User:Themagicteeth/TTWOverEncumbered

From STEP Modding Wiki
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Tale of Two Wastelands - Over Encumbered Edition
I have made a website that is this guide enhanced with material-ish design. TTW:OEE website

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

Contents

Changelog:
Added some Merge Instructions that I am currently TESTING. Try at your own risk. Although my game has been stable with them so far.


Credits and About the Guide


==

I have not been playing Fallout recently and the guide has not been updated to newer versions of any mods for a while. I am needing to do a fresh installation soon, and then I will update the guide a lot more. I may be making tweaks here and there but it will be in this state for a while. This guide is unfinished. If you want a perfect, bug free game stop. You will probably have too many plugins if you follow this guide as it is now. I have yet to add the merge section. If you are over it is recommended to disable the four Pre-Order Pack ESM's as a starting point. Refer to EssArrBee's guide below for merging instructions for a few mods.
To be added: (In relative order of importance)

  • Mod merging instructions
  • DDSOpt instructions for specific mods
  • Change to HD versions of some texture mods, as the extra VRAM has not been needed.
  • More mod installation instructions
  • More Mod Notes to be added
  • Mod tweaks, adding/removing mods.
  • ENB instructions
  • Possible Wrye Flash NV instructions


Resources used while creating this guide are linked below:

TTW: Worlds of Tomorrow by Adonis_VII
The install order and the main source of mods, as well as the guide I originally followed while installing Tale of Two Wastelands was gained from Adonis_VII's: TTW (linked above). This is essentially his guide, rewritten to be a little more detailed. His guide is more up to date and he is more knowledgeable than I in regards to patching for TTW and modding in general. If you are an experienced modder looking for a bit quicker installation his guide is probably for you, as this guide is identical except for a few things. I have just added a few instructions here and there, changed the format a little, and added a few mods (mainly quests and locations).

Clear and Present Danger by Kelmych
Excellently written and curated Fallout 3 modding guide that I have not personally followed. But I have used some of his additions to Fallout 3 in my guide. Mainly in the quest section and in some of the Fallout 3 Mod Notes.

Fear and Loathing in New Vegas by EssArrBee
Fear and Loathing in New Vegas by EssArrbee (linked above) is a great modding guide for Fallout New Vegas and I have gotten a few mods and mod descriptions from there. Excellent guide for modding New Vegas.

TTW Core as well as the follow up TTW+ by Hushpiper, are where I found a lot of the TTW customization mods and Quest mods.

Skyrim Revisited by Neovalen
I made this guide because I wanted something for myself to follow along to that was more like Neovalens: Skyrim Revisited (linked above). I have taken many things from Neovalen's guide and edited them so they are for Fallout: Tale of Two Wastelands.

Prerequisites

First, consider if Tale of Two Wastelands is the best option for you:

Tale of Two Wastelands brings Fallout 3 into the New Vegas engine, bringing all the feature and engine upgrades (reputations, crafting, iron sights, hardcore, survival skill) from New Vegas to the Capital Wasteland. It provides a bridge to connect the stories in a logical fashion.

However it does have its short comings. Fallout 3 voice modulation does not work without the user reincoding the audio The Rock-it-Launcher does not work as seamlessly as in Fallout 3. Grass distance is reduced due to a New Vegas engine bug (may be overcome with NVAC). Many Fallout 3 mods need a lot of work to be converted (e.g. Mothership Zeta Crew). Additionally patches need to be made for Fallout New Vegas mods to extend functionality to the Capital Wasteland. Balance is completely different as starting in Goodsprings at level 1 is very different than starting at level 30. Those are a few of the snags of playing Tale of Two Wastelands.

If the downsides outweigh the benefits, it is suggested that a different guide is followed, otherwise proceed with the guide, the following will set up the rest of the guide, so follow along closely. Happy modding!

To use this guide, the following must be installed and configured as specified.

Official Bethesda Content


Tale of Two Wastelands requires legal copies of both Fallout 3, New Vegas, and all of their respective DLCs. The only optional DLCs are the Pre-Order Packs from New Vegas. Including the Classic Pack, Tribal Pack, Mercenary Pack, and Couriers Stash. Opting to exclude these will save four plugin slots or more. The easiest way to get all of these is the Game of the Year and Ultimate Editions of each game, they will include all the official content needed.

Script Extender


The New Vegas Script Extender, or NVSE for short, is a modder's resource that expands the scripting capabilities of Fallout: NV. It does so without modifying the executable files on disk, so there are no permanent side effects. Without NVSE, many mods that add incredible features to Fallout New Vegas cannot be used. This is an essential mod for any gamer.

Special Installation: Install only the following files to the main FalloutNV folder:

  • nvse_1_4.dll
  • nvse_loader.exe
  • nvse_steam_loader.dll
Info-Logo.png      Notice:Do NOT install the script files at this time. These will be installed later.

4GB Loader


Fallout New Vegas only allows for 2 GB of RAM to be accessed by the FalloutNV.exe, so this will allow 4 GB of RAM to be accessed by setting the LAA flag.

Special Installation: Install only the following files to the main FalloutNV folder:

  • Source folder.
  • fnv4gb_helper.dll
  • fnv4gb.exe
Info-Logo.png      Notice:This will be configured through ModOrganizer later on!

Tools


The function of this tool is to optimize and re-mip textures.

The function of this tool is to remove Identical To Master(ITM) records, Undelete Deleted Records(UDR), and clean dirty edits as specified by the guide the ESMs and ESPs that Fallout will be loading.

Special Installation:

Make two copies of FNVEdit.exe. Rename one "FNVMasterUpdate" and the other "FNVMasterRestore". 
This will tag ESP's as master files, and enables the ability to revert them at a click of a button. 
  • LOOT version 0.7.1

The function of this tool is to provide a default ESM/ESP file ordering between various mods, help identify mods that require cleaning with FNVEdit, and provide bash tags.

The function of this tool is to merge mods or parts of mods to increase compatibility while using many mods.
Special Installation:

Launch Wrye Flash NV.
From the Mods tab, right click the File on the top bar and make sure Lock Times is UNTICKED.

The function of this tool is to manage mods and is the mod manager of choice for this guide. The reasons for this are listed below:

  1. Profiles allow multiple configurations set up per character and/or playthrough.
  2. Mod Downloads via NXM allows downloading of mods directly using the "Download With Manager" button on the Nexus site.
  3. Mod Version Tracking uses the power of the Nexus site to track major mod updates. However, this is not a replacement for the track file option on the actual Nexus site for optional downloads!
  4. NMM Installer Compatibility allows the use of Nexus Mod Manager installers.
  5. Manual Installation Option allows modification and selection of the data folder in an archive manually, allowing fixes of path problems at install time.
  6. Virtual File System allows a clean base Fallout installation without the mess of moving files. Additionally extends this file system to other tools such as LOOT, FNVEdit, and Wrye Flash NV.

Special Installation: In the installer, check "Handle NXM Links". This allows direct downloading of mods using the "Download With Manager" button on Nexus mod pages.

Tool Add-Ons


The function of this add on is to give FNVEdit the capability to automatically merge plugin files.

Makes converting Fallout 3 mods for TTW much easier.
Special Installation: Extract both files into FNVEdit folder. [Merge] when prompted.

Setting Up for Success

Configure Fallout NV


Steam overlay can cause some visual problems with some mods and ENB. If it is not needed, it is reccomended to turn it off.

Launch Steam, and proceed to Library.
Right-click "Fallout: New Vegas", and click [Properties].
In the [General] tab, uncheck the [Enable Steam Overlay...] box.
Click close.

Upon first installing Fallout NV there are no ini files pre-generated. It is important that the games is configured through the launcher and any in game settings are applied. This is done by launching the game.

Start Fallout New Vegas through Steam.
Click "Options"
Click the [Ultra] push button.
Set resolution to your moniters resolution.
Click "Ok"

These settings have been saved into the ini files.

Configure Mod Organizer


Now that the base game is properly configured, the next step is to set up our mod management utility.

Start Mod Organizer.
If this is the first run, Mod Organizer will prompt to select which game to manage, select Fallout New Vegas.
Click the [Configure Profiles] button at the top of the window. The icon looks like an ID card.
Verify "Automatic Archive Invalidation" is checked.
Click [Create] and type "Fallout New Vegas" in the text box.
Verify that "Default Game Settings" is unchecked then click [OK]. 
Select the "Default" profile and click [Remove]. Select [Yes] when prompted.
Close the dialogue by clicking [Close].
Verify that "Fallout New Vegas" is the currently selected profile in the "Profile" drop-down above the left-pane of the Mod Organizer window.
Info-Logo.png      Notice:ModOrganizer has created a local copy of the current ini files to be used when running this profile. Throughout the guide, these copies will be modified with the various changes leaving the default ini files untouched.

Next the ModOrganizer settings and other tools will need to be configured.

Click the [Settings] button at the top of the main Mod Organizer window. The icon looks like a screwdriver and wrench.
In the "Settings" dialogue, click the [Nexus] tab.
Check "Automatically Log-In to Nexus" and input a valid nexus username and password.
In the "Settings" dialogue, click the [Plugins] tab.
Select "Basic Diagnosis Plugin" in the left pane.
In the right pane, double click on the value to the right of "check_modorder" and select "false".
In the "Settings" dialogue, click the [Workarounds] tab.
Verify that NMM Version is at least 0.52.2, if it is not then update it to this value.
Close the window by clicking [OK].
Click the [Executables] button at the top of the main Mod Organizer window. The icon looks like a pair of cogs.

If all prerequisites were installed correctly, some software such as NVSE should appear already configured in the list. To configure the remaining tools, perform the following:

In the "Title" text box type "LOOT".
In the "Binary" text box type <LOOT Path>\LOOT.exe or select it using windows explorer by pressing the [...] button.
Do not select any of the optional check boxes.
Click the [Add] button. LOOT should appear in the list.
Repeat this process for FNVEdit, FNVMasterUpdate, FNVMasterRestore, and Wrye Flash NV replacing the appropriate fields then close the dialogue by clicking [OK].

Next it is time to finish the setup for the 4GB Launcher:

In the "Title" text box type FNV 4GB Loader.
Next to the Binary text box, click [...], and navigate to the "...\Fallout New Vegas\" folder, select "fnv4gb.exe" and click [Open].
In the arguments text box type in "-laaexe .\FalloutMO.exe", without quotations.
Click the [Add] button. FNV 4GB Loader should appear in the list.
Info-Logo.png      Notice:The game and related tool programs must be run through ModOrganizer which allows them to see the virtual data folder.

By default the install and plugin load order in Mod Organizer is slightly scrambled. To fix the install order, perform the following steps:

In the left pane of Mod Organizer drag and drop the "Non-MO" category mods that represent the DLCs to the following order:
*FalloutNV
*DeadMoney
*HonestHearts
*OldWorldBlues
*LonesomeRoad
*CaravanPak
*ClassicPack
*MercenaryPack
*TribalPack

The plugin order can be fixed by running LOOT to do a quick sort. Perform the following steps:

Select "LOOT" from the drop-down above the right pane of the Mod Organizer window.
Click the [Run] push button.
Find the icon that looks like a horizontal bar graph (mouse over text should state "Sort Plugins") and click it.
After some processing, the calculated load order is displayed in the right pane of LOOT. Click the [Apply] button to apply the load order.
Click the [X] on the title bar to close LOOT.

This process loads LOOT through the ModOrganizer interface to sort the current ESMs/ESPs in the virtual data folder. For now this only consists of the base game and DLC ESM/ESP files. Note in the Mod Organizer window the load order has been corrected to match the output from LOOT.

Create the Tale of Two Wastelands: Over-Encumbered Profile


Now that an established clean "Fallout New Vegas" profile has been created an unmodified New Vegas may be run at any time. However, the goal of the guide is to mod Fallout and so a new profile must be established, perform the following.

Click the [Configure Profiles] icon at the top of the main Mod Organizer window. The icon looks like an id card.
Select "Fallout New Vegas" then click [Copy].
Type "TTWOverEncumbered" in the text box and hit [OK].

