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Let's Go Shopping With Sigourn's Personal Picks of New Vegas' 500 Most Endorsed Mods

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
It makes trap detection work in a sensible way.
I know what those other mods have, but you really need only parts of them. No any kind of "realistic" lighting, just dark nights.
And just backpedaling, without the JSawyer component.

lStewieAl's Tweaks has slower backpedaling and you can toggle everything else off. Regarding trap detection, no mod does it like I would want it to be: make traps invisible unless your Perception is high enough to trigger their visibility. Which is how FO1/FO2's worked, anyways.
 

Master

Arbiter
Joined
Oct 19, 2016
Messages
1,160
But Traponator does almost that. It makes traps light up green when you crouch, if you have the stats. Sure, they arent invisible but they might as well be since they are brown, like the rest of the game.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
If you feel like going over more of the top 250, I would definitely be interested. No pressure, though. I won't be revisiting FONV for a long time.

Well, let's see:

21. The Someguy Series: I simply think this guy's mods aren't good. People seem to vastly disagree.
22. A World of Pain: this one is a complete mess when it comes to balance, logic, performance, polish, and compatibility.
23. Unlimited Companions: outdated and known to be buggy.
27. 4GB Fallout New Vegas: outdated (use the 4GB patcher on the OP instead).
28. MTUI: Vanilla UI Plus is much better.
29. New Vegas Bounties II: more Someguy mods that are bad.
31. Electro-City: buggy, unpolished, and not something you want to uninstall mid playthrough. Simple Street Lights is better. But I prefer no street lights mod, it's just weird.
33. Pip-Boy Readius: doesn't fit Fallout.
35. Beauty Pack Project Mikoto: terrible, terrible, terrible.
36. Weapons of the New Millenia: somewhat unbalanced, but my biggest issue is that the extremely high quality weapons clash too much with the vanilla ones.
38. Bouncing Natural Breasts: the bouncing looks bad.
39. Mission Mojave: stay away from this. I suspect the people who constantly complain about FNV's stability use this mod instead of YUP. Probably running it in combination with A World of Pain as well.
42. Unified HUD Project: outdated (use User Interface Organizer instead).
44. Project Nevada - Extra Options: it requires the worst modules of Project Nevada to be installed before you can install this... a shame.

Note: Type3 Body and Armor Replacer (plus its DLC add-ons) and Robert's Bodies are pretty good mods that I didn't list because Codexers would make fun of me.

46. FNV Sexual Innuendo: just... no. Sex animations are terrible, plus you run into compatibility issues.
47. Roleplayers Alternative Start New Vegas: this is personal opinion, but I never liked alternate start mods in any RPG.
48. Fallout New Vegas ArchiveInvalidation Invalidated: outdated, MO2 takes care of that.
50. CONELRAD 640-1240 - Civil Defense Radio: this fits Fallout 3 much better than it does New Vegas.
51. Sprint Mod: any sane person should play with JSawyer Ultimate, which already includes a sprinting feature.
52. Wasteland clothing Hires retexture: I don't play with texture mods, broadly speaking.
53. Fellout: Clarity and Realistic Wasteland Lighting are better alternatives.
54. The Inheritance: Someguy, yawn.
56. Fallout - New California: a massive joke.
58. Classic Fallout Weapons - New Vegas: I saw one Codexer recommend this mod once. This is the diametrical opposite to Weapons of the New Millenia: people, somehow, made weapons that looked far worse than vanilla New Vegas'.
59. Underground Hideout New Vegas V4-4: this is my fault, as I don't use house mods, but it is the most endorsed so it has to be good. Right?
60. Monster Mod: doesn't fit Fallout at all.

And it goes on and on. The big issue here is that I don't have my mod list handy to publish to give you an idea as to what I consider to be good mods. Of New Vegas' 20,000 mods, I would play with about 500, but you get the plugin limit far too quickly (not to mention incompatibilities), so I have to sacrifice my setup down to 200 mods or so (since you can still merge the simpler plugins).
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,514
Location
Grand Chien
I'd definitely be interested in looking at your mod list. I have played FONV an absurd number of times, but I have one more build idea that I'd like to try out. I was planning on waiting to see what came of the FONV-in-Fallout 4 project, but maybe I could be motivated to play FONV-in-FONV... one more time...

