Patch, "Profile name"") with "Profile name" replaced by the actual name of the profile. If the based patch is not already in such a folder:

In the left pane of MO, go to the bottom of the mod list and right click->Create Mod on "Overwrite".
Type in Bashed Patch - <Profile Name> and click [OK]. There is no specific place to put the new folder since it is only a plugin with some files that are irrelevant and LOOT will sort it.
Once the folder is created, a new Bashed Patch can be generated again and again without having to transfer the Bashed Patch from the "Overwrite" folder repeatedly.


### Generating LOD with FO3LODGen (Optional)

The previous installation steps included only the main FO3LODGen file and the tool setup in MO. In the steps in this section the resource files are downloaded and installed, and FO3LODGen is used to create the Objects LOD. FO3LODGen will make more objects in the distance visible, making the game seem much more realistic. There is a potential performance cost for this, so after following the steps below to create and add the generated object LOD test the game to make sure the performance loss isn't too great.

##### FO3LODGen
• Author: Ehamloptiran Sheson and xEdit Team
• Version: v3.2.1
• Fallout New Vegas Equivalent: FNVLODGen
• Installation: Now download and install with MO the FO3LODGen Resources main file and the optional file corresponding to the version of Flora Overhaul used.
In MO, go to the archives tab and make sure "Have MO manage archives" is Unchecked when using FO3LODGen.
FO3LODGen does not use Mod Organizer to manage the resources inside archives.
Leaving it checked would potentially cause FO3LODGen to miss some resources.
The normal recommended setting for FO3 is to have MO manage archives (Checked),
so when finished with FO3LODGen change this settings back to the default value.
Launch FO3LODGen through MO. After a moment of processing a window will popup.
On the left pane, select the worldspace(s) for which you wish to generate LOD.  Typically all worldspaces are selected.
On the right side make sure Objects LOD is checked and that Tree LOD is unchecked.
Click Generate.
When FO3LODGen has finished the message "LOD Generator: finished (you can close this application now)." will be shown. Close the program.
Go to the location used when adding FO3LODGen to the list of MO Executables (e.g., D:\Games\FO3LODGenOutput).
Create an archive file named Generated LOD with the meshes and textures folders created by FO3LODGen, and install with MO.
It should be the last mod (mod with highest priority value) in the left pane of MO.
If there are changes, additions, or deletions of mods with significant static objects or LOD files, then prior to rerunning FO3LODGen the contents of the temporary storage folder (e.g., D:\Games\FO3LODGenOutput) should be deleted, and the old version of Generated LOD should be removed. A new version should be created after rerunning FO3LODGen.


### Generating LOD with xLODGen (Optional)

Experienced users who are familiar with Fallout 3 data structures and using FO3Edit (as well as other Fallout and TES games) can create improved LOD for Fallout 3 using xLODGen. The details, including the url for the files needed, are available in Sheson's xLODGEN forum thread.

### In Game Settings

Two significant problems in the vanilla game that this guide attempts to address are:

• Configuration: When adding DLC that increased the character level cap Bethesda did not revise the vanilla configuration values to allow the game to remain interesting and challenging when the player level exceeds 20 (the FWE mod is the primary tool for extensive configuration capability to adjust the parameters to fix this and other gameplay configuration); and
• Immersion and balance: Bethesda games are balanced only for the default game difficulty setting. The simplistic method used for the vanilla difficulty settings in all the Bethesda games arbitrarily changes the damage the player receives and that the player causes to NPCs. On the harder difficulty settings it might take many 10's of hits to kill an NPC while the player is killed by a single critical hit. This is very unrealistic and not immersive. The game difficulty is best set to Normal or Hard to provide reasonable balance. The mods in this guide are designed for game difficulty no higher than Hard, especially any mods that increase NPC and creature difficulty. Setting it to Very Hard makes NPCs and Creatures too powerful without providing other changes for balance.
Configuring the game for the desired difficulty and balance is, of course, much more complicated than setting a single game difficulty parameter. A Control Panel menu settings page with a suggested list of settings for Control Panel menu settings comments to improve game balance and menu settings for those mods that provide menus for customizing the experience. Thi  is available in the Fallout 3 Control Panel Menu Settings subguide. The menus in Fallout 3 are shown as items with square brackets in the Pipboy Item menus (e.g., [FWE Control Panel]) in the Apparel menu. These Fallout 3 Control Panel menus are much less fancy than the Mod Configuration Menu (MCM) menus available in Fallout New Vegas and Skyrim, but they do allow easy access to many of the parameters for the mods.
In the main Game Settings menus make sure that in the game settings all the Autosave options are turned OFF. An alternate set of game options generated by Ghostwise that provides a little less challenging option selections is available here. STEP has a new MCM template for use with menu settings like this and the current settings page needs to be redone using this template.