ModOrganizer just copied the "Fallout New Vegas" profile into a new profile named "TTWOverEencumered". In the Prerequisites section, NVSE was installed without the required script files. This kept the FalloutNV/Data folder clean. But NVSE will not function properly without the supplied scripts. Perform the following to install the scripts.

Launch ModOrganizer
Click the small screwdriver and wrench icon adjacent to the "Profile" drop-down and select "Install Mod...".
Navigate to the downloaded NVSE archive and click [Open].
In the file tree, navigate to the "Data" folder inside the archive, right-click and select "Set Data Directory". Only the Scripts folder should be visible and checked.
Click [OK].

The mod will now be displayed with an empty check box in the mod window. This mod is now installed but not yet enabled for use by the game. Checking the box will enable it for use within the game.

Next, Tale of Two Wastelands will be installed into this profile. Navigate to the mods download page below, and download the latest version (2.9.4b currently), as well as any hot fixes. Instructions are included as part of this guide so no need to use the ones found on the download page for now, just know that they are there.

Tale of Two Wastelands

Author: TTW Team
Version: 2.9.4b (plus Hotfix file)
Special Installation: The following steps will take the files from both games and create a Tale of Two Wastelands FOMOD, which then will be installed via ModOrganizer.

Launch the installer .exe file by right-clicking on it and choosing "Run as Administrator"
When the installer loads, make sure it has found the correct location of both your Fallout 3 and, Fallout New Vegas Installs. If not use the browse button to navigate to the correct game directories.
In the install location field, use the browse button to navigate to your preferred TTW installation directory DO NOT INSTALL DIRECTLY TO YOUR FNV DIRECTORY.
Click "Install". The installer can take between 10 to 30 minutes.
Click yes when asked to make a FOMOD.
Launch ModOrganizer and prepare to install the "TaleOfTwoWastelands_Main" FOMOD. It may take a while. 

The following optionals have been chosen because they add functionality and have been tested more extensively than many other optionals.

Next, install the "TaleOfTwoWastelands_Options" FOMOD. Check the following optionals.

MCM Optionals 
Outcast Trading
Skill Based Speech Challenges
Wild Wasteland

The following ini tweaks are required in order to start in the Capital Wasteland, and thus beginning the Tale of Two Wastelands. Also, fixes an error with NPC heads.

Launch ModOrganizer
Click [Tools]>[Edit Ini] at the top of the window.
Make following changes to both ini files.

[General]
SCharGenQuest = 001FFFF8
sIntroMovie = (yes this one is blank on purpose, it needs to be blank)
bLoadFaceGenHeadEGTFiles = 1

Click [Save] and close the window.

Cleaning the Bethesda ESMs


Info-Logo.png      Notice:Tale of Two Wastelands currently does not advise cleaning the Bethesda ESMs. It can cause problems, as the mod requires some of those files to be present. If you have previously cleaned your ESMs it is VERY IMPORTANT that you restore them to their vanilla state.

Optimizing Bethesda Textures


Both vanilla and modded texture packs are often composed of textures saved in an inefficient compression format. This translates into textures often being 2x larger than necessary or worse due to inclusion of redundancies that add no useful information. The effect is that more memory(both RAM and VRAM) is required to render these 'bloated' textures, which in turn costs valuable resources and hampers performance.

In addition to bloat, improperly-formatted textures may also lack important information in the form of mipmap levels required for scaling the texture in game. What are mipmaps? They are smaller copies of a texture that are used for rescaling object details in game as one moves away from them and they get smaller (i.e., rather than dynamically resizing, which would create aliasing artifacts and require more resources).

Downloading the following files and installing them via ModOrganizer is quicker than manually optimizing the textures. If manual optimization is preferred, follow the Fallout Quick-Start Guide found on STEP.

Fallout 3 Textures Optimized

Author: Worriedwalrus
Version: 1 (All main files)
Special Installation:

Create a new folder called "Fallout 3 Optimized Textures"
Extract files in the following order, overwrite when asked.

Fallout 3
Operation Anchorage
The Pitt
Broken Steel
Point Lookout
Mothership Zeta
Fallout New Vegas Textures Optimized

Author: Worriedwalrus
Version: 1 (All main files)
Special Installation:

Create a new folder called "Fallout NV Optimized Textures"
Extract files in the following order, overwrite when asked.

Dead Money
Honest Hearts
Old World Blues
Lonesome Road
Courier's Stash (if using)
Gun Runner's Arsenal (if using)

Close ModOrganizer (if open) and move both folders into the ModOrganizer/mods folder

Placing the folder in the ModOrganizer/mods directory will make ModOrganizer recognize them as mods upon launch.

Launch ModOrganizer
In the left pane, drag and drop "Fallout 3 Optimized Textures" and "Fallout NV Optimized Textures" so that they are after "Tale of Two Wastelands - Optional Files".
Enable both mods in the left pane.

Order should be:
Tale of Two Wastelands - Optional Files
Fallout 3 Optimized Textures
Fallout NV Optimized Textures

Initial INI Tweaks

The following INI tweaks tweak the games engine to enhance visuals, stability, and performance.

NVSE.ini


First the NVSE.ini must be created. 
Right-click NVSE in the Mod Organizer left pane.
Select "Open In Explorer".
Create and enter a folder named NVSE.
Create and open a text file.

Once this file is open and able to be edited, paste in the following:

Memory Allocation

[Memory]
DefaultHeapInitialAllocMB=400

The value for DefaultHeapInitialAllocMB must be between 200 and <500. 400 seems to be the best value for Fallout New Vegas, but it is recommended to play around with it a bit.

click "File/Save As..."
Type "nvse_config.ini" into the "File Name" field.
Change the "Save as Type" field below so it reads "All Files"
Click "Save"

Fallout.ini


Open Mod Organizer.
Click [Tools]>[Edit Ini] at the top of the window.
Verify fallout.ini is selected and input the tweaks in the following subsections.
Click [Save] and close the window.

Allow AI Threading

[General]
bUseThreadedAI=1 
iNumHWThreads=2 (Add this line)

Remove Mouse Acceleration

[Controls]
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0

Light Distance Fade

[Display]
fLightLODDefaultStartFade=10240.0
fLightLODRange=10240.0
fLightLODMinStartFade=10240.0
fLightLODMaxStartFade=10240.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=10240.0
fSpecularLODRange=10240.0
fSpecularLODMinStartFade=10240.0
fSpecularLODMaxStartFade=10240.0

Extending LOD

[LOD]
bDisplayLODBuildings=1
fLODFadeOutMultItems=15
fLODFadeOutMultObjects=15
fLODFadeOutMultActors=15


Remove Intro Splash Screen

[General]
SMainMenuMovieIntro=0


FalloutPrefs.ini


Open Mod Organizer.
Click [Tools]>[Edit Ini] at the top of the window.
Verify falloutprefs.ini is selected and input the tweaks in the following subsections.
Click [Save] and close the window.

Allow AI Threading

[General]
bUseThreadedAI=1 (Change from 0->1)
iNumHWThreads=2 (Add this line)

Allow additional Plugins

[Launcher]
bEnableFileSelection = 1

Increase Grass Render Distance

[Grass]
fGrassStartFadeDistance = 17000

Double LOD Distance

[TerrainManager]
fBlockLoadDistanceLow=100000.0000

Screen Resolution

The following tweak adjusts screen resolution and should already be configured from the launching the game earlier, if it is not adjust the values. Keep in mind where this is located as lowering resolution can greatly improve performance, if needed later on.

[Display]
iSize W=1920  <-- Monitor horizontal resolution
iSize H=1080  <-- Monitor vertical resolution

Modding Guidelines

  • Mods should be installed in the order presented. Typically the order is Main File, Update files, then Optional files in the order written. If they should be installed in a different order there will be notes to follow.
  • All parts of a mod (Updates, Optionals, etc.) should be renamed during installation to have the same name, unless specified otherwise.
  • When asked to [Merge] or [Replace] while installing mods in ModOrganizer, unless stated otherwise select [Merge].

This is how mods will be presented:

Example Mod

A clickable mod name will be in place of "Example Mod", and will lead to the mods download page.

Author: This includes any contributers to the mod including the author, patchers, etc.
Version: This will be the version number of the mod that should be downloaded. It will typically be a "Main File" while on the Nexus, "Update" files are also included here. Install these in the order listed.
Optionals: This will have any "Optionals" that should be downloaded, as before these should be installed in the order listed, unless specified otherwise.
Special Installation: These are VERY important, and MUST be followed as written. Do not skip these. Will have various instructions for installing, merging, unpacking, and optimizing mods.

Instructions will sometimes appear in boxes like this.

Mod Notes: A brief description of the mod and some standout features. Or in game instructions or tips.
Mod Dependencies: Any mods that must be installed and activated in order for the mod to function.

NVSE Extenders

JIP NVSE Plugin

Author: jazzisparis
Version: 18.00
Mod Notes: NVSE plugin that adds 250+ new functions which can be used in scripts.
Mod Dependencies: NVSE

Lutana NVSE Plugin

Author: Luthien Anarion
Version: 13.2
Mod Notes: NVSE plugin that adds some useful script functions.
Mod Dependencies: NVSE

Fixes

NVAC - New Vegas Anti Crash

Author: Queue
Version: 7.2.1.0
Mod Notes: Note: This mod helps with some of the offsets and structures the exception handling of New Vegas to reduce crashes for the supported addresses. The Grass Rendering Distance INI tweak will not work without this mod.
Mod Dependencies: NVSE

New Vegas Stutter Remover

Author: SkyRanger-1
Version: 4.1.36
Special Installation: This mod is packaged incorrectly, follow these instructions:

During install right click Data and select [Set data directory].

This mod has an INI file that has some options users should be aware of. Changes should made by right clicking NVSR in the left pane of MO and select the INI-Files. "NVSE/plugins/sr_New_Vegas_Stutter_Remover.ini" should be listed in the top left box, click it, and use the following to make changes accordingly:

Master = {
       _comment = You can turn on or off each distinct feature from here.
       bManageFPS = 1
       bHookCriticalSections = 1
       bHookLightCriticalSections = 0
       bHookHashtables = 1
       bReplaceHeap = 0
       bReplaceGetTickCount = 1
       bLogToConsole = 0
       bFastExit = 1
       bFlushLog = 1
       iSchedulingResolution = 1
       bReplaceRandom = 0
       bExperimentalStuff = 0     
       iMainHookPoint = 1
}
FPS_Management = {
	bInject_iFPSClamp = 1
	fMaximumFPS = 60     
	fMinimumFPS = 20
	iFPS_Report_Period = 15000
	fExtraSleepPercent =0.05
 }

Mod Notes: Fixes the stuttuer bug, as well as many more advanced things. Check the readme for more info.
Mod Dependencies: NVSE

TTW Fixes

Author: RoyBatty
Version: 2.2.2
Special Installation: Post installation, in the right pane of ModOrganizer move "TTWFixes.esm" so that it is after "TaleOfTwoWastelands.esm".
Mod Notes: This is a merge of a few different bugfix mods, specifically for TTW.
Mod Dependencies: Tale of Two Wastelands

OWB Sonic Emitter Projectile Fix

Author: EssArrBee
Version: 1
Mod Notes: Small fixes to OWB Sonic Emitter projectiles.

Reload Speed Game Start Fix

Author: serglac
Version: 1
Mod Notes: Fixes a problem with reload speed when game starts.
Mod Dependencies: NVSE

REPCONN Test Site Fixes

Author: Yukichigai
Version: 0.2
Mod Notes: Left out of YUP, which is part of TTW Fixes.

