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New Vegas mods

Joined
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Messages
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Codex Year of the Donut
If you take a look at TTW forum, you'll notice there's a subforum dedicated to FO3 mods that has been retrofitted to work with NV,
Fallout 3 has 14.9k unique files on nexusmods, at best you'll get a hand-port of maybe a couple of them.
Besides, why would you want to bother with *any* Fallout 3 mods when New Vegas needed far less and what mods there is that exist for New Vegas are far more superior than Fallout 3's?
Because those mods were
a) not designed with fallout 3 base files in mind therefore probably stomping all over any forms they use and causing massive load order issues that would have to meticulously be fixed by hand with a patch
and
b) not designed with fallout 3 in mind at all and likely don't affect it at all/break random things
Not to mention how buggy both games are and now TTW has to juggle two unofficial patches that they have to manually maintain themselves. The entire thing is pants on head retarded, I applaud their autism but they should have applied it somewhere else.
Note that approximately zero FO3 mods would work without the manual labor of porting them because all the referenced forms need to be updated due to how TTW is designed(it's essentially a DLC for NV.)

There's a reason nearly all the suggested mods are UI mods or mods that don't really touch any forms at all: https://taleoftwowastelands.com/viewtopic.php?f=55&t=6941
And the best part is, TTW regularly breaks compatibility for mods themselves so why even fucking bother porting a mod: https://taleoftwowastelands.com/viewtopic.php?f=50&t=6878
Probably Incompatible
  1. All TTW mods and patches made before November of 2018
 
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Black Angel

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Fallout 3 has 14.9k unique files on nexusmods, at best you'll get a hand-port of maybe a couple of them.
And? Again, in the time frame of New Vegas existing since release together with its growing modding scene, there are many mods for Fallout 3 that were adapted to New Vegas, or a similar counterpart existed for New Vegas without ever considering TTW. I don't see how these mods for New Vegas won't work in Fallout 3's portion of TTW considering what's ported from Fallout 3 is the content, and not the system. At best, the team at TTW will have to work on requested mods so they will work on Fallout 3's content, hence the dedicated subforum for retrofitted Fallout 3 mods.

Because those mods were
a) not designed with fallout 3 base files in mind therefore probably stomping all over any forms they use and causing massive load order issues that would have to meticulously be fixed by hand with a patch
and
b) not designed with fallout 3 in mind at all and likely don't affect it at all/break random things
Not to mention how buggy both games are and now TTW has to juggle two unofficial patches that they have to manually maintain themselves. The entire thing is pants on head retarded, I applaud their autism but they should have applied it somewhere else.
Note that approximately zero FO3 mods would work without the manual labor of porting them because all the referenced forms need to be updated due to how TTW is designed(it's essentially a DLC for NV.)
My man, that's why the aforementioned subforum exist. They're literally there to fix those two problems you pointed out. I'm not denying that it's such a gargantuan task that only the most weaponized autism could actually handle it, or that the issues you pointed out aren't valid, but you're acting as if they haven't done anything at all or taking these important things into consideration when creating TTW.

There's a reason nearly all the suggested mods are UI mods or mods that don't really touch any forms at all: https://taleoftwowastelands.com/viewtopic.php?f=55&t=6941
And the best part is, TTW regularly breaks compatibility for mods themselves so why even fucking bother porting a mod: https://taleoftwowastelands.com/viewtopic.php?f=50&t=6878
Probably Incompatible
  1. All TTW mods and patches made before November of 2018
Except you forgot that 3.2.x is a major update to the mod. These things happened all the time in the modding community of Bethesda's games every time a major update is released to a big mod, which rendered previous versions of the mod or the saves with it obsolete. I was merely pointing out that the subforum was brimming with many Fallout 3 mods ported and converted to work with TTW. They've done these things for years, and I doubt they'll stop doing it again whenever major releases like this came out.
 

Risewild

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Yeah, but most mods designed for FO3 will be broken, and in general even most NV mods will create massive conflicts because they were never designed to work with so many form edits.
If you disagree, actually go open up xedit and view your mod conflicts on a form-by-form basis after you install TTW.
TTW is a total conversion of FNV. Those problems you mention are problems any total conversion has.

