Fallout3 - Kelmych

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

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NOTE

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.



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CHANGELOG: To see the Guide changelog click here
FORUMS: To visit the Clear and Present Danger forums click here
FORUMS: To visit the General feedback forum click here
FORUMS: To visit the Support forum click here
HISTORY: You can check on previous guide versions by clicking Here


Recent Changes:

May 24, 2019

April 3, 2019

April 2, 2019

March 30, 2019

August 17, 2018

August 10, 2018


Introduction[edit | edit source]

We were somewhere around Arlington...[edit | edit source]

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 being a 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. Many game resources such as textures, graphic models, and even some tools can be used in both games. There is even a mod called Tale of Two Wastelandsthat allows a single character to travel and play in both wastelands
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 base set of tested and reasonably compatible 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 mods are sufficiently lore friendly. 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.

The guide was initially developed as a comprehensive collection of compatible mods primarily for users experienced with modding and playing Bethesda RPG games. Ongoing reoranizations of the guide are intended to make it more useful for less experienced users while retaining the value for those with more experience. It is expected that many users will start out using only a modest subset of the mods and tools in the guide and perhaps add additional mods later. In general mods that include fixes/patches, graphics improvements (e.g., textures and models) and/or sounds are the least problematic to add to Fallout 3. Initial users may even find that guides such as Markie's Fallout_3_Modding_Guide are quite useful for initially modding and playing Falloout 3.

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 automated plugin sorting, and Wrye Flash to automatically manage some of the resource conflicts. Heavily 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 most of the steps in the full version of 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. The reorganized version will move a lot of the advanced material to simplify initial use of the guide.

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 for many users with Windows 7/8.1/10, but is not entirely bug-free.<-- as discussed on this web page and this forum thread. 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 eliminating autosaves and limiting 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 DVD and Steam versions are nearly identical, while the GOG version includes some file updates, improved stability, and an updated set of INI configuration files. The guide covers some details of these differences.

Guide Format[edit | edit source]

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". The areas near the starting location for the game are more dangerous than the areas around the starting location for Fallout New Vegas. Even the early quests in Fallout 3 can involve travel through dangerous areas with grouped enemies. 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 initial 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 Mod Organizer using that order at least in the User Interface section. Keep in mind, there are very specific directions to install some of 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[edit | edit source]

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. As systems and graphic cards have gotten more powerful this guide includes many high resolution texture mods with 2Kx2K textures, sometimes even 4kx4k. Users can choose among alternative mods suitable for their systems.

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NOTE:
In order to keep this guide from being exceedingly long (or perhaps even more exceedingly long) the instructions for each mod are often fairly short. The mod documentation included in this guide and the mod 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. Some of this information is included in the guide since it is unfortunately often difficult to find using search engines.

Legend[edit | edit source]

Tool 

A utility used to configure or manage the game.

Core 

A utility or mod recommended for all game players. Note that any interface mods that use UIO require reloading all the UIO-affected mods if such a mod is added or removed

Extended 

A utility, tool or mod recommended for experienced users. This includes mods/tools/utilities needed by other mods or to setup/configure mods, mods/tools/utilities important to achieving gamplay balance in heavily modded games, and mods that make significant additions to improved immersion and gameplay. Some, but not all of these, can be added to an ongoing game.

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/models with a little higher resolution than the vanilla game resources 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, or an alternate mod can be 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.

Cleaning 

A mod that needs to be cleaned with xEdit

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/game difficulty that they might not be desired by all users of the guide.

Optimize 

Mods for which texture optimization (and perhaps size reduction) might be useful.

Prerequisites[edit | edit source]

Pre-Installation Checklist[edit | edit source]

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

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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. Games for Windows Live will be disabled, if it is present, when using the instructions in this guide. It included files that used to be needed during installation for some versions of Windows 10. It is no longer available from Microsoft and should not be needed for Fallout 3.
  2. Most of the reported problems with installing Fallout 3 in Windows 10 have been fixed in more recent Windows 10 releases, and the steps that follow in this paragraph might no longer be necessary, but there might still be some issues (maybe even some new ones). Delete any Fallout.ini and FalloutPrefs.ini (if present) in the "%USERPROFILE%/(My )Documents/My Games/Fallout3" folder. Windows 10 users have reported multiple problems with the initial setup of Fallout 3 when trying to run the FalloutLauncher. DanielCoffey reported "Windows 10 complained that FO3 was not a supported application the first time it was executed (to generate the .inis). The game started just fine however." User mcshame suggests it seems to be necessary to run the FalloutLauncher with administrator rights. Right click on FalloutLauncher.exe and select properties. Select the compatibility tab and select "run the program as administrator", click apply and ok. The FalloutLaunchershould be in the Fallout 3 Goty folder along with the Fallout 3 executable, but for some users it might be in the %USERPROFILE%/(My )Documents/My games/Fallout3 folder.

Go to the "Fallout 3 GOTY" folder and start the Fallout launcher from there (NOT from inside Mod Organizer) so new ini files can be generated, and new or revised keys will be entered in the Windows registry for the game. This will allow the INIs to revert back to vanilla before starting. These INI files will be replaced later with revised versions during the INI settings process.

  1. It is usually safe to set the Fallout 3 launcher settings to max for the system being used to play the game. Fallout 3 should be able to perform quite well on any modern hardware. The BethINI mod is used in this guide for initial configuration; it works for most of the Bethesda Elder Scrolls and Fallout games. It detects system hardware and greatly simplifies the initial game configuration.
  2. Make sure that DirectX on the PC has been updated to the most recent version; some of the software being installed like ENB can fail if the most recent version isn't installed. The game itself provides an older version of the DirectX end-user runtime software. The current english language version is available here.
  3. Follow the guidance on setting up the display and video card in the STEP guide section on Display & Video Card Settings.

Utilities[edit | edit source]

There are a few tools that are necessary to mod Fallout 3 and they should be downloaded and installed before any modding starts. These utilities, as well as Steam itself (if the Steam version is used) or the GOGgames folder, should be installed in directories that are not subdirectories of any User Access Controlled (UAC) directories (e.g., Program Files, Program Files (x86)).

Steam : Installation & Setup (by GamerPoets)

GamerPoets demonstrates Steam installation

If Steam is currently installed in a UAC directory this page provides instructions on how to easily move Steam and the games already installed by Steam.

It is suggested that these utilities (other than Wrye Flash and FOSE) are not installed in subdirectories of the Steam or GOGgames directory including the game directory itself (Steam/Steamapps/common/Fallout 3 goty if Steam is used) to keep the Steam or GOGgames and game directories as close to vanilla as possible. These utilities don't need to be in the game directory. When an SSD is used for the game directory the Mod Organizer/mods directory should also be installed on the SSD even if Mod Organizer is installed elsewhere. If Mod Organizer itself is installed in the game directory then the Mod Organizer/downloads directory should be on a HDD rather than in the Mod Organizer directory. All of the directories and subdirectories that store the game and utility programs should have file access set to allow Everyone full access (to prevent any potential UAC problems). A substantial portion of the game installation and utility usage problems with Bethesda games reported on the STEP forums are due to file access problems.

Utilities, except for DDSopt (which needs administrative privilege to set some registry keys), should not be configured to use administrative privileges; Tannin (the author of MO) discussed this in this STEP forum post. If it seems necessary to use administrative privileges there is likely to be an issue with the way file access is setup.

xEdit[edit | edit source]
Tool 
Core 
  • Author: ElminsterAU, Hlp, Zilav and Sharlikran
  • Version: v4.0.2 . The most recent version of xEdit is now provided on each Nexus game site for which xEdit works. The version downloaded for FO3 will be named FO3Edit.exe in the downloaded archive.
  • Notes: It is recommended that the file named FO3Edit.exe should be renamed to xEdit.exe after copying the contents of the archive file into the xEdit folder. This single version of xEdit can then be used for all Bethesda games. Those using the most recent versions of the addon xEdit scripts such as those listed below NEED to use the most recent version of xEdit.

Used for cleaning mods and conflict resolution. NOTE THAT the commands and procedures for cleaning mods have been simplified starting with version 4.0.0 to use a new Quick Auto clean procedure, and as a result some of the cleaning material in the references listed in Info below are unfortunately currently out of date.

  • Info: As mentioned below, there are multiple guides and videos on using the xEdit tools for cleaning plugins. A STEP guide for xEdit is available that has been updated for version 4.0.2 provides details on the interface and commands in xEdit including the new method of cleaning mods. The older FNVEdit Training Manual has useful examples on using xEdit that are still relevant; this remains the only official documentation on using xEdit. A short introduction for TES5Edit (very similar to FO3Edit) is available here. A video by the TES5Edit author on using it for conflict resolution is available here
    . A small STEP mini-guide on conflict resolution is available in the Merging Plugins guide.

xEdit can with used with TES3, TES4, TES5, FO3, FNV, and FO4. Fallout 3 (and other Bethesda games) have a large set of data types in object records that can be confusing to most users. This site has a brief overview of many of the data types used for Fallout3. Equivalent sites are available with data type descriptions for other Bethesda games.

  • Fallout NV Equivalent: FNVEdit
  • Installation: Install a single version of xEdit for use with all the Bethesda games as described here. Download FO3Edit (or TES5Edit) and install in a separate xEdit folder (e.g., D:/Games/xEdit). Then in this folder rename FO3Edit.exe (or TES5Edit.exe) to xEdit.exe, and then in this folder make an additional copy of xEdit.exe renamed to xEditQC.exe.

Some additional setup instructions for this utility will be carried out in the Setting up Mod Organizer section below.

It would really be impossible to have a heavily modded game or a stable game without this amazing little tool. Essential for anyone wanting to mod a Bethesda game.

Mod Organizer[edit | edit source]
Tool 
Core 
  • Author: Tannin and LePresidente
  • Version: 1.4.0.4RC.WithNMMFixes (now located on the Mod Organizer 2 page under Miscellaneous Files"). Those using Windows XP or Vista need to use v1.2.18 on the Skyrim Nexus page).
  • Installation: To use MO for multiple games it must have multiple installs in different locations or folder names. It is recommended that each install of MO be placed outside the game directory of each game that uses MO (e.g., D:/Games/Mod Organizer); MO can actually be installed in any non UAC-controlled directory. Mod Organizer does not need to be installed on a fast drive, but the Mod Organizer/mods subdirectory, should always be installed on a fast drive (HDD or preferably SSD).
  • Notes: There is some information to be aware of when installing Mod Organizer:
    1. Reading the STEP Mod Organizer Guide is recommended. Some prerequisites and notices from the MO guide are listed below.
    2. To avoid potential "Python not installed or found" errors if used on Windows 10 machines install Microsoft's Visual C++ 2010 Redistributable Package (x86).
    3. With the current version of Mod Organizer, mods not installed by Mod Organizer and the official DLC are listed in the left pane of MO and can be moved around so those files will become part of the file priority.
    4. Left Pane should have the official content listed first, without check boxes to tick and the category should say Non-MO. Any mods installed in the Data folder will also be listed the same way.
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NOTE

.NET Framework 3.5 is queried by the MO code and although all future .NET versions have this as a component, there are times when Windows will disable it. To rectify this, open the Windows search function and type "Turn Windows Features on or off". Scroll through the list and enable the 3.5 Framework by clicking the box. Close the dialog and restart your system if prompted.
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NOTE

Since some "less-clever" Anti-virus software can mistake MO as malicious, it is important to ensure your AV packages are correctly set up to exclude MO, and it's components, from being quarantined.

MO is a powerful mod manager that does not install mods into the game's data folder like other mod managers. Instead, MO uses a virtual file system (VFS) which gives modders the ability to switch between profiles very easily without having to install and uninstall mods.

LOOT[edit | edit source]
Tool 
Core 
  • Author: LOOT Team
  • Version: v0.14.4
  • Requirements: MSVC 2017 x86 redistributable, 7-zip (only needed if developer version is installed, STEP recommendation is to use the executable version), and enabled TLS 1.2 support (only needed if Windows 7 is used and developer version is installed, STEP recommendation is to use the executable version)
  • Installation:
  • Notes: Mod Organizer has a sort button that uses an older version of LOOT, but this updated mod is better and should be installed.

The installation of LOOT will be completed in the Setting up Mod Organizer section below.

Originally BOSS v3.0, but it is so different that a new name was required.

Wrye Flash[edit | edit source]
Tool 
Core 
  • Author: valda and Sharlikran
  • Version: v31.9
  • Notes: This program is NOT optional as it is critical for automatically providing conflict resolution across plugins. The current version automatically imports Bash tags from the plugin header (SNAM record), the BOSS masterlist (no longer used with STEP guides), and from Data/Bash Patches/taglist.txt. Automatic importing of the LOOT masterlist will happen eventually.
  • Fallout NV Equivalent: Wrye Flash NV
  • Installation: Get Wrye Flash 31.6 - Standalone Executable and extract the Wrye Flash archive to your Fallout 3 goty directory so that the Mopy folder is in the Fallout 3 goty folder.

Additional setup instructions for this utility will be carried out in the Setting up Mod Organizer section below.

The General Readme describes commonly used features, the Advanced Readme provides more details on the more complex features. Syntax and file formats are covered in the Technical Readme. A pictorial guide for Wrye Bash in TES games is available here; almost all of the content is also relevant to FO3. Other sources of information on Wrye Flash and Wrye Bash are listed on the Nexus page for this mod.

Wrye Flash is only going to be used for its Bashed Patch abilities to merge mods or parts of mods to increase compatibility while using many mods. It will eventually be replaced by expanded versions of Wrye Bash.

Someday compatibility patching of Bethesda games will be much simpler

Large Address Aware Enabler for FO3[edit | edit source]
Tool 
Core 
  • Author: NMC and MadBoris
  • Version: v1.0
  • Notes: The GOG version of Fallout 3 GOTY includes this fix so it should not be installed when using the GOG version
  • Installation: First, extract the contents of the archived utility to a new folder.
  1. Make a backup copy of the original Fallout 3.exe file in the Fallout 3 goty folder.
  2. Move Fallout 3.exe to this new folder.
  3. Double click START.BAT in this folder.
  4. Follow the instructions in the command window.
  5. The "large Address Aware flag in the Fallout 3.exe has now been set. Move this revised version of Fallout 3.exe back into the Fallout 3 goty folder.

This utility is used to add the Large Address Aware flag to the Fallout 3 executable. Even though Fallout is a 32 bit program, this flag allows the operating system to use additional address space to support the program. Fallout 3 only allows for 2 GB of RAM to be accessed by "Fallout3.exe"; this flag will allow up to 4 GB of RAM to be accessed.

Once the utility has run and added the flag, the folder for the utility is no longer needed and can be deleted since there will be no new versions of Fallout 3.exe.

If the OS being used for Fallout is a 64 bit OS no additional steps are needed. If a 32 bit OS is being used, some additional steps might be required depending on the OS being used. Typically no additional steps are needed except for 32 bit Windows XP. Details on this are provided in the READ ME.txt file included with the utility.

Note that having added this flag, the Fallout executable is no longer compatible with Games for Window Live. This is addressed with the next utility.

Games for Windows LIVE Disabler[edit | edit source]
Tool 
Core 
  • Author: Quarn (uploaded by Quazzy)
  • Version: v1.2.2
  • Notes: The GOG version of Fallout 3 GOTY includes this fix so it should not be installed when using the GOG version
  • Installation: Open the zip file, or extract the contents of the zip file, and double click Games for Windows LIVE Disabler.exe. Click the Disable GFWL button, then exit.

This utility stops Fallout 3 from using the (now obsolete) xlive.dll used for connection to Games for Windows Live. If GFWL is not disabled and the Fallout 3 executable has the LAA flag set, Fallout will have a CTD during launch. The FOSE extender discussed below is also incompatible with GFWL.

Fallout 3 Interface Color Changer[edit | edit source]
Tool 
Optional 
  • Author: SonicTTH
  • Version: v0.9
  • Notes: This standalone utility allows changing the Fallout 3 interface colors. Mod Organizer isn't used to install it. As an example of how this mod can be used, look at the Nexus description page for the Better High Detail map and Icons mod where it suggests changing the Pipboy font color to make the maps easier to read.

Setting up Mod Organizer[edit | edit source]

Now that all the programs necessary to mod Fallout 3 are installed, it is time to set them up for installing mods and running Fallout 3 with Mod Organizer. First, in case this has not already been done while following the earlier instructions in this guide, launch the game at least once by double clicking on Fallout launcher.exe in the Fallout 3 goty folder so the game configuration settings and some important registry values are set.

Several utilities have additional setup instructions in this section including LOOT, FO3Edit, FO3LODGEN (if used), and Wyre Flash. These steps are needed before the utilities will work with Mod Organizer.

  1. Start MO and click the Profiles buttonProfiles MO.png.
    1. Now highlight the Default profile, make sure Archive Invalidation is checked, and click [Copy].
    2. Name this new profile Vanilla Fallout. This profile will include only the files present when the game is initially installed by Steam.
    3. Now highlight the Vanilla Fallout profile and click [Copy].
    4. Rename the new profile to the desired name (Clear and Present Danger would be a good choice), and click [Okay], then [Close].
      • This procedure can be repeated for copying any profile in the future.
  2. Setup MO to download mods from the Nexus, follow the directions provided on the Mod Organizer Guide, Linking to Nexus
  3. Click the Executables buttonGear MO.png to open the Modify Exutables window, and set up the programs that will be run from the MO launcher using directions from the Mod Organizer Guide, Third Party Programs
    • For this guide add: LOOT, xEdit, FO3LODGen (if installed), Wrye Flash, Merge Plugins (if installed), and Free Commander XE (if installed),. Only add the GECK if you plan to create new mods, or merge conflicting Navmesh records from multiple plugins. The title for xEdit can be either xEdit or FO3Edit. Also add a new executable with a Title field of xEdit - Quick Clean and for the Binary field select xEditQC.exe in the xEdit folder.
      • LOOT has one extra instruction to setup
        1. In the Executables menu select LOOT.
        2. Next to the Arguments text box, type "--game=Fallout3", without quotations.
        3. Click [Modify], then [Close].
      • FO3LODGen also needs an addition. In the Executables menu select or add (if needed) FO3LODGen.
        1. If xEdit.exe is being used for this capability, in the Binary field, browse and select xEdit.exe.
        2. Then in the Arguments text box, type-fo3 -lodgen -o:"D:/Games/FO3LODGenOutput" (use whatever path is chosen for the FO3LODGenOutput).
        3. Note that any directory chosen for this argument cannot be in UAC-controlled space, the root Fallout 3 Goty folder, or the Mod Organizer folder used for FO3.
        4. Click [Modify], then [Close].
        • If instead a separate FO3LODGEN is installed,
        1. In the Binary field, browse and select FO3LODGEN.exe.
        2. In the Arguments text box, type " -o:"D:/Games/FO3LODGenOutput" ", (use whatever path is chosen for the FO3LODGenOutput).
        3. Note that any directory chosen for this argument cannot be in UAC-controlled space, the root Fallout 3 Goty folder, or the Mod Organizer folder used for FO3.
        4. Click [Modify], then [Close].
  4. Set up optional settings as desired:
    1. In the right pane of MO select the Archives tab, and make sure that the box is checked for Have MO Manage Archives
    2. When using FO3LODGen this is unchecked, and then restored after FO3LODGen has completed
    3. Click the Settings buttonWrench MO.png, General Settings
      .
    4. Choose style, language, mod folders, customize mod categories among other things.
    5. Select the Plugins tab, then highlight BSA Extractor
    6. In the right hand window of the Tools box, change enabled to true if it isn't already set to this value
    7. This will cause MO to prompt when installing BSAs to ask whether they should be extracted.
  5. Check that the official DLC is sorted correctly.
    1. In the left pane make sure the official DLC are listed as the first mods when sorted by priority, Left Pane: Columns
      .
      • New users should have something that looks like the image here.
      • Users updating from older versions of MO may have to drag the DLC into place. Put them at the top as shown in the image here, but the rest of the mods will be listed underneath.
      • Fallout may or may not show as a mod in the left pane.

Mod Organizer should now be installed and properly set up for modding from this point forward.

INI Tweaks[edit | edit source]

The INI tweaks for Fallout 3 are available here.

Extenders[edit | edit source]

Fallout 3 will need to take advantage of several extenders to open up functionality for certain mods.

FOSE[edit | edit source]

Core 
  • Author: Ian Patterson, Stephen Abel and Paul Connelly.
  • Version: v1.3 beta2
  • Fallout NV Equivalent: NVSE
  • Info: A tutorial for the Fallout 3 Script Extender is available in this Gamerpoets video
  • Installation: Get Current beta version: v1.3 b2 which will download fose_v1_3_beta2.7z . Extract the files from the archive into the Fallout 3 goty folder, NOT into the Data folder. The src folder and text files are not needed.

Without FOSE, many mods that add incredible features to Fallout 3 cannot be used. This is an essential mod for any gamer.

OneTweak for FO3[edit | edit source]

Optional 
  • Author: virusek , DirtyWeaselMedia
  • Version: v2.0.1.1.1
  • Notes: This is a port of the Skyrim One Tweak mod to FO3. If ENBoost is used (see below) then most One Tweak's capability isn't necessary since the ENB provides these capabilities. If an ENB isn't used the borderless window capability to allow Alt-Tab from Fallout 3 to the desktop and back could be useful.

ENB Series[edit | edit source]

For now, the following will only instruct the setup for ENBoost, a memory management feature added to ENBSeries to reduce the crashes and freezes related to the well-known system memory (RAM) limit of 32-bit applications like Fallout 3 and Fallout NV. Note that ENBoost does increase processor usage.

Warning-Logo.png

WARNING

The wrapper version of ENB with Fallout 3 has been tried on a reasonable number of systems, but it is possible that some systems will need the injector version instead of the preferred wrapper version.

As this guide grows, the section on ENB Series Graphics Modification will be expanded. Interested users should read the STEP ENB Guide, discussions of specific ENBs in the Post Processor Suggestions (ENB) forum, and ENB use in the ENB Support forum. In addition, users with recommendations for specific ENBs for use in Fallout should post these as a thread in the Post Processor Suggestions (ENB) forum using a Fallout 3 or Fallout NV thread tag. Eventually there will just be separate pages for this guide linking to directions installation and use of different versions of ENB for Fallout, based on hardware and how the ENB Series Graphics are being used.

If ENBs other than ENBoost are used the ENB Manager and Changer is recommended since several alternative ENBs will likely need to be tested with Fallout 3 to find the most suitable one. Video


There are also post processors available (e.g., Sweetfx) that don't use the files from the enb site. There isn't much information available on how these work with Fallout 3; typically these alternatives don't affect performance as much, but they also don't provide the memory boost capability which is the main use of ENB in this guide.

Using an ENB or ENBoost with Fallout 3 is optional for several reasons.