Project Nevada

Project Nevada

Author: PN Team
Version: 2.5
Special Installation: Install all modules.
Mod Notes: Major overhaul of Fallout New Vegas gameplay and equipment. Adds many new features from sprinting to nightvision.
Mod Dependencies: NVSE

Project Nevada - Extra Options

Author: Gribbleshnibit8
Version: 1.3
Special Installation: During the installer, DO NOT tick the Equipment module.
Mod Notes: Further extension of Project Nevada features. Also, includes a merged DLC patch.
Mod Dependencies: NVSE, Project Nevada

Project Nevada - Med-X Fix

Author: Zenball
Version: 1
Mod Notes: Small fix for Med-X, so addiction is not automatic after the first dose.
Mod Dependencies: NVSE, Project Nevada

Project Nevada w/ Extra Options TTW Patch

Author: RoyBatty
Mod Notes: Extends Project Nevada features to the Capital Wasteland.
Mod Dependencies: NVSE, Project Nevada

User Interface (UI)

DarNified UI NV

Author: DarN
Version: DUINV Test version 4
Special Installation:

Open Mod Organizer.
Click [Tools]>[Edit Ini] at the top of the window.
Input the following into "fallout.ini" as well as "falloutprefs.ini"
Click [Save] and close the window.
[Fonts]
;sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
;sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
;sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
;sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
;sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
sFontFile_9=Textures\Fonts\NVFont_Test.fnt 

Mod Notes: Great UI Replacement mod. Many of the mods installed next need to 'see' DarnUI when installed, but the correct file priority with UIO will be with DarnUI loaded after "The Weapon Mod Menu" instructions will be presented later.

Advanced Recon Trap Detection

Author: Gopher
Version: 2.7.1
Optionals: Adv Recon Thermal Nightvision Compatability Patch and Adv Recon Trap Detection - DLC Patch
Special Installation: Download patch here, then follow instructions below:

After downloading patch files, open up the folder and select the "Detect Traps - TTW.esp" file.
Place the ESP within the ModOrganizer/mods/Advanced Recon Trap Detection folder.

Mod Notes: This is still in testing.

Advanced Recon Trap Detection - TTW Merge
Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

Detect Traps - DLC.esp
Detect Traps - Perk.esp
Detect Traps - Traponator 4000.esp
Detect Traps - TTW.esp

After FNVEdit loads, right click on Detect Traps - TTW.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "Advanced Recon Trap Detection - TTW Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "Advanced Recon Trap Detection - TTW Merge" and activate it.
Move the ESP's that were merged to Optional ESP's.
Info-Logo.png      Notice:The patch files downloaded during Advanced Recon Trap Detection will be used to install the following mod.
JIP Selective-Fire

Author: jazzisparis
Version: 1.20
Special Installation:

Using the patch files downloaded during Advanced Recon Trap Detection select the "TTW_JIPSelectiveFire_Support.esp" file.
Place the ESP within the ModOrganizer/mods/JIP Selective-Fire folder.

Mod Notes: Still testing. Changes the firing mode of the guns in game. It is compatible with any gun added by mods, and has an MCM menu to customize the options.
Mod Dependencies: NVSE, JIP NVSE Plugin

The Mod Configuration Menu

Author: Pelinor
Version: 1.5
Optionals: MCM Bugfix 2 Update file
Mod Notes: This mod will allow other mods to have advanced functionality by accessing the in game menu for customizable settings. Project Nevada has its own version of this mod so it should be installed before this mod.

The Weapon Mod Menu

Author: Pelinor
Version: 1.2
Mod Notes: Opens up new features to the weapon modding interface used in game, so it is more intuitive.
Mod Dependencies:NVSE, MCM

Info-Logo.png      Notice:Follow instructions below to ensure proper installation of UI mods.
In the left pane of ModOrganizer select Darnified UI NV.
Drag it so it is below "The Weapon Mod Menu"
One HUD - oHUD

Author: Gopher
Version: 1.1
Optionals: DarnifiedUI Patch
Mod Notes: This mod combines ImmersiveHUD, AdjustableHUD, and Primary Needs HUD into one version for easy installation.

DYNAVISION 3

Author: MyGoodEye Marcurios and Gopher
Version: 1.1
Mod Notes: Used instead of ENB. Provides similar effects and is more easily tweaked, also improves framerates compared to ENB.
Mod Dependencies: MCM

Flashlight NVSE

Author: vivanto
Version: 1.22
Special Installation: Post installation, download patch by RoyBatty from here.
Mod Notes: There are merge instructions coming.

UIO - User Interface Organizer

Author: jazzisparis
Version: 1.31
Mod Notes: HUD management mod. 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.

Centered 3rd Person Camera

Author: Jahandar
Version: v5
Special Installation: Move one ESP to optionals.

Quote from Nexus site on v5: "By request, I've included a version that does not raise the camera/crosshair. The "unraised" version includes only the centered camera and the increased max camera distance (the crosshair will float roughly at your character's neck). Both ESM files are included in the download, just choose which one you want." 

Mod Notes: Centers the camera behind the character while in 3rd person, instead of being off to the side.

CASM with MCM

Author: Cipscis and Gribbleshnibit8
Version: 1.51
Mod Notes: Autosave ability to prevent losing progress if game crashes. Use MCM menu to customize.

Misc Item Icons - New Vegas

Author: The 3rd Type and DekoMan91
Version: 0.9
Mod Notes: Replace many of the icons in the Pip-Boy menu for more diversity.

Traits Menu DarNified

Author: DarN and Mama Stankum
Version: 1.0
Mod Notes: Extends the DarnUI to the traits menu.


Info-Logo.png      Notice:Now would be a good time to launch the game and ensure that the UI is functioning properly. Follow these instructions:
Start the game, and load a clean save.
Try the menu and if there is a pop-up message saying there is a problem with MCM or DarnifiedUI, then check if the install has been followed correctly.

Physics

Collision Meshes

Author: KiCHo666
Version: 1.2.3
Mod Notes: No more bullets being stopped when they shouldn't be.

Ragdolls

Author: KiCHo666
Version: 1.1
Mod Notes: This mod overhauls all important ragdolls (skeleton.nif) in game.
Mod Dependencies: NVSE, MCM

Added Content

Sandbox6 Mods


Cut Sewers Restored

Version: 0.2
Mod Notes: Adds two sewers cut from the game.

No more giant manhole covers

Version: 1.0
Mod Notes: Makes the big sewer openings into grates since water does not flow through a big manhole. The collision is off on the grates, so do not run into them.

Strip Wall Billboards

Version: 1.0
Mod Notes: Restoration of The Strip wall billboards.

Uncut Wasteland

Version: 0.9 (Uncut Wasteland version)
Optionals: Uncut Extra Collection, Uncut Skeletons
Mod Notes: Adds back in tons of little things left out of the game that were not very performance friendly years ago.

Merging Sandbox6's Mods
Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

Cut Sewers Restored.esp
No more giant manhole covers.esp
Strip Wall Billboards.esp
Uncut Wasteland.esp
Uncut Extra Collection.esp
Uncut Skeletons.esp

After FNVEdit loads, right click on Cut Sewers Restored.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "Sandbox6 Mods Merged" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "Sandbox6 Mods Merged" and activate it.
Move the ESP's that were merged to Optional ESP's.

TTW Burger Bunker


Info-Logo.png      Notice:During installation of all files rename to "TTW Burger Bunker".
TTW Burger Bunker FO3 Resources

Author: Prodimen
Version: 1
Special Installation: This mod is packaged incorrectly.

 Right click TTW Burger Bunker FO3 Resources/data folder and set as data directory
TTW Burger Bunker Fallout NV Resources

Author: Prodimen
Version: 1.1 (TTW Burger Bunker FNV Resources, and TTW Burger Bunker Plugins ESM Versions)
Special Installation: These mods are packaged incorrectly.

Right click /TTW Burger Bunker FNV Resources/data folder and set as data directory
Right click TTW Burger Bunker Plugins ESM Versions and set as data directory
Uncheck screenshots folder

Mod Notes: Introduces two new buildings outside Paradise Falls: The Burger Boy giant statue and Burger Bunker Diner.

Info-Logo.png      Notice:Move all but "TTW burgerBunker2BoysSniperPDinner.esm" to Optional ESPs.

Locations


Sortomatic - Modders Resource

Author: tunaisafish and Gribbleshnibit8
Version: 1.3
Mod Notes: This mod sorts inventory into separate containers for houses that support it.
Mod Dependencies: NVSE

A World of Pain FO3

Author: DJ Mystro, RoyBatty
Mod Notes: This mod adds loads of new and detailed interior locations with new enemies to battle, several main quests, new companions, new items to collect, loads of notes and loads more tricks and traps.

A World of Pain NV

Author: DJ Mystro
Version: 5.4 (A World of Pain and AWOP Dead Money)
Optionals: AWOP Compatibility Patches
Special Installation:

During Installation of Compatibility Patches select only the following files:

Sortomatic

Click "Install"

Mod Notes: Adds 114 locations to the wasteland filled with enemies and loot. From small Gas Stations to huge maze-like sewers and derelict factories.

Busworld

Author: summel, Gribbleshnibit8
Mod Notes: Gives many buses interiors to explore.

Kentbury Way

Author: WastelandLoner, Roy Batty
Mod Notes: Adds interiors to a few houses in the Wasteland.

Metro Carriage Interiors - TTW

Author: WastelandLonder, Adonis_VII
Version: 1
Mod Notes: Gives many train cars interiors to explore. Most likely some conflicts with Busworld, but so far it has not been a problem. May build a patch.

Point Lookout Reborn

Author: Jcro25
Version: 2.4
Special Installation: Replace the ESM with the one found here by RoyBatty.
Mod Notes: Overhaul of Point Lookout to make it more enjoyable, level friendly and to make exploration more rewarding. Contains many lore friendly changes and improvements that fit in with Point Lookout’s environment. Those who take the time to explore will be rewarded with over 50% more additional content and around 2-3 hours of extended game play on top of the original 8 hours expected to complete everything.

Rivet City Realignment

Author: Alystin, RoyBatty, Adonis_VII
Mod Notes: Realigns the interior cells of Rivet City into a more logical layout, matching the exterior.

TTW Interiors Project

Author: chucksteel
Version: "TTW Interiors 2.7 core files & assets" and "TTW_InteriorsProject Combo AWOP..."
Mod Notes: Merge of DC Interiors, NV Interiors, and a couple others into one esp made for TTW.

New Vegas Railroads

Author: Trainwiz
Version: 1.2
Optionals: Download all three optionals.
Mod Notes: Testing.

NMC NVInteriors Compatibility Patch

Author: chucksteel, Bigcrazewolf
Version: 1.2 (NMC_NVInteriors Compatibility patch Medium)
Mod Notes: Fixes a couple textures that have issues with NVInteriors.

Fallout 3 - Quests


A Trail of Crumbs

Author: Mike Hancho, RoyBatty
Mod Notes: Conversion of the original mod for TTW. The quest encompasses 10 separate locations to explore where you will find a hidden key and a modest amount of loot. Once you find the key, you will receive the coordinates to the next location to explore to find the next key and so on.

A Reasoned Argunment

Author: Various Authors, senterpat
Version: 2 (A Reasoned Argument)
Mod Notes: This story is about the staff of Nuclear Silo #1937 and their actions. There is no forced combat but entering the silo with very low health would, pose a challenge.

Alton IL

Author: Elijah Houck
Version: 2.0.3 (Main file + Update file)
Special Installation: Download "Alton, IL Reloaded" by mineswhiskey here, grab both "File attachments". Then follow these instructions:

Install "ttw_alton_il_reloaded_1.1.rar
In the left pane of ModOrganizer, right click on "Alton IL".
Delete the "meshes/Alton" folder.
Close explorer and return to ModOrganizer.
Install "meshes_1.rar".

Mod Notes: Expansive and highly immersive quest in which you try to find your way home after ending up in post-apocalyptic Alton, Illinois. The main quest will have you choose which faction you will side with for the rest of your stay, affecting the story prgression.

More 2 Megaton

Author: NDCowdy
Version: 1.5 (More2Megaton1p6 and More2Megaton1p6p1)
Special Installation: Use this replacement ESP
Mod Notes: Adds extra life and opportunities to Megaton. Trade, hunt debtors, gain support for sheriff & protect Megaton from the dangers of the Wastes.

Museum Halls of Today

Author: Wastelandloner, RoyBatty
Version: V2
Special installation: Download this replacement ESM by RoyBatty, and move the "Museum.esp" to optional esps.
Mod Notes: Adds four new cells in the Museum of Technology's Halls of Today wing.