I've also never played with JSawyer's mod in any incarnation, IIRC
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
I'd definitely be interested in looking at your mod list. I have played FONV an absurd number of times, but I have one more build idea that I'd like to try out. I was planning on waiting to see what came of the FONV-in-Fallout 4 project, but maybe I could be motivated to play FONV-in-FONV... one more time...

I've also never played with JSawyer's mod in any incarnation, IIRC

I got plenty of time tomrrow. I'll see about whipping up a list.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
Here's the mod list I've worked on.

I divided it by categories:
  • Utilities: for mod support.
  • Patches: anything from bugfixes to tools that increase the game's performance and stability.
  • User Interface: mods that expand on the user interface's capabilities.
  • Consistency: mods that maintain some consistency between the game and the setting, or mods that are "logical" without actually impacting on the gameplay. e.g.: casinos are supposed to be lively -> Populated Casinos; a quest indicates that X should happen -> mod makes X happen.
  • Quality of Life: mods that improve on different miscellaneous aspects of the game to deliver an overall better experience. For the most part these mods do not add, but instead REMOVE annoying aspects of the game.
  • Restored Content: I played it safe here, so it's a bunch of minor restoration mods, with the biggest mod (Uncut Wasteland) restoring stuff that was deleted AFTER the game was released due to the patching process.
  • Visuals: mods that improve on the game's visual aspects, usually in the form of effects and other changes that don't rely on retextures or new meshes.
  • Models and Textures: this is the counterpart to visuals, as these mod consist of new meshes, new textures. The mods featured here are based on personal annoyances with the game as opposed to "let's HD everything". The one exception people will probably look at is ADAM Reborn: the mid is featured here so that you can install the most barebones package that adds the proper visual gadgets to the NCR helmet as seen on the game's cover art.
  • Radio: two very good radio mods, the best ever.
  • Content: five mods that add two brand new pieces of armor, more enemies to fight on the wastes, and another that modifies one of the game's quests to be more impressive and appealing.
  • Gameplay: Google Sheets makes this appear just after Patches (stupid sorting). These are pure gameplay mods. Of note is Yukichigai Gameplay Tweaks: this is a HEAVILY edited release of the original Yukichigai Gameplay Tweaks found on Nexus. I removed plenty of mods that sucked or that were simply unnecessary. It's all there in the Readme.
I also divided the mods based on how "important" they are:
  • Primary: I wouldn't play without these.
  • Secondary: really good mods.
  • Tertiary: neat mods but one can safely skip them and the overall experience won't be really harmed.
If you stick with the Primary mods, patching will be needed but with the appropiate load order you will achieve a reasonable degree of compatibility. What's important is that, if it is NOT on this list, then it really won't make a significant positive impact on your game. If it is really, REALLY good, then it is here.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
What kind of patching we talking about?

Compatibility patches. For instance, I know Mojave Raiders modifies Raider records, and so does Character Expansions Revised. So you want to make a patch that includes the changes from both mods.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
Possible to install all of these mods at once as a package?

Possible? Yeah.
It would be a pain in the ass for the person who creates the package, and for the user if they decide they don't like the package and want to change something.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
Possible to install all of these mods at once as a package?

Possible? Yeah.
It would be a pain in the ass for the person who creates the package, and for the user if they decide they don't like the package and want to change something.
You know about Automaton, right?

https://www.nexusmods.com/skyrim/mods/97223

Cool stuff. I've never being against the idea of facilitating mod downloads for users, e.g. making one single file for people to download, extract, and find the hundreds of individual mods inside in separate .zip files.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,514
Location
Grand Chien
Well the Automaton file just automates the downloading & installation procedures. Everything is sourced from the Nexus
 

Beastro

Arcane
Joined
May 11, 2015
Messages
9,659
Location
where east is west
But Traponator does almost that. It makes traps light up green when you crouch, if you have the stats. Sure, they arent invisible but they might as well be since they are brown, like the rest of the game.