    1. Some users find adding the d3d9.dll extender causes problems in Fallout 3; the game engine was developed for a very different version of Windows than is used now.
    2. As discussed in this forum post by Audley, while an ENB can potentially improve the graphics it removes the ability to use hardware antialiasing (AA). ENBs include software AA but for older games like Fallout 3 this isn't nearly as effective as hardware AA.
    3. The graphics in Fallout 3 aren't a major challenge for modern video cards and ENBoost isn't always needed for Fallout 3, at least for systems capable of running Skyrim and similar games. Some users will prefer the game graphics when using an ENB, while others prefer to leave it out.
    4. ENBs add processing load, and users who are do not see high VRAM usage may prefer to eliminate this.
ENBoost[edit | edit source]
Optional 
  • Author: Boris Voronstov
  • Version: v0.278
  • Notes: Increases the memory available memory to the Fallout 3 program at the cost of a small decrease in performance. On some systems the performance decrease can be significant which can also lead to micro/macro-stutter. Systems with graphics cards that include large amounts of VFRAM should not need ENBoost.
  • Installation: There are multiple ENB recommendations for Fallout 3 for those who like the graphics proessing it adds, but ENBoost is usable by everyone. To install ENBoost:
Choose the latest version of ENB for Fallout 3/Fallout New Vegas, currently v0.278. Click the "v0.278" on the left side of the page, then click on the black arrow Down1.gif at the bottom left of the page to download.
As mentioned in the notes on this page, Boris recommends that hardware antialiasing be turned off, especially for AMD cards in the Catalyst Control Center, since this version of enb does not support the deferred rendering needed for antialiasing. However, most users have found that hardware antialiasing (especially MSAA) works better than the aliasing provided by ENB. For most graphic cards the STEP recommendation is to use hardware antialiasing..
Open the archive and the Wrapper folder then extract everything except the text files to the Fallout 3 goty folder.
Go to the Fallout 3 goty folder and open enbseries.ini in a text editor (Notepad++ would be an excellent text editor choice here).
Set the first line to UseEffect=false. Save and close.
Open enblocal.ini in a text editor, like Notepad++, and edit the following lines: 
[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=false
ReservedMemorySizeMb=   <-- Possible values include 128, 256, or 512. It may require some tweaking depending on system hardware, but 256 is a good starting point.
VideoMemorySizeMb=   <-- Should be set to VRAM amount, 1024, 2048, 3072, 4096, preferably as a multiple of 1024. This may require some tweaking to get right even if the number ends up different from the available VRAM. The recommended way for do this is to get the Vramtestsize.zip file from the enb site and use VramSozeDX9.exe to determine the Video memory size. Windows 8 and 10 limit the use of graphic memory with DirectX 9 applications to 4Gb, and this memory tool includes the effect of this limitation. An alternate way, but not as safe, to determine your total VRAM is by going to: "Control Panel --> Adjust screen resolution --> Advanced Settings" and notice the number in the field "Total Available Graphics Memory:". If Windows 8 or 10 is used keep this value to 4096 or smaller.
EnableCompression=true <-- Weaker systems may sometimes benefit from this setting being false.
AutodetectVideoMemorySize=false   <-- Should be set to false in order to set the VRAM manually.
  • Users with Nvidia Optimus enabled laptops may need to use the Injector version. Follow these instructions:
Use the above directions, except for extracting from the Wrapper folder, use the Injector folder and extract everything to the Fallout 3 goty' folder.
Follow all the other directions the same.
  • To prevent problems in the game make sure that in the [Fix] section of enblocal.ini:
FixTransparencyBugs=false
  • Optional use of borderless window, follow these instructions. Note that a some users, especially those with dual monitors, have found that both settings below need to be disabled (false) for ENBoost to work properly, as mentioned in this thread:
Open enblocal.ini in a text editor, like Notepad++, and edit the following lines:
[WINDOW]
ForceBorderless=true
ForceBorderlessFullscreen=true
Save and close. Both settings must be set to true for it to work correctly.
  • Optional Anisotropic Filtering and Anti-Aliasing through ENBoost (not typically recommended by STEP as mentioned above) follow these instructions:
Open enblocal.ini in a text editor, like Notepad++, and edit the following lines:
[ENGINE]
ForceAnisotropicFiltering=true
MaxAnisotropy=16
[ANTIALIASING]
EnableEdgeAA=true
EnableAccumulativeAA=true
Save and close.
In Mod Organizer, click the plugin icon Puzzle mo.png and select INI Editor.
Change iMultiSample= and iMaxAnisotropy= to '0' in falloutpref.ini under [Display].
Save and close. To use AF and AA with ENBoost, the games default AF and AA must be turned off.
  • To change the default key binding for ENBoost FPS monitoring from F4 to F6 to avoid conflicts with mods using F4, edit the line below to change the value from 115 to 117 (thanks to DanielCoffey) :
[INPUT]
KeyFreeVRAM=117

To change to a different key or to change other key bindings, see the Key Code Constants here.
Save and close.
  • Optional Proxy use through ENBoost, follow these instructions:
Open enblocal.ini in a text editor, like Notepad++, and edit the following lines:
[PROXY]
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=other_d3d9.dll  <-- This should be set the name of the d3d9.dll that is being installed.
Save and close.
Open the folder where the other injector is located and change the name of the d3d9.dll to what was put on the Proxy Library line.
Extract all the files to the Fallout 3 goty folder.
  • Note: A couple things to be aware of:
    • If already using an ENB, disregard the installation of these files and since ENBoost is already included in ENB. The optional settings can be followed for users that need borderless window or help with setting up the AF and AA settings.
    • If setting up the Proxy Library be sure to rename the d3d9.dll from the additional injector or it will overwrite the ENB d3d9.dll or conflict with it if the ENB d3d9.dll is already moved to the "exes" folder.

Additional information on ENB is available in the STEP ENB Guide

Users that are running out of memory may be able to solve their issues with ENBoost. Also, the borderless window function and setting up a proxy for using other AA methods may be of interest to others.

Some user recommended ENBs for Fallout 3 include the following:

Eremotherium,
Lone Wanderer,
Enhanced Shaders, 
Midhrastic
Samsara
Vivid Fallout 3 ENB
Cinematic ENB for Fallout 3 - New Dimension
Thanks to Brainfever, whitewolf87, Lonewolf, cstarkey42, Markie for these recommendations

Preparing the Bethesda Fallout ESMs[edit | edit source]

Setup xEdit for cleaning FO3 Plugins[edit | edit source]

Before cleaning any FO3 plugins, the following steps are recommended. The Gamerpoets DLC cleaning video referenced below shows how to do this and viewing this is recommended; note that the cleaning procedure in FO3Edit has changed and this video is thus partly out of date.

  1. Start FO3Edit/xEdit in Mod Organizer. When the plugin list is shown change the selection to "none".
  2. Right click in the left window, select the 3 line icon on the upper left, then select Options.
  3. On the Experts tab remove the checkmark from [FO3/FNV] Sort FLST and Sort INFOs if they are checked. Note that whenever an FO3Edit Merge Patch is being created these boxes must be checked; of course, these patches are rarely created.
  4. Select Cleaning and then remove any checks next to Set Z position and [FO3/FNV] Replace MSTT FormID with
  5. Click OK and exit xEdit.

Fix the Deleted Navmeshes in the Bethesda DLC ESMs[edit | edit source]

There are some small problems in the DLC ESMs, but cleaning them should wait until after the deleted navmesh records have first been removed from the ThePitt and Broken Steel ESMs; these records can cause CTDs in certain areas of Fallout 3. Roy Batty, the creator of TTW, developed a straightforward procedure to remove the deleted navmesh records.

  1. Make sure that the vanilla Fallout.esm and the vanilla DLC ESMs are present in the Data folder of Fallout 3 GOTY. In the Fallout 3 GOTY folder, if this hasn't already been done, make a new folder called Original ESMs and put copies of the vanilla Fallout3.esm and the vanilla DLC ESMs in this folder.
  2. On the Fallout 3 My Way - Resources page get the Part 2: Cleaning the DLC and Navmesh text file.
  3. Follow the instructions in the Setting Changes section. Two of the changes, unchecking [FO3/FNV] Sort FLST and Sort INFOs, are now in the Experts tab. Follow the Fix Deleted Navmeshes section of this file, or from the companion video, to clean the deleted navmesh files from ThePitt.esm and BrokenSteel.esm.
  4. When completed make a copy of the two updated DLC ESM files in a new folder (e.g., DelNavmeshRemoved ESMs) in the Fallout 3 folder.
Warning-Logo.png
WARNING:
With the recent changes to xEdit introduced in 4.0.0 the Setting Changes and Cleaning sections of the text and video are no longer correct. Cleaning the ESMs with the simplified procedure in the current version of xEdit is covered in the next subsection of this guide.

Cleaning the Fallout 3 Bethesda DLC ESMs[edit | edit source]

  1. Once the deleted navmesh files have been removed Start Mod Organizer.
  2. Select "xEdit - QuickClean" from the drop down above the right pane and click [Run].
  3. Double-click on Anchorage.esm. xEdit will start cleaning any Identical to Master and Deleted Navmesh records.
  4. When xEdit is done click the [X] on the title bar to close xEdit.
  5. Verify the box adjacent to Anchorage.esm is checked and also that "Backup Plugins" is checked then click [OK].

Repeat the process above for "ThePitt.esm", "BrokenSteel.esm", "PointLookout.esm", and "Zeta.esm". Select only one at a time. Do NOT attempt to clean Fallout3.esm itself.

Normally, when a file is cleaned through xEdit using Mod Organizer it is automatically moved back to its original mod folder and any generated files are moved to Mod Organizer Path/overwrite. After cleaning the cleaned DLC ESM files will either be in the Data folder, having replaced the original DLC ESMs, or the base Bethesda ESM files or the Mod Organizer Path/overwrite folder. The cleaned files should be moved to their own mod folder, as described in the GamerPoets video, to preserve a clean Fallout 3 GOTY/Data folder and the original ESM files restored from the backup folder to the Fallout 3 GOTY/Data folder. To achieve this, perform the following:

  1. Close Mod Organizer.
  2. Navigate to <Fallout 3 GOTY/Data> (or to the Mod Organizer Path/overwrite folder if that is where the cleaned DLC ESMs are located) and move the newly cleaned Bethesda ESM files to a new folder (e.g., <Mod Organizer Path>/mods/FO3 DLC - Cleaned>).
  3. Create a new archive file with these cleaned DLC ESMs and move this archive file to the <Mod Organizer Path>/downloads folder.
  4. Navigate to the folder of original ESMs saved earlier and copy all of the original DLC ESM versions back to the <Fallout 3 GOTY/Data folder>.
  5. If desired, remove the FO3Edit Backups folder from <Mod Organizer Path>/Overwrite.

This process has restored the original game files to allow the game to run in a pristine vanilla state via Steam. When Mod Organizer is started again, a new mod will be added to the left pane called "Cleaned Vanilla ESMs", it must be activated for Mod Organizer to use them.

Start Mod Organizer.
Choose a profile (e.g., use a Vanilla FO3 profile if there is one or create this if there isn't one yet)
Drag the newly created mod "FO3 DLC - Cleaned" right after the last of the Unmanaged DLC files in the left pane and activate it by checking the box. 

For more background information on cleaning the Bethesda DLC ESMs Mator suggests reading here and here.

Cleaning Mod Plugins[edit | edit source]

Mods with plugins needing cleaning have a red indicator with the word Cleaning in this guide. The details of the specific plugins needing cleaning are often available in the LOOT report; however, sometimes the LOOT report has older data than that used in the guide. To clean the dirty plugins from these mods, follow instructions for cleaning here. Cleaning plugins from a mods isn't any different than cleaning the vanilla ESM plugins. Plugins that should not be cleaned are also noted, typically with a red warning at the bottom of the guide entry for the mod. Cleaning a plugin with xEdit does not usually cause problems with the plugin; if xEdit does not detect any problems with a plugin the plugin will not be changed when exiting xEdit.

Comment on Cleaning Mods with xEdit[edit | edit source]

The guide include indicators when a mod has one or more plugins (esp or esm) that need to be cleaned with xEdit. The guide doesn't list the specific plugins to clean. Instead, the detailed information for plugins that need cleaning has been submitted to LOOT for inclusion in the Fallout 3 masterlist. As discussed in the Run LOOT section of the guide, when LOOT detects a plugin that needs cleaning it includes this information in the report it creates. The plugin detection is version sensitive, and only the dirty versions of mod plugins are included in the LOOT report. When mod plugins are cleaned with xEdit, the mods should be cleaned individually, and when xEdit is closed the plugin should be saved and Backup Plugins should be ticked. The previous version of the mod that was just cleaned will be saved in a FO3Edit Backups folder in Overwrite. As described in the STEP guide subsection on cleaning plugins the following steps should be used:

After cleaning, there will be files in Overwrite (essentially a fake mod located at the bottom of the left pane if sorted by priority ascending) created by xEdit.
Right-click Overwrite and select [Create Mod].
Name it FO3Edit Backups and click OK. This will create a new mod listing in the left pane for the FO3Edit Backups useful if the changes failed to be successful.
Each subsequent time xEdit is used to edit a file, open Overwrite and drag the FO3Edit Backups back to this mod. This will keep them in an organized and safe location. The files have no impact on the game.
Right-click the FO3Edit Backups mod and select [Ignore Missing Data] to remove the red X Big Red X MO.png flag.
Gopher has a great video on his Youtube channel about the basics of the xEdit mods (i.e., TES4Edit, FO3Edit, FNVEdit, TES5Edit, EnderalEdit, SSEEdit, FO4Edit, FO76Edit), here. Like a lot of the other tutorial and information guides and videos on xEdit, it needs to be updated for the new procedures added in xEdit 4.0.0.

Mod Installation[edit | edit source]

Many mods on Nexus include mutliple files such as main files, updates, hotfixes, options, patches, and miscellaneous files. Typically the desired files are all installed into one mod folder; the installation instructions will mention when this isn't the case. The phrase Install the additional mod file using [Merge] is used in this guide to indicate this. To do this install the main version of the mod, and copy the name used for the mod during installation. Then click the install icon and select the additional file to be installed. Paste the mod name that was just saved as the name of the mod then complete the install dialog, and when the next dialog box comes up select [Merge].

Loading Game Mods into MO[edit | edit source]

The preliminary tasks are complete and now the actual game mods are installed. These are listed in the installation order that would be used in Mod Organizer. The first set of mods are the Core Fixes, the first set of mods in MO priority order (left pane). These are mods that are best to install at the very beginning. Next install the The Need for UIO - User Interface Organizer section mods. After this portion of the User Interface mods are installed and initially tested proceed with installing the rest of the mods starting with Supplemental UI. The reason for this particular installation order with FO3 is the difficulty getting the mods that need UIO installed and working correctly, so it's best to do these as soon as possible.

Info-Logo.png

NOTE

Downloading the mods in this guide and installing them with Mod Organizer can easily take 10-12 hours or more, so users might want to do the downloading and installation in stages.


While installing the mods from this guide, it is recommended that additional profiles be created in MO at multiple points during the installation. These profiles will prove invaluable when attempting to debug problems when additional mods are added to the game. There should be an initial MO profile with only the vanilla Fallout 3 assets as mentioned above. There should be a new profile added after the key fixes and UI mods have been installed, as mentioned below. There should also be a profile saved prior to adding the Gameplay mods. Other profiles after key sets of mods are installed in addition the three profiles previously mentioned will also prove quite useful.

The name of the mod in MO can be changed during installation or after the mod is installed. The default mod name in MO during installation uses the name of the file. Note that some mods or mod files have very long names, and others use names that are quite different than that of the mod itself. When appropriate the mod name in the left pane of MO can be changed during installation to a name that includes the actual mod name and/or is shorter. Long mod names can sometimes cause a problem since there is a limit on the number of characters in the full path name of each file in the mod when installed in MO.

Installation Guidelines[edit | edit source]

In many of the mod installation instructions you will see the phrase Install the additional mod file using [Merge]. To do this install the main version of the mod, and copy the name of the mod used during installation. Then click the install icon and select the additional file to be installed. Paste the mod name that was just saved as the name of the mod then complete the install dialog, and when the next dialog box comes up select [Merge].

LOOT Sorting & Patches[edit | edit source]

At any time during the mod installation process before stopping to benchmark and test Fallout 3 the LOOT tool should be used to sort plugin load order, as described at the end of this guide in the Run LOOT section,. This is necessary to ensure proper plugin priority order (load order), which can have a dramatic impact on the game (or at worst cause a CTD). It is important to do this at the end of installation of course, but also during installation when a new profile is created before testing Fallout 3 with the mods that have been installed so far.

  1. Launch LOOT via Mod Organizer by clicking on the "Sort" button or directly from the executables drop-down menu in MO.
  2. Examine the LOOT output carefully and look for any alerts or warnings and address each. The Plugins tab in MO (on the right side of the MO window) is where plugins can be activated/deactivated and sorted (either drag and drop or use Ctrl + Up/Down arrow keys to sort).
Info-Logo.png
NOTE:
LOOT should be run prior to launching the game every time a mod is installed which adds one or more plugins.

Core Fixes[edit | edit source]

The comprehensive patches for Fallout 3 have seen many changes since release. There have been individual authors posting some small fixes and one major group that has tried to take on the task of fixing most of the bugs in Fallout 3. Other than that, there are few other fixes and some excellent utilities to increase stability and performance.

UPDATED Unofficial Fallout 3 Patch[edit | edit source]
Core 
  • Author: BenWah and Hairylegs
  • Version: v2.3.2
  • Note: This is the most recent version of the unofficial patch for Fallout 3 and is still being actively updated.
  • Fallout NV Equivalent: Yukichigai Unofficial Patch - YUP , main bugfix patch for Fallout NV
  • Installation: Get Mod Manager Version" of the main file and the optional "UUF3P - FWE Patch. When relevant also get the desired non-English UF3P_ESM file. Install these with MO.
New Vegas Anti-Crash[edit | edit source]
Core 
  • Author: Queue
  • Version: v7.5.1.0
  • Fallout NV Equivalent: New Vegas Anti-Crash, the same mod works in both Fallout versions.
  • Requirements: FOSE
  • Note: The Grass Rendering Distance INI tweak will not work without this mod. This updated version fixes the crash from the Windows 10 Anniversary Update and graphics card driver crash problems with the recent Nvidia and AMD updates.
  • Installation: After Installation, open the information pop up of this mod in the left pane of MO and go to the Filetree tab. Change the NVSE folder's name to FOSE. This will allow the mod to work with Fallout 3.

This mod helps with some of the offsets and structures the exception handling of Fallout 3 to reduce crashes for the supported addresses. This mod will be updated frequently and should be followed for updates. Even though it was written for Fallout NV it will still work in Fallout 3.

Fallout Stutter Remover[edit | edit source]
Core 
  • Author: SkyRanger-1
  • Version: v4.1.36
  • Notes: Heap replacement has been reported to not work with Fallout 3.

Some users with Windows 10 Creators Update (Version 1709 or greater) are able to use this mod, but others have not been able to find a set of INI values that allow then to use this mod without frequent crashes. Two potential fixes are available; on Kelmych's system the first fix works but not the second. The INI changes recommended by Audley as shown in the installation instructions seem to allow FSR to work on recent Windows 10 version for many users.
Another alternative is to use the FSR INI file that has been tested by Roy Batty (TTW author) which can be downloaded here in the Fallout Stutter Remover .ini file.

  • Requirements: FOSE
  • Fallout NV Equivalent: New Vegas Stutter Remover, Fallout NV version of this mod by the same author
  • Installation: This mod is packaged incorrectly, follow these instructions:
During install right click Data and select "Set data directory".

As mentioned above, this mod has an INI file that has some options users should be aware of.
Alternatively, changes should made manually by right clicking FSR in the left pane of MO and select the INI-Files. FOSE/plugins/sr_Fallout_Stutter_Remover.ini should be listed in the top left box, click it, and use the following to make changes accordingly:

Master section (Enable/Disable FSR functions):

Master = {
        _comment = You can turn on or off each distinct feature from here.
        bManageFPS = 1
        bHookGetTickCount = 1
        _comment = This setting above is not in the original INI and can be ignored
        bHookCriticalSections = 0
        bHookLightCriticalSections = 0
        _comment = Audley recommends setting the above two parameters to 0 vs. 1 (default)
        bHookHashtables = 1
        bReplaceHeap = 0
        _comment = The line above is only needed for heap replacement, only for advanced users, detailed info in the readme
	bReplaceGetTickCount = 1
        bLogToConsole = 0
        bFastExit = 1
        bFlushLog = 1
        iSchedulingResolution = 1
        bReplaceRandom = 1
        bExperimentalStuff = 0     
        iMainHookPoint = 1
}

FPS section:

FPS_Management = {
	bInject_iFPSClamp = 1
	fMaximumFPS = 60
        _comment = For the line above, the default is 30, but should bet set to monitor refresh rate or either 1/2 or 1/3 refresh rate
	fMinimumFPS = 20
	iFPS_Report_Period = 4000
	fExtraSleepPercent =0.05
}

Cannot recommend this plugin enough. In addition to the fix for the stutter bug, it can do so many more things. Many of them are really advanced for even advanced modders. To understand some of these functions a decent knowledge of software architecture and imperative, procedural, or declarative programming is required. This does not mean that those advanced features should be avoided. Overtime this section will expand with more details and suggestions for general users. Right now all the information is made directly from the readme which is the best source of information for the mod.

Ogg Vorbis Libraries[edit | edit source]
  • Author: KaneWright
  • Version: v3.0
  • Notes: Latest compiled Ogg Vorbis Libraries. The game uses it for decoding оgg audio format.
  • Fallout NV Equivalent: same files are used for both FO3 and FNV
  • Installation: Make backup copies of the libogg.dll, libvorbis.dll and libvorbisfile.dll files (located in the main Fallout3 directory) then copy the new files into this directory overwriting the old ones.
Compiled fixes for Fallout 3 (Compatible with the Unofficial patch)[edit | edit source]
  • Author: VincentIndigo
  • Version: v1.0
  • Notes: Multiple fixes not included in UPDATED Unofficial Fallout 3 Patch
  • Installation: Download and install the Main File and Optional File.

User Interface[edit | edit source]

The interface section will be the first section where mods that affect the actual in game elements are installed. The legacy support version of the external installer in MO should be able to handle all the scripted installer of mods like Fallout Wanderer's Edition (FWE).

UI Mods with Menus[edit | edit source]

The Need for UIO - User Interface Organizer[edit | edit source]

UI Organizer (UIO) is FOSE plugin that allows UI mods to be installed for FO3 without having rerun Unified HUD after each change to the UI section. It can also be installed with MO, instead of having to run it through FOMM, like Unified HUD. Install these mods in the specific order they are listed as well. UIO is designed to be used so mods can be installed and uninstalled without having to worry if they have UI elements.

For the following section UIO - User Interface Organizer is required to combine the XML files to get the require effects from each mod. The older version of the guide using Unified HUD will be provided if needed. Note that users who have already installed the UI mods do not need to change their MO profiles and installations until and unless they want to make changes to the UI mods being used.

Install these mods in the specific order they are listed; this is important for the UI mods but not always important for other mods in the guide.

Warning-Logo.png

WARNING

From here to UIO - UI Organizer, the guide is designed to be installed and left alone for the most part. Since UIO manages the menus at the time of game load, it is no longer necessary to reinstall all the UI mods if one mod changes. Moreover, the order of UI mods can be changed in MO when needed. It isn't necessary to install all the base UI mods included, but a few of them are quite important

Base UI Mods[edit | edit source]

DarNified UI[edit | edit source]
Core 
  • Author: DarN
  • Version: a11
  • Notes: Use the 7zip version available in the referenced download site when installing with Mod Organizer, not the fomod version available elsewhere. The hotfix version (f3a11_HF.7z) is not needed as it is already incorporated into"DarnUI_Support_for_FWE" which will be downloaded as part of the next mod. The Author's Page in the Bethesda forums has more details about the mod.
  • Fallout NV Equivalent: Darnified UI, the follow-on mod from DarN for Fallout NV
  • Installation: To install this mod with MO click [Manual], then [Okay] during the installation or the default installer will skip a very important file.
  • Alternate Download: This file is also available at ModsReloaded

The alternate download is a combined archive of the fomod version and the hotfix. After downloading it unzip the dui_f3a11.zip from the DUI folder of the archive. Unzip the dui_f3a11.fomod to a temp location and rename the extension to *.7z. Ignore any warning popups by windows as they are incorrect. Move that file into MO's downloads folder and install as described above. As of 15th January 2017 it appears the original site is back in Darn's control and you should use that.