New Mall - Franklin Mall

Author: General Walrus II, senterpat
Version: 2 (Franklin Mall)
Mod Notes: A shopping mall in the Pennsylvania Avenue area with enemies, and five different areas to explore

Shadows and Dust - Volume 1

Author: DonLemonade, senterpat
Version: V1
Special Installation: Use this replacement ESP
Mod Notes: Adds eight new interconnected interiors to explore, filling out some of the boarded-up buildings near the Nuka-Cola Plant and Bailey's Crossroads

Shadows and Dust - Volume 2

Author: DonLemonade, senterpat
Version: V1.1
Special Installation: Use this replacement ESP
Mod Notes: Adds seventeen new interconnected interiors to explore, filling out some of the boarded-up buildings in Dupont Circle, Georgetown, near Farragut West Station, and Arlington South.

Vault 101 Revisited

Author: KineticKat
Version: 1.04
Special Installation: Use this replacement ESM
Mod Notes: A vision of how Vault 101 might have developed in the aftermath of Trouble on the Homefront, when it reached the point at which it felt confident to open its door and establish contact with the Outside.

Fallout 3 - Puce Moose Quests


This series of five Fallout 3 mods was made by Puce Moose, they require lots of reading and actually paying attention because there are no quest markers. Lots of detail is added to these mods and it is quite easy to overlook a lot of it, so keep an eye out. They add a number of useful recipes and associated items, and some new weapon types that are fairly unconventional. It is recommended that all the Puce Moose quests be done in order as discussed below.

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

Author: Puce Moose
Version: 1.07
Special Installation:
Delete the folder:

  • data/sounds/voice/notsofast.esp

Then install these replacement files

Mod Notes: 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. It is also recommended that this quest be completed fairly early in the game so some of the items will be available for use during the rest of the game.

An Evening with Mister Manchester

Author: Puce Moose
Version: 1.81
Special Installation:
Delete the folder:

  • data/sounds/voice/HeirApparant.esp

Then install these replacement files

Post installation, move "FasterMorePowerfulMines.esp" to optional ESPs.

Mod Notes: 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. It is also recommended that this quest be completed fairly early in the game.

To Sleep - Perchance to Dream

Author: Puce Moose
Version: 1.061 (Main file + Update)
Special Installation: Use this replacement ESP
Mod Notes: It is recommended 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. This quest can take a while to complete and typically requires coming back to the quest location several times.

In the Shadow of the Swamp

Author: Puce Moose
Version: 1.08
Special Installation: Use this replacement ESP

The Mantis Imperative

Author: Puce Moose
Version: 1.08 (The Mantis Imperative v1071 + The Mantis Imperative v108 UPDATE ONLY Update file)
Optionals: Nasty Zeta v101
Special Installation:
Delete the folder:

  • data/sounds/voice/TheMantisImperative.esp

Then install these replacement files

Post installation move "The Mantis Imperative - Combat.esp", "The Mantis Imperative - Medical.esp", "The Mantis Imperative - SkillBooks.esp", and "The Mantis Imperative - XP.esp" to Optional ESPs.

Mod 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 mods like MMM; it can take many tries before succeeding.

Info-Logo.png      Notice:Follow the below instructions to fix NavMesh issues with Fallout 3 quest mods that are saved as ESP files. This fix is currently still being tested.

Select and right-click all plugins in the right pane, select "Disable all plugins".
Activate the following plugins:

More2Megaton.esp
NotSoFast.esp
HeirApparent.esp
Shadows and Dust - Volume 2.esp
Shadows and Dust - Southwest DC - Public.esp
The Mantis Imperative - Jello.esp
The Mantis Imperative - Mantis.esp
PLweightadjust.esp
AReasonedArgument.esp
NewMall.esp
IntoTheDeepWoods.esp

Launch "FNVMasterUpdate" from the ModOrganizer executable menu.
Wait for the script to complete and close the window.
Enable all plugins in the right pane.

Now these ESPs are flagged as master files, this will help fix any NavMesh issues present in the ESP.
To return the ESPs to their original state launch the "FNVMasterRestore" executable through ModOrganizer with only the ESPs enabled that need restoring.

Fallout New Vegas


Afterschool Special

Author: Mike Hancho
Version: 2.01 (Afterschool Special V 2O1 - Sortomatic V4 Full)
Special Installation: This mod is packaged incorrectly.

During the install, expand "Afterschool_Special_V201_Sortomatic_V4" and right click "DATA", then select "Set data directory" and click [OK].

Mod Notes: A quest to complete a makeover of the Schoolhouse in Goodsprings.
Mod Dependencies: NVSE, Sortomatic

Beyond Boulder Dome

Author: The Beyond Boulder Dome Team
Version: 1.2 (All Main Files + Update file)
Mod Notes: A separate worldspace in Colorado with tough enemies and lots of radiated areas.

D.E.I.M.O.S.

Author: Alexander J Velicky
Version: 1.05
Mod Notes: Nice, short quest with good voice acting and story. Do not take companions and take a shotgun and energy weapon.

The New Bison Steve Hotel and Lucky Casino

Author: Mike Hancho
Version: 107 (New Bison Steve Version 107 MASTER FILE VERSION)
Optionals: New Bison Steve Version 107 - SORTOMATIC VERSION
Special Installation: This mod is packaged incorrectly.

During main file install, expand "New_Bison_Steve_V107_Master", then right click "Data" and select "Set data directory" and click [OK].
During optional file install, expand "New Bison Steve Hotel - Sortomatic->ESM version", then right click "Data" and select "Set data directory" and click [OK].

Mod Dependencies: NVSE, Sortomatic

The Someguy Series

Author: someguy2000
Version: 2.0
Special Installation: This mod is packaged incorrectly.

During the install, expand "Someguy Series 2.0" and right click "DATA", then select "Set data directory" and click [OK].

Mod Notes: This is a master file that lets all the someguy2000 mods work together. NV Bounties I & II are the only ones in this guide so far.

New Vegas Bounties I

Author: someguy2000
Version: 1.55
Mod Notes: Set of voice acted bounties.
Mod Dependencies: The Someguy Series

New Vegas Bounties II

Author: someguy2000
Version: 1.47
Special Installation: This mod is packaged incorrectly.

During the install, expand "NVBII Version 1.46" and right click "DATA", then select "Set data directory" and click [OK].

Mod Notes: Picks up immediately after the uncertain ending of the first episode. Has a lot more choice than the first.
Mod Dependencies: The Someguy Series, New Vegas Bounties I

Tales from the Burning Sands

Author: Puce Moose
Version: 1.31b ("Tales from the Burning Sands 1.31b FULL version - all three chapters" main file ONLY)
Special Installation: This mod requires cleaning, follow these instructions:

Select FNVEdit from the executable dropdown in Mod Organizer.
When FNVEdit loads, right click the mod list and choose "Select None".
Tick the check box for "Tales from the Burning Sands.esm" then click [OK].
After FNVEdit finishes loading, right click anywhere on the left pane and select "Apply Filter for Cleaning".
Right click  and select "Undelete and Disable References" when that is completed, right click the mod again and select "Remove Identical to Master Records"
Close FNVEdit and when asked save the plugin that was just cleaned ensure that "Backup Plugins" is unchecked and that only the cleaned plugin is selected, and click [OK].

Mod Notes: Lore-friendly, serialized adventure which evolves through chapters. Each chapter will introduce a new character, story line, and/or location. This is Puce Moose mod, and like the ones for Fallout 3 have a lot of notes and hidden things around.

World Enhancement

Texture Overhauls


Essentials Redux

Author: weijiesen
Version: 0.2 (All three main files)
Mod Notes: Retextures ammo boxes, medkits, motorcycles, and footlockers.

Better Clutter and furniture pack

Author: macintroll
Version: 0.1.2 (Both main files)
Special Installation: This mod is packaged incorrectly.

Install New Clutter Pack, rename to Better Clutter and Furniture Pack.
Right click  and select "Create directory..." and name it textures.
Move clutter folder into the new textures folder. Click OK.
Install New Furniture Pack, rename to Better Clutter and Furniture Pack.
Right click <data> and select "Create directory..." and name it textures.
Move clutter folder into the new textures folder. Click OK.
Select Merge.

Post installation perform the following to fix an error with the textures:

Right-click  click on the mod in the left pane and select "Open in Explorer". 
Navigate to the textures/clutter/junk folder and delete the four textures beginning with "aislesign".

Mod Notes: Replaces most of the default clutter and furniture textures with new or modified ones.

Retextured Clutter Collection

Author: ObsidianStag
Version: FINAL
Mod Notes: Replaces several Clutter textures with much larger, more detailed versions.

Hall of Equipment - Fallout 3

Author: Deblazkez
Version: V.2
Mod Notes: Improved armor and clothing textures for Fallout 3.

Hall of Equipment - Fallout New Vegas

Author: Deblazkez
Version: X2
Optionals: All optional files.
Special Installation: While installing all parts, renames to "Hall of Equipment - Fallout New Vegas"

Install main file.
Install Dead Money file, Honest Hearts, Old World Blues, and Lonesome Road file.

Mod Notes: Improved textures of any armor and any clothing, the goal is not to completely change the texture, but just to give them more depth.

MG's Neat Clutter Retexture

Author: Mental Gear
Version: 7.0 ("MGs NCR Pack Ojo friendly 7" main file only)
Mod Notes: Retextures glasspitcher, flour pack, pillow, reloading bench, crates, the list goes on and on...

UHQ Terrain Overhaul

Author: printerkop
Version: 2.0 ("HQ Terrain Overhaul v2" main file only)
Mod Notes: Complete Terrain overhaul, most textures are made from photographs.

NMC Textures Combined - TTW

Author: NeilMc_NMC, RoyBatty
Special Installation: Download the following files, then proceed with instructions.

  • NMC Texture Pack – New Vegas
    • Version: 1.0 (NMCs Textures NV MEDIUM Pack for NMM, Parts 1 – 3 and NMC_Large_Texture_Pack_NV_Patches Update file)
    • Optionals: NMCs Texture pack WASHEDOUTWASTELAND Large and Medium
Create a work folder.
Create a folder in your work folder and name it "NMC Textures - TTW".
Extract the Fallout 3 pack, the New Vegas Pack (Extract all three main into the same folder), and Washed out Wasteland pack into separate, easily identifiable folders.
Extract the script package.
Select the script that corresponds to the Fallout 3 pack you downloaded and copy it into the “textures” sub folder of the extracted pack.
Double click on the script to execute it. It will remove textures that do not exist in the Fallout 3 BSA's and remove textures that are
duplicates of the files contained in the BSA's. When the script has finished, delete it.
In the extracted Fallout 3, select and copy the textures folder and paste it in the "NMC Textures - TTW" folder that was created.
Select the script that corresponds to the New Vegas pack and copy it into the “Textures” sub folder of the extracted pack.
Double click on the script to execute it. When the script is finished, delete it.
In the extracted Fallout New Vegas folder, select and copy textures folders and paste it in the "NMC Textures - TTW" folder that was created and select merge and overwrite when prompted.
Extract the Large Texture Pack Patches download and copy the “Textures” sub folder to the New Vegas pack directory where the other extracted textures are.
Copy the "meshes" and "textures" folders of the combined cleaned New Vegas pack to the "NMC Textures - TTW" folder that was created and select merge and overwrite when prompted.
Select the script that corresponds to the Washed out Wasteland and copy it into the “Textures” sub folder of the extracted pack.
Double click on the script to execute it. When the script is finished, delete it.
Rename the folder “NMC Washed Out Wasteland”.
Close ModOrganizer, and navigate to "ModOrganizer/mods" folder, copy the "NMC Textures - TTW" and the “NMC Washed Out Wasteland” folders and paste them it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable NMC Textures - TTW and  NMC Washed Out Wasteland in the left pane. 
Info-Logo.png      Notice:The "NMC Washed Out Wasteland" folder is enabled during the Fallout 3 portion of Tale of Two Wastelands and disabled for the New Vegas portion.

Mod Notes: These are the main texture packs for the Fallout series. Combined they will provide a very solid base of textures for both Wastelands, greatly enhancing visual quality.