Also it is possible to convert FO3 mods for TTW, there are plenty already converted.

TTW is the future for FNV/FO3 players and mod makers:
  • It allows modders to use resources of both games to make their mods
  • Allows modders to use the increased capabilities of NVSE and plugins like JIPLN (JIP is a TTW team member) to make mods for "FO3"
  • Allows modders to use a improved GECK to mod "FO3", thanks to the GECK Extender
  • Allows FNV and "FO3" to be LAA and still work with Steam out of the box
  • Provides, out of the box, thousands of bug fixes (including engine bugs) that were never fixed for FO3 and/or FNV, it also (in addition) has a YUP TTW version that already comes with the installer
  • It has numerous mesh fixes
  • It has numerous texture fixes
  • It has numerous navmesh fixes
  • It fixes FNV broken weapons meshes
  • It adds more animations for the Super Mutants, allowing them to use way more weapons, also edits their lists so they will actually spawn and use those weapons
  • It allows Hardcore Mode in "FO3"
  • It allows Survival Skill in "FO3"
  • It makes combat more complex and interesting by making "FO3" use both DR and DT
  • It makes combat more complex and interesting by making "FO3" weapons be able to use ammo types
  • It makes combat more complex and interesting by making some "FO3" weapons have weapon mods
  • It makes combat more complex and interesting by making "FO3" weapons have iron-sights
  • It makes combat more complex and interesting by allowing unarmed special attacks in "FO3"
  • It makes combat more complex and interesting by allowing poisons in "FO3" melee weapons
  • It makes combat more complex and interesting by allowing thrown weapons in "FO3"
  • It integrates both games content into perks when necessary (Shotgun Surgeon, Cowboy, Laser Commando, In Shining Armor, Fight the Power!, Sneering Imperialist, Tribal Wisdom, and more)
  • It adds new harvesteables to FO3 side of TTW, like pickable Brain Fungus and pickable Glowing Fungus (which FO4 seems to have copied from TTW), Mutfruit vines and Trees (where you can harvest Mutfruit and Crunchy Mutfruit) and potato plants, carrot plants and fruit trees (apples and pears) in Oasis
  • It adds and expands the crafting system from FNV to "FO3"
  • Adds reloading benches to "FO3"
  • It allows the Pitt ammo press to actually make any type of ballistic ammo
  • It adds new recipes for food and chems using ingredients only found in FO3
  • It allows to play "FO3" with the added chems and equipment from FNV and allows FNV to be played with the added ones from FO3
  • It restores and fixes cut weapons and armors from FO3 including a fully functional Cryolator (plans exist to eventually restore most cut content of both games)
  • It adds new poisons that can be crafted and can be applied to weapons including the Dart Gun
  • It restores the "Child at Heart" FNV lines
  • It allows to play "FO3" with Traits
  • It adds companion Perks to "FO3" followers
  • It allows to use companions from the two games in both wastelands
  • Allows "FO3" to have in-game challenges and adds many specific "FO3" ones
  • It makes the Outcasts in "FO3" accept way more tech and give more reward choices
  • It allows the player to choose how to play by letting them pick several settings that are different between both games (repair system, VATS system, Perks per level)
  • It allows a player to choose from a huge Perk list (it has the perks from both games)
  • It changes the "FO3" Bobbleheads to give mini perks instead of increasing S.P.E.C.I.A.L. and Skills (it's too easy to max out Attributes and Skills using both FO3 and FNV)
  • It increases level cap in "FO3" to 50 and makes the necessary changes so the game keeps it's balance at those levels
  • It allows travel between both wastelands whenever the player wants to (if the player starts in Vault 101 it has to fix the power in the Capital Wasteland's train station) depending on if the character has enough pre-war money or skill to hack the vending machine
  • It adds new areas, two train stations (in both Capital Wasteland and Freeside) designed based on the real world train stations, a new small metro tunnel and an entire outdoors area where the Capital Wasteland station is located in
  • It adds a new quest to restore power to the Capital Wasteland's Train Station
  • More stability and performance than FNV and FO3 by themselves
  • Possible to play "FO3" out of the box without go through hoops and loops to make it work on Windows 10
And many more stuff.