Even though this mod never made it out of beta it is still complete enough to be used for all interface text. Some other modders have also expanded the DarNified font to other parts of the game.

FWE - FO3 Wanderers Edition[edit | edit source]
Extended 
LowRes 
Cleaning 
Optimize 

FWE is included as a important extended mod because it adds an extensive menu for customizing the gameplay parameters, and for the armor/weapon balancing it adds. If you are satisfied with the vanilla game parameters and if you don't use a lot of weapon mods FWE isn't as important. The vanilla game parameters are configured for the base game without the DLCs. The DLCs changed the PC level limit from 20 to 30, but they unfortunately didn't change the corresponding gameplay parameters.
FWE provides new weapon and armor stats, and in some cases weapon models, for almost all the vanilla weapons and armor. It also adds many new weapons and armor. Many mods use FWE as the basis for weapon and armor parameters, making FWE as closest to a Fallout 3 standard for gameplay as is possible for a modded game.
The FWE mod provides most of the settings menus for FO3. However, as DanielCoffey notes, these menus are not available until after exiting Vault101 or the Alternative Start shack. The menus for repairing limb damage aren't available until then; be careful with limb damage until then.
The Alternate Start option included in FWE is not compatible with the Ties that Bind - a narrative companion mod which disables the Alternate start.

  • Fallout NV Equivalent: Project Nevada, the follow-on mod from the FWE team for Fallout NV.
  • Installation: Download "FWE_Master_Release_6-0_-_Part_1", "FWE_Master_Release_6-0_-_PART_2 ", and "FWE_6-03a_HOTFIX_PATCH".
Install the first main file, ignoring the slowness of the installer.
Note that the MO version 1.2.18 or later can load the fomod GUI but a dialog box about Archive Validation will popup; click No to ignore this and continue. Be careful if unchecking any already checked boxes; the installer fails sometimes if this is done. Updated versions of most of the plugins are installed with the hotfix file, even if they weren't selected when installing the initial FWE PART 1 files with the Fomod menu.
Warning-Logo.png

WARNING

Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
FOMOD Instructions
FWE_Master_Release_6-0_-_Part_1
FWE - Fallout 3 Wanderers Edition Setup
FWE - Fallout 3 Wanderers Edition Setup
Core Components
Core Components

DotMO.png Default

DLC Compatibility Patches
DLC Compatibility Patches

DotMO.png Default

Follower Plugins (Optional)
Follower Plugins (Optional)

DotMO.png Default

Optional Plugins
Optional Plugins

DotMO.png Default unless the optional VATS plugins are desired.

Install

Install Part 2 and the hotfix in that order (neither of which have an Fomod menu). The hotfix has new versions of most of the plugins. If desired, these two files can be installed using [Merge] in MO so they overwrite the files installed with "FWE_Master_Release_6-0_-_Part_1".
Download and then install with MO "Primary Needs Sound Disabler"

This eliminates the annoying heartbeat sound when one or more of the primary need values is low.

Double click FWE - FO3 Wanderers Edition in the left pane of MO, and select the Optional ESPs tab. Move at least one of the "FO3 Wanderers Edition - Optional Restore Tracers*" plugins, and at least one of the optional VATS plugins if they were both installed into Optional ESPs. Unless the FWE alternate version of fast travel is desired (read the discussion about this in In Game Settings before selecting this option) , move Alternate Travel.esp into Optional ESPs
Finally, download "DarnUI_Support_for_FWE"; this should not be installed with the rest of the FWE mod but instead needs to be installed as a separate mod just before UIO, as indicated a little later in the guide. This is done so the menus from this file are in the proper place for the UIO mod installed later.

The "DarnUI_Support_for_FWE" file includes an updated version of the DarNifiedUIF3.esp plugin (which already includes the DarNifiedUIF3 hotfix); this plugin will be used instead of the plugin from the DarNified F3 mod previously installed.
If MMM is used, then when Creating a Bashed Patch select "FO3 Wanderers Edition - Main File.esm", then right click the bash tags window in the lower right of the Wrye Flash window and remove Names.

At some point after FWE is installed, run xEdit and select FO3 Wanderers Edition - Main File.esm. Expand the mod and select FormID List > 000B41FD VendorChests. At the bottom is an LNAM-FormID entry which says [03003D42] < Error: Could not be resolved >. Remove this entry, then close xEdit saving FO3 Wanderers Edition - Main File.esm.

Major overhaul of Fallout 3 gameplay and equipment. Adds many new features from managing grenades to sprinting, bullet time, a Primary Needs feature and HUD for more "hardcore" immersion (incorporated into vanilla Fallout New Vegas by Bethesda), Portable Campsite, bottling water, and Roleplayer's Alternative Start.

Advanced Recon Trap Detection[edit | edit source]
  • Author: Gopher
  • Version: v2.0
  • Requirements: FOSE
  • Fallout NV Equivalent: Advanced Recon Trap Detection, the non-UI portions of trap detection were ported to this Fallout 3 mod.
  • Installation: Download Detect Traps v 2 and Adv Recon Thermal Nightvision - Detect Traps Patch. Install the first file with MO, then install the patch using [Merge]; this mod does not add any menus but is needed for the next mod which does include the related menus.

This mod will add some very cool ways to detect traps.

Advanced Recon Thermal Nightvision[edit | edit source]
  • Author: Gopher
  • Version: v5.2.1
  • Fallout NV Equivalent: Advanced Recon Trap Detection ( the UI portions of trap detection were ported to this Fallout 3 mod), Advanced Recon Thermal Nightvision (portions of this mod were ported to this Fallout 3 mod), Project Nevada for the Fallout NV guide the thermal nightvision in PN is used vs. Gopher's mod.
  • Notes: This Advanced Recon Thermal Nightvision mod adds thermal nightvision and also adds the UI portion of detecting traps. In conjunction with the next mod, this is very helpful when using darker interiors and nights.
  • Installation: Download Adv Recon Thermal Nightvision main file and install with MO. Also download Adv Recon Thermal Nightvision - FWE Patch and install with MO using [Merge] to install this as part of the same mod as the main file.

The guide does not include a large number of plugins so merging plugins is rarely needed, and the bashed patch will typically merge two or three of the four plugins. If for some reason it is desired to merge the ESPs for the Advanced Recon Trap Detection mod can be merged by following these instructions created by user mcshame, adapted from the Fear and Loating in New Vegas guide; these instructions assume that Merge Plugins is used, and that both the Advanced Recon Trap Detection and Advanced Recon Thermal Nightvision mods have been installed:

Open Merge Plugins through MO and click [OK].
SHold control and and click [OK] the following mods; note that the order of these four plugins does not matter:
Detect Traps - DLC.esp
Detect Traps - Perk.esp
Detect Traps - Traponator 4000.esp
Advanced Recon Tech - Detect Traps.esp
UNTICK "Copy general assets" in the Settings->Integration tab since the assets remain in the main MO mod which includes the esm plugin.
Open the Merges tab and right click " Detect Traps Merged" and goto "Plugins", then select "Check plugins for errors".
Right click "Detect Traps Merged" again and select "Build Merge".
Right click one of the highlighted plugins and goto "Add to merge", then select "<New Merge>".
In the popup, type the name of the merge and the plugin, then click [OK]. Detect Traps Merged is recommended for both.
It may not show in MO's left panel, so click the small tool icon dropdown above the left panel and select "Refresh".
When complete click [Close], then close Merge Plugins Standalone.
The mod now resides in the Detect Traps Merged folder.
Move the folder right below Advanced Recon Trap Detection mod and make sure it is ticked.
In the left pane of MO, double click Advanced Recon Trap Detection.
Now go to the "Optional ESPs" tab and move the "Detect Traps - DLC.esp", "Detect Traps - Perk.esp",  'Advanced Recon Tech - Detect Traps.esp', and "Detect Traps - Traponator 4000.esp" to the Optional ESPs box. 
Advanced Recon Range Finder FO3[edit | edit source]
  • Author: Gopher
  • Version: v1.2.1
  • Requirements: FOSE
  • Notes: This mod will add a range finder to scoped weapons up to 200 meters.
  • Fallout NV Equivalent: Advanced Recon Range Finder, which was ported to Fallout 3.
Flashlight[edit | edit source]
Extended 
  • Author: documn
  • Version: 1.5
  • Notes: Flashlights seem more realistic than simply making the Pip-Boy light much brighter, but some users have problem getting this mod iworking and/or low framerate when the flashlight is turned on. Because of stability problems with it some users may prefer to use only a brighter Pip-Boy light.
  • Requirements: FOSE
  • Fallout NV Equivalent: Flashlight NVSE, a similar but expanded mod for Fallout NV by a different author.
  • Installation: Install only the Flashlight-LOS.esp plugin.

Great mod to use with darker nights. This really helps navigate the wastes for users that do not want to always use the Advanced Recon Thermal Nightvision modes.

Dynamic Crosshair[edit | edit source]
Extended 
  • Author: ShadauxCat
  • Version: 1.6.0
  • Fallout NV Equivalent: Project Nevada, which includes the dynamic crosshair mod functionality.
  • Notes: This mod dynamically resizes the circle or cross crosshair (whichever type is used) based on weapon accuracy. This mod does not include the basic crosshair itself; a mod for this will be installed next.
  • Installation: Download Dynamic Crosshair - Darnified UI and install with MO. Right click the mod in the left pane of MO and select Open in explorer. Copy the "Custom.xml file'. Open the menus folder and add a new folder named prefabs. Paste the "Custom.xml file into the new prefabs folder. Rename this version of Custom.xml in menus/prefabs/ to DynamicCrosshair.xml.
Antistars Assorted Add-ons[edit | edit source]
Optional 
  • Author: Antistar
  • Version: 1.0
  • Requirements: FOSE
  • Notes: Stimpak Counter adds a counter to the HUD with the number of stimpaks in player inventory. If desired, the Minigun Sound Replacer mod can also be downloaded from this mod page and installed with MO.
  • Fallout NV Equivalent: Stimpak Counter NV, ported from this Fallout 3 mod.
  • Installation: Download Stimpak Counter and install with MO.
Powered Power Armor[edit | edit source]
Optional 
MedRes 
Cleaning 
  • Author: Imp of the Perverse
  • Version: 1.4gold
  • Notes: PPA expects a different value of the game timescale than the default value of 30.

The Nexus page states The mod is balanced for a timescale of around 4 or 5, but the power draw and rate of temperature change can be adjusted. Reducing them from their default values of 1 to the minimum of 0.05 will just about let you use this mod with a timescale of 30, though its not recommended." Many users run Fallout 3 with a timescale of 20 (1 real hour = 20 game hours) or 5. Using a timescale lower than 5 (the FWE default) has been reported to cause problems.The timescale can be set in the FWE Control Menu as discussed in In Game Settings, using the console, or in Wrye Flash when creating the bashed patch as discussed in Creating a Bashed Patch. This mod is optional since some users don't want an extensive expansion to power armor and because of a known problem with invincible Enclave soldiers wearing power armor; the soldiers can't be targeted in VATS and have so many hit points they are unkillable. One user posted a script change to fix this on the Nexus site in 2014. A test version of this mod with the script change with the Geck installed is available here. Use the Powered Power Armor.esp plugin in this file instead of the one in the mod. In addition, as mentioned in the Fallout3_ControlPanelMenu_Settings page, Set Scaling to disabled in the Pipboy menu for PPA. Even when both of these changes are made there are reported problems with invincible Enclave soldiers.

Download PPA 1_4 gold Hotfix a and FWE 6 compatibility file and when installing these merge them with MO into 'Powered Power Armor.

This mod provides some upgrades and improvements to Power Armor; the power armor it includes is much easier to use but needs to be balanced by a plugin installed later so it isn't so overpowered.

JIP Realistic Weapon Overheating[edit | edit source]
Optional 
  • Author: jazzisparis
  • Version: v0.74
  • Fallout NV Equivalent: JIP Realistic Weapon Overheating, which was ported to Fallout 3.
  • Installation: Get the FOMOD version. During the installation there will be a pop-up, just click [OK].

After installation hide this file: /menus/main/hud_main_menu.xml

This mod adds in weapon overheating so spray and pray is a little less easy in big fire fights. Also, adds to weapon degradation if the weapon is hot constantly.

JIP Selective-Fire[edit | edit source]
Core 
  • Author: jazzisparis
  • Version: v0.81
  • Notes: Changes the firing mode of the guns in game. It is compatible with any gun added by mods, and has a menu to customize the options.
  • Fallout NV Equivalent: JIP Selective-Fire, which was ported to Fallout 3.
  • Installation: Get the JIP Selective-Fire - FOMOD main file. During the installation there will be a pop-up, just click [OK].

Once you start using it you'll wonder how it's even possible to use a burst weapon without it, especially if ammo is limited

JIP Companions Command and Control[edit | edit source]
Optional 
  • Author: jazzisparis
  • Version: v0.92
  • Fallout NV Equivalent: JIP Companions Command and Control
  • Installation: Download and install the main file with MO. If Companion Mods are used that this mod recognizes make sure to select these when installing. Click OK or Install in dialog boxes.

Does a ton of Companion stuff. It's so much that most people probably will not even use half the features.

Smaller Crosshair[edit | edit source]
Optional 
  • Author: ziher
  • Version: v1.1
  • Notes: A crosshair mod is needed to work with Dynamic Crosshair. This particular mod provides a very simple crosshair. There are many optional crosshair mods (the Dynamic Crosshair mod description lists four of the many options) and no consensus among users. Choose whichever crosshair mod appeals to you and install a crosshair; this mod is just one possibility. If the Vanilla HUD Remastered mod is used it will provide the crosshair and this mod is not needed.
  • Fallout NV Equivalent: Project Nevada, provides this function for Fallout NV
  • Installation: Select one of the four crosshair options, download, and install with MO.
DarnUI Support for FWE[edit | edit source]
Extended 
  • Author: FWE Team
  • Version: v6.02
  • Requirements: FOSE, DarNified UI, FWE - FO3 Wanderers Edition
  • Notes: This mod is needed if FWE - FO3 Wanderers Edition is used. It includes an updated version of the DarNifiedUIF3.esp plugin (which already includes the DarNifiedUIF3 hotfix) and several versions of DarNified UI menus modified for compatibility with FWE. It is installed just before installing UIO so the Menus/main/hud_main_menu.xml file from this mod overwrites any files from other UI mods with the same name. With most UI mods the installation order doesn't matter when using UIO, but a mod making extensive changes to hud_main_menu.xml as DarnUI does needs to be installed after the other UI mods that may also include generic versions of this file. After UIO is installed and the game is started the first time with UIO installed, deactivating or uninstalling this mod will cause errors in the Pipboy UI. This mod will need to be reinstalled to fix the problem.

If you get the popup ingame that won't go away when you hit the esc key, you need to re-download and re-install the mod.

  • Installation: If this hasn't already been done, download "DarnUI_Support_for_FWE". Install this mod with MO. When installing this mod with MO, in some cases by default it will be named "FWE - FOE Wanderers Edition." It needs to have a separate name (e.g., DarnUI Support for FWE) so it won't be merged with the rest of the FWE files; otherwise the UI will not work properly.

After the UI mods including UIO have been installed and tested', if the user wants to eliminate the greyed out 'Live" menu entry, these changes provided by Himself can be used. Make a backup copy of the file being edited first.:

open Data/Menus/Options/start_menu.xml in this mod
find the code segment that says:
 </_isLIVE>
   <visible>
       <copy> &true; </copy>
       <onlyif>
       <not src="me()" trait="_isLIVE" />
       <or>
           <copy src="me()" trait="_isLIVE" />
           <and> <not src="globals()" trait="_sm_hideLIVE" /> </and>
           </or>
           </onlyif>
   </visible>
   

and replace with

  </_isLIVE>
    <visible>
       <copy> &true; </copy>
          <not src="me()" trait="_isLIVE" />
    </visible>
DarNified UI Font Dummies[edit | edit source]
Extended 
  • Author: Axonis
  • Version: v1.0
  • Requirements: DarNified UI
  • Installation: Install the Textures folder from the main file.
Fallout 3 My Way - Resources[edit | edit source]
Optional 
  • Author: GamerPoets
  • Version: v1.0
  • Requirements: FOSE, DarNified UI, Advanced Recon Thermal Nightvision, DarNified UI Font Dummies
  • Notes: These 2 optional settings files have not yet been tested for use with this guide. The GP Advanced Recon HUD Tweaks will probably work fine, but review the spoiler for GP DarN UI Settings on the description page to decide whether to use it. It makes changes to the UI that won't appeal to all users including removing some existing UI elements, and it isn't designed for use with some of the UI elements added by FWE - FO3 Wanderers Edition. It is, of course, also a good starting point for experienced users who want to make some changes in the UI. It can even be used to eliminate the need for Adjustable HUD - aHUD, as mentioned in Modding Fallout 3 : My Way: User Interface : 6 (by GamerPoets)
    GamerPoets demonstrates adding UI mods to Fallout 3
  • Installation: Download and install the GP Advanced Recon HUD Tweaks and (if desired) the optional GP DarN UI Settings files.
Adjustable HUD - aHUD[edit | edit source]
Extended 
  • Author: Gopher
  • Version: v1.2.1
  • Notes: This mod allows moving HUD elements to different places on the screen. The installation instructions provided below change locations of some files from this mod so that the mod can be activated or deactivated in MO without causing UI problems.
  • Fallout NV Equivalent: One HUD - oHUD, both aHUD and iHUD were ported to Fallout 3 from OneHUD
  • Installation: Download and install Adjustable HUD - Darnified.
Envoke the Information... window for the Adjustable HUD mod in the left pane of MO by either right-click -- Information... or double-clicking.
On the Filetree tab, open /menus/main and select hud_main_menu.xml. Right-click this file and select Hide.
Close the window.
Now right-click the Adjustable HUD mod and select Open in explorer. Open menus/prefabs/aHUD and copy "hudtemplates_darn.xml"
In the prefabs folder create a new folder named darn, then open this new folder.
Paste the "hudtemplates_darn.xml" file into this folder, then rename it "hudtemplates.xml".
It will then be used in the game instead of the version of this file in DarnUI Support for FWE.
Close the explorer window.
Immersive HUD - iHUD[edit | edit source]
Core 
  • Author: Gopher
  • Version: v2.3.1
  • Notes: This mod hides HUD elements when they are not needed.
  • Fallout NV Equivalent: One HUD - oHUD, both aHUD and iHUD were ported to Fallout 3 from OneHUD
  • Installation: Download and install the main file with MO, and download and install Immersive HUD - Darnified FWE Patch using [Merge] with MO.
UIO - UI Organizer[edit | edit source]
Core 
  • Author: jazzisparis
  • Version: v1.00
  • Requirements: FOSE, DarNified UI
  • Note: There may some files or folders in the Overwrite folder after exiting the game or after a crash. This is not a problem, those files can be ignored or deleted without issue, but it's best to move the uio and menus folders from Overwrite to the UIO mod folder. UIO will regenerate the primary menu file (menus/main/hud_main_menu.xml) every time the game loads. This menu file is placed in the folder of the highest priority mod that includes this file. For this guide that is the DarnUI Support for FWE mod. Since UIO needs to change this file every time the game starts, deactivating that mod or uninstalling it will cause Pipboy UI errors.
  • Installation: Get the main file and install with MO.

Note that UIO allows all the other UI mods to be activated/deactivated or reinstalled since it manages the data about mods with UI menus during game loading (vs. at game installation as was the situation with Unified HUD). UIO even takes care of loading the INI tweaks needed for the DarNified UI mod. If installing any mods not listed in this guide, check the mods Nexus page and the UIO Nexus page to see if those mods are supported by UIO so they can be installed before UIO. Any mod that is listed on the UIO page (and any mods that are added by using a file in the UIO menus/uio/public folder) has a menus/prefabs/ folder with a mod-specific subfolder, and this subfolder includes an xml template file used to specify the actual mod-specific menu. UIO adds the subfolder names and the template file names at the bottom of the version of menus/main/hud_main_menu.xml with highest MO priority (which is the version that will be used in the game).

The next great HUD management mod.


Supplemental UI[edit | edit source]

The mods in the rest of the User Interface section do not change HUD elements, so they can be installed after UIO and do not require a specific install order.

Personal Achievements Log[edit | edit source]
Optional 
  • Author: Bofra
  • Version: v1.2
  • Notes: Adds quest log entry for all the achievements earned by the player character. Some users like having these notifications and Pipboy quest log entries, especially since the achievements are not added to Steam when running Fallout 3 from Mod Organizer.
  • Installation: Install the mod using MO, then double click the mod in the left pant of MO, select the Optional ESPs tab, and move all the plugins except PAL - MERGED.esp to Optional ESPs.
CASM[edit | edit source]
Optional 
  • Author: Cipscis
  • Version: v1.2
  • Requirements: FOSE
  • Notes: This mod replaces the buggy autosave system in vanilla Fallout 3. Use menu to customize. On some systems this mod can cause a combat bug where enemies jitter and jump, and take no damage. Because of this problem this is an optional mod since it won't work properly on all systems. However, on systems where the combat bug doesn't occur this is a highly recommended mod.
  • Fallout NV Equivalent: CASM with MCM, follow-on to Fallout 3 version

Autosave ability to prevent losing progress if game crashes.

Extended Save Manager[edit | edit source]
Optional 
  • Author: polbashkisneslo
  • Version: v1.2
  • Requirements: FOSE
  • Notes: Like CASM above this mod replaces the buggy autosave system in vanilla Fallout 3. Use menu to customize. Some users who have problems with CASM have reported that this mod works for them.
Centered Overhead 3P Camera[edit | edit source]
Optional 
  • Author: PimpBot420
  • Version: v1.0
  • Notes: Some users use 3rd person view a lot, this mod will be very useful for them
  • Fallout NV Equivalent: Centered 3rd Person Camera, somewhat more functionality than this Fallout 3 mod

Every game has a crappy over the shoulder camera and modders always fix that problem.

Fallout 3 - Enhanced Camera[edit | edit source]
Optional 
  • Author: LogicDragon
  • Version: v1.4a
  • Notes: Other users play almost exclusively in 1st person, this mod will be very useful for them. Pick this mod or the one above.
  • Fallout NV Equivalent: Centered 3rd Person Camera, somewhat more functionality than this Fallout 3 mod
Omnis Hi-Res Pip-Boy 3000 - FIXED[edit | edit source]
Core 
  • Author: OmniDeath
  • Version: v1.0
  • Fallout NV Equivalent: Omnis Hi-Res Pip-Boy 3000 , Fallout NV equivalent to this mod by the same author
  • Notes: This Pipboy replacer is recognized by the game as equivalent to the vanilla Pip-boy unlike some of the alternate Pip-boy replacers. In game the Pip-Boy has a lot of wear but the alternative replacers such as [ ] have unrealistically minimal wear.
  • Installation: Install the mod using MO; note that the Data folder needed by MO is two levels deep.

If the english version of the game is not being used it is likely necessary to rename the folder name english in textures/pipboy3000/pc/english to whatever language version of the game is being used If a controller is being used (vs. a mouse) then

Right click the mod in the left panel of MO and select Open in explorer.
Change the name of the folder currently named pc to xbox.
Close explorer.

Make that bling bling look good. Shout out to Brainfever for this one.

Better High Detail map and Icons[edit | edit source]
  • Author: nisen
  • Version: v2.2
  • Requirements: Omnis Hi-Res Pip-Boy 3000 - FIXED
  • Notes: Pip-Boy map replacer that adds a highly detailed map and icons to the terrain for the Capital wasteland (excluding the DLC areas).The mod detects the Pip-boy mod during installation to determine which files to install. For vanilla or Omnis Hi-Res Pip-Boy 3000 which have no plugin it uses the default map parameters, but if the plugins for Pipboy 2500 or Pipboy Readius are detected the map parameters for these are used. This guide is based on using the Omnis Hi-Res Pip-Boy 3000 mod above (vs. Pipboy 2500, Pipboy Readius) for consistency with the Pip-Boy replacer used in the Fallout NV guide. A Pip-boy replacer, if used, needs to be installed BEFORE installing this mod. If a Pip-boy replacer is installed or removed after installing "Better High Detail Maps and Icons" then the best approach is to remove the "Better High Detail Maps and Icons" mod in MO and then reinstall it.