POCO BUENO Texture Pack

Author: Ojo Bueno
Version: 5
Optionals: PocoBueno Skeleton Transparency Fix
Mod Notes: This is a compilation of all currently released Ojo Bueno textures. In my game the newspapers on the ground appear as pitch black in certain lighting. Have moved the texture to optional files, will update with instructions.

Mothership Zeta DLC Retexture

Author: weijiesen
Version: 1.0
Special Installation: This mod is packaged incorrectly.

Right-click "Open This".
Select "Set as Data directory.."

Mod Notes: Retextures all of Mothership Zeta, some will be overwritten later.

Fallout 3 - Quazar X DLC Retextures

Author: Quazar X aka MagnesiumFire
Version: 1.5
Special Installation: Download all of the following files below and install each as their own mod. Install the normal resolution of each mod.

Mod Notes: QuazarX aka MagnesiumFire has created a set of mods which provide high quality replacements for the landscape and architecture models in the five DLC, some of the textures from NMCs_Texture_Pack_for_FO3, as well as most of the robot textures in the game. The models are intended to complement and be used with the NMCs_Texture_Pack_for_FO3. For the most part the textures and meshes in these mods are ones not provided by any other mod. The mods can be downloaded using the links provided.

Envrionment


Citadel Retextured

Author: xclear
Version: 1.0 (Medium Res Pack)
Mod Notes: Retextures the Citadel.

Gas Pumps of New Vegas

Author: EdibleGrenade12, Thaiauxn
Version: 1.0
Special Installation: Requires cleaning with FNVEdit.
Mod Notes: Adds pumps to the various fuel stations around New Vegas.

HD Mist

Author: Ramccoid, Adonis VII
Version: 1.0 (HD Mist 2k)
Mod Notes: High quality mist retexture.

Hectrol FX Dustorm Deluxe

Author: Hectrol
Version: 1.0
Special Installation: This mod is packaged incorrectly.

Expand "Hectrol_FX_Duststorm_Deluxe_HighRes_Retex" and then right click "2048" and select "Set data directory".
Click [OK].

Mod Notes: Replaces the default sand storm texture with a more real and dramatic one.

Hectrol Tumbleweed

Author: Hectrol
Version: 1.0 (Hectrol Tumbleweed Deluxe 1024 Retex Optional only)
Mod Notes: Modifies the default boring tumbleweeds to resemble more realistic tumbleweeds.

Improved LOD Noise

Author: Cyberlazy
Version: 1.00
Mod Notes: This increases the resolution of the noise map overlayed on terrain LOD, giving illusion of higher detail.

Lauren's Bathroom Poetry - TTW

Author: lauren_dr, Adonis VII
Special Installation: Download the following files, then proceed with instructions.

Create a work folder
Create a folder in your work folder and name it "Laurens Bathroom Poetry - TTW"
Extract the Fallout 3 textures and meshes to the "Laurens Bathroom Poetry - TTW" folder that was created.
Extract Fallout New Vegas textures and meshes to the "Laurens Bathroom Poetry - TTW" folder that was created.
Extract the TTW replacement ESP to the "Laurens Bathroom Poetry - TTW" folder that was created.
Close ModOrganizer, and navigate to "ModOrganizer/mods" folder, copy "Laurens Bathroom Poetry - TTW", and paste it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable Laurens Bathroom Poetry - TTW in the left pane. 
Ensure it is loaded before Interior Lighting Overhaul in the right pane.

Mod Notes: Adds beautiful poems to bathrooms across both Wastelands.

Raider Grafitti Re-done

Author: Macintroll
Version: 0.1 (Raider grafitti)
Mod Notes: Retextures the Raider grafitti to be of higher quality.

Textures Over Time

Author: DonKnotts
Version: 1.0 (FlagStoneWalls, HH_Sandstone, and Sandbags)
Mod Notes: Great retextures of Flagstone Walls, Sandbags, and the Sandstone throughout the Mojave.

Vurt's Flora Overhaul

Author: Vurt, enneract
Special Installation: During installation select the following:

Fallout 3:
*Dead Edition

Fallout New Vegas:
*Fertile Wasteland

LOD Patches (New Vegas):
*NMC

Click [Install].

Post installation make the following ini tweaks to both the fallout.ini and the falloutprefs.ini:

[Grass]
iMinGrassSize=40
iMaxGrassTypesPerTexure=6 (Yes, it's spelled "texure")

Mod Notes: This is a merge of Vurts Flora Overhaul for Fallout 3 and for New Vegas. This mod adds foliage including trees, shrubs, and grass to both Wastelands.

Vault 22 Flora Overhaul

Author: Macintroll
Version: 1.1
Special Installation: This mod is packaged incorrectly.

When the installation window pops up, expand "Vault22FloraOverhaul-mod".
Right click "data" and select Set data directory and click [OK]

Some files forms must be manually removed in FNVEdit,follow these instructions:

Remove the following forms from vault22FloralOverhaul.esp:

XX00554F (D.C. Journal of Internal Medicine)
XX00554F (Lying, Congressional Style)
XX005551 (Pugilism Illustrated)
XX00AE3D (D.C. Journal of Internal Medicine)
XX00AE3F (Dean's Electronics)

Mod Notes: Adds more plants to Vault 22 making it fit in with the quest. Also adds some new encounters and loot, may need a patch for TTW.

Clutter and Miscellaneous


Audley's Misc Textures

Author: Audley
Version: 1.0 ("Audleys Misc Textures - Fear and Loathing" Optional file only)
Mod Notes: We only use a few textures from this pack namely a few different kinds of eggs, cigarretes and the shovel.

Acoraito HD Textures Pack

Author: Acoraito
Version: Acoraito HD Textures Pack 2k
Optionals: Acoraito HD Textures Pack 1k
Mod Notes: A few re-textures, a couple flags and miscellaneous clutter.

Better Booze

Author: CptJoker and odin_ml
Version: CLASSIC PACK, BOTTLE MESH ADDON, WINE PACK
Mod Notes: Replaces the default booze bottles with classy real-world replicas.

Bear Trap Retextured

Author: konji
Version: 1.00
Mod Notes: New texture for the Bear Trap, using a rust texture as a base.

Fallout Food Package Retexture Compilation

Author: majormodder
Version: 3.0 (Food compilation dirty set uncompressed 3 point Oh and Steakbox fix for 3 point Oh- for clean or dirty files)
Special Installation:

In Fallout Food Package Retexture Compilation delete the following file:
meshes/clutter/junk/abraxo.nif 

Post Installation move "Majormodder's Junk Food to Barbeque Chrisps.esp" to Optional ESPs.

Chrysalis Billboard

Author: Autan Waspeez
Version: 1.0
Mod Notes: Retextures the Chrysalis Billboards...

Hectrol Lockinterface Deluxe

Author: hectrol
Version: 1.0
Mod Notes: Re-texture of the lock picking interface, sharper and with more detail.

Hectrol Mailbox Deluxe

Author: hectrol
Version: 1.0
Mod Notes: Retextures the default mailbox to be more realistic.

HI-RES Chems and Health Re-Texture

Author: clintmich
Version: 1.2
Mod Notes: Re-textures all health items and chems for Fallout New Vegas in 1024x1024 texture maps. Blood pack says New Vegas on it, will find alternative to fit better with DC.

Urban Food and Chems Re-tex

Author: clintmich
Version: 1.1
Special Installation:

In Urban Food and Chems Re-tex delete the following folders:
textures/architecture
Hi-Res Lunchbox

Author: Dazington
Version: 1.0
Mod Notes: Replaces the standard 256x256 lunchbox texture with a higher resolution 1024x1024.

Holodisk (Holotape) Retex

Author: Aogara
Version: 1.3 (AoT - Holodisk Retex - Dirty)
Optionals: AoT - Holodisk Glow
Special Installation:

Change Name to Holodisk Retex
Select [Manual]
Uncheck meshes, Preview.png, and README.txt
Expand @option - smaller and drag the meshes folder onto <data>.  This will bring the folder out, leaving you with two meshes folders, one checked and one unchecked.
Uncheck @option - smaller.
Click [OK]
Click [Merge]

Mod Notes: Makes the Holodisk glow in the dark, also re-textures it.

Magazine Redux

Author: razzy1319
Version: 1.0 (MagRedux 1024x1024 and MagRedux QuickFix Update file)
Mod Notes: High Quality, although grunged up to fit the lore, Magazines.

Minimod - High Resolution Newspapers

Author: Tagaziel and LadySinestro
Version: 1.5
Special Installation: This mod is packaged incorrectly.

During install, right click "data" and select "Set data directory", then click [OK].

Mod Notes: Higher resolution textures of the newspapers found hanging in casinos.

Money Higher Quality Retex

Author: Lord Inquisitor
Version: 1.2
Mod Notes: Re-textures various currencies - Bottle Caps, NCR Notes, Legion Coins, and Sunset Sarsaparilla Caps.

Neglected Clutter

Author: aogara
Version: 1.2
Mod Notes: Some clutter retextures that were neglected by other modders.

New Toys - Cars

Author: Ranx31
Version: 1.0
Special Installation:

Right click on New Toys - Cars in ModOrganizer left pane.
Select "Open in Explorer", and delete the following files:

New Toys - Cars.esp

meshes/RNX folder
textures/interface folder

Navigate to textures/RNX/toys and delete the following files:

ToyCar01.dds
ToyCarA.dds
ToyCarA_n.dds
ToyCarB.dds
ToyCarB_n.dds
ToyCarC.dds
ToyCarC_n.dds
ToyCarD.dds

Navigate to textures/RNX/toys and rename

ToyCar01-Dirty.dds --> ToyCar01.dds

Mod Notes: Toy Cars get a high quality re-texture, complete with scuffs and scratches to fit the lore.

OJO BUENO NUKA-COLA MACHINE

Author: tapioks and weijiesen
Version: 2KL5 (Ojo Bueno Nuka-Cola Machine 2K Lite)
Special Installation: Download the patch by Adonis VII from here, place in "OJO BUENO NUKA-COLA MACHINE" mod folder.
Mod Notes: Retextures the Nuka Cola Machines across both wastelands, and even adds some animations to it.

OJO BUENO NUKA-COLA MACHINE - TTW Merge
Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

NukaCola-Ojo.esp
NukaCola-Ojo-TTW.esp

After FNVEdit loads, right click on NukaCola-Ojo-TTW.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "OJO BUENO NUKA-COLA MACHINE - TTW Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "OJO BUENO NUKA-COLA MACHINE - TTW Merge" and activate it.
Move the ESP's that were merged to Optional ESP's.
Post merge rename the output file to NukaCola-Ojo.esp.
Pre-War Money Retexture

Author: RedRoomService
Version: 1.2
Special Installation: Choose "$5 Light Distress" during the installer.
Mod Notes: Time-frame accurate textures, so the bills should fit in well with the atmosphere of the game.

Skykappas Water Bottles

Author: Skykappa, Johssy
Version: Water Bottles No Esp
Mod Notes: Dirty and Purified Water re-textures.

Skill Books Hi-Res Retexture

Author: 6IX
Version: 1.0 (Main file + Paradise Lost - Unique Texture and Icon and Wasteland Survival Guide Hi-Res Retexture Update files.)
Special Installation: Download TTW Unique Paradise Lost v1 by Adonis VII from here, [Merge] all files. Move "Paradise Lost - Unique Texture and Icon.esp" to optional ESPs.
Mod Notes: High resolution textures (including normal maps) made from scratch for all 13 skill books, Wasteland Survival Guide, and Paradise Lost unique.

Smaller Holotapes

Author: Pepsi7
Version: 0.1
Mod Notes: Reduces the mesh size of Holotapes so they would more appropriately fit inside the PipBoy. It is intended to be installed with Holodisk Retex, and can be difficult to see without it.

Lord Inquisitors "Tweaked" Textures"

Author: Lord Inquisitor
Special Installation: Install all mods as their own mod, do not merge into one mod. Follow the instructions for each mod.
Mod Notes: This series of mods makes a few key items in Fallout 3 more three dimensional, and adds some much needed detail.