Not to mention how buggy both games are and now TTW has to juggle two unofficial patches that they have to manually maintain themselves.
This is false. We fix Fallout 3 and it's DLC bugs ourselves and the fixes are included in TTW by default. We do offer YUP TTW and we maintain it ourselves, so we don't really juggle anything.

We also fix many FNV bugs directly in TTW, so even if you don't use the YUP TTW, you can still play a stable game, without any major bugs/crashes/freezes.
 
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d1r

Busin 0 Wizardry Alternative Neo fanatic
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You guys definitely need to hire one or two guys who convert important or popular mods to TTW. I am still kicking 2.98 because so many mods are incompatible atm.
 

Risewild

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Joined
Mar 23, 2018
Messages
490
Location
Australia
Are you fuckin' braindead all of you, sullying perfectly fine New Vegas with F3 pure shit? Cunts.
Or maybe, we are showing how superior FNV is to FO3. Just the improved game mechanics already make FO3 feel and play much better, now imagine how FO3 could have been with a decent writing team (I still would have preferred Van Buren to be made, to be honest).

Also FNV is far from fine. It was never finished and since it had to be rushed, it fell short on a lot of areas (Obsidian also broke the engine in many parts and didn't know what they were doing in many other areas).

If FNV had 3 years to be made, then it would be perfectly fine in my book, instead we got the best (maybe) possible from a bad deal. But it still showed Bethesda how a 3D Fallout should be made. :lol:
 
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Sigourn

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Messages
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TTW is the future for FNV/FO3 players and mod makers

This is more true for Fallout 3 than New Vegas. Far more true. There's no doubt New Vegas is the superior game when it comes to its different systems and improvements, which previously required mods in Fallout 3 (iron sights, hardcore mode, etc.). But of all the positives you listed, the vast, vast majority have to do with Fallout 3. There's little incentive for the New Vegas player to make the switch. Not to mention people have an inherent fear towards large projects like this. So it really becomes a choice between "what you are promised" and "what you fear". Count myself in as one of those who fear large projects like TTW. I never had any stability problems with New Vegas, I think they are VASTLY overrated in the current modding scene. It's usually people who don't know how to properly mod the game.

As to my New Vegas mod recommendations: I've browsed over 17600 mods on the Nexus. My tentative mod list is 365 mods long. Here would be the most important mods, and why:

UIO - User Interface Organizer
Required if you don't want your UI to fuck itself when installing UI mods.

The Mod Configuration Menu
Many mods require this to configure their settings.

The Weapon Mod Menu
Very useful menu that makes modding your weapon a comfortable matter.

Vanilla UI Plus
The definitive interface mod. Keeps the vanilla aesthetic but improves on its functionality.

Fix for the Caesar Legion Armors
Sierra Madre Exterior Fixed
Throwable Weapon Fixes
Weapon Mesh Improvement Mod
Lucky 38 E3 Lights Restored
Lucky 38 Intro Poster
Tops Casino Neon Restored
Welcome to New Vegas Sniper

Additional fixes not included in YUP, and some restorations/consistency mods.

FOV Slider
I've heard PC players love this feature.

New Vegas Character Expansions
FNV Realistic Wasteland Lighting
Interior Lighting Overhaul
Old World Blues - Path Lighting
Improved LOD Noise Texture

The most important aesthetic mods IMO. NVCE uses vanilla assets and doesn't tweak NPCs too much or makes them same-faced like other mods (like NVR3) does. Clarity is an alternative to RWL, but IMO it looks too bland and awkward.

Centered 3rd Person Camera
JIP Improved Recipe Menu
Faction Armor Redone
Immersive Minigames
Simple DLC Delay
Gun Follows Crosshairs in First Person
Immersive Recoil
Missing Ammo Recipes
More Realistic Aiming Fixed
Reload Reloaded

VATS Alternative - A Comprehensive Bullet Time Mod

Quality of life improvements plus some mods that change other aspects of the game, like minigames, gunplay, and V.A.T.S.