Some users have problems installing or using this mod. For some users the maps may be larger than the Pipboy screen and may beed to be moved aroung using drag and drop to avoid hiding the information displayed at the upper part in pipboy worldmap screen. The Color Hi-Detailed map and icons mod provides an alternative map with less resolution and simpler icons than those in this mod.

  • Fallout NV Equivalent: Realistic World Map is the closest equivalent as the maps in this mod are higher resolution than the ones for other FNV Pipboy map mods.
  • Installation: Mod Organizer should handle the Fomod included in this mod. There are a number of choices for map icons and mouse pointers; look at the options in the figures on the Nexus page to understand the choices as they are very hard to read on the fomod window. It is also possible to use the manual installation mode in MO to install the mod; instructions for this will be added to guide.
Warning-Logo.png

WARNING

Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
FOMOD Instructions
Better High Detail Map and Icons
Options
Options
Maps
Maps

DotMO.png 8k with roads

Map Screen Tweaks
Map Screen Tweaks

DotMO.png Default recommended, some prefer 25% brighter

Next
Options
Options
Map Markers
Map Markers

DotMO.png Custom Icons

Recommended
Recommended

DotMO.png Clean Pipboy Screens

PC Markers
PC Markers

DotMO.png User choice

Mouse Cursors Replacement
Mouse Cursors Replacement

DotMO.png User choice

Install

If the crosshair from Small Crosshair is preferred (vs. the one from this mod), after installation, double click on the mod in the left pane of MO and select the Filetree tab. Open textures/interface and right click the interfaceshared0.dds file and select hide. Close the window.

As mentioned on the Nexus mod page,
If the large 8K map is selected the Pipboy menu selections below the map in the Pipboy screen are difficult to activate.
To fix this when using the Omnis Hi-Res Pip-Boy 3000 - FIXED mod:
Right click the mod in the left panel of MO and select Open in explorer.
Using Notepad++ (or an equivalently capable editor) open menus/main/map_menu.xml.
In lines 149, 268, and 393 change 660 to 650.
Close the explorer window.
Note that if the Pipboy Readius, or Pip-Boy2500  mod is used instead of the Hi-Res Pip-Boy 3000 mod,
these line numbers and height values will be different.
If the line numbers are different and the Omnis Hi-Res Pip-Boy 3000 - FIXED mod is being used,
the fomod script didn't detect the correct Pipboy replacer plugin.
The best approach is to uninstall and then reinstall this mod.
If a different Pipboy replacer is used the appropriate line numbers for this change will need to be determined.
The correct values for some other Pipboy replacer mods are available in posts on the forum threads for this guide.
Some users with the Omnis Pipboy 3000 have problems when using the directions above; Toosdey found a good setup (though they aren't dead on in line with the other pipboy menus) by putting lines 149, 268 and 393 to 625, and line 55 to 690 (instead of using the instructions above).
When this map mod is used some users find the text on the map more readable if the Pipboy HUD color is set to white;others prefer the Amber HUD color.
If the HUD color isn't already the desired color, in the ingame menu choose "Settings>Display" to change the Pipboy color.
No player marker or cursor on maps[edit | edit source]
Optional 
  • Author: compleCCity
  • Version: v1.00
  • Notes: As initially installed it removed the player marker. The Modding Fallout 3 : My Way: User Interface : 6 (by GamerPoets)
    GamerPoets demonstrates adding UI mods to Fallout 3
    shows how to use xEdit to change the settings to keep the player marker but make it smaller. The video recommends a size of 15 for each of the four GMST records; this guide recommends using 20 for at least the cursor records for better visibility.
Remove Glare From Loading Screens[edit | edit source]
  • Author: Tommy
  • Version: v1.000
Fallout 3 My Way - Resources (part 2)[edit | edit source]
no more dots[edit | edit source]
Optional 
  • Author: MurZiCk
  • Version: v0.1
  • Notes: This mod removes that little dots which are connecting "You are here" map-marker and "Target" (usually quest) map-marker, making the Pipboy map less cluttered. This mod is not needed if High Detail Map and Icons Map Button Fix is used.
  • Fallout NV Equivalent: none, but this can likely be used with Fallout NV
More Map Markers[edit | edit source]
Extended 
Cleaning 
  • Author: Xyx
  • Version: v3
  • Notes: Very useful and essential mod. Choose "Skip download" in the popup message when starting a new game. Some users report performance problems when using this mod.
  • Fallout NV Equivalent: several are available, but none with as many markers as this mod.

Pip-Boy map will now have icons for all the major and most minor places once these locations are discovered.

Vanilla HUD Remastered[edit | edit source]
  • Author: BmanBlazer
  • Version: v1.81
  • Notes: Updates HUD for 1080p and higher resolutions
  • Fallout NV Equivalent: same file works for both FO3 and FNV
  • Installation:
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WARNING

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FOMOD Instructions
Vanilla HUD Remastered
Components
Components
Required
Required

DotMO.png VHR Core

Select One
Select One

DotMO.png VHR Standalone

Next
Hardcore Compass
Hardcore Compass
Select One
Select One

DotMO.png Normal Compass

Install
Enhanced User Interface[edit | edit source]
  • Author: 2cooldays
  • Version: v1.0
  • Notes: Removes blur during game pauses
Faster Pipboy Faster[edit | edit source]
  • Author: throttlekitty
  • Version: v1.0
  • Notes: Adds meshes that allow the Pipboy to open and close faster.
  • Fallout NV Equivalent: Faster Pipboy Faster, same mod works for Fallout 3 and Fallout NV
Parkerized Pip-Boy[edit | edit source]
  • Author: DonKnotts
  • Version: v1.3
  • Notes: The Pip-Boy LED indicator light and glove from this mod are used.
  • Fallout NV Equivalent: Parkerized Pip-Boy
  • Installation: Download one selected LED file (e.g., Amber LED 4096) and Matching Pip-Boy Glove Texture. Install the LED file using Parkerized Pip-Boy for the mod name, and then install the glove file with [Merge].

After installation in the textures/Pipboy3000/ folder delete all files and folders except the following: /PC
pipboybtnglow01.dds
pipboyglove01.dds
pipboyglove01_n.dds

PiPBoy Light Mod[edit | edit source]
Optional 
  • Author: Xionanx
  • Version: v1.0
  • Notes: Changes range and color of the Pip-Boy light. Use this if the Flashlight mod is not used or if both are desired
  • Installation: During installation select only the PiPBoy Light Range x2.esp.

After installation see Modding Fallout 3 : My Way: User Interface : 6 (by GamerPoets)

GamerPoets demonstrates adding UI mods to Fallout 3

for some recommended edits to the plugin.

High Quality Pip-Boy Icons[edit | edit source]
  • Author: Genin32
  • Version: v3.0
  • Notes: Adds higher resolution icon graphics for some of the Fallout 3 stats, skills, perks and apparel icons. These do not have the very important expanded text fields included in Descriptive Icons for Fallout 3 so they should be installed before that mod, even through the icons in this mod may have better resolution.
  • Installation: Download main file and optional file High Quality Pip-Boy Icons - DarNified UI. Install main file with MO, then install the option using MO to [Merge] it with the mod for the main file.
Descriptive Icons for Fallout 3[edit | edit source]
Core 
  • Author: MistakenMystic, Deadmano
  • Version: v0.8
  • Notes: Adds text descriptions and better icon graphics to almost all of the Fallout 3 Items
  • Installation: Download main file and optional files DIFF - Fallout Food Package Retexture Compilation and DIFF - Weapons Mod Expanded. Install main file with MO, then install the two options using MO to [Merge] it with the mod for the main file.

Now you can look at the items in your inventory in Fallout 3 and know what they are!

Hectrol Lockinterface Deluxe HighRes Retex[edit | edit source]

Wouldn't shooting locks be more fun? Oh well, this will help it look good.

Complete Vault Girl Interface[edit | edit source]
Optional 
  • Author: tragiverse
  • Version: v2.0
  • Notes: Replaces some references to Vault Boy with a Vault Girl reference, for those who use a female player character.
  • Installation: Download main file and update file Updated interface. Install main file with MO, then install the update using MO to [Merge] it with the mod for the main file.
Complete Vault Girl Interface Descriptive Icons For Fallout 3[edit | edit source]
Optional 
  • Author: Deadmano
  • Version: v1.2
  • Requirements: Descriptive Icons for Fallout 3, Complete Vault Girl Interface; FWE - FO3 Wanderers Edition (since it is assumed to be present)
  • Notes: Adds Vault Girl text descriptions and UI icon graphicsto replace additional Vault Boy Fallout 3 Items
  • Installation: Download main file and the optional CVGI-DIFF3 FWE Patch v1 file. Install the main file with MO then install the optional file using [Merge] to combine it with the main file.

Additional Fixes[edit | edit source]

Increased Heap Allocation[edit | edit source]
  • Author:Some Chump
  • Version: v2
  • Notes:
  • Fallout NV Equivalent: same effect as changing DefaultHeapInitialAllocMB to 400 in NVSE.
Intro Street Bus and Dupont Alignment[edit | edit source]
Core 
  • Author:StewieAl
  • Version: v1.0
  • Notes: Increase performance by changing the initial heap size allocated by the game, based on a recommendation of Roy Batty based on TTW experience. Should help reduce lag when opening inventory and pipboy menus.
Rivet City Realignment[edit | edit source]
Core 
  • Author: Alystin
  • Version: v5.4
  • Notes: Changes the orientation of the Rivet City interior cells to match the exterior cells; recommended on Nexus page of UPDATED Unofficial Fallout 3 Patch
Scribe Yearling takes all Pre-War Books[edit | edit source]
Core 
  • Author: Yukichigai
  • Version: v1.0
  • Notes: Scribe Yearling now accepts both types of Pre-war Books
  • Installation: Get and install the optional Yearling takes all Books - Brisa Almodovar edition if Brisa Almodovar is used otherwise use the main file
FWE Alien Work Bench Fix[edit | edit source]
Cleaning 
  • Author:masternetra
  • Version: vFINAL
  • Requirements: FWE - FO3 Wanderers Edition
  • Notes: This adds FWE workbench scripts to the Alien Work Bench.
NPC-Confessor Cromwell has a Break [edit | edit source]
  • Author: Sharkoon66
  • Version: vlatest
  • Installation: Get the preferred version (English or German) and install with MO.

Confessor Cromwell in Megaton now sleeps and has a schedule; no longer preaches 24/7.

WeaponModKits - FWE Talon Loot Crash Fix and Enclave Loot Crash Fix[edit | edit source]
Optional 
  • Author: scooby, jinshi0
  • Version: 0.1
  • Requirements: FWE - FO3 Wanderers Edition , Weapon Mod Kits
  • Notes: Fixes a crash bug that occurs while looting Talon NPCs and a bug with an immortal Enclave soldier. Note that it should not be placed at the bottom of the load order since it does not include record changes a number of other weapon mods. To get the full capability of this fix a manual patch is needed, but it is still useful without a manual patch. Spatvark points out that the NO RECORDS FLAG version eliminates a potential sorting problems with LOOT.
  • Installation: Get the WeaponModKits - FWE Talon Loot Crash Fix No RECORDS FLAG' file and install with MO.
MTC BigTownMissingRobots Fix[edit | edit source]
Jefferson - Rivet city crash fix[edit | edit source]
  • Author: Clearr
  • Version: Latest
  • Notes: Fixes a potential CTD when passing a Super Mutant camp between Rivet City and the Jefferson Memorial by removing a one of the Super Mutants.
Radio Ownership Fix Fixed[edit | edit source]
Core 
  • Author: GamerPoets
  • Version: 1.0
  • Notes: Removes the ownership flag on 7 radios so that NPCs don't attack you for turning them off.
  • Installation: Download the Radio Ownership Fix Fixed file from the Fallout 3 My Way - Resources mod and install
Safe - Safe Regulator HQ[edit | edit source]
  • Author: GamerPoets
  • Version: 1.0
  • Notes: Disables the two leveled spawns near the Regulator HQ so that the PC and the brahmin don't get attacked every time the PC goes to turn in fingers.
Council Seat Fix[edit | edit source]
  • Author: AllYourFavorites
  • Version: 1.0
  • Notes: Changes the rewards for the unmarked Countil Seat quest in Rivet City for better gameplay balance by restoring the original rewards cut content.

Quests (Optional but Recommended for Expanded Gameplay by Experienced Users)[edit | edit source]

Let me make this very clear: this is your deal, not mine, so unless I have written authorization, this whole thing is over before it starts because I'm not going to be the only one left without a chair when the music stops. - Ritter

Nothing really breathes new life into a game like additional content. This section will add optional content mods to open up new areas and quests for users that have played through the game a few times and might be looking for something new. Some experience playing Fallout 3 or Fallout NV is recommended. The quests themself aren't always overly challenging, but often they require stealthfully passing through some dangerous areas to reach the locations in the quests. These aren't always as lore friendly as the other mods in the guide, but are reasonably so. Moreover, some users have had reliability problems with a few of the quests included here. Also, it's probably a good idea to bypass these mods on an initial playthrough or partial playthrough.
All quest mods are optional (but enjoyable). Users with problems with the number of plugins (unusual, but a few users have this problem and we don't understand why) might want to avoid quest mods at least initially until they have some experience with plugin merging (as discussed later in the guide). Quests are installed early in installation process so that any resource changes they make to vanilla objects, especially meshes or textures, will be overwritten (when available) by higher quality versions installed by other mods.

Puce Moose Quest Mods[edit | edit source]

This series of 5 Fallout 3 mods was made by Puce Moose, and they are fairly unique among the mods for Fallout 3 and Fallout New Vegas. These are for the people that like the old school RPGs where quests require lots of reading, challenging puzzles, and actually paying attention because quest markers are not part of the mix. Lots of detail is added to these mods and it is quite easy to overlook a lot of it, so keep an eye out. Puce Moose continued this type of mod in Fallout New Vegas with the multi-chapter Tales from the Burning Sands mod whose total content is roughly comparable to the combination of the five Fallout 3 mods. Puce Moose quests add a number of useful recipes and associated items, and some new weapon types that are fairly unconventional. Wehn the Puce Moose quests are added it is recommended that all five quests be installed at the beginning of the game, but that some quests be done in order as discussed below. These quests add a few unique items, mostly weapons, whose power increases as they are used. For some items it takes a lot of gameplay to reach full capability.

When you are in a Puce Moose interior location turn off all radio stations except when following the Mantis mod, and then use only the radio station from the Mantis mod. A significant part of these mods are the audio clues and environmental sounds, which add a great deal of immersion to the quests and are important in solving the quests.

A Note Easily Missed[edit | edit source]
LowRes 
Cleaning 
Optimize 
  • Author: Puce Moose
  • Version: v1.07
  • Installation: Get A_Note_Easily_Missed_v107' and install it. If Puce Moose Quest Mods - FWE is used, no plugin cleaning is needed and in the left pane of MO double click the mod and move the plugin to Optional ESPs.

This is the first of the Puce Moose quest mods, and it is best to complete this quest before starting the next Puce Moose quest mod.

An Evening With Mister Manchester[edit | edit source]
LowRes 
Cleaning 
Optimize 
  • Author: Puce Moose
  • Version: v1.81
  • Notes: After the main quest portion is complete and you have an MTS-400, when the Options menu is open click the FWE toggle to on (i.e., 1). It is also recommended that this quest, and the "A Note Easily Missed" quest, be completed fairly early in the game so some of the items from these quests will be available for use during the rest of the game. One in particular needs to be used a lot before unlocking an additional subquest and after that before it reaches its full potential.
  • Installation: Get An_Evening_with_Mister_Manchester_v181 and install it. If Puce Moose Quest Mods - FWE is used, no plugin cleaning is needed for the HeirApparent.esp plugin and in the left pane of MO double click the mod and move the plugin to Optional ESPs.
The "FasterMorePowerfulMines.esp" plugin is optional but not recommended; it has compatibility problems with several other mods. Several of the changes it advocates will be incorporated in a future compatibility patch.
This mod includes another option for MTS-400 Paint Jobs.
Wait until the main part of the quest is finished (you will hear clapping) to look at these to see if you prefer one of these vs. the default; if so:
Right click the mod in the left pane of MO, select Open in Explorer, and open the Optional/MTS-400 Paint Jobs folder. 
Open the folder for the selected paint job and right click PM2sentry.dds file selecting Copy. Then go back to the textures/PM2 folder for the mods and paste the file, saying yes to overwrite. This installs the selected MTS-400 texture.

This is the second of the Puce Moose quest mods, and it is best to complete this quest before engaging in the other Puce Moose quest mods.

To sleep - perchance to dream[edit | edit source]
LowRes 
Cleaning 
  • Author: Puce Moose
  • Version: v1.061
  • Notes: It's a good idea to do this mod fairly early as it doesn't involve challenging combat and one of the objects from the quest needs to be used for a while to gain full capabilities.

Two places have important quest objects on trees, and the mod expects the tree diameters comparable to those of the vanilla trees. When entering the Woods in this mod, if the Forested option was chosen for the Flora Overhaul mod, a fix is needed. Either disable Flora Overhaul until reaching the Hunters Shack, or use this small mod by hishutup that redirects the tree mesh to a vanilla copy of deadtree05.nif.

  • Installation: Get the main file To sleep - perchance to dream v106 and install it with MO, then merge the update "To_sleep_-_perchance_to_dream_v1061" with the mod using MO. If Puce Moose Quest Mods - FWE is used, no plugin cleaning is needed for the plugin and in the left pane of MO double click the mod and move the plugin to Optional ESPs.

This is the third of the Puce Moose quest mods. This quest can take a while to complete and typically requires coming back to the quest location several times. Thanks to hishutup for the compatibility fix for this mod.

In the Shadow of the Swamp[edit | edit source]
LowRes 
Cleaning 
Optimize 
  • Author: Puce Moose
  • Version: v1.08
  • Notes: The optional PLFewerItems plugin is useful in reducing the overly generous loot in Point Lookout.

Using this mod along with Point Lookout Reborn leaves a problem even when the associated TWPC patch for these mods is used unless the patch mentioned in the notes for Point Lokout Reborn is used. Poisonous Punga and Mutated Punga cannot otherwise be created; these are needed as part of several quests.

  • Installation: Get In_The_Shadow_of_the_Swamp_v108 and install it with MO. If Puce Moose Quest Mods - FWE is used, no plugin cleaning is needed for the main PLweightadjust.esp plugin file and in the left pane of MO double click the mod and move the PLweightadjust.esp plugin to Optional ESPs.

This is the fourth of the Puce Moose quest mods.

The Mantis Imperative[edit | edit source]
LowRes 
Cleaning 
Optimize 
  • Author: Puce Moose
  • Version: v1.08
  • Notes: This includes two separate quests, the Mantis Lab quest and the relatively short Jello quest. The next to last Mantis Lab subquest is frustrating because of some limitations of the Fallout engine as it was designed for creatures with vanilla combat capabilities vs. the modified combat capabilities added by FWE and mods like MMM; it can take many tries before succeeding (alternatively a little creativeness with console commands like tcl can be used to provide some assistance).
  • Installation: Get The_Mantis_Imperative_v1071 and install it with MO. Get "The_Mantis_Imperative_v108_UPDATE_ONLY" and make sure to install the same folder as the main file and when asked click [Merge], not [Replace]. Also install "Nasty Zeta v101". After installation in the left pane of MO double click the mod and move the The Mantis Imperative - SkillBooks.esp, The Mantis Imperative - Combat.esp, The Mantis Imperative - Medical.esp plugin, and The Mantis Imperative - XP.esp plugins to Optional ESPs. These four plugins provide some rebalancing of the game but are not compatible with the other mods in this guide.

If Puce Moose Quest Mods - FWE is used, no plugin cleaning is needed for the The Mantis Imperative - Jello.esp and The Mantis Imperative - Mantis.esp plugins and in the left pane of MO double click the mod and move these two plugins to Optional ESPs.
For 'NastyZeta101 move The Mantis Imperative - FlatVATS.esp to Optional ESPs. The Mantis Imperative - Nasty Zeta No Scaling.esp is optional, user choice.

  • Cleaning Warning: Do not clean UDR records from The Mantis Imperative - Mantis.esp, otherwise, the interior of Evergreen Mills will be unusable.

This is the fifth of the Puce Moose quest mods. It also includes several plugins to alter gameplay; these are generally incompatible with FWE. It is recommended that only the "The Mantis Imperative - Mantis", "The Mantis Imperative - Jello", and "The Mantis Imperative - Nasty Zeta No Scaling" plugins should be enabled; if installed the other plugins can be hidden.

Puce Moose Quest Mods - FWE[edit | edit source]

If all the Puce Moose mods are used get the Puce Moose - AIO - FWE ALL IN ONE main file and install with MO; otherwise install the optional mods for each Puce Moose mod used.

Other Recommened Quests[edit | edit source]

Robby Jackson: So, you just waded on in like John Wayne. Why'd you do it? What were you thinking, man? Jack Ryan: I don't know. I wasn't thinking.

The list of quests below are ones that have been used by STEP Fallout 3 guide forum users and have not had any significant problems.

Existence 2_0 - Robot Radio[edit | edit source]
  • Author: Macabre Productions
  • Version: v1.4
  • Notes: A few of the clues are under rubble and can be quite difficult to get unless the player is in exactly the right position to notice them.
  • Fallout NV Equivalent: Existence 2-0 -Robot Radio- is a port of the quest to Fallout NV.

Interesting quest mod that uses a radio station to communicate clues to the player.