  • Tweaked Automat
    • Version: 1.2
    • Special Installation: Post installation move "AutomatScriptRemoved.esp" to Optional ESP's.
    • Mod Notes: Made more 3D with grills and Lourves added. Closing animation added.
  • Tweaked Cashregister
    • Version: 1.0
    • Mod Notes: Cash register made more 3D, added buttons, two grills, and other details.
  • Tweaked Chems Replacer
    • Version: 1.0
    • Mod Notes: Tweaked meshes and also new textures for Mentats, Rebound Turbo & Jet.
  • Tweaked Coffee Maker
    • Version: 1.0
    • Mod Notes: Makes it so its less flat. Adds "wings", switches and grilles. Still the same vanilla texture.
  • Tweaked Generator
    • Version: 1.0
    • Mod Notes: Replaces the vanilla generator mesh (generator01.nif) with a slightly up meshed version.
  • Tweaked Intercom
    • Version: 1.0
    • Special Installation: Follow the instructions below.
    • Mod Notes: Makes the intercoms more 3D.
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 Wrench
    • Version: 1.0
    • Mod Notes: Tweaked to be more 3D with hollow handle, hanging hole and adjuster.
Urban Food Re-Tex

Author: clintmich
Version: 1.0
Mod Notes: This mod re-textures all Urban Food Items to be more visually appealing, detailed, and realistic.

Vertibird Re-Textured

Author: Macintroll
Version: 0.1 (Vertibird re-textured Main File only)
Special Installation: Post installation perform the following:

Right click the mod in the left pane and select "Open in Explorer"
Create a new folder named "textures"
Move the vehicles folder into the textures folder.
Close the Explorer window.

Mod Notes: Rotors, motors and wires have been redone, many rivets added, and small markings added. Other minor improvements on the structure and the wheels have also been done.

Effects


Better Gas Leak Effect

Author: KiCHo666
Version: 1.0
Mod Notes: Adds a more pronounced effect to gas leaks including from machines, robots and the like.

Better Gas Leak Effect Fixes

Author: Jax765
Version: 1.0
Mod Notes: Fixes a few things that had errors with the effect.

Better Posture

Author: JW1
Version: 1.0
Special Installation: This mod is packaged incorrectly.

During install, right click "Data" and select "Set data directory", then click [OK].

Mod Notes: Replaces the standing idle animation for the player and NPCs.

Enhanced Blood

Author: dDefinder
Version: 2.22c
Optionals: Alternate Textures, and Low Res Textures
Special Installation:

Install the main file first.
Extract "Low Res textures" file into ModOrganizer/mods/Enhanced Blood, merge and overwrite.
Open downloads folder in windows explorer to find Alternate Textures-34917.rar and extract Alt Blur Screen Blood.zip and Alt v2.0 Blood splatter.rar to download folder.
Extract Alt Screen Blood Blur to ModOrganizer/mods/Enhanced Blood, merge and overwrite.
Extract Alt v2.0 Blood splatterextract to ModOrganizer/mods/Enhanced Blood, merge and overwrite.

Mod Notes: Very nice retexture of blood effects.

HD Smokey Fire and Explosions

Author: Deanoman with assets by Rheadude
Version: 1.0
Mod Notes: Retextures smoke, fire and explosion textures.

New Vegas Enhanced Camera

Author: LogicDragon
Version: 1.4b
Mod Notes: This is a NVSE plugin that enables a visible body and player shadows when in first person. Also, any points where the game force switches to 3rd person (sitting down, getting up, knockout/death, etc.) are now in 1st person.
Mod Dependencies: NVSE

Underwater FX

Author: woodbyte
Version: 1.2
Mod Notes: Makes the underwater experience a bit more interesting and realistic by changing the players vision based on whether or not the player is wearing diving goggles/mask.
Mod Dependencies: NVSE

Creatures

Improved Robots Textures

Author: Tau34RUS
Version: 1.0 (Improved Main Robots Textures, Improved OWB Robot Textures, and Improved LR Robot Textures main files)
Special Installation: All three files are packaged incorrectly.

During install of all files, right click "Data" and select "Set data directory", then click [OK].

Mod Notes: Improves textures of robots across the game including DLC.

It's a Dogs World - Dog Texture Overhaul

Author: Nivea
Version: 1.0 (DogsWorldTextureOverhaul_Optimized_V1_0)
Mod Notes: Higher res, and much higher detailed textures for the Normal dog, Rex and the Cyber dog's from Old World Blues. The textures were made by hand using photos and hand drawing.

Robots HD Retexture

Author: Magnesium Fire aka QuasarX
Special Installation: You need an account on the site to download, it is in Russian. Follow the instructions below.

Click the link above.
Once the page loads click the green button toward the top right that has the word "Download" in it.
On the next page there will be a paragraph with two grey buttons underneath, click the left button, login will appear below.
Enter the following login information:

Username: ttwoee
Password: fallout3nv

Click the button on the bottom center of the page. 
Proceed back to the download page and download the file.
First install the Data folder which provides the main mod. Then install the same mod again but this time choose the DC Interiors Patch (which provides high quality retextures of the robotic toys in DCInteriors Project. Install this using [Merge] to combine this with the previously installed main portion of the mod. 
 
If desired, this step can be repeated to install a 4kx4k Liberty Prime replacement, but most 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.

Mod Notes: Retextures many of the Fallout 3 robots.

Fawkes Retexture Hi-Res

Author: Macintroll
Version: 0.1
Mod Notes: This is a re-texture of the Fawkes clothes: shirt, pants and shoes. It's exactely the same clothes but with better textures.

Fallout 3 Hirezd

Author: EmeraldReign
Version: 1.22 (Supermutants main file only)
Optionals: Supermutants - 4k Fawkes
Mod Notes: 2k Skin textures for Supermutants & Overlords, 4k for Behemoth, and 4k for Fawkes.

Ghouls Hires retexture

Author: Macintroll
Version: 1.2 ("Ghoul retexture for Breeze Male Body replacer" optional file only)
Mod Notes: This is a retexture for the female and male human Ghouls with more natural pink flesh and brighter eyes.

Swampfolk Backwater Retexture

Author: Deathclaw Alpha
Version: 1
Mod Notes: This retexture will make the Point Lookout Swampfolk look more realistic, and some more frightening.

KDS Feral Ghoul Retextures

Author: KDStudios
Version: 1 (KDSFeralGhoulRetexture2048)
Special Installation: Post installation, move "FeralGhoulTest.esp" to Optional ESPs.
Mod Notes: High resolution retexture of Feral Ghouls to make them more crisp looking.

Robot Revolution HD - Protectron

Author: OpenSaucer
Version: 1.1
Mod Notes: A 2048x re-texture of the Protectron

Vandr HD Creatures

Author: Vandrerer
Version: 1.0
Mod Notes: Retextures many of the different creatures across the Capital Wasteland.

aMidianBorn NV Book Of Water

Author: CaBaL
Version: "BOA NV The Book Of Flesh" main file only.
Mod Notes: Retextures the creatures of the Mojave: Bighorner, Blowfly, Cazadores, Centaurs, Deathclaws, Geckos, Mantis, and Radscorpions currently.

Feral Ghoul Retexture

Author: Koldorn
Version: 1.0
Mod Notes: The Ghouls will now look much more like rotting, radiation ridden zombies.

Hectrol ED-E Deluxe HR Retex

Author: Hectrol
Version: 1.0
Special Installation: During the FOMOD installer choose High Res [2048x2048] and Spooky ED-E by archerarcher.
Mod Notes: This skin modifies the aspect of our dear ED-E and his two upgrades, significant deviation from original appearance.

Super Mutant Mesh Replacer

Author:TheNeglected
Version:1.3
Mod Notes: Much better meshes for the Super Mutants. Old link for reference is here.

Mart's Mutant Mod - TTW

Author: Martigen,deadboy
Special Installation: Download the files below then proceed with the instructions.

Create a work folder called "MMM - TTW".
Extract MMM 1-RC61 and move the meshes, sounds and textures folders into "MMM - TTW".
Extract converted files into "MMM - TTW", overwriting when necessary.
In "MMM - TTW" navigate to "meshes\creatures\smspinebreaker" and delete the following files:

smcaptain.nif
smspinebreakerbare.nif
smspinebreakerbare2.nif
smspinebreakerheavy.nif
smspinebreakerheavy2.nif
smspinebreakerheavy3.nif
smspinebreakerlight.nif
smspinebreakerlight2.nif
smspinebreakerlight3.nif
smspinebreakermedium.nif
smspinebreakermedium2.nif
smspinebreakermedium3.nif  

Close ModOrganizer, copy "MMM - TTW", and paste it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable MMM - TTW in the left pane. 

Mod Notes: There's an ESP included labeled Merge Patch Helper. If you're running mods that overwrite those entries this should help you modify your merge to keep the difficulty settings of the MMM for the MMM creatures. You won't need it for actually playing the game.

Marts Mutant Mod HD Textures

Author: TJ, macintroll, id2301, cancausecancer, sinvence, pogo29, KDStudios
Mod Notes: High resolution retextures of the Mutants in Marts Mutant Mod.

NPCs

Authentic Burned Man

Author: Rocket
Version: 1.0
Special Installation: Requires cleaning with FNVEdit.
Mod Notes: This replaces the textures of Joshua Graham, a.k.a. The Burned Man, with ones that better reflect the character art.

TTW Redesigned

Author: Dracomies, RoyBatty
Version: TTW Redesigned (NOT Project Beauty)
Mod Notes: This is a merge of "Project Beauty" for Fallout 3 and Redesigned 2 for Fallout New Vegas.

Beards

Author: Drumber
Version: 1 ( HQ Beards 512x512)
Mod Notes: Nice beards.

TTW - Distributed Necklaces and Chains

Author: Various authors, Arkngt
Version: 1.1 (TTW - Distributed Necklaces and Chains - Males and Females)
Mod Notes: Getting rid of neck seems with the power of NVSE.
Mod Dependencies: NVSE, JIP NVSE Plugin

Armors

The Book of Steel - TTW

Version: 1 (Book of Steel - TTW, v1.0)
Author: Cabal, Emerald Reign, DarthDaman
Special Instructions: Download and install mods below, for each mod installed, name it "The Book of Steel - TTW" and select [Merge] when prompted.

  • Bornagain Combat Armor
    • Version: 1.03 ( Lite Version - BornagainCombatArmor2048 + BornagainCombatArmor4096EnvironmentMaps Update)
    • Optionals: BornagainAnchorageCombatArmor2048, BornagainGhoulCombatArmor4096B, BornagainZetaCombatArmor4096
Info-Logo.png      Notice:Move ALL ESP's to Optional except Book of Steel.esp & Book of Steel - TTW.esp

Mod Notes: A patch for Cabal's aMidianBorn Book of Steel textures, to make them compatible with TTW. the original ESP's made very strange edits to the game, that caused incompatibilities, which were unnecessary for a texture mod. All of these have been removed, and the only changes are made to make the armors display correctly.

The Book of Steel TTW - Merge
Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

Book of Steel.esp
Book of Steel - TTW.esp

After FNVEdit loads, right click on Book of Steel - TTW.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "The Book of Steel TTW - Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "The Book of Steel TTW - Merge" and activate it.
Move the ESP's that were merged to Optional ESP's.
Post merge rename the output file "The Book of Steel TTW - Merge" to "Book of Steel.esp".
ADAM - A Definitive Armor Mod

Author: EmeraldReign Weijiesen and VT08
Version: 4.0
Special Installation:The original versions have ridiculous package structure that makes installation difficult. The linked version is exactly the same as AI99's updated version with a FOMOD installer.

Select the "Complete Version", "No" to the NCR Trooper module, and "Yes" to the Project Nevada Patch.

Mod Notes: Fully overhauls the standard Combat Ranger armor found in-game.

ALR - Aptoms Legion Retextured

Author: sukayoupt aka Aptom
Version: 1.1
Mod Notes: Better gear for Legion.

Enclave Power Armors Retextured

Author: d_seven aka id2301
Version: 1 (EPA and Hellfire)
Mod Notes: Enclave and Hellfire Power Armors retextured.