JSawyer Ultimate Edition
IStewieAI's Tweaks
Yukichigai Gameplay Tweaks (Unofficial edit by Sigourn and Qolore)
Harvestable Cave Fungus
Alternative Repairing
Economy Overhaul
Ultimate Illness Mod
Water Overhaul

Some gameplay mods I couldn't play without. They all make considerable changes to the game:
  • JSUE massively alters the balance of the game.
  • Stewie's tweaks come with a nice .ini file that lets you toggle different options, all pretty cool. It includes "No dialogue tags" but without any issues.
  • YGT adds many little mods from Yukichigai into the game, all in one .esp. Yukichigai is a master of "this should have been in the vanilla game to begin with". It also adds mods from other authors that fit into this philosophy.
  • Harvestable Cave Fungus is a mod that could have been integrated into YGT no problem, as it expands one mod already included there.
  • Alternative Repairing expands on the game's repairing system.
  • Economy Overhaul makes the game's economy far more unforgiving.
  • Ultimate Illness adds illnesses into the game, like Fallout 4.
  • Water Overhaul makes pure water more scarce and allows you to bottle water.
Mojave Music Radio - Extended
Cool music selection, best radio mod out there, stays in tone with the western aesthetic instead of drawing on the Fallout 3 jazz-style music like most radio mods do.

I tried to include mods that people couldn't reasonably be against. The only exceptions were Mojave Music Radio, VATS Alternative, and maybe the three lighting mods. All the others are straight up improvements or make the Hardcore mode feel actually Hardcore.
 

Black Angel

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You guys need to see this:

If you don't really care about graphics, and don't really mind the gameplay, then the least you could do to get super silky smooth stable experience of playing New Vegas is to follow this guide to the letter. Other than the usual 4GB patcher, NVSE, NVAC, Vorbis, NVSR, JIP, and .ini tweaks you would found in TTW optimization guide that also works for vanilla New Vegas, this guide also shows you an extra step of .ini tweaks where you change two lines under [Audio] section, and then point you to this wonderful little mod called FNV BSA Decompressor.

What I do is basically apply those two extra optimization procedure (audio tweaks and installing BSA decompressor), and good Lord my heavily modded game with bunch of graphical mods and shit loads of gameplay mods somehow able to run like fucking dream, on my old ass ancient laptop. Well... not exactly 60 fps silky smooth 100% of the time, but still within preferred range of playable. Imagine using this optimization procedure on less modded or pure vanilla game :bounce:. One thing to note, however, is that installing and applying the BSA Decompressor would add several GBs into your hard drive, so watch out how many free space is left in yours before using it.

Having said that, it seems installing the BSA Decompressor would almost always trigger some huge red exclamation marks appearing in your game, and since I'm using Mod Organizer I was able to simply tick the new Meshes .bsa and solve my problem. Risewild do you know if there's any way for non mod manager user to fix the exclamation mark problem if they install the BSA Decompressor? Also, please send my regards to zilav and RoyBatterian, and perhaps the rest of the team who contributed to the BSA Decompressor. With it, I might consider trying the newest TTW since it seemed TTW has an in-built BSA Decompressor, which means an almost guaranteed super silky smooth stable gaming experience.
 
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Sigourn

uooh afficionado
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Messages
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Having said that, it seems installing the BSA Decompressor would almost always trigger some huge red exclamation marks appearing in your game, and since I'm using Mod Organizer I was able to simply tick the new Meshes .bsa and solve my problem. Risewild do you know if there's any way for non mod manager user to fix the exclamation mark problem if they install the BSA Decompressor? Also, please send my regards to zilav and RoyBatterian, and perhaps the rest of the team who contributed to the BSA Decompressor. With it, I might consider trying the newest TTW since it seemed TTW has an in-built BSA Decompressor, which means an almost guaranteed super silky smooth stable gaming experience.

This is because BSA Decompressor adds a new .bsa called Meshes2 if I'm not mistaken. Basically what BSA Decompressor does (among many other things) is to split the existing meshes.bsa into two. So the game loads the meshes from meshes.bsa, but not from the new one (which has all the other missing meshes, a.k.a. red exclamation marks).