Vault 101 Revisited[edit | edit source]
LowRes 
Cleaning 
  • Author: KineticKat
  • Version: v1.04
  • Notes: Popular mod that adds some quests late in the main game.
The Crimson Caravan v1_3[edit | edit source]
LowRes 
  • Author: Azar
  • Version: v1.3
  • Notes: Adds new buildings and NPCs in Arefu, adds new quests in Arefu and for trading caravans. It increases VRAM usage in Arefu because of the added buildings and NPCs. There is a conflict between this mod and the area added by Big Town Overhaul if it is used. A Regulator Brahmin will get stuck in the Big Town fence during this quest. The solution created by thommaal for this problem is:
Get the reference.id of the brahmin by pointing the mouse at it while in the console. Move around the fence and type into the console:
 prid <reference.id>
 moveto player

The brahmin will teleport to the player at the other side of the fence and continue its run.
  • Installation: Get the Data Files v1_0 Beta - Required and Sound Files v1_0 Beta - Required main files and install with MO, using [Merge] to install the 2nd file into the same mod in MO. When asked, extract the BSA. The other main file isn't needed.
Fixes for Crimson Caravan v1_3[edit | edit source]
LowRes 
  • Author: hikky71
  • Version: v3
  • Notes: Performance improvements and bug fixes for the Crimson Caravan.
  • Installation:
Download both main files Fixes Crimson Caravan v1.3 and Fixes Crimson Caravan v1.3 MERGED.
Install Fixes Crimson Caravan v1.3 MERGED with MO, then install Fixes Crimson Caravan v1.3 using [Merge] to install to the same mod.
When asked about the BSA say yes to expand it.
Double click the mod in the left pane of MO and select the Optional ESPs tab.
Move all the plugins except ArefuExpandedByAzar.esm and ArefuExpandedByAzar-Radio.esp to Optional ESPs; if improved performance is needed also leave ArefuExpandedByAzar-FixOptFireBarrels.esp.
Close the window and right click the mod and select "Open in explorer. Move the meshes folder in FixVictoriasHair to the main folder, then delete FixVictoriasHair. Close the window.
Make sure that ArefuExpandedByAzar.esm loads before DCInteriors_ComboEdition.esm; this is not the order that LOOT will normally use.
A World Of Pain for Fallout 3 AWOP4FO3[edit | edit source]
Cleaning 
LowRes 
  • Author: djmystro
  • Version: v2.0
  • Requirements: FWE - FO3 Wanderers Edition, the weapons are balanced based on this being present
  • Notes: Adds many new locations, enemies, and quests. Unlike AWOP in Fallout NV where AWOP scaled Stats and loot up much higher than other mods did, the rescaling of weapons, etc. in FO3 AWOP is consistent with those in FWE.
  • Fallout NV Equivalent: A World Of Pain, large Fallout NV mod partially ported to FO3
A Trail of Crumbs[edit | edit source]
  • Author: Mike Hancho aka Balok
  • Version: v1
  • Notes: Adds quests for 10 forgotten locations. The challenge increases as more locations are discovered.
RR Expanded[edit | edit source]
Cleaning 
LowRes 
  • Author: Tubal
  • Version: v1.0
  • Notes: Adds more immersion and quests to Reilly's Rangers; some users have stability problems with this mod.
Mothership Zeta Crew[edit | edit source]
Extended 
Cleaning 
MedRes 
  • Author: Nylonathathep
  • Version: v1.66
  • Notes: This very popular mod adds a new faction under your command, new equipment and items, and multiple subquests after the Mothership Zeta DLC missions are completed. It doesn't seem to have compatibility problems with the other Fallout mods in this guide. However, the quests do involve high level, challenging enemies.
Georgetown Expansion[edit | edit source]
  • Author: AVirtualDuck, Deadmano
  • Version: v1.3
  • Notes: Adds large interior space, new NPCs, and several quests in Georgetown.
  • Installation: Choose either the version compatible with DC Interiors or the version without it and install with MO.

Potential Quest and Location Mod Additions and Large Quests[edit | edit source]

More Quests and Locations to be added after review! Currently under consideration are some of the more popular quest and location mods; they have not been added since only one or fewer of the forum users have used these and reported on them. Many of these add challenging battles and enemies and interesting areas to explore; few if any of these add interesting puzzles like the Puce Moose quests mentioned earlier. The quests from the Fallout 3 Nexus are listed in rough order of popularity. The Nexus pages for most of these suggest they should be compatible with mods in the guide, and often with each other.

The Institute
The Librarian - Orions gate
Firefly Ranch - Scary Quest Edition
Shadows and Dust - Tales from Southwest DC
New Office - Muldoon Electronics
A Little Mutant Problem
New Mall - Franklin Mall
Trenton Towers
3DNPC Fallout Bundle; extensive quest mod with variants available for Skyrim, Fallout NV, and Fallout 3. Latest update was in November 2017 (version 0.06). Some users with a lot of mods installed report problems with missing textures and meshes when using this mod. We do not yet know the cause of this problem.
A Quest for Heaven 1 - Secrets from the past, a bit linear but popular
A Quest for Heaven 2 - Like a diamond in the sky, part 2 of Scorched Earth saga; description says it's likely incompatible ( based on gameplay) with mods that spawn extra monsters (this probably includes MMM) but forum discussions suggest it might not be.
A Quest for Heaven 3 - Deep Blue, supposed to be compatible with FWE, MMM, etc.
A Quest for Heaven Chapter Linker and delayer.

Potential Small Quests[edit | edit source]

These mods each include a series of small quests that are typically well suited to low level characters.

Doctor Leskos Research

Covering the Capital Region Wasteland[edit | edit source]

Texture Overhauls[edit | edit source]

Hall Of Equipment[edit | edit source]
Optional 
MedRes 
  • Author: Deblazkez
  • Version: v.2
  • Notes: Like several other texture packs that came out soon after Fallout 3 was released, this pack is basically the vanilla textures processed with a sharpening filter that yields sharper but grainier textures. If you have performance problems with it leave it out.
  • Fallout NV Equivalent: Hall Of Equipment
  • Installation: Get the main file "Hall Of Equipment V2 All In One" and install.

It's a reasonable base to use and let other equipment mods overwrite.

Hall Of Weapons[edit | edit source]
Optional 
MedRes 
  • Author: Deblazkez
  • Version: v.2
  • Notes: Like several other texture packs that came out soon after Fallout 3 was released, this pack is basically the vanilla textures processed with a sharpening filter to yield sharper but grainier textures. If you have performance problems with it leave it out.
  • Installation: Get the main file Hall Of Weapons V2 All In One and install.

This mod complements the Hall of Equipment mod by adding weapon textures. It's a reasonable base to use and let other equipment mods overwrite.

Hi-Res Weapons and Ammo Textures[edit | edit source]
  • Author: Quarn
  • Version: v1.2.0
  • Notes: Another mod, with higher resolution versions of vanilla meshes, in this case weapon and ammo meshes. The plugin isn't needed.
  • Installation: Get main file and install with MO. After installation Double click the mod in the left MO pane and move the plugins to Optional ESPs.

A good base to use and let other mods overwrite.

Better Clutter and Furniture Pack[edit | edit source]
Core 
LowRes 
Optimize 
  • Author: macintroll
  • Version: v0.1.2
  • Notes: Adds a large set of high resolution furniture and clutter retextures.
  • Installation: The mods are not packaged correctly. This can be corrected in one of two ways. First, download the two files. Then either:
Install one of the files with MO. 
Install the second file and use [Merge] when installing the second file to install in the same mod.
Right click the mod and select Open in Explorer
Create a new textures folder 
Move the clutter and furniture folder into the textures folder.
Close the Explorer window.

or

Install the first file choosing Manual
Right-click on the data folder and Create a folder..., name it textures
Drag the incorrectly placed folders onto that new folder, then install the second file the same way.

Hide some texture files that overwrite textures from the Updated Unofficial Fallout 3 Patch that fix a vanilla UV map texture problem. Better clutter and furniture pack unfortunately uses the corrupted vanilla textures. After installation hide the following files: textures/clutter/junk/aislesign*.dds Now delete some unused textures: textures/clutter/bong
textures/clutter/skeleton/skeletonmelt*
textures/clutter/booksex*.dds
textures/clutter/humanskeletonmelt*.dds
textures/clutter/food/drinkingglass01_n.dds

Chrysalis billboard[edit | edit source]
LowRes 
  • Author: Autan Waspeez
  • Version: v1.0
Improved Glass Bullet Impact[edit | edit source]
LowRes 
  • Author: Evandar
  • Version: v1.0
  • Fallout NV Equivalent: HD Glass Impact Decals, similar FNV mod by different author

Adds much higher resolution bullet holes in glass.

Fallout 3 Hirezd[edit | edit source]
HighRes 
MedRes 
  • Author: EmeraldReign
  • Version: v1.22
  • Notes: Adds a set of high resolution retextures of various game weapons and Supermutants.
  • Installation: Get all the main files.
Install one of the main files with MO with file name "Fallout 3 Hirezd",
Then use the same file name and [Merge] when installing the rest of the main files.
The optional files provide higher resolution textures and meshes; select these if the additional resolution and improved models are useful.
The 'Bullet Casings - Deluxe - 1k' and 'Supermutants - 4k Fawkes' files contain only meshes and textures.
The rest of the optional files add plugins along with the meshes and textures; these plugins are not merged into the bashed patch.
Download the selected optional files, and install with MO using [Merge] to combine them with the rest of the Fallout 3 Hirezd files.
MGs Neat Clutter[edit | edit source]
Core 
MedRes 
LowRes 
  • Author: Mental Gear
  • Version: v1.0
  • Notes: Medium resolution retextures of more than 100 items. A lot of these textures have less wear and dirt than the vanilla and NMCs_Texture_Pack_for_FO3 textures and are thus less lore friendly, but there are also many with better resolution and quality than vanilla or NMC textures. Some users prefer this pack because of the better resolution (and less-lore-friendly reduced wear/dirt) while others prefer the NMC textures. There is no evaluated texture list available which allows selective use of these textures. Since the NMC textures are closer to vanilla, this mod is typically placed so that any corresponding NMC textures overwrite these. If the textures from this mod are preferred, or if a lower resolution version of the NMC textures is used, simply move this mod to have a higher MO profile number than the NMC mod.
  • Fallout NV Equivalent: MGs Neat Clutter Retextures , comparable FNV mod by the same author
  • Installation: Get the main file and install with MO.

After installation hide the following files: textures/weapons/1handMelee Delete the following file(s) and/or folder(s): textures/architecture/paradisefalls
textures/clutter/acunit*.dds
textures/clutter/aircraftservice
textures/clutter/casino
textures/clutter/displaycase
textures/clutter/fence/nv*.dds
textures/clutter/hooverdammap*.dds
textures/clutter/lights
textures/clutter/meterbox*.dds
textures/clutter/office/bulletinboard03*.dds
textures/clutter/repairkit
textures/clutter/umbrella.dds
textures/clutter/ventbox*.dds
textures/dungeons/industrial
textures/dungeons/office/offdoormetal*.dds
textures/dungeons/office/offdoorwood*.dds
textures/furniture/bench01*.dds
textures/furniture/dinertable01*.dds
textures/furniture/gamorrahbed01*.dds
textures/landscape

Retextured Clutter Collection[edit | edit source]
LowRes 
Optimize 
  • Author: ObsidianStag
  • Version: vfinal
  • Notes: Higher resolution retexture of many clutter items.
  • Installation: Get the main file and install with MO. This mod has alternate versions for some of the textures, but for some textures other mods with higher resolution textures are recommended.

Hide or delete: /textures/clutter/cashregister.dds
/textures/clutter/cashregister_n.dds
/textures/clutter/cashregister_bronze_aged.dds
/textures/clutter/cashregister_silver.dds
/textures/clutter/cashregister_silver_aged.dds
/textures/clutter/firstaidkit01.dds
/textures/clutter/firstaidkit01_No_Blood.dds
/textures/clutter/office/globe*.*
/textures/clutter/hamradio/*.* except hamradio_g.dds
/textures/clutter/Holodisk/*.* except holodisk_m.dds Choose one each of the following changes: delete /textures/clutter/office/coffeemaker01_ornate_n.dds or
delete /textures/clutter/office/coffeemaker01_n.dds and rename /textures/clutter/office/coffeemaker01_ornate_n.dds to /textures/clutter/office/coffeemaker01_n.dds
delete /textures/clutter/junk/telephone01_No_Stickers.dds
or delete /textures/clutter/junk/telephone01.dds and rename /textures/clutter/junk/telephone01_No_Stickers.dds to /textures/clutter/junk/telephone01.dds Look at coffeepot images In /textures/clutter/office/ rename one of the following to coffeemaker01.dds and hide or delete the rest: /textures/clutter/office/coffeemaker01_bunn.dds
/textures/clutter/office/coffeemaker01_bunn_rust.dds
/textures/clutter/office/coffeemaker01_krups.dds
/textures/clutter/office/coffeemaker01_krups_rust.dds
/textures/clutter/office/coffeemaker01_ornate.dds
/textures/clutter/office/coffeemaker01_ornate_rust.dds

Mothership Zeta DLC Retextured[edit | edit source]
LowRes 
  • Author: weijiesen
  • Version: v1.0
  • Installation: Get main file. Install with MO, and when MO asks if the BAIN installer should be used answer Yes, then check the options to be installed.

If desired the Abomination Heartbeat folder can be included.

NMCs_Texture_Pack_for_FO3[edit | edit source]
Core 
LowRes 
MedRes 
HighRes 
  • Author: NeilMc_NMC
  • Version: v1.0
  • Notes: There are four sizes of this high quality texture pack. The Performance pack is a mix of different sized textures matched together quite well. The large is mostly 1K with some 2k and 4k textures, which may be too much for a heavily modded setup except with graphics cards having >1 GB VRAM. The Maximum version is best used with graphic cards with at least 2 GB VRAM.
  • Fallout NV Equivalent: NMCs Texture Pack For New Vegas, follow-on mod for FNV
  • Installation: There are four different versions of the mod, each in an individual file. Most users should choose the Performance version; users with more VRAM should choose a higher resolution version. If the Large texture pack is used download NMC_ FO3_Texture_Pack_Large_Patch and install using MO to [Merge] with the installed NMC texture pack.

This largest texture pack for Fallout 3 is a great base to build from.

Citadel Retextured[edit | edit source]
HighRes 
  • Author: xclear
  • Version: v1.0
  • Notes: This replaces the Citadel textures from NMC's Texture Pack with improved versions, for systems with sufficient VRAM.
  • Installation: Get the Medium Res Pack, which has 2Kx2K textures, and install with MO.

An alternate version of the Citadel textures.

Hi-Res Vault Door Panels[edit | edit source]
HighRes 
  • Author: Superabound
  • Version: vlatest
  • Notes: This replaces the vault door textures with versions that are higher resolution than those in NMC's Texture Pack, for systems with sufficient VRAM.
  • Installation: Get the Hi-Res VaultDoorPanels -repack, which still needs repacking before installation.
Extract the archive file into a folder, and then extract the Data.rar file into the same folder.
Delete Data.rar. Archive the contents of this folder into a new file named "Hi-Res VaultDoorPanels", or rename the folder "Hi-Res Vault Door Panels" and move the folder to the Mod Organizer/mods folder.
If the file was re-archived install it with MO.

DLC Retexture[edit | edit source]

Mothership Zeta Retexture[edit | edit source]
MedRes 
HighRes 
  • Author: QuazarX aka MagnesiumFire
  • Version: v1.5
  • Notes: This mod provides a high quality replacement of many of the Mothership Zeta DLC landscape and architecture meshes and textures.
  • Installation: There are two versions of the mod, Normal and Ultra. Most users should choose the Normal version which has some 2Kx2K textures, but most of the textures are lower resolution.
NMCs_Texture_Pack_For_New_Vegas[edit | edit source]
Core 
MedRes 
HighRes 
  • Author: NMC
  • Version: v1.0
  • Fallout NV Equivalent: This mod contains textures and meshes for both Fallout NV and Fallout 3.
  • Notes: This mod includes many textures created for Fallout New Vegas that are better than the equivalent NMC Fallout 3 textures, and also contains many high resolution textures that replace vanilla Fallout 3 DLC textures and some meshes.
  • Installation: For details see Modding Fallout 3 : My Way : Texture Base : 7 (by GamerPoets)
    GamerPoets demonstrates installing Fallout 3 textures

Download the 3 NMCs Textures NV LARGE Pack files (or the 2 NMCs Textures NV Medium Pack files if preferred), the NMC_Large_Texture_Pack_NV_Patches file (if the Large pack is used), and the NMCs Texture pack WASHEDOUTWASTELAND Large and Medium file. Install the first file to an NMC's Textures NV mod and install the additional files to the mod using [Merge]. After installation Remove the following FNV-only textures and folders: Folders:
textures/interface
textures/architecture/yangtzewarmemorial
textures/architecture/vault22
textures/architecture/novac
textures/architecture/primm
textures/architecture/nipton
textures/architecture/mormonfort
textures/architecture/mojave outpost
textures/architecture/jacobstown
textures/architecture/hooverdam
textures/architecture/helios_one
textures/architecture//goodsprings
textures/architecture/bouldercity
textures/architecture/bittersprings
textures/architecture/repconhq<
textures/architecture/mccarran
textures/architecture/legion
textures/landscape/nv_rocks
textures/clutter/mojaveexpress_dropbox
textures/clutter/nv_rrsign
textures/clutter/signnv
textures/clutter/casino
textures/clutter/jacobstown
textures/dungeons/nv_craftsmanhomesinterior
textures/dungeons/nv_goodsprings
textures/dungeons/nv_casino
textures/dungeons/nv_jtown
textures/dungeons/nvcampgolfcourse
textures/dungeons/nv_ushome
textures/dungeons/nv_ss
textures/dungeons/nvgamorrah
textures/dungeons/nvhooverdam
textures/dungeons/nvlucky38
textures/vehicles/nvtrainengine
textures/trees/nv_jtown_trees
meshes/architecture/repconhq

Files:
textures/architecture/ParadiseFalls/ParadiseFallsEdgeTrim01.dds
textures/architecture/ParadiseFalls/ParadiseFallsEdgeTrim01_n.dds
textures/clutter/GenericSafe01.dds
textures/clutter/junk/FireHoseReel.dds
textures/clutter/junk/FireHoseReel_em.dds
textures/clutter/junk/FireHoseReel_n.dds
textures/landscape/LOD

All files in the texture folder and its subfolders with names nv*.dds

Thanks to GamerPoets for providing the information on how to use these textures in FO3

Lighting[edit | edit source]

Fallout Street Lights[edit | edit source]
LowRes 
Cleaning 
  • Author: SpeedyB64 and RW2112
  • Version: v2.0
  • Notes: Adds a bunch of lights to the wasteland. The plugin should be loaded just before the vanilla BrokenSteel.esm; LOOT is already configured to do this.
  • Installation: Get the main file and install with MO.

The mod includes recommendations for Fallout.ini settings. These can be installed in Fallout.ini as discussed here, or they can be installed as mod-specific INIs. If the mod-specific approach is used, open the Information window for this mod and select the INI-Files tab. Right click in the bottom-left window labelled Ini Tweaks and select Create Tweak. Place a check in the selector beside it and add to the right-hand window the settings from the mod's description, ensuring you add to the top the section heading [Display]. Now when this mod is active those settings will be added to your Fallout.ini.

The added lights help with the darker nights in Enhanced Weather.

Megaton Lighting Overhaul[edit | edit source]
Cleaning 
  • Author: Leaping Lizard
  • Version: v1.0
  • Notes: Some users report performance problems when using this.

Adds lights to Megaton. This helps with the darker nights in Enhanced Weather.

Realistic Interior Lighting Merged[edit | edit source]
Core 
  • Author: Robert01 and Hairylegs 22
  • Version: v1.1
  • Notes: This version of the mod replaces the plugins from Realistic Interior Lighting with a single merged plugin.

Adds Interior lights to Fallout 3. Interior Lighting Overhaul is working on a Fallout 3 version, but until it's done use this.

Weather and Sky Improvements[edit | edit source]

Enhanced Weather - Rain and Snow v2 Hotfix[edit | edit source]
  • Author: Skingrad24
  • Version: v2.0b
  • Notes: Enhanced Weather is an excellent weather overhaul that works well with Dynamic Weather. It adds rain and snow storms (snow in winter only) and makes the nights fairly dark. It also includes higher resolution night sky and moon textures than those in vanilla. Make sure that the Enchanced Weather - Radioactive Rain and Snow Plugin in never active; it causes far too many problems.High rain can cause performance problems in less capable systems; the Anti-CPU stress For -Enhanced Weather - Rain and Snow v2 mod might prove useful but problems with using it have been reported.
  • Installation:
Get and install only the "RECCOMANDED Enhanced Weather - Rain and Snow v2  hotfix b Fomod Package- FULL DO NOT DOWNLOAD ANYTHING ELSE-6170" main file
Choose only the "Weather Sounds in interiors" option.
Ignore the error message about not finding the file.
When installation is complete, double click the mod in the left pane of MO and select the Optional ESPs tab.
Move Enhanced Weather - REBOOT.esp and Enhanced Weather - Rain and Snow in Fallout.esp to Optional ESPs.

What color do you think the moon and stars would be through an atmosphere that went through a nuclear war? I think it would be rainbow colored. Shout out to green_edge for the sky and moon texture information.

Dynamic Weather[edit | edit source]
Cleaning 
  • Author: Xepha
  • Version: v3.0
  • Notes: In conjunction with Enhanced Weather this mod adds rain, sand storms, more weather variation, and sneak bonuses that depend on weather conditions.
  • Installation: The file is not packaged in a way that it can easily be installed.
Install the mod normally with MO, and get the optional "Dynamic Weather - Green Tint Remover" file installing it on top of the main file with [Merge]
Right click the mod in the left pane of MO, select Open in Explorer, and open the Optional Files folder. 
Open the "Dynamic Weather - Weather Machine" folder and drag all the files to the top level Dynamic Weather folder.
Do the same for the Dynamic Weather - Sandstorms, Dynamic Weather - Rain, and Dynamic Weather - Dynamic Sneak Bonus folders.
Open the Dynamic Weather - DLC folder and drag the Xepha's Dynamic Weather - Main + DLC Merged.esp to the top level Dynamic Weather folder.
Go back to the top level folder and delete the Optional Files folder and Xepha's Dynamic Weather - Main.esp.
Close the Explorer window.
Double click the mod in the left pane of MO and select the Optional ESPs tab.
Move the Xepha's Dynamic Weather - Weather Machine (Quest Added).esp  to Optional ESPs, the quest takes place in an area that is much too dangerous for low level players. Move either Xepha's Dynamic Weather - Weather Machine (Vendor Added).esp or "Xepha's Dynamic Weather - Weather Machine (Start Game Added).espto Optional ESPs; for systems with limited CPU and GPU capability use only the Start Game added version of this plugin.
Move either Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp or Xepha's Dynamic Weather - Sandstorms.esp to Optional ESPs.
When running LOOT make sure that the Green tint remover plugin is very close to last.
DC Moods[edit | edit source]
LowRes 
  • Author: MonsterMonkey
  • Version: v2.1
  • Notes: Better wasteland lighting and sky for more consistent and realistic mood
  • Installation: Get the DC Moods 2-1,Point Lookout Moods 1-1, and The Pitt Moods files and install with MO.
EMODs_Nightsky_Version2[edit | edit source]
HighRes 
  • Author: EMOD
  • Version: v2
  • Fallout NV Equivalent: none, but this can likely be used with Fallout NV
  • Notes: Higher resolution night sky than that provided by Enhanced Weather.
Size Variable HD Moon Cycle Textures[edit | edit source]
MedRes 
  • Author: NickKen
  • Version: v1.0
  • Fallout NV Equivalent: none, but this can likely be used with Fallout NV
  • Notes: This mod changes the apparent moon size during the moon cycle, and has higher resolution textures than the moons in Enhanced Weather. The author suggests using krzymar Moon Size Tweak with this mod.
krzymar Moon Size Tweak[edit | edit source]
Optional 
  • Author: krzymar
  • Version: v0.2.0
  • Fallout NV Equivalent: This mod also works in Fallout NV.
  • Notes: Tiny optional mod that sets the iMasserSize game setting which controls moon size; the parameter change can also easily be added manually to a patch file, or this mod can be merged with the xEdit Merge script. If a different moon size is desired at all, 120% is recommended.
  • Installation: After installation double click on mod in the left pane of MO and select Optional ESPs tab. Move all plugins except the plugin with preferred moon size to Optional ESPs.

Location, Location, Location[edit | edit source]

As Karnak the Magnificent (yes, the people in Fallout 3 would remember him) would say, this is an answer to the question "What are the three most important factors in determining house value". In this guide it denotes the section for mods that provide improvents to places in the game that add to immersion, including towns, cities, and buildings.