Hotkeys for Fallout 3, including those added by mods in this guide, are listed in the Fallout 3 Hotkey guide.

The FWE - FO3 Wanderers Edition mod provides a large set of configuration settings to allow customizing the game; the main reason it is a Core mod in the guide. It includes an alternate fast travel plugin that disables fast travel and instead provides a motorcycle for the player to travel much faster than usual. Some users like to have Fast Travel disabled for better immersion, while others prefer to leave it enabled but use it sparingly. For those who want a motorcycle for more realistic fast travel but don't want to completely remove the Fast Travel capability in the game, the [[User:Kelmych/Fallout3#J3Xified_Driveable_Motorcycle|J3Xified Driveable Motorcycle] mod can be used; note that this mod isn't especially robust.

If any user would like to have their settings listed, just look at the menu settings page linked below and format it the same way. Also, only include mods that are listed in this guide and make sure the URL is correct. It is very simple, after the "http://wiki.step-project.com" add "/User:<Username>/Fallout3_ControlPanelMenu_Settings". That is all that's needed to start a menu settings page; when finished just link it in the forum or send a PM to Kelmych and it will get added below for other users to see.

### Controller Support

Fallout New Vegas and Fallout 3 support the Xbox 360 controller natively, but there is no way to change the default button settings other than switching two button's commands. This is a problem when using mods like Project Nevada that add in new hotkeys or for users that have any other type of controller. To solve this issue, the best option is to use an emulator or wait until a modder figures out how to fix the whole thing (which is being worked on, so there is hope). There are some Nexus mods that purport to do this, but they have not been tested with the mods in this guide. The link below is for a page that will have instructions to setup Xpadder with an Xbox 360 controller and some other instructions for users with different gamepads to create their own profiles. User that are using other emulators can create their own wiki pages and they will be linked to from here. Xpadder Setup

The Fallout 3 - Full Xbox 360 Controller Support With Console Usage mod might also be useful. It has not been tested by STEP forum users yet.

This Fallout New Vegas thread on a modified version of DarnUI for controllers might also be useful.

### Optimize Field of View (FOV)

It is suggested that these steps in the STEP guide be followed in Fallout 3 to make the game FOV consistent with the monitor aspect ratio.

## Troubleshooting

### Failure to Launch Fallout 3 using MO

Some problems that can cause the game to fail during launch with FOSE when using MO

• The Fallout Launcher needs to be run outside MO once to setup .ini files and registry entries. This is especially important if Fallout 3 is installed in an alternate directory with Steam (e.g., on an SSD) since the registry keys might still point to a Fallout 3 GOTY directory on HDD in the same \Steamapps\common\ folder where other Steam games are located.
• Steam needs to installed outside of any UAC directories (e.g., C:\Program Files (x86)\ is a UAC directory)
• If the LAA flag is added to Fallout3.exe, GFWL need to be disabled.
• The multi-core Fallout.ini tweak may be needed; it has been neededed for many system
• If you have too many unextracted BSAs (based in total character count of the BSA names) there is a problem in MO 1.2.18 (which is expected to be resolved in MO 1.3). As a general guideline, extract all small BSAs from mods.
• If any of the plugins in the right pane of MO show a warning symbol, then some required plugins are missing or are out of order. Make sure that LOOT has been run before launching the game if any mods have been added; this will ensure that there are no errors with required plugins caused by these plugins being in an incorrect load order.
• If you are using ENB, including the ENBoost utilities in this guide, the game can fail to launch or load if the most recent version of the DirectX end-user runtime software isn't installed. The current version of the DirectX end-user runtime software is available here.
• If you have the Steam version of FO3 GOTY, check the Steam\steamapps directory for the appmanifest_22370.acf file; if you don't have the english version the number won't be 22370. Make sure the entries in this text file seem correct. Select the icon (Settings} and then the Workarounds tab. Compare the id number with the Steam App ID in this window. These should be the same.
• Determine the CRC-32 value for the Fallout3.exe file in the Steam/steamapps/common/Fallout 3 Goty directory after the Large Address Aware Enabler for FO3 fix has been used on this file. If you have the english version of FO3 Goty it should be CF353836; if you don't get this value there may be problems with getting FO3 to work with MO. We are still not sure why and how this happens since Steam should be supplying the same file to all users with the same Steam App ID. Try using the Verify Integrity of Game Cache command in the Steam Fallout 3-Game of the Year Edition - Properties menu to make sure that the game files have not been modified. After this is done the LAA fix will need to be reapplied to the Fallout3.exe file.
• Check the INI files being used to make sure that the folder and path names match the actual locations. Some users have recently had problems with these names in the main Fallout3 INI files or the MO INI files having small errors.
• For users of the non-English version of Fallout 3 there seems to be a problem with MO (or any mod manager) being able to hook Steam to allow the game to launch with FOSE. This is discussed in this forum thread with some potential solutions in this thread.