NCR Civilian Clothing

Author: Darziak
Version: 1.0
Mod Notes: Makes nice tweaks to the NCR clothing and brings a bit of color to the their wardrobe.

NCR Trooper Overhaul_beta

Author: Emerald Reign, nekronom, cabal, wjs, dragbod
Version: version beta (Main File Beta 7_2 and Sapper Leg Fix)
Special Installation: Post installation move the "NCRTrooperOverhaul.esp" to the Optional ESPs box.
Mod Notes: This is much like ADAM except that it covers the NCR troopers.

NCR Trooper Overhaul - Distributed

Author: pwinkle
Version: 1
Mod Notes: This mod takes the added trooper models and textures from NCR Trooper Overhaul and distributes them across the wasteland.
Mod Dependencies: NCR Trooper Overhaul

Omnis Hi-Res Pip-Boy 3000

Author: OmniDeath
Version: 1.0
Special Installation: This mod is packaged incorrectly.

During install, expand "omni's hi-res pip-boy 3000 v1.0", then right click "Data" and select "Set data directory" and click [OK].

Mod Notes: Better looking Pip-Boy without straying from the original design, completely remade the base texture and added tons of details.

SuperMutant Armor Retextured HiRes

Author: Macintrol
Version: 0.02
Mod Notes: Complete Retexture of the Super Mutants.

Tesla Power Armor DX

Author: Weijiesen
Version: 0.5
Mod Notes: Revamped Tesla Armor with more detail, and effects.

The Legacy of X13 - An Armor Overhaul

Author: Emerald Reign
Version: 3.2 (Dead Money Assassin Suit, FULL - Old World Blue, 3-2 Patch)
Optional: Type 3 Mesh
Mod Notes: An armour overhaul project for the Assassin Suit from Dead Money and Stealth Suit from Old World Blues.

Tribal DX

Author:weijiesen
Version: 1.0 (Tribal DX - 2048 res -)
Special Installation: Post install move Tribal_DX.esp to optional esps.
Mod Notes: A high res and much better Tribal armor with more details.

Wasteland clothing Hires retexture

Author: Macintroll
Version: 1.3A (Wasteland Clothing HD V1-3 FULL PACK AND asteland Clothing HD V1-3 POWDERGANG FIX -IMPORTANT-)
Special Installation: This mod is packaged incorrectly.

During main file install, expand "wastelandclothing-HD-v1.3", then right click "data" and select "Set data directory", click [OK].
During update file install, expand "wastelandclothing-HD-Powdergang-FIX", then right click "data" and select "Set data directory", click [OK]

Mod Notes: High res retexture of the clothing from the Mojave.

Weapons

Energy Visuals Enhanced - EVE TTW

Author: weijiesen, Cipscis, jonnyeah, RoyBatty
Special Installation: Download the following files, then proceed with instructions.

Create a work folder
Create a folder in your work folder and name it "Energy Visuals Enhanced - EVE TTW".
Extract the contents of the four downloads into separate folders, naming them so they are easily identifiable.
In the extracted Fallout 3 EVE folder, select and copy the meshes, sound and textures folders and paste them in the "EVE - TTW Edition" folder that was created and select merge and overwrite when prompted.
In the extracted Fallout New Vegas EVE folder, navigate to \EVE v1_16_2\, and Select and copy the meshes, sound and textures folders and paste them in the "Energy Visuals Enhanced - EVE TTW" folder that was create and select merge and overwrite when prompted.
Navigate to Data\meshes\weapons\2handhandle and delete flamer.nif and flamergo.nif
In the extracted TTW EVE folder select and copy the textures and the meshes folder and paste them in the "Energy Visuals Enhanced - EVE TTW" folder that was created and select merge and overwrite when prompted.
In the extracted TTW EVE ESP Update folder (the TTW EVE Update mod that was downloaded), select and copy the EVE FNV - ALL DLC.esp, paste to the "Energy Visuals Enhanced - EVE TTW" folder you created.
Close ModOrganizer, and navigate to "ModOrganizer/mods" folder, copy "Energy Visuals Enhanced - EVE TTW", and paste it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable Energy Visuals Enhanced - EVE TTW in the left pane. 

Mod Notes: Retextures many of the visuals and some weapons in game. Including energy weapons, energy visuals, particle and impact effects, and more. It has been made compatible with TTW, and has some enhanced features.

TTW MMM + EVE + Redesigned Patch

Author: RoyBatty
Version: TTW MMM + EVE + Redesigned

Fallout 3 Hirezd

Author: Emerald Reign
Version: BB Gun, Grenades, Knuckles, Lincolns Repeater, Mines
Mod Notes: High resolution retextures of a few of the Fallout 3 weapons.

Fire Axe - Retextured

Author: id2301
Version: 1 (Both Main files)
Mod Notes: New high quality textures replacer for all fire axes in Fallout New Vegas.

HD One Hand Melee

Author: InsanitySorrow, 2cooldays
Version: 1.0 (One Hand Melee HD)
Optionals: Gun Runner Box HD
Mod Notes: This mod retextures many melee weapons including: Machete, Combat Knife, Chance Knife, Kitchen Knives, Cleaver, Chopper (unique cleaver), and Police Baton.

LAER Retexture

Author: The Riff
Version: 1.1
Special Installation: This mod is not packaged correctly, follow these instructions:

During install, right click "data" and select "Set data directory", untick "before.png" and "after.png", then click [OK].

Mod Notes: Attempts to bring the rifle to the original concept, changes almost all the textures.

MFC Grenade Texture Fix

Author: Adonis VII
Version: 1.0
Mod Notes The MFC Grenades and MFC Grenade Clusters added with GRA have duplicate textures of the base game. This alters the meshes to point to base MFC textures so that texture replacers for MFC will now also properly retexture grenade variants.

Retextured Fallout Ordnance - RFO

Author: Emerald Reign
Version: 0.2
Mod Notes: Retextures many of the weapons that bigger texture packs have missed.

Shishkebab the Retexture

Author: Macintroll
Version: 0.1
Mod Notes: Retexture of the Shishkebab the "flaming sword" that can be constructed from schematics. Makes it less blurry.

Weapon Enhancement Project

Author: Christopher Wallace and MadCat221
Version: 1.0
Mod Notes: A texture replacement pack for several of the Fallout 3 weapons including some uniques, with several fixes over previous releases.

Weapon Retexture Project

Author: Millenia and Micalov
Special Installation: Download and install the mods below. For each mod installed, name it "Weapon Retexture Project" and select [Merge] when prompted

Mod Notes: A very large set of texture packs that retexture most of the base game weapons.

Weapon Mods Expanded - TTW

Author: Antistar, RoyBatty
Special Installation: Download the following files, then proceed with instructions.

  • Weapon Mods Expanded
    • Version: 1.1.3
    • Optionals: WMX Modern Weapons 1.0.7, WMX DLC v1.0.1, WMX - Weapon Retexture Project compatibility v1.2.3, WMX - EVE Compatibility v1.0.8
  • Weapon Mods Expanded - TTW
    • Version: WMX TTW + WMX TTW Update 1
Info-Logo.png      Notice:DOT NOT install "WMX - Weapon Retexture Project compatibility v1.2.3" or " WMX - EVE Compatibility v1.0.8 " at this time.

Create a work folder, and create a folder inside of it called "Weapon Mods Expanded - TTW". 
Place all downloaded archives inside of your work folder, and extract the contents into seperate folders, naming them so they are easily identifiable.
Navigate to the Weapon Mods Expanded folder you extracted and copy the meshes and textures folders, paste them inside the "Weapon Mods Expanded - TTW" folder that was created.
Navigate to the WMX Modern Weapons folder you extracted and copy the meshes and textures folders, paste them inside the "Weapon Mods Expanded - TTW" folder that was created and select merge and overwrite when prompted.
Navigate to the WMX DLC folder you extracted and copy the meshes and textures folders, paste them inside the "Weapon Mods Expanded - TTW" folder that was created and select merge and overwrite when prompted.
Navigate to the TTW WMX folder you extracted and copy the meshes folder, paste them inside the "Weapon Mods Expanded - TTW" folder that was created and select merge and overwrite when prompted.
In the TTW WMX - Update 1 folder there are two folders, withPOP and withoutPOP, if you have the Pre Order Packs then select withPOP , if you don't then select withoutPOP
Select and copy the WeaponModsExpanded.esp in the folder you selected in the previous step, and paste inside the "Weapon Mods Expanded - TTW" folder that was created and select merge and overwrite when prompted. 
Close ModOrganizer, and navigate to "ModOrganizer/mods" folder, copy "Weapon Mods Expanded - TTW", and paste it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable Weapon Mods Expanded - TTW in the left pane. 
Install "WMX - Weapon Retexture Project compatibility v1.2.3", while installing rename to "WMX - WRP Patch". Post installation ensure it is loaded after Weapon Mods Expanded - TTW.  

Mod Notes: Adds many new weapon mods for guns and melee weapons. Also, the optional Modern Weapons add-on has new weapons that fit in well.

AWOP FO3 - AWOP NV - WMX - EVE Compatibility Patch

Author: RoyBatty
Version: AWOP FO3 - AWOP NV - WMX - EVE
Special Installation:

Create a work folder, and create a folder inside of it called "AWOP FO3 - AWOP NV - WMX - EVE Patch"
Extract "WMX - EVE Compatibility v1.0.8" (downloaded previously), copy the "meshes" folder, and paste them inside the "AWOP FO3 - AWOP NV - WMX - EVE Patch" folder that was created.
Extract "AWOP FO3 - AWOP NV - WMX - EVE", copy the ESP, and paste it inside the "AWOP FO3 - AWOP NV - WMX - EVE Patch" folder that was created.
Close ModOrganizer, and navigate to "ModOrganizer/mods" folder, copy "AWOP FO3 - AWOP NV - WMX - EVE Patch" folder, and paste it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable AWOP FO3 - AWOP NV - WMX - EVE Patch in the left pane. Ensure that it is loaded after WMX - WRP Patch.

Mod Notes: Allows both AWOP versions access to WMX and EVE features, so the loot is more awesome.

Half Hansified Holorifle - WMX Patch

Author: MadCat221
Version: 1 (Half Hansified Holorifle WMX DLC only)
Mod Notes: Ensures that Half Hansified Holorifle is compatible with WMX.

Mega Patch Merge
Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

TTW MMM + EVE + TTW Redesigned.esp
Project Nevada - Med-X Fix.esp
NewVegasRailroads-TTW-PN-Patch.esp
AWOP FO3 - AWOPNV - WXM - EVE.esp
AWOPDeadMoneyVendorPatch.esp
NewVegasRailroadsAWOPPatch.esp

After FNVEdit loads, right click on NewVegasRailroadsAWOPPatch.esp  and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "Mega Patch Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "Mega Patch Merge" and activate it.
Move the ESP's that were merged to Optional ESP's.

Lighting

Interior Lighting Overhaul

Author: Sarge198 and Killergrimm
Version: 6.9 (Mod Organizer version)
Mod Notes: Enhances much of the interior lighting to make it more realistic.

Old World Blues Path Lighting

Author: Sarge198
Version: 1.1
Special Installation: Post installation move "OWB-Path Lights - Darker Nights.esp" to Optional ESPs.
Mod Notes: Turns on all the blue Garden Lights in Old World Blues, along with the spotlights around the Think Tank.

Realistic Interior Lighting

Author: Scarecrow, CourierSix
Version: ttw_ril.7z, and rilttwinteriorpatch.esp
Mod Notes: Enhances much of the interior lighting in Fallout 3.

Realistic Wasteland Lighting Enhancement

Author: xCamoLegend and Sal203 and RoyBatty
Version: 0.9 (TTW Realistic Wasteland Lighting - Enhancement only)
Mod Notes: Adds weather and lighting effects to both wastelands.

Street Lights

Author: Speedyb, Dekoman91, TJ, RoyBatty
Version: 1.4 and TTW Streetlights NMC Patch
Mod Notes: Street Lights v2, and Simple Streetlights merged for TTW.