Another Interior Mod[edit | edit source]
LowRes 
  • Author: Wastelandloner
  • Version: v1
  • Notes: Adds interior structure to multiple buildings in the Capitol wasteland inicluding the Kentbury homes east of the Bethesda ruins.
  • Installation: After installation remove the Vid Shop which overlays a room from n the Shadow of the Swamp. To do so:
Open xEdit, select only this mod, and click [OK].
For this plugin expand Cell, then Block 9. Remove sub-block 2.
Now expand Worldspace, 0000003C, 00002DB4, and Persistent. Remove FormID xx0208F6 where xx is the plugin index of this mod.
Exit xEdit, saving this mod.
Arlington House Restoration[edit | edit source]
LowRes 
Cleaning 
  • Author: dSinuev2
  • Version1.1
  • Notes: This mod changes the Arlington House interior and exterior to more closely match the actual house. The 1.1 version changes the interiors, so if version 1.0 was used previously make a clean save (save the game, remove this mod, make a save without the mod, then install the new version). There is a small conflict with Flora Overhaul (a ghost tree in front)
Auto Gates [edit | edit source]
Optional 
  • Author: WillieSea
  • Version: v1.3
  • Notes: This mod automatically opens and closes the gates at Megaton, Paradise Falls, Rivet City, Citadel and both Little Lamplight Gates and the Tenpenny Tower. Ghatto reports a problem with this mod since it allows the Little Lamplight back gate to open any time, when it should only ever open during a main quest.
Baileys Crossing Metro Opened[edit | edit source]
Cleaning 
  • Author: chucksteel
  • Version: v1.0
  • Notes: This mod opens the Metro Station at Bailey's Crossroads so it can be used, instead of a building door, to enter the Operation Anchorage area.
  • Installation: Get the main file and install with MO.
Bau Pet Supplies[edit | edit source]
  • Author: Jokerine
  • Version: v1.00
  • Notes: This mod adds a Pet Store in the Dupont East region.
  • Installation: Get the main file, and the optional file if a lower difficulty lock is desired. Iinstall the main file with MO, and if the optional ESP is used install it using Merge so it replaces the original ESP.
Better Rivet City Church[edit | edit source]
HighRes 
Cleaning 
  • Author: me i guess
  • Version: v1.0
  • Notes: This mod improves the Rivet City Church, and adds high res clothing for the priest.
Big Town Overhaul[edit | edit source]
Optional 
HighRes 
Cleaning 
  • Author: MizunoTakarai
  • Version: vlatest
  • Notes: This mod merges some Big Town mods and adds new resources, fixing some bugs in Big Town and making it more like a place where people live. The High resolution textures affect very few items so this should not cause VRAM problems for any systems. This mod is included but only as an option and not recommended because it added many navmesh problems when it expanded the town boundaries as well as some other problems it introduces. Many of these issues still remain and affect other mods. As pointed out by thommaal, there is a conflict between this mod and The Crimson Caravan v1_3. A solution is available in the notes for that mod. There are no fixes, however, for the other problems listed by krclark in this post.
  • Installation: Get only the Optional - Gang Store optional file and install it; the main file is not needed.
Boulevard of Broken Dreams[edit | edit source]
HighRes 
Cleaning 
  • Author: bethjunkie
  • Version: v1.0
  • Notes: This mod improves Pilgrims Landing in Point Lookout by adding additional vendors. The Wasteland Patch Collection includes a patch to make the added food items compatible with FWE.
Canterbury Commons Interiors[edit | edit source]
LowRes 
Cleaning 
  • Author: Ripple
  • Version: v1.3
  • Notes: Small overhaul that adds interiors and some NPCs to three Canterbury Commons buildings.
DCInteriors Project[edit | edit source]
Extended 
LowRes 
Cleaning 
Optimize 
  • Author: chucksteel
  • Version: v2.9.2
  • Requirements: Marts Mutant Mod - RC 62 if the optional MMM patch is used
  • Fallout NV Equivalent: NVInteriors Project, an equivalent mod by the same author.
  • Installation: Download and install DCInteriors_combo Edition Total Merge-5573-1-9-1.7z and, if the Marts Mutant Mod - RC 62 mod is used, the optional MMM_DCinteriors Patch.

This mod adds many new interiors to the game for exploration and looting. Fits perfectly into the game world.

DCInteriors A Room With A View[edit | edit source]
Optional 
LowRes 
Cleaning 
  • Author: chucksteel
  • Version: v1.1
  • Requirements: DC Interiors Project
  • Notes: Adds a new player home to Rivet City with great views of the Capitol Wasteland, and a quest to be able to use the room. If the Those quest has been completed or if the DC Interiors Drunken Gnomes Quest has been started this mod will not work properly.

The mod makes small changes to the Megaton and Tenpenny player homes which currently make them incompatible with FWE bobblehead changes. Until a patch is available, make sure that DCInt_ARoomWithAView.esp is loaded before FO3 Wanderers Edition - Main File.esp to preserve the functionality of the Bobblehead displays in the two homes. This will eliminate Gnome storage in these two homes. The LOOT userlist rules referenced at the end of this guide include this rule addition.

DCRWAV-FWE Patch[edit | edit source]
Optional 

<?-- ===== DCworld21 - Monticello Park =====

Optional 
LowRes 
  • Author: SuBNeRoCL
  • Version: v1.1
  • Notes: Adds Monticello Park, a cut worldspace located west of Mason District. As part of this addition some existing buildings were moved, notably the Arlington library. The new location of the Arlington Library is in a very dangerous area. Unfortunately the Arlington Library is important in one of the early game quests given by Moira Brown. If this mod is installed it is recommended that it be installed after the player character reaches at least level 15 and possibly level 20 so that travel to the Arlington Library is feasible.-->
Metro Carriage Interiors[edit | edit source]
LowRes 
Cleaning 
  • Author: Wastelandloner
  • Version: v2.5
  • Notes: This mod adds interiors and loot to Metro Cars and some Monorail cars.
  • Installation: Install the main file with MO.

change the following folder name to /textures/Water: /Textures/Metro Textures

Museum Halls of Today[edit | edit source]
Cleaning 
  • Author: Wastelandloner
  • Version: v2
  • Notes: This mod adds four new interior cells in the Museum of Technology Halls of Today wing.
  • Notes: Has some minor issues in FO3Edit about Hitme errors. The Fix is very simple. Open the file in the GECK, set active, press ok. let it load and when it is done, go to the main menu and click save. Exit the GECK.
Fort Independence Redesigned[edit | edit source]
HighRes 
Cleaning 
  • Author: angelenesdreams
  • Version: v1.1
  • Notes: This mod improves the Outcasts HQ to make it look it is actually in use.
Megaton Clinic Reorganised[edit | edit source]
LowRes 
  • Author: pitabox987
  • Version: v1.1
  • Notes: This mod makes small improvements to the clinic and makes movement more efficient.
Museum of History Expanded[edit | edit source]
LowRes 
  • Author: pitabox987, vegaswanderer
  • Version: v3.0
  • Notes: This mod expands the chop shop and parts of the Underworld.
  • Installation: Install the main file and the optional Museum of Technology Generator Room
Point Lookout Reborn[edit | edit source]
LowRes 
  • Author: Jcro25
  • Version: v2.4
  • Notes: Point Lookout is the spookiest location in the game.This mod adds locations, content, and short quests to Point Lookout, and along with In the Shadow of the Swamp (the fourth of the optional Puce Moose quest mods) makes Point Lookout much more immersive. Fortunately The Wasteland Patch Collection provides a patch to make these two mods compatible. One additional change is still needed for compatibility with In the Shadow of the Swamp. The patch for this is included in CPD_General_Patch from here. Alternatively xEdit can be used with the mod's plugin to remove the records it adds to Activator records xx004269 and xx00426a (where xx = Point Lookout DLC esm).(Thanks to user NFDan96 for this change)
  • Installation: Get the main file and install with MO.
Potomac Steamworks[edit | edit source]
Cleaning 
  • Author: TheSpiritofNewReno
  • Version: v1.0
  • Notes: This mod restores some cut content and adds new content for the Potomac Steamworks near Anacostia Crossing
Rockopolis Rebuilt[edit | edit source]
Optional 
Cleaning 
  • Author: Jokerine
  • Version: v1.0
  • Notes: This mod adds a small expansion to Rockopolis so it doesn't seem as insignificant.
  • Installation: Get only the Rockopolis Rebuilt 1_1 optional file and install it; the main file is not needed.
Riverside Cafe - The Silver Swan[edit | edit source]
  • Author: TheSpiritofNewReno
  • Version: v1.0
  • Notes: This mod adds a small cafe across the Potomac river from Dukov's Place
  • Installation: Get main file and install it; then get the update and use [Merge] in MO to add the update to the mod in MO. Double click the mod in the left pane of MO, select Optional ESPs, and move RiversideCafe.esp to Optional ESPs.
    Open the mod Information window and on the Filetree tab rename "Sound/Voice/RiversideCafe.esp" to "Sound/Voice/RiversideCafe.esm" so the voices work.
Teaser Trailer Ruin[edit | edit source]
  • Author: SomeChump
  • Version: v1.0
  • Notes: Adds the house seen in the teaser trailer, (skeleton on couch watching TV)

Thanks to GamerPoets video for recommending this

Temple of The Union Overhaul[edit | edit source]
LowRes 
Cleaning 
  • Author: Theo Clarke
  • Version: v1.0
  • Notes: The Temple of the Union always seemed disappointingly small given its role in the game. This mod adds some items and furniture so it seems more realistic.
  • Installation: Install the mod with MO.
Right click the mod and select Open in Explorer.
Add a new folder textures, and move the freedomrifle folder into the textures folder.
Close the explorer window.
Washington Monument BoS Outpost[edit | edit source]
Cleaning 
  • Author: Urge
  • Version: v1.0
  • Notes: This mod adds some items and furniture so the BoS Outpost in the Washington Monument will seem more realistic.

Plants & Stuff[edit | edit source]

Chernobyl, only a few decades removed from the second biggest nuclear meltdown in history, is completely covered in vegetation, radioactive vegetation, but still covered in the stuff. The point being that nuclear war would allow for plants to just cover the wasteland and make the world feel much less empty and devoid of life. Hopefully this section can address that problem.

Flora Overhaul[edit | edit source]
Core 
MedRes 
Cleaning 
  • Author: vurt
  • Version: v1.5
  • Fallout NV Equivalent: Flora Overhaul, an equivalent mod by the same author.
  • Notes: Version 1.5 changes only the Forested edition.
  • Installation: The preferred options are the Forested or Dead versions, but the Total Devastation and especially the Lite versions have much less effect on performance. The Dead version has less impact on performance than the Forested version.

Install the main file version of choice normally.

Of course, this is the best floral mod for FO3. Did you expect anything less from Vurt?

Environment Improvements[edit | edit source]

Arlington Tombstones Redone[edit | edit source]
HighRes 
  • Author: d7
  • Version: v1
  • Notes: New meshes and textures for Arlington Cemetary
Raider Grafitti Re-done[edit | edit source]
LowRes 
  • Author: macintroll
  • Version: v0.1
Improved LOD Noise Texture[edit | edit source]
Core 
  • Author: Cyberlazy
  • Version: v1.00
  • Fallout NV Equivalent: Improved LOD Noise Texture, the same noise texture also works in Fallout NV.

This is one of those mods that you did not know you needed until you had it and now you cannot play without it.

C93 - Distant LOD Rock Fix for NMCs Texture Pack[edit | edit source]
Core 

Only if not using FO3LODGen

  • Author: Cag93
  • Version: v1
  • Requirements: NMCs_Texture_Pack_for_FO3
  • Notes: If FO3LODGen is used to generate LOD then this mod should not be used.

This makes the distant rocks darker to better match the rock textures in the NMC texture pack.

Laurens Bathroom Poetry[edit | edit source]
LowRes 
Cleaning 

Some say this will be the highest form of art in the future. Others say ehhh...

Ultimate resolution landscape LODs and generator tes4ll[edit | edit source]

People and Mutants[edit | edit source]

"Looking good, Billy Ray."[edit | edit source]

"Feeling Good, Louis" Sorry to change up the movie references, but it works. The vanilla bodies in Bethesda games tend to be weird and ugly. Lucky for us some excellent modders have made much better bodies to conquer the wasteland with. Exeter not only offers a version of the Type3 female body by Dimon99, but also redid all the meshes for female outfits. On the other side Nivea has taken over Robert's Males body replacer, so all the bases are covered for just about every character.

Note that this guide, and most other guides on the STEP site, doesn't provide recommendations on mods/mod configurations that are NSFW, such as non-underwear male body replacers or Type 3 female body replacers, or information on the compatibility between the mods in the guide and NSFW mods/mod configurations. There is, of course, a lot of information on this available at other sites.

Body mods[edit | edit source]

Fallout 3 Redesigned - Formerly Project Beauty HD[edit | edit source]
Core 
LowRes 
  • Author: Dracomies and SpaceOden
  • Version: v2.74.2
  • Notes: The Fallout 3 version is primarily the older Project Beauty mod, with some recent additions. Both the Fallout 3 and Fallout NV mods are still under development. If MMM and/or EVE is used, one of the recent Blackened plugins will be used to provide compatibility for this mod, otherwise the older FOIP - Project Beauty and FWE plugin should be used.
  • Fallout NV Equivalent: New Vegas Redesigned 3, enhanced FNV mod from FO3 mod
  • Installation: Download the FO3 Redesigned HD main file. Click the normal install icon in MO and select this mod. Select Manual and untick the three plugins, untick the ""Compatibility folder, and click OK to install the mod.

After installation: Move the Project Beauty.esm plugin from the Optional Merged Version to the main window.

If the Fallout Character Overhaul mod is used the Fallout Character Overhaul NPCs Patch file must also be downloaded and loaded. Note that using both Fallout 3 Redesigned and Fallout Character Overhaul may cause problems.

This mod changes the heads of NPCs to provide a more natural appearance; it doesn't affect the bodies.

Fallout Character Overhaul - Races[edit | edit source]
Optional 
  • Author: Drumber
  • Version: v2.0
  • Notes: This FO3 version currently provides only the edits to Races; the NPC edits are in a different mod (see below). Compatibility with Fallout 3 Redesigned is still experimental and requires using the Fallout Character Overhaul NPCs Patch in Fallout 3 Redesigned. This mod, and the next FCO mod, are included only for those who want the improved NPC faces from FCO and are willing to experiment with patch editing in xEdit to make this work. Most users will want to wait until the non-beta release of the two FCO mods.
  • Fallout NV Equivalent: Fallout Character Overhaul, the FO3 version is a recent port of the FNV mod.
  • Requirements: Fallout 3 Redesigned

The FNV version is a great character edit of just about every NPC in game. Amazing amount of time and dedication went into this mod. Once Version 3.0 of the FNV version is available the Fallout 3 version will likely also be usable.

Fallout Character Overhaul - NPC Edits GOTY[edit | edit source]
Optional 
  • Author: Drumber and DarkSoulDuck
  • Version: v.4
  • Notes: This FO3 version provides edits for the FO3 vanilla and DLC NPCs. Compatibility with Fallout 3 Redesigned is still experimental and requires using the Fallout Character Overhaul NPCs Patch in Fallout 3 Redesigned. This mod, and the previous FCO mod, are included only for those who want to test and evaluate the improved NPC faces from FCO and are willing to experiment with patch editing in xEdit and other mod problems to make this work. Most users will want to wait until the non-beta release of the two FCO mods.
  • Fallout NV Equivalent: Fallout Character Overhaul, the FO3 version is a recent port of the FNV mod.
  • Requirements: Fallout 3 Redesigned, Fallout Character Overhaul - Races
LiL - An Eye Improvement Mod[edit | edit source]
LowRes 
  • Author: EmeraldReign
  • Version: v0.3
  • Notes: User mamelukturbo suggests removing or hiding textures/effects/EyeReflection_e.dds in this mod if the eyse seem too bright when using this mod and not using an ENB.

Amazing eyes retextures, works great with Fallout 3 Redesigned.

Whiter Teeth[edit | edit source]
Optional 
LowRes 
  • Author: Luchaire
  • Version: v1.0
  • Fallout NV Equivalent: Whitened Teeth, similar FNV mod by different author inspired by this FO3 mod.
Type 3 Underwear Replacer[edit | edit source]
Core 
  • Author: Exeter
  • Version: v1.0
  • Fallout NV Equivalent: Type3 Body and Armor replacer, related FNV mod by same author that also includes clothing with the body replacer.
  • Version: v3.51
  • Notes: Type 3 female body replacer with underwear ; this is the same body used in the Fear and Loathing in New Vegas guide for Fallout NV. The DIMONIZED TYPE3 female body mod listed next also includes a body replacer, but this guide uses only the textures and not the body replacer from that mod since the body replacer is NSFW.
DIMONIZED TYPE3 female body[edit | edit source]
Core 
HighRes 
  • Author: Dimon99
  • Version: v3.51
  • Notes: Users with 1GB VRAM or less might want to reduce the textures sizes to a maximum of 1Kx1K using DDSopt. If doing so make sure that any uncompressed textures remain uncompressed in either R8G8B8 or R5G6B5 format (vs. being converted to a DirectX compressed format).
  • Fallout NV Equivalent: DIMONIZED Type3 Body Official Release, Dimon99's FO3 body ported to FNV.
  • Installation: Only the body textures and clothing from this mod are being used since Exeter's body mod doesn't include them.

Download only TYPE3_V2_TEXTURE_pack", TYPE3RAIDERTEXTURESfull, and ADDON TYPE3clothesV3 Install TYPE3_V2_TEXTURE_pack" with MO, using the TYPE3 V2 TEXTURES folder as the Data folder. Install TYPE3RAIDERTEXTURESfull with MO, choosing either the RAIDER TRIBAL TATTOOS or RAIDER PHOENIX BODY PAINT folder as the Data folder, [Merge] this with the previous file. Install -ADDON TYPE3clothesV3 with MO, using [Merge] with the previous file.

Female body textures, including raider tattoos, and clothing from the one of the best body replacer mod creators.

Male Body Replacers[edit | edit source]

There are two major male body replacer mods for Fallout 3, Roberts and Breeze's. The Fear and Loathing in New Vegas guide uses the Roberts body, and most Fallout 3 users should also be able to use the Fallout 3 version of this body replacer. Users have reported problems with both of the male body replacers. There are many reports of periodic or persistent black rectangles on some NPCs; I've had problems with Moriarty's body myself. There are a few reports of problems at the junction of the male head and body. There are generally fewer reported problems with the Roberts body, but some users have more success with Breeze's body. Breeze's body replacer is also included since it may work better for some users. The male clothes and armor in this guide should work with either male body; Breeze's Males (version 1.4 or higher) should be compatible with Robert's body RFM3.2 (the one used in this guide).

Use of the two alternative male body replacers below. Both are labeled as Core since one of the two should be used for compatibility with the male clothing and armor in this guide.

Roberts Male Body[edit | edit source]
Core 
Install the main file, then install the 2 patches on top of the main file selecting [Merge], not [Replace].
The rest of these instructions will install a male body with underwear.
Right click the mod in the left pane of MO, select Open in Explorer, and open the Data/meshes/characters/_male/ folder.
Delete the existing upperbody.nif file.
The file includes six body type options, plus some variants, including the default "malebase".
Choose a body style (base, biker, marathoner, muscular, runner, or emaciated) then:
Open the subfolder for the selected male body type.
Copy "upperbody2.nif" to the Data/meshes/characters/_male/ folder.
Note that "upperbody3.nif", or (when present) uppderbody4.nif have different underwear styles and can alternately be chosen.
Change the name of the file that was just copied to "upperbody.nif".
Close the Explorer window.
If an African character is used, then double click the mod in the left pane of MO and open meshes. Hide lefthandpipboyglove.nif and lefthandpipboyglove1st.nif. Otherwise the left hand might be displayed as white.

Robert's Males is the best male body made for Fallout games. Too bad he never finished his Skyrim body replacer.

Breezes FO3 Males[edit | edit source]
Alternate Core 
  • Author: Breeze58200
  • Version: v1.6d
  • Requirements: Marts Mutant Mod - RC 62 if the optional MMM raider textures are desired
  • Fallout NV Equivalent: Breezes New Vegas Males, ported from FO3 to FNV
  • Notes: This Breeze mod provides a male body and a few additional armor and clothing pieces compatible with the Breeze's and Roberts (RFM32) male body replacers; the optional armor and clothing is added later in this guide.

If MMM is being used, MMM should be installed prior to installing this mod since additional MMM Raider textures will be installed if MMM is detected.

  • Installation:
Download the bzFO3MalesV1dot6d and bzsyArmorFixesV2dot2 main files and, if desired, the  'bzsyArmorFixLingerieV1dot0 optional file.
Warning-Logo.png

WARNING

Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
FOMOD Instructions
bzFO3MalesV1dot6d
Breezes FO3 Male Body Replacer
Breezes FO3 Male Body Replacer
Installation Options
Installation Options

DotMO.png Default mesh: Underwear

DotMO.png Default skin texture: user choice

DotMO.png Armour to install: user choice

DotMO.png Install body suits: Install

Install
Install bzsyArmorFixesV2dot2' with MO; the external FOMM installer will be used by MO for this.
If the optional bzsyArmorFixLingerieV1dot0 fix is used install it using MO, and [Merge] it with the main file containing the male body replacer.
Double click the mod in the left pane of MO and select the Optional ESPs tab. Move the plugin to the Optional ESPs tab; it isn't needed (as pointed out by hishutup).

Creatures[edit | edit source]

K9 Breeds - Random dog breeds for Fallout 3[edit | edit source]
MedRes 
  • Author: hikky71
  • Version: v1.1
  • Notes: Randomizes the appearance for nearly all dogs (except Dogmeat) so there are 40 variants of how dogs look in the game.
  • Installation: Get the main file and install with MO.

Now all dogs won't be exactly the same!

Its a Dogs World - Dog Texture Overhaul[edit | edit source]
HighRes 
MedRes 
  • Author: Nivea
  • Version: v1.0
  • Notes: Provides higher resolution textures for the normal dog in Fallout 3.
  • Fallout NV Equivalent: Its a Dogs World - Dog Texture Overhaul, FNV mod is the same as the FO3 mod
  • Installation: Select one of the three main files and install with MO; the DogsWorldTextureOverhaulFO3_Optimized_V1_0 version is recommended.

Man's best friend will look better

Brahmin Variant Redux - Fallout 3[edit | edit source]
Cleaning 
MedRes 
  • Author: Latexschlampe
  • Version: v2.4
  • Notes: Randomizes the healthiness of and horns on Brahmins.
  • Fallout NV Equivalent: Brahmin Variant Redux, FNV mod was ported to FO3 by same author
Ghouls Hires retexture[edit | edit source]
HighRes 
  • Author: Macintroll
  • Version: v1.3
  • Requirements: Type 3 female body and Breeze's or Roberts male body
  • Fallout NV Equivalent: Ghouls Hires retexture, equivalent FNV mod to FO3 mod
  • Installation: Get ONLY the Ghoul retexture for Breeze Male Body replacer optional file. The main file is not needed.

Great little retexture of the Ghouls. Shout out to Brainfever for suggesting this mod.

Hi-Res Harold[edit | edit source]
HighRes 
  • Author: Daggoth
  • Version: v1.0
  • Notes: Replaces Harold and his heart with much higher resolution version (2Kx2K) for systems with sufficient VRAM
KDS Feral Ghoul Retextures High Resolution[edit | edit source]
HighRes 
  • Author: KDStudios
  • Version: v1.0
  • Installation: Get the 2048 resolution version and install with MO.

The Ghouls will now look much more like rotting, radiation ridden zombies, and that is a good thing.

Vandr HD Creatures[edit | edit source]
HighRes 
  • Author: Vandrerer
  • Version: v1.0
  • Notes: Replaces many of the creatures with much higher resolution versions for systems with sufficient VRAM; overwrites creatures from Hirezd.

The Creatures will now look even more menacing.