### Fallout 3 Radio Stutter Fix

Some players experience problems with stutter when the radio stations play music, and there isn't any stutter when the DJ is speaking. This wiki page on the Nexus wiki has a good summary of potential solutions. Fallout 3 was designed when Windows XP was in use, and there can be problems using more recent versions of Windows. Some users have found the CCCP Codec pack eliminates this problem, while others have had success with some of the other codec options mentioned on this Nexus page.
This utility can be used to see which codecs are installed on the system.
As most of the suggestions are based on Windows 7 or older OS versions, Windows 10 users in particular may need to consider using Option D and applying the MADFiltercodec instead of some of the simpler solutions. Users @DanielCoffey & @Rebel47 have both reported success with that method.

### Game Launches in Some Profiles or Fails shortly after Launch

In construction. Feel free to add to this section.

One common problem is that the Fallout.ini and FalloutPrefs.ini can have incorrect values, causing a wide variety of problems. To get the values in these two files back to the default values, do the following (from EssArrBee):

Start by deleting the INIs. Go to the Documents\My Games\Fallout3 and delete the two vanilla INIs.
Then start the game launcher normally from Steam (not MO).
Now go into the Mod Organizer\profiles\<profile name> folder used for Fallout 3 and delete the INIs.
Then start the launcher from MO, but don't start the game. Setup your settings for graphics.
Try starting the game up normally as before with FOSE and see if there are still problems.


After updating Mod Organizer to 1.3.8, some users have reported that the game crashes on the main menu. Allowing Mod Organizer to manage archives has addressed the issue for some:

In Mod Organizer's right pane, click the Archives tab.
Check "Have MO manage archives."
Check all of the vanilla / DLC .bsa files, if they are not already checked.
Verify that Fallout - Invalidation.bsa is at the top of the archive list. If it is not, see the Archive Invalidation problems section below.


This problem can also result from a variety of load order issues, commonly caused by running Wrye Flash with the Lock Times feature enabled. Try the following:

Launch Wrye Flash with Mod Organizer.
In Wrye Flash, make sure the Mods tab is selected.
Just below the tabs is the File column bar. Right-click it, and uncheck Lock Times if it is not already unchecked.
Close Wrye Flash and run LOOT, ideally with the provided userlist.yaml file loaded.
Create/rebuild your bashed patch by carefully following the provided instructions.


### CTD when leaving Vault 101

Perhaps the most VRAM intensive part of the game occurs when leaving Vault 101 since the game needs to load the entire area around Megaton. It a CTD occurs regularly there it might indicate that some textures need be redueced in size.
`

### Archive Invalidation problems

If there are problems with textures not being loaded properly, make sure that Archive Validation is properly setup as discussed in this support thread.

• Make sure that the Archive Validation box is checked for the current profile.
• Make sure that in the Archives tab of right pane of MO the first file listed is Fallout - Invalidation.bsa and the box is checked. If Have MO manage archives is checked (the typical case) the file is greyed out but should still be checked.

If there are problems with these two steps see the referenced thread.

### Failures in Loading a Game Save or Going through a Door

Welcome to the world of the Gamebryo engine where everything is almost properly implemented.

• Try again; sometimes it works!
• Try using a profile with fewer mods to see if that profile can successfully load the desired save game; if this happens the engine is having some problems with your mod set. You can try eliminating a few to see if it makes a difference
• Sometimes eliminating the d3d9.dll used for ENBoost allows the saves to load. You can try adding it back into the Fallout 3 GOTY folder later to see if there is still a problem. This problem happens more often when loading quicksaves vs. full saves.
• If there is a lot of disk activity from other programs on the system while the game is loading this problem happens more frequently
• Spend vast amounts of time searching the internet for potential solutions. Nearly all of these will not work. Almost all of the solutions that involve changes to Fallout.ini or FalloutPrefs.ini are snake oil; they don't actually work and in some cases can cause other problems.

