
- FALLOUT 3 NEXUS FWE INSTALL
- FALLOUT 3 NEXUS FWE MOD
- FALLOUT 3 NEXUS FWE ARCHIVE
- FALLOUT 3 NEXUS FWE FULL
- FALLOUT 3 NEXUS FWE MODS
The missile launcher is so weak and so slow it's not even worth a mention.įOOK2 gives you far, far more. Two pistols, two rifles.Įven Big Guns is just a minigun, flamer and laser. One hunting rifle (and one oddity).Įnergy weapons isn't any better. The default game has a huge lack of weapons. Think about that before you add six new assault rifles that all take slightly different ammo.Īctually, no there aren't. There are a ridiculous number of weapons in the default game. There's also a greater variety of power armor and it's more lore-friendly than the basic console version of the game. It adds a WHOLE GODDAMNED CRAPLOAD, but also rebalances and slightly alters Power Armor, adding things like night-vision and optional heavy weapon stabilisation. And I don't want to keep using the vanilla FO3 Power-Armors because they have awesome modded stats and the DLC PA's have crappy unmodded stats.īasically, I don't want to end up running around in the ranger armor and the hockey mask because they're somehow better than nuclear-powered, bullet-proof exoskeletons.Īny suggestions for a Fallout 3 Mod-Newbie?įor a power armor mod, try FOOK2. I want it to be awesome and cheesy and let me drive the mortals before me when I finally get a suit. I want it to increase my strength and carry weight. I want to feel like a walking tank when I get a suit of power armor.
FALLOUT 3 NEXUS FWE MOD
So what I'm looking for is a very simple mod that will make the power armor terrible and overpowering, the way it was in Fallout 1 and Fallout 2. And at Fallout 3 Nexus, it's difficult to sort through the chaff to find the few gems worth actually installing. I've downloaded BPA and BPA-DLC, but the DLC version isn't as extensive and doesn't cover the same areas in the DLC's that the original did for Vanilla FO3. Unfortunately, I can't seem to find a decent replacement for Better Power Armor. What I've settled on for repairs is Bad-Ass Repair Mod, which seems to modify things to be more competent without making them ridiculous. Now that I have the DLC's, I've been searching for updated versions. They made the game significantly more playable for me. When I played Vanilla FO3 for the first time, I used two mods: Repair Rethought and Better Power Armor. Makes everything very tidy and convenient.
FALLOUT 3 NEXUS FWE MODS
Repackaging mods simply makes live easier, especially if you return to the game or change mods after weeks or months.So I finally buckled down and bought Fallout 3: Game of the Year Edition, which includes all of the DLC content in addition to the original game. Chances are that uninstalling and reinstalling even one of the them will break stuff, unless you go through the whole process again. esp must NOT be activated in the load order.
FALLOUT 3 NEXUS FWE INSTALL
You can download compatible mods and patches with NMM and install them with NMM without repackaging.īUT in that case you have to obey installation order an you also have to remember which. NMM usually picks up the filename as mod name when you add a mod manually, so I don't have to rename the mod in NMM.
FALLOUT 3 NEXUS FWE FULL
Say FWE 6.03 - full install with official fixes - September 2012 or NMC light textures including reduced bumpmaps - May 2010.
FALLOUT 3 NEXUS FWE ARCHIVE
I like the ability to find mods on my archive disk without a lot of make work, so my filename usually also contains information about what I did and when I did it.

I also try to rename files which often use the same names like Readme.txt to something more mod specific like Undiscovered Capital - Readme.txt. \me does very much the same, but I also rename repacked mod before I add it to NMM. (Did he cover an incompatible mod in this mod clinic? Can't remember. Programs like FO3Edit are the obvious example.

Obviously there are some mods that simply can't be made NMM compatible. changes the file structure so that the mod is compatible to NMM extracts them into a temporary directory


downloads the mod which is incompatible with NMM manually may rename the mod in NMM to give it a better, more distinctive name.Īlso, in case of NMM incompatible mods, Gopher adds the patched and repacked mod to NMM removes files that are unnecessary for his gameplay - Say CP patches for mods he does not use or additional Readme files. Always read both the mod description and readme.) adds the fixes & patches !!! IN THE CORRECT ORDER !!! (This step may include deleting files. extracts the mod into a temporary directory downloads a mod which has fixes or patches manually If you already have more knowledge and spotted a mistake, say so. If you did not understand something ask, if possible in a specific way. I'll try to keep my answer at the entry or intermediate level. Both in moddding the game and the general use of their computer. Like downloading manually instead of NMM & doing all that work.Īs Gophers has said in the video, different users always have very different levels of knowledge. I watched Gopher's video & I'm not sure if all those steps were really necessary.