FAWKES Re-texture HiRes[edit | edit source]
HighRes 
  • Author: macintroll
  • Version: v0.1
  • Notes: Replaces the textures for the Fawkes NPC and clothing with much higher resolution versions, for systems with sufficient VRAM.
mr Handy Retexture[edit | edit source]
MedRes 
  • Author: d7
  • Version: v1
  • Notes: Includes new meshes and retextures for mister Handy and mister Gutsy robots.
  • Installation: Download and install the main file or optional ROBCO file. The ROBCO version uses a plugin while the standard version does not need one.
Sentry Turret Retextured[edit | edit source]
HighRes 
  • Author: d7
  • Version: v1
  • Notes: Includes new high res meshes and textures (including normals, spec, cube, glow and diffuse maps).
  • Installation: Download and install the main file.
Swampfolk Backwater Retexture[edit | edit source]
HighRes 
  • Author: DeathclawAlpha
  • Version: v1
  • Notes: Replaces the Point Lookout DLC creatures with much higher resolution versions for systems with sufficient VRAM.

The Swamp Creatures will now also look much more menacing.

Glowing Ghouls - FO3[edit | edit source]
  • Author: Unlived_Cheetah
  • Version: v1.1
  • Requirements: Marts Mutant Mod - RC 62 if the optional MMM file is used
  • Notes: Adds a glow (light source) to the Glowing One ghouls.
  • Fallout NV Equivalent: Glowing Ghouls, similar FNV mod by a different author
  • Installation: Get the Glowing Ghouls - FO3 main file (if the optional MMM mod is used get Glowing Ghouls - MMM Version instead) and install with MO.

The Glowing One ghouls will now actually glow!

Feral Ghouls - Biohazard - Fallout 3 Edition[edit | edit source]
  • Author: DeathclawAlpha
  • Version: v1
  • Notes: Adds higher resolution retexture of ghouls from 2 DLCs
  • Fallout NV Equivalent: Feral Ghouls - Biohazard Retexture, similar FNV mod by a different author
  • Installation: Get the 2 optional files and install them with MO

If you'll be my bodyguard...[edit | edit source]

...I can be your long lost pal. The wasteland can be a lonely hellhole that leads you to soul crushing depression and complete shellshock. It is probably better if you partner up and spread the misery with a friend. Also, in this section are mods that cover the other NPCs in game until more companions are added so a new section makes sense. Note also that it is not recommended that companions be used in initial playthroughs because of increased gameplay complexity.

The guide authors haven't used any companion mods myself so some suggestions here would be useful. Too often when using companions, the companion(s) rush ahead inappropriately into combat, and protecting the companions becomes the primary task. The companion-like entity from the second Puce Moose quest mod (slight hint) doesn't do this and is thus sometimes preferred.

Three popular companion mods are listed below as optional mods.

Ties that Bind - a narrative companion mod[edit | edit source]
Optional 
  • Author: TheFourWing
  • Version: v2.5final
  • Notes: Adds a companion Amanda. A lot of the interaction is near the beginning of the game so it's best to be in the very early part of the when this is installed. This mode disables the Alternate Start option in FWE - FO3 Wanderers Edition, so if this mod is used Alternate Start is not available.
  • Installation: Get the main file and 2 updates and, if desired, the Alternate Appearance file. Install the main file with MO and install the rest of the files using [Merge]. Make sure that the corresponding JIP Companions Command and Control plugin is activated when using this.
Brisa Almodovar[edit | edit source]
Optional 
  • Author: RickerHK
  • Version: 1.35
  • Requirements: FOSE, all DLCs
  • Notes: Adds a companion Brisa Almodovar.
  • Installation: Get the main file and install, including option selection, with MO. Make sure that the corresponding JIP Companions Command and Control plugin is activated when using this.
RobCo Certified[edit | edit source]
Optional 
LowRes 
Cleaning 
  • Author: Talkie Toaster
  • Version: v2.5final
  • Requirements: FOSE
  • Notes: Popular mod that allows using robots as companions as well as repairing and improving robots. There are some issues with this mod especially with the Zeta DLC; workarounds are available. The Companion Core.esm plugin makes a significant change to reduce the audio levels of equip/unequip sounds for armor. To remove this changes see this forum thread by BugsBugme for details.
  • Fallout NV Equivalent: RobCo Certified - New Vegas, port of FO3 mod to FNV with some expansion
  • Installation: Get the main file and the optional RobCo Certified v2 Patch Pack.

If desired get the optional CuteUnits Side Mod and/or the RobCo Certified Mechanists Edition v2-01 files (these two options are reported to have some issues and might cause problems if used). Install the main file with MO. Install the selected optional files with MO using [Merge] to keep these in one file.

After installation, double click the mod in the left pane of MO and select the Optional ESPs tab.
Move RobCo Certified v2 Omnipatch.esp, RobCo Certified v2 EVE.esp, RobCo Certified v2 Impervious FWE.esp, and RobCo Certified v2 Impervious.esp to Optional ESPs'; this version of RobCo Certified v2 Omnipatch.esp and RobCo Certified v2 EVE.esp can be deleted if desired since they will never be used.
If EVE is used, move RobCo Certified v2 Zeta Addon.esp, RobCo Certified v2 Version Updater.esp, and RobCo Certified v2 FWE.esp to Optional ESPs. A newer version of the Omnipatch will be installed when the EVE mod is installed.

RobCo Certified Texture[edit | edit source]
Optional 
LowRes 
  • Author: Squirm and pintocat
  • Version: v1.0
  • Requirements: RobCo Certified
  • Notes: This optional mod replaces the RobCo Certified textures with better quality versions.
  • Installation: Get the main file. The folder path for the RobCo option is incorrect. Choosing that option will result in an empty installation. Prior to installation open the archive file with 7zip, open the Robco folder, change the name of the Creatures folder to meshes, then close the file.

Install with MO, choosing one texture style during installation. If the fomod window doesn't show up properly, click the MO Settings icon, 'Plugins tab, and select the Fomod installer. Change prefer to false, then install this mod. The fomod window should now display properly. After installation change this parameter back to true.

Poosh[edit | edit source]

Not sure you're gonna make it, but that sure is a pretty shade of red. Make sure that some of the special effects look special with this section.

Animated Fan[edit | edit source]
  • Author: KiCHo666
  • Version: v1.2
  • Fallout NV Equivalent: Animated Fan, the FO3 mod is a port of the FNV mod .
  • Installation: Install the mod, then double click it in the left pane of MO and move the plugin to Optional ESPs; it isn't needed.

Just a nice little mod that adds in something nice to a world of garbage. One thing though, where are all the power cords?

Dust Mote and Fluid Drip Effects HD[edit | edit source]
MedRes 
  • Author: Deanoman
  • Version: v1.0
  • Notes: Higher resolution dust and drips.
HD Mist[edit | edit source]
HighRes 
  • Author: Ramccoid and Adoni7
  • Version: v1.0
  • Fallout NV Equivalent: HD Mist, equivalent mod by same author
  • Notes: Higher resolution mist than vanilla.
Ragdoll Overhaul FO3 Edition[edit | edit source]
  • Author: KiCHo666
  • Version: v1.1
  • Fallout NV Equivalent: Ragdoll Overhaul equivalent FNV mod by same author.
  • Installation: Get the Ragdoll Overhaul FO3 ULTIMATE NO COLLISION main file and install it; tsc0815 reports that the regular version causes the torso part of humanoids to not be targetable in VATS.

For a game with as much killing as Fallout, proper ragdolls are a must. Shout out to whoever suggested this originally.

Fallout3 Re-Animated[edit | edit source]
Core 
  • Author: Alendor
  • Version: v2.2.1
  • Notes: This mod will fix many of the weird looking animations that the vanilla game has with weapon animations; it primarily includes rifle animations.
  • Installation: Get the "Release v0_22" main file and the update "Idle_Revisions2_-_Fixed". Install the main file with MO, then install the update using [Merge].

Markie's Fallout_3_Modding_Guide suggests the following if RH_Ironsights-FOSE is also used: Unselect during installation or remove after installation the following files in meshes/characters/_male: 2haaimDown.kf
2haaimisdown.kf
2haaimisup.kf
2haaimUp.kf
2haattackleftisdown.kf
2haattackleftisup.kf
2haattackloopisdown.kf
2haattackloopisup.kf
2haattackrightisdown.kf
2haattackrightisup.kf

Holster animations and models[edit | edit source]
  • Author: Kenkuro
  • Version: v1.2.0
  • Notes: This mod will add animations for using holsters.
  • Installation: Get the "1HM-wastelander" main file (or another main file if preferred) and the update to v1.2. Install the main file with MO, then install the update using [Merge].
HD Smoky Fire and Explosions for FO3[edit | edit source]
Optional 
HighRes 
  • Author: Deanoman
  • Version: v1.0
  • Notes: This mod adds retextured smoke, fire and explosion effect textures. Some resources were used from the Skyrim mod "Ultimate HD Fire Effects."
  • Fallout NV Equivalents: HD Smoky Fire and Explosions, FNV follow-on mod;
Impact[edit | edit source]
Optional 
HighRes 
  • Author: mamelukturbo, weijiesen
  • Version: v1.0
  • Notes: This mod adds weapon projectile sound and visual impact effects when the projectile hits an object. It can use significant computer/GPU resources and possible performance decrease on less capable systems. It also adds resources which replace some EVE resources if EVE is used. The main plugin provides much of the benefit of the mod. To get the full functionality of the mod a manual patch is needed that include the decal record added by this mod along with the other weapon object record changes from other mods. The patch files on the Nexus page don't include all the needed record changes, and aren't recommended for use with this guide.
  • Fallout NV Equivalents: Impact, FO3 mod is port of equivalent FNV mod
  • Installation: Choose the performance version desired for the main file and install with MO. If the Michael Bay version isn't used get the Water Splash Texture for Basement Dweller and Gaming Rig optional file and install with MO, using [Merge] to combine with the installed main file. When specific patches are developed so the weapons in this guide can use the impact decals from this mod, instructions for the optional patches will be provided later.
EXE - Effects teXtures Enhanced[edit | edit source]
HighRes 

The Most Dangerous Game[edit | edit source]

Exeter's Type 3 Female Armor and Outfits[edit | edit source]

Exeter provides the largest set of armor and clothing for the Type 3 female body in the Fallout series. The mods below include a portion of these. Some of these replace vanilla armor or clothing. Many provide new clothing or armor types. Some of these new armors and clothing have unfortunately not yet been incorporated by Exeter into a plugin that adds these to the levelled lists used to equip NPCs and provide vendor inventory. These are instead available in some containers available near the beginning of the game. Some users understandably feel this breaks immersion and don't use these clothing or armor mods. A mod is included which will potentially fix this, removing the containers and adding the clothing to various inventories.

Type3 Armor Replacers[edit | edit source]
Core 
MedRes 
  • Author: Exeter
  • Version: v2.0
  • Requirements: DIMONIZED TYPE3 female body
  • Fallout NV Equivalent: Type3 Body and Armor Replacer an equivalent mod by the same author.
  • Installation: Install the T3 armors and outfits- full release main file. Install the Charmer with stockings, FOV patch, Patch for Combat armor, Patch for v2, V2 Business suit patch update files; during install click [Merge], not [Replace] when asked.

This is the non-nude version of the armor meshes to go along with the Type 3 female body replacer. Vanilla body type is really weird looking in the Fallout series, and Type3 is the solution for females.

Point Lookout outfits for Type 3[edit | edit source]
LowRes 
MZ Outfits for Type3[edit | edit source]
MedRes 
  • Author: Exeter
  • Version: v1.0
  • Requirements: DIMONIZED TYPE3 female body
  • Installation: Get the main file and the spacesuit patch. Install the main file and then use [Merge] when installing the patch.
Pittraider replacer for Type3[edit | edit source]
Type3 Leather Armors[edit | edit source]
Type3 Businesswear[edit | edit source]
MedRes 
Cleaning 
MZ Samurai and combat female armor replacers[edit | edit source]
MedRes 
  • Author: Exeter
  • Version: v1.0
  • Requirements: DIMONIZED TYPE3 female body
  • Installation: Get the main file and with MO; the optional file is already incorporated.
Freebooter Armor for Type3[edit | edit source]
LowRes 
Neck Seam Concealer Chains[edit | edit source]
LowRes 

Additional Exeter Armor[edit | edit source]

The optional Type 3 clothing and armor from these mods is a bit more revealing than those in the previous Exeter mods

Raider Armor for Type3[edit | edit source]
Optional 
LowRes 
  • Author: Exeter
  • Version: v1.0
  • Requirements: DIMONIZED TYPE3 female body
  • Installation: Get the main file and the 3 optional files. Install the main file and then use [Merge] when installing the optional files.
Type3 Tribal female replacer[edit | edit source]
Optional 
LowRes 
  • Author: Exeter
  • Version: vLatest
  • Requirements: DIMONIZED TYPE3 female body
  • Installation: Get the main file and the optional file. Install the main file and then use [Merge] when installing the optional file.
Blackrock Shooter for Type3[edit | edit source]
Optional 
LowRes 
Cleaning 
  • Author: Exeter
  • Version: v1.2
  • Requirements: DIMONIZED TYPE3 female body
  • Fallout NV Equivalent: Blackrock Shooter- NV Style for Type 3 a port of the FO3 mod by the same author.
  • Installation: Get the Alternative Blackrock Outfits main file and the FOV patch update file. Install the main file and then use [Merge] when installing the patch file.
Trooper Outfits for Type3[edit | edit source]
Optional 
LowRes 
  • Author: Exeter
  • Version: v1.0
  • Requirements: DIMONIZED TYPE3 female body
  • Fallout NV Equivalent: Desert Militia Outfits for Type 3 a port of the FO3 mod by the same author.
  • Installation: Get the main file and the FOV patch update file. Install the main file and then use [Merge] when installing the patch file.
Refugee clothing for Type3[edit | edit source]
Optional 
LowRes 
Cleaning 
  • Author: Exeter
  • Version: v1.0
  • Requirements: DIMONIZED TYPE3 female body
  • Fallout NV Equivalent: Refugee Outfits for Type 3 a port of the FO3 mod by the same author.
  • Installation: Get the main file and the FOV patch update file. Install the main file and then use [Merge] when installing the patch file.
Madlax outfits for Type3[edit | edit source]
Optional 
LowRes 
  • Author: Exeter
  • Version: v1.6
  • Requirements: DIMONIZED TYPE3 female body
  • Installation: Get the main file and the FOV patch update file. Install the main file and then use [Merge] when installing the patch file.

Other Clothing and Light or Medium Armor[edit | edit source]

Breezes FO3 Males Optional Clothing[edit | edit source]
Optional 
  • Author: Breeze58200
  • Version: v1.6d
  • Requirements: Male body replacer compatible with Breeze (1.4+) or Roberts (RMF32) male body
  • Notes: This mod also includes a body replacer (Breeze's) which is already included in the guide as an option. This entry is for three separate additional clothing files that are compatible with the Roberts (RFM32) or Breeze's 1.6d males body replacer being used.
  • Installation: Download the bzsyArmorFixesPointLookoutV1dot0 and one or both of the optional files: bzFatiguesV1dot0 and bzJocksV1dot0.

Install the Point Lookout armor file and any optional files using MO. Note that the Point Lookout armor replaces vanilla armor and does not overwrite any armor from mods in this guide.

Headwraps Galore[edit | edit source]
LowRes 
  • Author: CelticGirl
  • Version: v1.2
  • Notes: This mod adds 6 different headwraps to Raider's inventory. It includes 20 different headwraps whcih can be used to replace any of the 6 default headwraps.
  • Installation: Get the main file and install with MO.

After installation if an alternate headwrap is desired open one of the folders in the Headwrap Catalof/More Headwraps folder and copy the contents of the desired default headwrap folder into one of the six default headwrap folders in the textures/HeadwrapsGalore folder.

Wasteland Scout for Type3 and BFM[edit | edit source]
Core 
MedRes 
  • Author: Exeter
  • Version: v2.0
  • Requirements: DIMONIZED TYPE3 female body, and Breeze or Roberts male body
  • Fallout NV Equivalent: NVScout Outfits for Type3 and Breeze a port of the FO3 mod by the same author.
  • Installation: Get the main file and 2 update file. Install the main file and then use [Merge] when installing the update files.

Wasteland Scout outfits for Type 3 female body and Breeze (or Roberts RFM32) male body.

Exeter Type 3 Armor Fix[edit | edit source]
Optional 
Merc Adventurer Armor[edit | edit source]
  • Author:d_ivanov
  • Version: v1.0
  • Requirements: DIMONIZED TYPE3 female body, and Breeze or Roberts male body
  • Installation: Install main file with MO. Plugins for English and Russian are included, so hide the plugin that isn't being used.

Adds male and female Merc Adventurer Armor to the inventory of several merchants.

Realistic Radiation Suits FO3[edit | edit source]
  • Author:Chrispm84
  • Version: v1.0
  • Fallout NV Equivalent: Real Radiation Suits
  • Notes: Changes the radiation suits to provide greated maximum protection, with decreasing protection as the suit condition decreases.
  • Installation: Install main file with MO. In the FOMOD choose only the radiation suiit, unless for some reason the other two options seem interesting.
Wasteland clothing Hires retexture[edit | edit source]
HighRes 
  • Author: Macintroll
  • Version: v1.3A
  • Requirements: DIMONIZED TYPE3 female body, and Breeze or Roberts male body
  • Notes: Scratch-made clothing to replace FO3 and FNV vanilla clothing.
  • Fallout NV Equivalent: Wasteland clothing Hires retexture, same mod for FO3 and FNV
  • Installation: Download the main file. Install with MO.

When installing do not install the following FNV-only file(s) and/or folder(s): textures/clothes
textures/effects
textures/nv*
textures/armor/1950stylesuit
textures/armor/arcadesdoctor
textures/armor/boomers
textures/armor/bosscribe/outfitf0*.dds(or else use as an alternative to outfitf.dds)
textures/armor/bosscribe/outfitm0*.dds(or else use as an alternative to outfitm.dds)
textures/armor/cass
textures/armor/greatkhans
textures/armor/hooverdamjumpsuit
textures/armor/lucassimms/outfitmNCR.dds (or else use it as an alternative to outfitm.dds)
textures/armor/memphiskid
textures/armor/metalarmormkii
textures/armor/petrochicojumpsuit (or else use the contents as an alternative to /dlcanch/armor/armyjumpsuit/outfitf.dds and outfitm.dds)
textures/armor/powdergang
textures/armor/preordvault
textures/armor/rangerarmor
textures/armor/repconjumpsuit (or else use the contents as an alternative to those in /dlcanch/armor/armyjumpsuit/)
textures/armor/vaulthelmet
textures/armor/vivavegas
textures/armor/wastelandclothing02/._outfitm.psd
textures/armor/wastelandclothing03/._outfitm.psd
meshes/armor/powdergang
meshes/armor/headgear/boomerhat03.nif
meshes/armor/headgear/vaultsecurityhelmet/m/vaultsecurityhelmet_skinned.nif
meshes/armor/metalarmor/m/oufitm - Copy.nif
meshes/armor/vaultscientist/._f

HR Armored Vault 101 Jumpsuit[edit | edit source]
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[edit | edit source]
  • 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.additem 00074952
player.equipitem 00074952

Power Armor[edit | edit source]

Enclave DX[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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 ...[edit | edit source]

Dragonskin Tactical Outfit[edit | edit source]
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[edit | edit source]
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?[edit | edit source]

"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[edit | edit source]

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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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, Fallout3 Re-Animated (if the optional "RH_IronSights - FO3RA Bridge" is used), FWE - FO3 Wanderers Edition (if the optional FWE bridge is used), Weapon Mod Kits (if the optional RH_Ironsights - WMK 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 and install with MO. Get and install the 'RH_IronSights - FWE Bridge and RH_IronSights - WMK Bridge files (The "RH_Ironsights - EVE Bridge" optional file is not needed even if EVE is used). Only the meshes and textures from the associated optional file are needed. The plugins are replaced by an expanded plugin from RH_IronSights FWE- WMK compatible.Once the optional files are installed, double click each of the two mods in the left pane of MO and select the Optional ESPs tab. Move the plugins to Optional ESPs. 

Markie's Fallout_3_Modding_Guide suggests the following if Fallout3 Re-Animated is also used: Unselect during installation or remove after installation the following files from the "RH_IronSights - FO3RA Bridge" in meshes/characters/_male: 2haaimDown.kf
2haaimisdown.kf
2haaimisup.kf
2haaimUp.kf
2haattackleftisdown.kf
2haattackleftisup.kf
2haattackloopisdown.kf
2haattackloopisup.kf
2haattackrightisdown.kf
2haattackrightisup.kf

Markie's Fallout_3_Modding_Guide also suggests the following: RH_Ironsights.esm forces the use of some vanilla weapon textures rather than better quality textures from mods that overwrite the vanilla textures. To eliminate this problem: Start xEdit and select the RH_IRONSIGHT.esm plugin.
Expand the plugin by clicking on the + sign, and then expand texture set" using the + sign Notice that the first 9 texture set entries have green text with a yellow background, and the next entry has a red background.
Use the mouse to select these 10 entries
Right click on these highlighted entries then click Remove
This redirects the RH_Ironsights master to use the texture with the highest priority in MO
Close xEdit, saving the RH_IRONSIGHT.esm plugin.

<?--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[edit | edit source]
  • 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[edit | edit source]
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[edit | edit source]
  • Author: CivisRomanus
  • Version: v1.0
  • Notes: Restores Armor Piercing effect to Deathclaw Gauntlet and Man Opener (The Pitt).

Miscellaneous New Weapons[edit | edit source]

20th Century Weapons[edit | edit source]
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[edit | edit source]
  • Author: MadCat221
  • 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[edit | edit source]
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[edit | edit source]
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)[edit | edit source]
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[edit | edit source]
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[edit | edit source]

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[edit | edit source]
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-[edit | edit source]
  • Author: skittered
  • Version: v2.0
  • 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_FWE-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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]

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[edit | edit source]

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[edit | edit source]
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[edit | edit source]
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.

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[edit | edit source]
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[edit | edit source]
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.
AK-47 replacer[edit | edit source]
MedRes 
Millenias FO3 Weapons Fixed Iron Sights[edit | edit source]
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[edit | edit source]
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[edit | edit source]

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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
HighRes 
  • Author: ChristopherWallace, Madcat221
  • 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.
WEP Uniques FWE[edit | edit source]

Miscellaneous Vanilla and FWE Weapon Retextures, Remodels, Revisions[edit | edit source]

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[edit | edit source]
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[edit | edit source]
  • 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[edit | edit source]
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.

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]
  • 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[edit | edit source]
  • 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.

After installation set the following to hidden: /meshes/weapons
/meshes/clutter/office/fan01.nif

Books Debunked[edit | edit source]
  • 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[edit | edit source]
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[edit | edit source]
LowRes 
  • Author: Kevkas
  • Version: v1.0
  • Notes: Higher resolution retextures of Chems and Meds.
Cherry Bomb HD retexture and remodel [edit | edit source]
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[edit | edit source]
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[edit | edit source]
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 [edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
MedRes 
  • Author: Deanoman
  • Version: v1.0
  • Notes: Higher resolution Germantown Police HQ sign.
Glowing muck pools[edit | edit source]
LowRes 
  • Author: jet4571
  • Version: v1.0
  • Notes: Adds green glow to radioactive muck pools
Retextured Labels - Food - Abraxo - Detergent[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
LowRes 
  • Author: Lord Inquisitor
  • Version: v1.0
  • Notes: Higher resolution meshes for Generator.
  • Fallout NV Equivalent: same mod works for both games
Tweaked Intercom[edit | edit source]
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[edit | edit source]
LowRes 
  • Author: Lord Inquisitor
  • Version: v1.0
  • Notes: Higher resolution meshes for Powerfist.
  • Fallout NV Equivalent: same mod works for both games
Tweaked Wrench[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
LowRes 
  • Author: Skykappa - Johssy
  • Notes: Higher resolution retexture of water bottle.
  • Installation: Get the no esp version and install with MO.
Robots HD Retexture[edit | edit source]
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. The DC Interiors Patch is not installed since it uses DC Interiors textures without the authors permission.