### Problems Using Game Support Overlay Applications and some Anti-Virus Tools

Game support applications provide useful capabilities but are unfortunately not compatible with Bethesda RPG games, Mod Organizer, and/or the ENB executable. The AMD Gaming Evolved application introduces multiple problems including cursor problems when multiple monitors are used. The MSI Gaming applications for Nvidia cards can cause an overly bright screen, making the game unplayable. Overwolf causes CTDs. It is recommended that these applications should not not running when playing Bethesda RPG games including Fallout 3. Some anti-virus programs such as BitDefender can cause similar problems. See GrantSP's post here for more details.

### Screen is Washed Out and Bright

This is caused by a game engine problem in both Fallout 3 and Fallout NV. To fix this turn the Pipboy light on and off several times and the problem should go away. This can also be caused by a Game Support app (e.g., the MSI game app for Nvidia cards) provided by the video card manufacturer; see the discussion on this above.

### Steam Overlays not available in Fallout 3

Unfortunately Steam overlays are not typically available when a mod manager is used to start Fallout 3. This is a known Steam bug that is unlikely to be fixed by Bethesda or Valve. One workaround that does seem to work is FalloutLauncher Replacer for Steam described earlier in this guide. Other workarounds are discussed in this forum thread.

### Windows 10 OS, Game starts but screen stays black

Sometimes when using Windows 10 the game starts but the screen stays black. Usually this is easily fixed by exiting the game using the Task Manager, then restarting the game.

### Crashes with Windows 10 Anniversary Update

The games crashes while loading for some users when the Windows 10 Anniversary Update (Windows 10 version 1607) is installed. For many users this seems to be an incompatibility between the graphics driver, especially NVidia, and the updated Windows 10 OS. Some users with this problem find that reverting to an older version of the graphics driver fixes the problem. Using the most recent version of New Vegas Anti-Crash should also fix the problem while allowing use of the Windows 10 Anniversary Update and recent Nvidia and AMD graphics driver updates. See the Fallout 3 / FNV / Windows 10 Warning! thread for more details.

### Known Plugin Issues

This section includes a list of known problems with plugin records that are not handled by bash tags or the compatibility mods in this guide.

• Drinks like Purified Water do not quench thirst when Primary Needs are enabled in FWE, and there is no bash tag that covers this. Any fixes will need to be provided in a separate patch plugin loading after the bashed patch. A plugin providing these patches is included in here. See the Bash tag for Purified Water FWE behaviour? support thread).
• Tracers do not work properly in VATS and this causes projectile animation problems. See this thread for a discussion of the problem.
• When using the clothing and armor replacers in this guide there is often a neck seam problem where the body texture below the neck does not match the texture in the face above the neck line. There is no known solution; hopefully someone will determine the cause and recommend a solution. This problem is discussed in the How to troubleshoot texture problems? forum thread.

## Credits

You, yes you for keeping the Fallout 3 community going for this long (since October 2008).
EssArrBee- For the incredible "Fear and Loathing in New Vegas" guide as well as assistance with this guide
Brainfever - for testing, new mods, and providing recommendations on a lot of high resolution mods to add to the guide.
hishutup - for extensive and meticulous guide fixes and for providing recommendations on mods to add to the guide.
Adonis_ VII- for mod recommendations, mods to add to this guide from The Two Wastelands (TTW) mods, and additions to instructions in the guide based on the STEP TTW guide.
GrantSP- for tireless assistance to users having problems with this guide as well as other aspects of Fallout 3 installation and setup.
Deadmano- for his efforts in recommendations for the guide and improving the compatibility of mods for Fallout 3
Gamerpoets- for providing an extensive set of videos on setup and use of Fallout 3
STEP- for being one the best communities on the internet, gaming or not
The Nexus- for hosting all the mods
The Modders- for making their excellent contributions, really cannot say enough good things about them
Creators of useful, balanced Fallout 3 mod guides with sufficient detail to be useful, especially Arwen's Guide and the ULTIMATE Fallout 3 Setup and Mod Guide (also available here with more user comments.
There are some names missing, and new ones to add in the future, but they will get added later ;)