To solve this one needs to register the .bsa into their New Vegas .ini file. Using CTRL+F and looking for "meshes.bsa" will let you find the appropiate section where to register meshes2.bsa as well.
 

Black Angel

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Having said that, it seems installing the BSA Decompressor would almost always trigger some huge red exclamation marks appearing in your game, and since I'm using Mod Organizer I was able to simply tick the new Meshes .bsa and solve my problem. Risewild do you know if there's any way for non mod manager user to fix the exclamation mark problem if they install the BSA Decompressor? Also, please send my regards to zilav and RoyBatterian, and perhaps the rest of the team who contributed to the BSA Decompressor. With it, I might consider trying the newest TTW since it seemed TTW has an in-built BSA Decompressor, which means an almost guaranteed super silky smooth stable gaming experience.

This is because BSA Decompressor adds a new .bsa called Meshes2 if I'm not mistaken. To solve this one needs to register the .bsa into their New Vegas .ini file. Using CTRL+F and looking for "meshes.bsa" will let you find the appropiate section where to register meshes2.bsa as well.
It is, and as I said I was able to solve this problem by myself since I'm using Mod Organizer and it lets me tick the new .bsa file in Archive tab. What I'm wondering is if there are people who don't use mod managers, already copy-pasted the meshes.bsa into the .ini file and still gets red exclamation mark in their game.
 

Sigourn

uooh afficionado
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It is, and as I said I was able to solve this problem by myself since I'm using Mod Organizer and it lets me tick the new .bsa file in Archive tab. What I'm wondering is if there are people who don't use mod managers, already copy-pasted the meshes.bsa into the .ini file and still gets red exclamation mark in their game.

Why would they even have this issue? Mod Organizer 2 is not a magic tool. In fact, at least until recently (as tested by myself) Mod Organizer 2 doesn't even let you tick the .bsa file in the Archive tab: you still have to register it yourself in the game's .ini file for MO2 to recognize it and tick it (by itself) in the Archive tab.
 

Black Angel

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Why would they even have this issue? Mod Organizer 2 is not a magic tool. In fact, at least until recently (as tested by myself) Mod Organizer 2 doesn't even let you tick the .bsa file in the Archive tab: you still have to register it yourself in the game's .ini file for MO2 to recognize it and tick it (by itself) in the Archive tab.
I wouldn't know why, but reading some posts in the mod's comment section it seems people getting red exclamation mark is a rather common issue for some reason. I'm not insinuating that Mod Organizer *1* as a magic tool (yeah, I'm not using MO2 because I'm too lazy to switch from MO1), just that since I got red exclamation mark even though I've copy-pasted the line to the .ini I still need to tick the meshes.bsa by myself, which is simple enough to do with MO. And it leads to wonder how would people who don't use mod managers such as MO would be able to solve this issue if they ever got it.
 

Risewild

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Risewild do you know if there's any way for non mod manager user to fix the exclamation mark problem if they install the BSA Decompressor?
They have to add it manually to the ini file. There is also a couple other things a user has to consider:
  • If they have a FalloutCustom.ini, they have to add the Meshes2.bsa to the "SArchiveList".
  • If they want to use the GECK, they have to add the Meshes2.bsa to the "SArchiveList" in the GECKCustom.ini.
 
Self-Ejected

aweigh

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why would anyone ever fucking use Tale of two wastelands? That would mean you have to install fallout 3.

Jesus christ people have some fucking self-respect.
 

Black Angel

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Been meaning to ask and only now remember it. Is there any mod out there that allows me to choose dialogue options based on their order in the dialogue window as a hotkey? Like, dialogue option #1 can be chosen by pressing 1 on keyboard, etc etc.
 

Sigourn

uooh afficionado
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Been meaning to ask and only now remember it. Is there any mod out there that allows me to choose dialogue options based on their order in the dialogue window as a hotkey? Like, dialogue option #1 can be chosen by pressing 1 on keyboard, etc etc.

Yes.

Vanilla UI Plus (moddb) + KeyBoy (Nexus). KeyBoy has an MCM that lets you activate that option.
 

