Fallout 3 20th Century Weapons
Right, this is something I've been mulling over for a while. I'm looking at playing FO3 through again in the near future, I've just got most of the expansions for PC and I wanted to do an 'optimised' Munchkin-run.However, I also wanted it to be fun and, ideally, different.So I was thinking about what mods to install. I'm aware that a lot of them have been posted in the various FO3 threads already, but I wanted to get them together in a central thread- and I figured others might be interested in having them available in one place as well.Hence this post. The intent is to archive all the essential patch downloads along with any mods you think are cool and/or useful for playing the game: I'll edit my OP here so that there will be a link to, and a brief description of, each thing as it is mentioned.It would probably be a cool idea to do this for a bunch of other games as well. Hmmm, let's see.Marts Mutant Mod (Introduces more enemies and many new creatures while adding new gameplay concepts)Fellout (Get rid of that annoying green tint in everything and improve how the environment looks)Classic Fallout Weapons (Name says it all)Animated Night Vision Goggles (Very nicely done pair of NVG's incorporated into the game in a balanced way)Fallout 3 Re-animated (Changes the standard poses into more sensible ones. Very nice addition due to modifying weapon carry animations.)20th Century Weapons (A doublewide buttload of new weapons with leveled lists)FOOK (A complete overhaul of FO3, adding a pile of new equipment.)Alexscorpions Sniper Gear ( Adds.50 cal love in the form of Barrett as well as the PP2000 SMG )SedPL New Merchant with Backpacks (The best looking backpacks introduced to Fallout.)Those are just off the top of my head. Cant recall all of the 70+ mods I'm using.
Under moderation. This mod is under moderation review (since 12 Oct 2018, 9:51AM ).
The MERC mod is a really vast and changing mod, not because it does all that much, but because you can 'buy' people in power armor and order them to die for you for the price of two mini-nukes. Along with the fact that attempting to uninstall merc will end up with corrupted save-files, or it did for me.oh and it has some silly/stupid powerful weapons in the beta, like a three-shot noisy cricket that does 900 damage with 100 energy skill or a six-shot rifle that acts like a gauss rifle with the added benefit of a small detonation at the end of the shot. They're not going to be available at the start once the mod's finished, but they will be eventually.another interesting mod is The Settler, which lets you plop down your own settlement and turns FO3 into more of a strategery gameish thing. And (obviously).for generating the merged patches some mods require.The.so you never have to mess with the damn thing ever again.is a sort of standardized ammunition resource for weapon mods.is fun (doesn't apply to all the FOOK2 weapons but they're working on it), but a full-auto, extended magazine, silenced pistol with laser sight is really broken in the early game. Also grab the Compatibility Patches from the same page., patches to make FOOK2, MMM, and Weapon Mod Kits play nicely with each other.for Fallout 3 makes the PipBoy less obnoxious and the UI better overall.The series adds more areas to explore in the DC ruins.- having installed this, Dogmeat shall henceforth be known as DogMissile. He practically flies, and he's killing Super Mutants before I can even ready my weapon.;; (and, since this is Slof, he's got his nads back, which apparently makes this adult content )to stop that damn dog from dying all the time. Also lets you teleport him to your location when he inevitably gets lost or stuck someplace., because it should probably rain once in a while, even in the DC Wasteland.
Radioactive rain!or, because after 200 years SOMETHING should have grown back.Oh, and if you want Munchkin, because everyone wants assault rifles and shotguns that fire mini-nukes, right? Hmmm, let's see.Marts Mutant Mod (Introduces more enemies and many new creatures while adding new gameplay concepts)Fellout (Get rid of that annoying green tint in everything and improve how the environment looks)Classic Fallout Weapons (Name says it all)Animated Night Vision Goggles (Very nicely done pair of NVG's incorporated into the game in a balanced way)Fallout 3 Re-animated (Changes the standard poses into more sensible ones. Very nice addition due to modifying weapon carry animations.)20th Century Weapons (A doublewide buttload of new weapons with leveled lists)FOOK (A complete overhaul of FO3, adding a pile of new equipment.)Alexscorpions Sniper Gear ( Adds.50 cal love in the form of Barrett as well as the PP2000 SMG )SedPL New Merchant with Backpacks (The best looking backpacks introduced to Fallout.)Those are just off the top of my head. Cant recall all of the 70+ mods I'm using. Click to expand.FOOK2 changes the repair system, allowing you to use similar weapons and other objects (scrap metal, wonderglue, etc) as repair materials.In future versions, this system will be pared down a bit, forcing players to instead break down unwanted guns into spare parts, which they can then use as repair materials.Currently the only thing you can scrap in this manner is power armor, since the current scrapping and salvaging system is just a teaser. Still, it saves you from carrying a half dozen assault rifles just for repair. I'd like to throw in:: Don't enter Lamplight without it.: A plethora of new perks, some grossly overpowered for normal play, but still very fun to use.
A good example is 'The Shadow', which grants you Stealth Boy invisibility while sneaking. Not all of them are munchkin though, the quest-based and experience-based perks add great flavor without breaking the game.: Warning- I don't know if they've fixed this, but some doors in FO3 handle scene transitions, and destroying them might break your game and force a reload.
I think waiting X days might also respawn the door.
Fallout 3 20th Century Weapons
I have tried installing various gun mod manually and by NMM. I have Archive invalidation on and have it set bInvalidateOlderFiles=1 in the ini files. I have done the mod installions on a fresh no mod Fallout 3 and modded game. Both end up with the gun having missing textures or large red error sign.
Fallout 4 Heavy Guns
For example,This ACR weapon mod, I have the correct masters enabled, no textures is overriding the mods textures and I have checked through loot and FO3Edit and the Geck. I have not seen any problems or errors within those programs for the mod in question. Yet, any AI who has this weapon has a giant error sign and the gun is invisible.Another example,This desert eagle pistol mod. It does have the gun model in game but the textures are either bright white or constantly flashing. Followed mod authors installation directions for both mods but end up not working. Was hoping someone could help me.