Remove the following textures identical to those in vanilla Fallout 3 and some unused textures 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 Hide or delete: textures/creatures/sentrybot/sentrybot_g.dds
textures/creatures/sentryturret/sentryturret_g.dds
textures/creatures/mistergutsy/mistergutsyweapons_n.dds
textures/creatures/mistergusty/mistergutsyweapons.dds


Visitant's Protectron Overhaul[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
MedRes 

Another great Hectrol retexture.

Bobbleheads Retextured[edit | edit source]
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

Weathered Bobblehead Case[edit | edit source]
MedRes 
  • Author: Jokerine
  • Version: v1.1
  • Notes: Weathered version of the bobblehead display.
  • Installation: Get the main file and install with MO.
Collision Meshes[edit | edit source]
Semi-transparent Door Glass[edit | edit source]
  • 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.[edit | edit source]

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 

Install only the following: textures/clutter/junk/NukaColaCap*.dds
meshes/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.

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. Some users report performance problems when using the high resolution textures. . 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

The follwing two FNV mods have higher resolution than any of the available FO3 mods.

Get and install PM's HD Ammo Boxes - 2K Diffuse 1K Normals. Unselect during installation or remove after installation the following FNV-only folders: nvdlc02 and nvdlc04

Get and install the main file and two optional files.

Ewww! Gross![edit | edit source]

"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![edit | edit source]

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

Retex_Gorycorpseparts[edit | edit source]
Optional 
HighRes 
  • Author: kj666
  • Version: v01.0
  • Notes: Gory corpses with much better resolution.
Retex_Brahmincorpsetrap[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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?[edit | edit source]

Gore No More[edit | edit source]
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[edit | edit source]
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[edit | edit source]

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[edit | edit source]
  • 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[edit | edit source]
  • 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)[edit | edit source]
  • 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[edit | edit source]
  • 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: Hide the following folders: sound/fx/fst/conc_broken/land
Sound/fx/fst/conc_broken/run
sound/fx/fst/conc_broken/sneak
sound/fx/fst/conc_broken/walk 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. Hide the following folders: sound/fx/fst/conc_solid/land
sound/fx/fst/conc_solid/sneak
sound/fx/fst/dirt/land
sound/fx/fst/grass/sneak
sound/fx/fst/gravel/sneak

Improved Sound FX[edit | edit source]
  • 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 Hide the following folders in sound/fx/wpn/: alienblaster
gatlinglaser
minigun
misslelauncher
pistol_10mm
pistol_10mm_silenced
pistol22
pistol32
pistol44magnum
pistollaser
pistolplasma
rifleassault
rifleassaultg3
riflehunting
riflelaser
riflelincolns
rifleplasma
riflerailway
riflesmg
riflesniper
shotguncombat
shotgundoublebarrel
shotgunsawed
teslacannon
WMK

CRL9000 Sound Modification V046 - DLC Edition[edit | edit source]
  • 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: Hide the following folders in sound/fx/wpn/: alienblaster
minigun
pistollaser
rifleassault
rifleassaultg3
riflegauss
riflelincolns
riflesniper

Fallout 3 - HD Audio Overhaul[edit | edit source]
  • 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![edit | edit source]

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.

CONELRAD 640-1240 - Civil Defense Radio[edit | edit source]
Core 
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.
Return to the game. The Conelrad station will appear shortly.

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

GNR Enhanced[edit | edit source]
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?

Radio Active[edit | edit source]
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.
  • Installation: Download and install the following:
  • Radio Active - Core Files ENG v2
  • Compilation A
  • Compilation B
  • Compilation C
  • Compilation D - Prewar Classics 1950 Music For Your Radio

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.

Radio Neutron[edit | edit source]
Optional 
  • Author: roquefort
  • Version: v1.00
  • Installation: Download and install the main file with MO.

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

Gameplay[edit | edit source]

The mods add to game immersion and fun.

Anchorage Holotapes[edit | edit source]
  • 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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
Optional 
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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.

Follow these instructions:

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[edit | edit source]
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[edit | edit source]
Optional 
  • Author: kvatchcount
  • Version: v1.5
  • 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 Simply Uncut - Standard V.1.5 - A New Age 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[edit | edit source]
  • Author: Volek, Deadmano
  • 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[edit | edit source]
  • 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[edit | edit source]
  • 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[edit | edit source]

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[edit | edit source]
Optional 
MedRes 
  • Author: arzoni
  • Version: v1.0
  • Notes . It has more detail
A Useful Metro Map[edit | edit source]
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[edit | edit source]
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[edit | edit source]

Marts Mutant Mod - RC 62[edit | edit source]
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[edit | edit source]

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[edit | edit source]

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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]

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[edit | edit source]

Ammunition Schematics for FWE-WMK-CRAFT-Full CalibrV1_4[edit | edit source]
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[edit | edit source]
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[edit | edit source]
  • 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[edit | edit source]
  • 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 ...[edit | edit source]
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[edit | edit source]
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[edit | edit source]

Since the patches are loaded after the bashed patch to prevnt problems with Wrye Bash, any FormID list or Leveled List sub-records 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.

Warning-Logo.png

WARNING

Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
FOMOD Instructions
The 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

DotMO.png 20CWRECW + WMK + R1FWC + UUF3P + FWE (If 20th Century Cut Weapons are used)

Next
Options
Options
Better Balanced Backpacks Patches
Better Balanced Backpacks Patches

DotMO.png BBB + UUF3P + FWE

Boulevard of Broken Dreams Patches
Boulevard of Broken Dreams Patches

DotMO.png (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

DotMO.png (select, guide includes mod)

Bornagain Fo3 Outcast Patches
Bornagain Fo3 Outcast Patches

DotMO.png BFO + MMM + EVE + UUF3P + FWE (Select based on whether MMM &/or EVE optional mods installed)

Brahmin Variant Redux Patches
Brahmin Variant Redux Patches

DotMO.png (select, guide includes mod)

Chems and Med Re-Texture Pack Patches
Chems and Med Re-Texture Pack Patches

DotMO.png 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

DotMO.png (select, guide includes mod)

Georgetown Expansion Patches
Georgetown Expansion Patches

DotMO.png (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

DotMO.png K9B + MMM + UUF3P + FWE (assuming MMM is used, otherwise use other patch)

Marts Mutant Mod Patches
Marts Mutant Mod Patches

DotMO.png (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

DotMO.png (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

DotMO.png (select, guide includes mod)

Reillys Rangers Expanded Patches
Reillys Rangers Expanded Patches

DotMO.png RRE + PB + FWE

The Mantis Imperative Patches
The Mantis Imperative Patches

DotMO.png (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

DotMO.png (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[edit | edit source]

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[edit | edit source]

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

RH_IronSights FWE- WMK compatible[edit | edit source]
Extended 
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.
  • Installation: Download and install the ESP patch file with MO.

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[edit | edit source]
  • 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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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.
Enclave Radio Enhanced;
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

Markie's Fallout 3 Overhaul Modding Guide (Mod Organizer 2 Version now available) has some very useful recommendations, especially for first time Fallout 3 users; e.g.:
Automat Fix
Auto Aim Explained and Properly Applied:
Scrolling Doesn't Switch POV (FOSE) (No Scroll Between POV file)
Stealth Kills Enabled
Realistic Death Physics (7zip Version)
Unnecessary Physics

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 sub-records in many records in some TWPC weapon patches
Paradise Rising, additions and changes to Paradise Falls for increased immersion
Girdershade Reborn
Faster Sleep Wait (FOSE)
Scrolling Doesn't Switch POV (FOSE)
Animated Soda Bubbles
You Gotta Shoot Em' in the Head Fixes ( With some Anchorage fixes thrown in)
Visitant's HD Fallout Night Sky
Weapon Enhancement Pack fix for Xuanlong Rifle
Weapon Mod Kits - Millenia's WRP fixes
Weapon Mod Kits - dlc weapons enabler


Post Installation[edit | edit source]

Post Installation Checklist[edit | edit source]

"Let the Games Begin" (Patriot Games)

  1. Run LOOT.
  2. Create Bashed Patch

Run LOOT[edit | edit source]

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.

Add Bash Tags[edit | edit source]

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[edit | edit source]

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.

In Game Settings[edit | edit source]

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 "https://stepmodifications.org/wiki" 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[edit | edit source]

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)[edit | edit source]

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[edit | edit source]

Failure to Launch Fallout 3 using MO[edit | edit source]

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 Wrench MO.png 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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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

  • Try again; sometimes it works!
  • Try loading an earlier saved game; when this succeeds then load the desired saved game
  • 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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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.

Advanced Topics[edit | edit source]

This section includes topics primarily of interest to experienced modders.

Advanced Utilities[edit | edit source]

FO3LODGen[edit | edit source]
Extended 
  • Author: Ehamloptiran Sheson and FNVEdit Team
  • Version: v4.0.2
  • Notes: This utility will be used to create significantly improved object LOD, at the possible expense of some performance loss. This installation step is just for the FO3LODGen tool. Other resource files from the mod will be installed later in the guide. If desired, the most recent version of xEdit (which is installed as part of the xEdit mod) has additional features that are useful during LOD generation.
  • Fallout New Vegas Equivalent: FNVLODGen
  • Installation: This can be installed as a separate mod, or the existing xEdit.exe executable can be used (which is installed as part of the xEdit mod). If the existing xEdit.exe will be used for this capability (recommended approach), nothing needs to be downloaded or installed now.

If a separate installation is desired, make a folder named FO3LODGen in either the Fallout 3 Goty root folder or in the same directory as the FO3Edit or xEdit folder (e.g., D:/Games). Download the FO3LODGen 4.0.2' file and extract the contents into this folder. The installation of FO3LODGEN will be completed in the in the Setting up Mod Organizer section below.

This amazing tool allows users to regenerate LOD meshes and textures based on your installed mods.

Info-Logo.png
NOTE:
The preferred method of installation is to have just one executable: xEdit.exe, and run the different tools by the use of parameters or switches added to MO's arguments field.
Merge Plugins[edit | edit source]
Tool 
  • Author: matortheeternal
  • Version: 2.1.3
  • Notes: This utility allows merging plugins for any Bethesda game comptible with xEdit. It is a standalone successor to the previous xEdit merge script and is much faster. It supports merging plugins with FormIDs and NavMeshes. It is always best when merging mods with this script to preserve FormIDs so that old save games will still work with the merged mods, and so that future merges as the mods evolve . The current version of this utility handles FormID numbering automatically, and will generally preserve the FormIDs so the game will still be able to use current save games.
  • Info: Merge Plugins (by GamerPoets
    . For support see the STEP forum for Mator's Utilities Support.
  • Installation: Get the Merge plugins main file and extract the contents into a Merge Plugins folder inside the folder used for Game Utilities (e.g., D:/Games/Merge Plugins).

While this utility isn't critical for Fallout 3 since the number of plugins used isn't typically near the limit, it is useful whenever it is desirable to reduce the number of plugins.

TES5EditScripts[edit | edit source]
Tool 
Optional 
  • Author: matortheeternal
  • Version: 1/1/2016
  • Requirements: xEdit utility from FO3Edit mod (FO3Edit renamed xEdit as mentioned above),.
  • Fallout NV Equivalent: the same utility, with separate settings for each game, works for Fallout 3, Fallout NV, TES4, and TES5 (but probably not Fallout 4 yet)
  • Notes: These utility xEdit scripts provide useful functions for viewing, editing, and creating plugin files using xEdit with Bethesda RPG games., primarily for experienced users of xEdit. The mtefunctions.pas script in this utility is needed for the Generate Tags for Wrye Bash below. The rest aren't critical but are often quite useful when working with plugins.
  • Installation: Get the 'TES5EditScripts-master.zip file by clicking the green Clone or download button on the upper right then clicking Download zip. Extract the contents of this mod into the folder used for the xEdit executable (e.g., D:/Games/xEdit).
Generate Tags for Wrye Bash[edit | edit source]
Tool 
Optional 
  • Author: fireundubh
  • Version: ?
  • Requirements: FO3Edit/xEdit utility from xEdit mod, mtefunctions.pas script from TES5EditScripts
  • Fallout NV Equivalent: the same scripts work for Fallout 3, Fallout NV, TES4, and TES5 (but not Fallout 4 yet)
  • Notes: This tool is primarily intended for use by advanced users. The xEdit script generates bash tags for a plugin and optionally writes the tags into the plugin header. It determines all the bash tags that are potentially relevant to the mod. The resulting tags need manual review to make sure they are appropriate for the mod. If the tags are written into the header LOOT will not be able to detect plugin versions that haven't been cleaned, so clean each plugin before running this script if the tags are written to the header. It is recommended that the tags be added manually in LOOT to denote the recommended tags and, more importantly, in the bash tags window of Wrye Flash for each affected plugin instead of writing the tags to the header in xEdit.
  • Installation: Download the xedit-scripts-master.zip file shown on the page (use the Download ZIP button). Extract the files, and copy the files in the all folder and the lib folder into the Edit Scripts folder in the folder containing xEdit.exe.
  • Usage: To use the script start xEdit (FO3Edit), right click and select None, tick a single plugin, and click OK in xEdit. WHen xEdit finishes loading right click on the plugin being evaluated and select Apply Script, then select the Generate Tags for Wrye Bash script. Select OK to the message about adding the tags to the header. The script will run and show which tags are to be added to the plugin header. When it is complete close xEdit and save the plugin.
DDSopt[edit | edit source]
Tool 
Optional 
  • Author: Ethatron
  • Version: v0.8.0.upd4
  • Notes: Detailed information on installation, configuration, and use of DDSopt for Fallout 3 can be found in the Fallout DDSopt Quick-start guide. Because of the similarities of the subdirectories of the Data folders in both "Fallout 3" and Fallout New Vegas, the batch files included and described in the Fallout version of the DDSopt guide work equally well for both games. There is of course no requirement to use the batch files; the manual GUI described in the main portion of the DDSopt guide can always be used. Note that unlike other utilities in this guide, DDSopt needs administrative privileges since it saves configuration data in Windows registry keys. Using DDSoptrequires an understanding of texture file types.
  • Installation: The program is portable so it should be extracted to a folder that is easy to access, like D:/Games/DDSopt. It is typically easier to make a shortcut for the executable on the desktop and the program should be set to 'Run as Administrator'. The default ddsopt.ini needs to be changed, so get the latest version here and overwrite the ddsopt.ini in the DDSopt folder. The configuration parameters also need to be changed from default values; these changes are described in the DDSopt guide.

Needed when optimizing and/or reducing texture resolution.

Free Commander XE[edit | edit source]
Tool 
Optional 
  • Author: Marek Jasinski
  • Version: 32 bit Build 740
  • Notes: Allows viewing the full set of MO virtual mod files from the installed mods used by the fallout executable.
  • Info: See the Mod Organizer guide for more details on using this utility with Mod Organizer.
  • Installation: Download either the version with or without the help file and install.

FalloutLauncher Replacer for Steam[edit | edit source]

Optional 
  • Author: AlexxEG
  • Version: v1.3
  • Requirements: Steam
  • Notes: Replaces the vanilla Fallout Launcher with a version that allows Steam to launch Fallout 3 when using Mod Organizer. Steam functions such as overlays and time in game are supported. This is not used with the GOG version of Fallout 3.

To use this, while Steam is running right click on Fallout 3 - Game of the Year Edition in Steam and select Play Game. There are 3 choices; to use Mod Organizer enter 3. The MO GUI will appear and the game can be launched with FOSE.

  • Installation: Rename the vanilla Fallout Launcher to FalloutLauncher_ORG.exe. Install this file in the Fallout 3 Goty folder. If Mod Organizer is not installed in Fallout 3 goty/Mod Organizer", right click on Fallout 3 - Game of the Year Edition in Steam and select Properties. Select Set Launch Options and enter --mo "D:/Games/Mod Organizer/ModOrganizer.exe" ; replace the path to Mod Organizer used for FO3 with the path for the system being used.

Select Properties again. Select Set Launch Options and enter --start mo. This makes mo the default launcher for starting automatically.

Merging Plugins[edit | edit source]

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.

A Word About Gamebryo and Plugin Limits[edit | edit source]

The game engine for Fallout 3 has quite a few issues, but fortunately for most users of this game the limit of the number of plugins (*.esm and *.esp files) is a little less than 255, like most of the other Gamebryo-based Bethesda games except Fallout New Vegas. The number of plugins in the mods recommended in this Fallout 3 guide will always be well below the ~254 limit so users can add some other mods of their choosing, although it's possible to exceed the limit. Merging any mods that add new objects in each plugin (new FormIDs) can potentially cause significant compatibility problems with other mods that expect the separate (vs. merged) plugins as discussed in the Merging Plugins mini-guide. When adding mods in beyond those in the Fallout 3 guide, be aware of the plugin cap and learn to use the Merge Plugins when appropriate to lower the count on mods that have multiple plugins that won't cause compatibility problems when merged. This is the main reason that Wrye Flash is important, along with its conflict resolution for levelled lists, since the Bashed Patch will also lower plugin count. A new section on merging plugins will be added soon to this guide since many of the more recently added mods include plugins.

BSAs and Mod Organizer[edit | edit source]

Bethesda Software Archives (BSA) can be used to store mod files in an attempt to reduce file sizes. The added benefit is the reducing in file system fragmentation caused by having many loose, small files. The main problem with BSAs is, if there are loose files that need to be overwritten by a mod that is packaged in a BSA, then the BSA must be extracted. Loose files always 'win' over BSAs when the game loads the "Data" folder. Enter Mod Organizer. Using the 'Hide' feature of MO, it is easy to remove the loose file without much extra work from the user. This means that BSAs would only need to be extracted if the textures in the BSA need to be optimized.

The recommendation for extracting BSAs using Mod Organizer 1.3.x is that the vanilla Fallout 3 BSAs and the BSA in the Updated Unofficial Fallout 3 Patch be left unextracted. Extracting other mod BSAs is optional; some users prefer to extract all of these while others prefer to leave the BSAs alone. If the BSA contains resources that are only used by the mod providing the BSA then the BSA never needs to be extracted.

As part of the process in the last subsection the BSA extractor plugin in MO should be enabled; make sure this is true.

To view files the list of files in a BSA go to the Archives tab on the right MO pane and tick the checkbox for every BSA and any mod that overwrites a file will have an icon next to it on the left pane. If the BSA's file is the preferred file then just hide the file from the mod that overwrites it. Greyed out BSAs will be checked no matter what due to their plugin requiring that BSA to load, but it can still be extracted.

The other option is to just extract all the BSAs from mods and put everything in the correct order in the left pane. Some people say one way is correct and some say the other is correct. If the advice is all or nothing, it is best to ignore it. Life is not black and white, it is gray. Extract when necessary. A good rule of thumb is to extract smaller BSAs and leave larger ones unextracted. Leave the Bethesda Fallout and DLC BSAs, BSAs from UPDATED Unofficial Fallout 3 Patch, and the DCInteriors Project BSA unextracted.

Generating LOD with FO3LODGen (Optional)[edit | edit source]

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[edit | edit source]
Extended 
  • 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)[edit | edit source]

Extended 

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.

Changing Master File Data in a Plugin[edit | edit source]

This subsection describes how to remove the records associated with a Master files and changing the name(s) of the Master file(s).

  • First, if has not already been done, FO3Edit needs to be setup to allow editing of the names of master files as described in this Reddit post. Make a new executable in Mod Organizer named FO3Edit Rename Master File. The executable line should be the same as it is for FO3Edit. In the arguments line for the new executable put -IKnowWhatImDoing -AllowMasterFilesEdit. Click Add. Note that the new executable should be used carefully as it can cause problems if mistakes are made while using it.

    Removing Records associated with a Master File from a Plugin[edit | edit source]

    Ocasionally it necessary to remove a master file and the associated records from a patch plugin (e.g., some users find that 20th Century Weapons adds too many weapons and/or some of the weapons have bugs).

  • Open FO3Edit, checking the plugin for which a master file is being removed and then select OK.
  • Right click the plugin in the left pane of FO3Edit and secect Apply Script
  • Select the Report Masters script in the Script window and click OK
  • Check the box for the master being reoved and click OK.
  • The right pane will show all the records in the plugin that are affected by the master file. For each such record, select the record the right click selecting Remove and Enter.
  • When all these records are removed, in the left pane highlight the plugin then right click and select Clean Masters.
  • Inspect the File Header record and make sure the master file name is no longer present.
  • Close FO3Edit, saving the modified plugin
  • Renaming a Master File for a Plugin[edit | edit source]

    Another occasional task is changing the name of a master file within a plugin. This can happen, for example, when a new plugin incorporates the records from several plugins that were previouly separate master files for a plugin.

  • Make sure that all the current master file plugins and the master file plugins that will be used after the change in master files are active in the load order, as well as the patch plugins being edited.
  • If an old master plugin is not available a copy of the new plugin can be made, and the name changed to match the old plugin.
  • In the File Header record of the plugin double click the master file name being changed and enter the new master file name, then click Save
  • Exit FO3Edit, saving the plugin.
  • Changing Master File Names in Plugins during a Merge[edit | edit source]

    One of the common tasks when merging is the need to change the name of one or more of the master file names for a plugin. This happens, for example, when a merged plugin is created and the plugins that are included in this merged plugin were master files for other plugins.
    This can be done two ways, one using Wrye Flash and the other using FO3Edit. These will be described below after listing the steps that are used by both methods.

  • Activate the mods, other than the vanilla Fallout 3 files, that include the current master files for all the patch plugins included in the merge being created, as well as the mods containing the new master files that replace current master files.
  • For convenience all of the patch plugins can be temporarily moved to the end of the load order; the master plugins don't need to be moved.
  • FO3Edit Method[edit | edit source]

    The first optional method uses FO3Edit, and with the changes added in version 4.0+ it is generally easier to use than the Wrye Flash method:

  • Make sure that all the current master file plugins and the master file plugins that will be used after the change in master files are active in the load order, as well as the patch plugins being merged.
  • In Mod Organizer select and start FO3Edit Rename Master File. One by one until all the patch plugins being merged that have red checks (since they are missing a master file) are resolved by changing the master file(s):
  • Select the File Header object for a patch plugin. For each master file in the Master files block that needs to be changed, right click the old master plugin name and choose Edit. In the new window that shows up change the name to the new master file name then click OK
  • When all the master files changes are complete for a patch plugin hit Ctrl-S, then move to step 3 for the next plugin needing changes
  • When all the master files changes are complete exit FO3Edit, saving any edited plugins that weren't already saved.
  • The master plugin files that were replaced can now be deactivated if they are no longer needed. Make sure the new master plugin files are available in the load order.
  • = Wrye Flash Method[edit | edit source]

    The second optional method uses Wrye Flash:

  • Make sure that all the master file plugins that will be used after the change in master files are active in the load order, as well as the patch plugins being merged. When Wrye Flash is used it is not necessary to have the current master plugin files in the active load order, unlike when FO3Edit is used for this task.
  • Open Wrye Flash. One by one until all the patch plugins being merged that have red checks (since they are missing a master file) are resolved by changing the master file:
  • Select a patch plugin. For each master file, in the Master window in the center right of Wrye Flash, click on the name of the old master plugin name (e.g., Immersive Orc Strongholds.esp) until it is highlighted then change the name to the new master file name (e.g., ETAC - Complete.esp).
  • When all the master files are correct save the patch file using the save button at the bottom of the WB right pane.
  • If there are more plugins that need changed master files go back to step 3 for the next patch file that needs a changed master file

  • When all of the master files have been changed there should not be any patch files with red checks.

    Changing Texture Resolution[edit | edit source]

    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.

    Texture Optimization[edit | edit source]

    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.

    Credits[edit | edit source]

    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 ;)