Black Angel

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Been meaning to ask and only now remember it. Is there any mod out there that allows me to choose dialogue options based on their order in the dialogue window as a hotkey? Like, dialogue option #1 can be chosen by pressing 1 on keyboard, etc etc.

Yes.

Vanilla UI Plus (moddb) + KeyBoy (Nexus). KeyBoy has an MCM that lets you activate that option.
Noice, already had Vanilla UI+ installed. Thanks a lot, mate.
 

AW8

Arcane
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North of Poland
Pillars of Eternity 2: Deadfire
I have to give a shoutout to my favorite New Vegas mod: Don't Drink Toilet Water. The mod makes quite a drastic change to the game - you can no longer drink from toilets. Hardcore players will have to find somewhere else to quench their thirst!

However, if (for whatever reason) you really need to drink from a toilet: The mod still got your back. You can drink from toilets if you use the following button combination: Be in sneak mode, hold the block/aim button, and then activate the toilet.

A truly essential mod for any New Vegas player!

49797-2-1364479194.jpg
 

Shadenuat

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I've been scouting this thread and thinking about replaying the game with all the cool mods like that deus ex mod or mod which changes character system. I thought FNV system was alright but reading through mods I then decided to check what do stats even do and found out some funny things like

Strength adds multiplicator to all damage instead of flat damage bonus. That is actually very good design imo, an improvement over Fallout 1-2 where 10 str would give you 5 extra damage and heavy handed trait was one of the worst in the game.
Between 1 and 10 Con means having 120 or 300 hp. So it's alright.
But then things become funny
Between 5 int and 10 int difference is in 2.5 skill points/level. In a 50 level system. wowzies. Int 1 gives 10 sp. Now I understand why they did this - low int chars were literally unplayable in F1-2 because you'd get like 3 sp per level which made it impossible to even play dumb dude with a club since you could't level up your club skill. But you could say it means you only want enough INT to get book reading perk that's it.
Perception doesn't affect VATS accuracy. *slow clap* In fact it doesn't much affect anything it seems.
Charisma gives boost to companions, but there are only tops 2 companions. And is barely to never checked in dialogue. *slow clap*
Agility, between 5 and 10 from 65 ap increases ap in vats by whooping 15 (AG x3). *slow clap*
Luck, goes from +1 to skills to +5 to all skills on 10, wins gamez on 7. But it also affects crit chance. However, sneak gives you sneak crit, so...

Of course, all stats affect their respective skills. Intelligence affects one of the funniest ones, and one very useful one (Repair), and between +2 (1 int) to +20 (10 int) it is a nice bonus.

Nevertheless, I cannot but feel the strong arm of Sawyer there. You can feel it in the perks too and general player disappointment with energy weapons.

That system changing mod I've seen actually makes Perception affect accuracy in VATS and stats begin to affects other values stronger (similar how in Fallout 1-2 you could have between 50 carry weight or 275), deus ex mod makes Sneak affect enemy FOV, and realistic recoil makes Strength affect recoil. I'd also like a mod which makes stims addictive like in ATOM don't know if there is one.

If you manage to combine all this together you might really improve on the experience I believe and get the "real" 1st person Fallout with different design schools like Looking Glass stealth school turning crouching sneak skyrim with guns into something difficult.

Also the better faces for NPCs looks oddly similar to grim looks of talking heads of Fallout 1-2, I was very surprised.

Only problem is for now I simply have not enough autism power to install all this and try it out.
 
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Shadenuat

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https://www.nexusmods.com/newvegas/mods/58762

Item Damage: This module causes items in the game world to rot, rust, break, and otherwise degrade over time, transforming them into unusable junk items. Powerful scripts ensure that items will be effected regardless of whether they are in the player's inventory, a container, or dropped into the game world. TWE tracks and applies 6 separate categories of item damage, including time, physical, fire, water, radiation, and EMP. The amount of damage applied to the items in the game world largely depends on the player's actions, and where he stores his items. For example: resting or waiting will cause items to rot, swimming and bad weather will rust or dilute items, combat damage will cause fragile items to break, being set on fire or hit with an explosion will burn items, radiation will cause food and drinks to become irradiated, EMP will scramble electronics.

:abyssgazer:
 

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