Article View: comp.sys.ibm.pc.games.rpg
Article #719977Re: Fallout 4 News - Out 2015
From: Justisaur
Date: Sat, 29 Jun 2013 20:59
Date: Sat, 29 Jun 2013 20:59
62 lines
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5213 bytes
On Friday, June 28, 2013 7:29:02 AM UTC-7, Anssi Saari wrote: > Justisaur <just...@gmail.com> writes: > > Any recommendations on mods? Mostly I used just one mod for both FO3 and > > NV, it was the one that made the consolitis-huge fonts a little smaller. > For fallout 3... I'm currently using a ton of them. looking down my list... Absolute must haves: 1. Fallout Mod Manager - makes installing mods easy. 2. DarNified UI - fixes consolization of menus, must have. 3. 3gb enabler - you're stuck with 2gb of memory max without it. 4. Archive Invalidation Invalidated - required for graphics changes 5. Unofficial Fallout 3 Patch - fixes a ton of things 6. Dual Core fix - assuming you have dual cores. 7. Frag grenade fix - grenades don't bounce 8. Auto Aim fix - allows you to fire at what you are aiming at. 9. XPreward Hotfix - fixes xp to be the same as very easy no matter what harness you are playing at. Graphics improvements: 1. NMC texture pack - non living graphics improvements, a bit dark, but the only one I can find that does everything, have to put brightness to max with it and it looks o.k. 2. Fellout - fixes the sky so it isn't a green cloud, everything looks better outside 3. Fellout lighter night - fixes fellout so it isn't quite pitch black at night 4. Fallout Redesigned - improves human faces considerably. Other mods: Martigen's Mutant Mod - approximately doubles (or more if you want) the number of enemies and makes them a bit more interesting. I really like this one, it's almost a must have. DC interiors - adds a ton of places inside DC to explore, I didn't really think I'd like this, but it got rave reviews, so I tried it, and found myself pleasantly surprised. GNR Enhanced - adds around 100 songs to GNR in the same style. Eve - Energy weapons mod, This mod's given me the most trouble with loading, energy weapons are nicer, but still not quite as nice as I think they should be. Fallout Wanderer's edition - I left this for last because I'm somewhat conflicted about it, it's got a lot of stuff I love, but a lot of stuff I hate. It's a complete overhaul and it'd take somewhere between 10-20 other mods to do what this does. It makes the game considerably harder. You can disable most of the stuff you don't like if you want though. Some of the stuff I really like and don't think I'd want to play without from FWE: 1. Sprint Mod - you can spend AP to sprint really fast. 2. Primary Needs - you have to eat & drink or you start getting penalties, also removes bonus HP from most food. 3. Able to wear power armor without being trained, although don't get full benefits. 4. Able to have 1 follower per 2 points of cha & far better AI & control of those. 5. Alternate starts, I tried out starting out as a high karma regulator, and that was a nice change from the vault. There's still a couple things I don't like that you can't turn off though, it changes the skill books to give a small perk instead, but only if you read all of them. It overhauls the perks, but they seem even more useless than they did before. It rebalances all the weapons and adds a lot more including some of the old fallout 1/2 ones, it seems like it's biased to small guns so far, I'm not entirely against this, but I'm not sure I really like it. A whole bunch of other stuff I haven't mentioned that you can turn off or try different settings for. Other 'fun' mods I'm using(not really needed, but I found them interesting enough to mention): BlackWolf Backpack - Adds backpacks which allow you to carry up to 70kg more. I never seem to have enough space. The vendor restock is a bit annoying. Robco Certified - Adds the ability to repair, modify and control robots. You need to spend perks and have high repair & science to do this, but there are a couple robots you can just buy too. Drivable Motorcycle - A bit fun, you can add miniguns, flamers or rocket launchers to your motorcycle. - Justisaur
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