Sound

Ambient Wasteland 2 - Fallout 3

Author: Leviathan1753
Version: 1.0 (MP3 Edition)
Mod Notes: Testing. Adds many new ambient sounds to the Capital Wasteland.

Ambient Wasteland 2 - Fallout New Vegas

Author: Leviathan1753
Version: 1.1 (OGG Edition)
Mod Notes: Adds many new ambient sounds to the Mojave.

Gameplay

More Perks for TTW

Author: Dree, deadboy
Version: 1.3 (More Perks Merged for TTW v 1.3, More Perks Merged - EVE patch..., and Patch for 1.3 to fix the stuff... files)
Special Installation:

Post installation select all locked mods in the right pane and select "Unlock load order".
Change load order so the Pre-Order Packs are below Zeta.esm.
Should look like this:

Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm

Mod Notes: This is a complete merge of all the Dree "More Perks" mods for FO3 and FNV.

Legendary Bloatfly Reward Perk

Author: Adonis VII
Version: 1.0
Mod Notes: Killing the Legendary Bloatfly leaves something to be desired. This mod adds a perk as a reward for killing it.

More Perks TTW + Bloatfly Merge
Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

LegBloatflyPerk.esp
More Perks Patch.esp
More Perks - EVE compatibility patch.esp 

After FNVEdit loads, right click on More Perks - EVE compatibility patch.esp  and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "More Perks TTW + Bloatfly Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "More Perks + Bloatfly Perk Merged" and activate it.
Move the ESP's that were merged to Optional ESP's.
Delay DLC

Author: Gribbleshnibit8
Version: 2.1 9 (Delay DLC 2-1 only)
Mod Notes: Delays DLC so it doesn't start immediately.

Extended Dialogue - Vulpes

Author: Scorpial
Version: 1.2
Mod Notes: Re-incorporates dialgoue that was meant to be in-game when speaking for the first time with Vulpes.

Nipton Fores Extinguished

Author: Qwerty
Version: 1.0
Mod Notes: Makes fire and smoke effects in Nipton disappear one day after the first player visit.

Static Battery Replacer

Author: Pintocat
Version: 1.0
Mod Notes: Replaces 50 of the 59 static Fission Battery models with the Misc Item version that can be taken. The remaining 9 are there as visual "power sources" for lights.

Tutorial Killer

Author: pintocat and RoyBatty
Version: 1.2 (Tutorial Killer TTW only)
Mod Notes: Removes message boxes that pop up during the tutorial, those that occur once during a new game, and repeating corner-messages.

Yukichigai Gameplay Tweaks

Author: Yukichigai
Special Installation: Download all mods linked below, following instructions as they are presented. After installation of all mods follow the merge instructions. This section is optional.
Mod Notes: Original guide by EssArrBee is here. This adds many tweaks to the game. I have removed the ones that are not compatible with both games.

After installation, go to the "Archives" tab on the right pane of MO.
	
Right click the DeadMoneyMoreCraftedKnifeVariants.bsa and click "Extract...", navigate to the "Dead Money - More and Better Crafted Knives" mod folder in the "...Mod Organizer/mods/" folder and click [Select Folder].
	
Double click "Dead Money - More and Better Crafted Knives" in the left pane of MO and select the "Filetree" tab.
	
Right click on the DeadMoneyMoreCraftedKnifeVariants.bsa and select "Hide".
After installation, go to the "Archives" tab on the right pane of MO.

Right click the RestoredCaravanPlayers.bsa and click "Extract...", navigate to the "More Caravan Players - Restoration" mod folder in the "...Mod Organizer/mods/" folder and click [Select Folder].

Double click "More Caravan Players - Restoration" in the left pane of MO and select the "Filetree" tab.
	
Right click on the RestoredCaravanPlayers.bsa and select "Hide".
Yukichigai Gameplay Tweaks - Merge
Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

DeadMoneyChristineSkills.esp
Dead Money Surprise Items.esp
DeadMoneyMoreCraftedKnifeVariants.esp
TorresInventoryExpansion.esp
CraftedMantisGauntlet.esp
RestoredCaravanPlayers.esp
OldWorldBlues - Keep Big MT Active.esp
Pickable Cave Fungus with OWB.esp
WhetStoneRepair.esp
ThermicLanceFireEffects.esp
VeronicaRechargerPistol.esp
WorkingCrimsonCaravanTraders.esp
GomorrahProstituteEnable.esp
Grinding Wheel.esp

After FNVEdit loads, right click on Grinding Wheel.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "Yukichigai Gameplay Tweaks - Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "Yukichigai Gameplay Tweaks - Merge" and activate it.
Disable all mods listed above, leaving only the merged mod enabled.
Machienzo Mods

Author: Machienzo
Special Installation: Install the following mods and then follow the merge instructions below.

  • Lonesome Road True Faction Allegiance
    • Version: 1.1.2
    • Mod Notes: Lonesome Road barely makes sense as it is, but at least now the faction allegiance will not be screwed up.
  • Primm Reputation Restored
    • Version: 1.0
    • Mod Notes: Primm will now have a reputation for associated with the choices the player makes surrounding the town.
  • Refined Casino People and Suits - Grimy_Dirty_Fixes
    • Version: 1.3 (Main file only)
    • Mod Notes: Fixes some of the clothing the Families and casino goers wear. Also, the faces of the dealers will be different instead of just a bunch of clones.
Machienzo Mod Merge
Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

NVDLC04 Allegiance w Duster.esp
Primm Reputation Restored.esp
RefinedCasinoPeople&Suits.esp

After FNVEdit loads, right click on RefinedCasinoPeople&Suits.esp  and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "Mega Patch Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "Machienzo Mod Merge" and activate it.
Move the ESP's that were merged to Optional ESP's.

TTW Customization

The following mods make the Tale of Two Wastelands feel like its own game, rather than just being a mash up inside of New Vegas.

Concept Art Loading Screens

Author: Mutent
Version: 3
Special Installation: This mod is packaged incorrectly.

Expand Concept Art loading screens 3.0 by clicking the [+] on the left.
Expand Data/textures/interface/main and uncheck main_title.dds
Expand [Alternate main titles] folder, and select TTW Green.dds.
Drag TTW Green.dds to Data/textures/interface/main.
Right-click Data and select "Set data directory".
Click Ok.
Post installation, right click "Concept Art Loading Screens" in the left pane of ModOrganizer and select "Open in explorer".
Navigate to textures/interface/main and rename the following files:

TTW Green.dds -> main_title.dds

Mod Notes: This changes all the loading screens, and the main title screen to concept art for the Fallout series.

No Loading Screen Text

Author: Archanix
Version: 1.0
Mod Notes: Takes text off of the loading screen.

the main and pause menu color mod

Author: LVB2
Version: v2 (the main and pause menu color mod update V2)

AMS - Start menu text color changer

Author: Allmightysausage
Version: 1.3

Radiation Loading Roulette Wheel

Author: w31
Version: radiation wheel mk1 main file
Mod Notes: Changes the roulette wheel into a radiation wheel.

FNVLODGen

I have not quite gotten this to work correctly.

FO3LODGen Resources

Author: Ehamloptiran Sheson and FNVEdit Team
Version: 3.1.1 (FO3LODGen Resources file only)
Optionals: Vurt's Flora Overhaul Dead LOD
Special Installation:

Install F03LODGen Resources, renames "FO3LOD Resources"
Install Vurt's Flora Overhaul Dead LOD, rename "Vurts LOD FO3LODGen"
FNVLODGen Resources

Author: Ehamloptiran Sheson and FNVEdit Team
Version: 3.1.1 (FNVLODGen Resources file only)
Optionals: NMC LOD texture fix
Special Installation:

Install FNVLODGen Resources, renames "FNVLODGen Resources"
Install NMC LOD texture fix, rename "NMC LOD Fix"
TTWLODGen ESP

Special Installation:

Close ModOrganizer, navigate to ModOrganizer/mods.
Create a new folder and rename to "TTWLODGen"
Place ESP inside the folder and close explorer.
Launch ModOrganizer and enable TTWLODGen in the left pane.
Close ModOrganizer, navigate to ModOrganizer/mods.
Create a new folder and rename to "TTWLODGen"
Place ESP inside the folder and close explorer.
Launch ModOrganizer and enable TTWLODGen in the left pane.
Order should be:

FO3LODGen Resources (set esp to optional)
FNVLODGen Resources (set esp to optional)
TTWLODGen esp
NMC LOD Texture Fix
Vurt's Flora Overhaul
In ModOrganizer, go to the archives tab and make sure "Have MO manage archives" is Unchecked.
Launch FNVLODGen 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.  You can select all of them at once.
On the right side make sure Objects LOD is checked and that Tree LOD is unchecked.
Click Generate.
Once the FNVLODGen has finished it will give you the message "LOD Generator: finished (you can close this application now)." Close the program
Go to the location which you selected when setting it up . Archive the meshes + textures folder and install with MO. Name this mod Generated LOD.

Manual Load Order

Load Order can be sorted either manually or with a tool such a LOOT. Mods take time to be added to LOOT however so many new TTW may not be sorted correctly.

Instructions for manual sorting can be found here: TTW Load Order General Guide

Merge Patch

Launch FNVEdit through ModOrganizer executable menu.
Click [OK] to load all plugins.
Wait until it says "Background Loader: finished" in the bottom left corner.
Right-click on any mod in the left pane, and select [Other->Create Merged Patch]
A window will pop up asking for a file name, input "TTW Merge Patch", click [OK]
Wait for it to finish and then close the window.
Ensure only "TTW Merge Patch.esp" is checked, and that "Backup plugins" is unchecked, click [OK]
Right-click "Overwrite" on the bottom of the left pane of ModOrganizer.
Click "Create Mod...", name the mod "TTW Merge Patch"
Enable the mod in the left pane. Ensure the ESP is always loaded last in the load order in the right pane.
Every time a new plugin is added or removed this patch must be remade in FNVEdit.

MCM In-Game Settings

  • Advanced Recon
    • Basic
      • FORCE HUD icons visible whilst in MCM - Tick Check box
      • Use Move HUD icons to move the HUD icons around the screen
      • (Optional) Set up preferred hotkeys
    • Advanced
      • Leave default settings


  • JIP S-F
    • HUD Indicator Settings
      • Indicator Type - Option #1 to Option #2
  • Everything else can be left to its default setting, except Adjust Display Properties, which is used to move the HUD icon around the screen.


  • Flashlight Settings
    • Color - Neutral is best for vanilla lighting, but a different option may be needed for ENB users
    • Quality - Set to Dynamic
      • Interior - Set to Medium
      • Exterior - Set to High
    • Intensity - Set to Dynamic
      • Interior - Set to Near
      • Exterior - Set to Far
    • Battery Use - Set to Enabled
    • Icon Position - Moves the battery icon around, but 16,16 is usually the proper position
    • Icon Origin - Moves the battery icon to different positions based on left, right, center and top, middle, bottom
    • Toggle Button - Set to Custom key (Set up preferred hotkey)


  • PN Rebalance
    • Core
      • Sprint Screen Shudder: Unchecked


  • PN Extra Options
    • Core
    • Bullet Time
      • Action Point Drain - 24 to 20
    • Sprint
      • Action Point Drain - 25 to 20
    • Vision Modes
      • EM Vision Energy Drain - 6 to 3
      • Heat Vision Energy Drain - 4 to 2
    • Explosive Entry
      • Item Destruction - Untick check box
      • Use Explosive Skill - Untick check box
    • Cyberware
    • Surgery Options
      • Time Hours - 0 to 8
      • Base Cost - 500 to 1000
    • Bullet Time
      • V.A.T.S. Implant Bonus - Tick check box


  • Tale of Two Wastelands
    • XP Reduction: Checked
    • Super Mutant Rebalance: Checked
    • Bobblehead Rebalance: Checked
    • More Cooking Options: Checked


  • WMX - Weapon Mods Expanded
    • WMX Notes in Pip-Boy - Untick Check box
    • WMX Unistall Menu in Pip-Boy - Untick Check box


  • Ragdolls
    • Enable Havok Bouncer - Tick Check box


  • The Weapon Mod Menu
    • All Weapon Mod Visible - Tick Check box