Wait that mod doesn't make them more lethal or something?

I could see making the traps deadiler, not making them even more worthless than they are in the base game.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
I could see making the traps deadiler, not making them even more worthless than they are in the base game.

This is actually why I'm against Realistic Weapon Damages, and why I feel people haven't really thought much of how said mods impact on the game's balance.
Realistic Weapon Damages makes it extremely easy to die. But it also makes it extremely easy to get out of a fight unharmed. Because 99% players don't do iron man runs, this means that they will most likely end up reloading and getting through a fight unharmed/barely harmed.
On the other hand, playing without such a mod means you are more likely to take hits and thus have more need of Stimpaks and the like. Something like RWD in particular doesn't account for ammo availability, so because everything dies easier you end up using less bullets, leading to excess ammo.

My 2 cents on the matter. I never liked lethal traps. If I step on a trap, I want to live with the consequences (i.e. injured character) as opposed to being forced to reload (i.e. dying).
 

Beastro

Arcane
Joined
May 11, 2015
Messages
9,659
Location
where east is west
My 2 cents on the matter. I never liked lethal traps. If I step on a trap, I want to live with the consequences (i.e. injured character) as opposed to being forced to reload (i.e. dying).

I'm not wanting one shot traps, just ones that actually do something.

I think my main issue are the bear traps.

The swinging traps are easy to avoid; mines, grenade bouquets and tripwires are easy to spot and disarm but they all do decent damage. The bear traps never seemed to and were just an annoyance which is worse given that they seemed to be the most common.

I agree one shot traps wouldn't be a good thing, rather I'd prefer the swinging ones and bear traps to either injure as you prefer, or do a large range of percentile damage that would make up for their weaknesses, so you screw up and wind up losing a good chunk of health cursing that you should have been more careful.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
My 2 cents on the matter. I never liked lethal traps. If I step on a trap, I want to live with the consequences (i.e. injured character) as opposed to being forced to reload (i.e. dying).

I'm not wanting one shot traps, just ones that actually do something.

I think my main issue are the bear traps.

The swinging traps are easy to avoid; mines, grenade bouquets and tripwires are easy to spot and disarm but they all do decent damage. The bear traps never seemed to and were just an annoyance which is worse given that they seemed to be the most common.

I agree one shot traps wouldn't be a good thing, rather I'd prefer the swinging ones and bear traps to either injure as you prefer, or do a large range of percentile damage that would make up for their weaknesses, so you screw up and wind up losing a good chunk of health cursing that you should have been more careful.

I don't know if JSawyer Ultimate increases how harmful traps are. But I reckon it should be easy to mod that into the game.
 

Zer0wing

Cipher
Joined
Mar 22, 2017
Messages
2,607
Sigourn Anything about Solid Project you can say? It was among top tier mods of recent times on the nexus list until it was taken down.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,766
Sigourn Anything about Solid Project you can say? It was among top tier mods of recent times on the nexus list until it was taken down.

Wasn't it animations mostly, or something along those lines? Anyhow, I tend to stay away from "fluff" mods such as Solid Project.
Really, I suggest anyone modding any game to only install mods after they have encountered such an "issue" in the base game, e.g.
  1. Faction armor is fucked.
  2. Minigames are shit.
  3. Everyone looks like ass.
  4. Recoil is crap.
Then I can start suggesting mods:
  1. Faction Armor Redone.
  2. Immersive Minigames or Bypass Minigames.
  3. Character Expansions Revised.
  4. Immersive Recoil.
The thing I don't like about mod lists, and this is something I blame on mine too, is that you end up suggesting lots of stuff the reader may have never thought of, but you end up pushing him towards instalilng them because the reader thinks "oh that's neat". The issue is when the reader ends up installing 4 mods that were solutions to problems he had and noticed, but 150 "oh that's neat" mods.

An interesting Codex exercise would be to have everyone speak out on what they didn't like about New Vegas, so we can have a Codex Community Setup that tries to fix all of those problems.
 

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