It is more complex than it appears on the surface. New players always want to know which mods are recommended for some style of play. The problem is every player's sense of what is most desirable is highly personal and varied. With the limited number of plugins this game permits, people have to pick and choose very carefully, and this limits the number of mods they can have experienced. As has been mentioned before, the new player first needs to determine what is most important to their style of play.
Then they have to prioritize those aspects and get a stable game setup with those mods installed. Only then are they ready to choose mods from Categories such as Quests and Adventures on the Nexus. The mods in a category can be sorted on several criteria, but the default is "endorsements" which is a reasonable indication of popularity. Which in turn is why it is important for players to endorse mods they enjoy.
Alternatively you can try using the "advanced search" capability in the Forums the "gear" at the end of the "search" field at the top of the forum page to look for key terms such as "best quests" in posts made on the specific game forum of interest. Unfortunately the list of forums and sub-forums in the "Find in forum" picklist is not organized alphabetically, so you have to scroll down looking at the entries carefully.
There is a "mod" called the Fallout New Vegas Ultimate Graphic Guide by Wuestenranger which provides that author's recommendations for a "graphics immersive" modded game using both FO3 and FNV texture mods on the description page.
It does go into recommended install order and "adjustments" for the mods. At the very least it is useful for indicating the comparative impact upon FPS of an extensive linked list of various "improved texture" mods by type using a "green-yellow-red" color scheme based upon their experience. The author is not a native English speaker, yet the guide is quite understandable, so don't be put off by minor errors in grammar.
Some people encounter problems with certain quest lines becoming blocked from them because they did not understand how the Faction and Reputation system applies and affects quests.
Factions are about "groups" of individuals and creatures , and they have relationships with other groups. Reputations only affect the player and applies only to factions not individuals ; it never directly affects an NPC or Creature and only applies through their faction relationships.
When the player "messes with" an individual actor or their "owned things" the game then checks the actor's primary faction and adjusts the player's reputation "fame" and "crime" or more accurately "infamy" against that faction two different, independently tracked values. A faction can be "friendly", "allied", "neutral", or "enemies" with another faction.
Your reputation with one faction can affect the reaction of other factions by association. These associated reactions are the most likely cause of unexpected reactions and quests becoming blocked.
The most non-obvious thing is that there are actually several "Legion" factions and "Securitrons", and who knows how many others. This is only available when you start to look at the records of an individual actor in the GECK, which is why most people are unaware of it. The "faction disguise" process is supposed to be your means around these negative effects.
As I am sure you are aware, certain Actors e. Legion Mongrols and Caesar's Guards are not fooled by a disguise. Which means you need to use one of an acknowledge enemy e. NCR whenever you are "messing with" a faction member that is important to a quest e. Legion wherever you can avoid someone who can penetrate that disguise. That way you keep your "undisguised" reputation intact.
Remember only certain combinations of armor and helmet act as a "disguise". If you don't get the message that you now appear to be a member of that faction, you are not "disguised". Ambushing someone will only preserve your reputation without a disguise if: 1 you are hidden and unobserved "sneaking" , and 2 kill everyone in "line of sight" before someone spots you.
Anyone surviving that initial attack has a chance to ID you. Distance is not sufficient on it's own but combined with sneaking may buy you enough time to kill everyone before they get within range for an ID. But at melee distances you better get them all in the initial attack or wear an enemy disguise.
For those who don't want to give up the use of their favorite armor combination regardless of faction association, recommend the mod Faction ID Cards by Morat It will often be the case where you have to uninstall a quest mod once completed in order to make room for another. An uninstall of any mod always has the potential to cause corruption of subsequent save game files. First, consider if creating some "merged plugin" files might not serve your purpose better.
Carefully note the difference between the "merge plugin" referred to here and the "merge patch" file referred to later in this article. They are different techniques serving different purposes. Your best chance to avoid this possibility of corruption requires you make a clean save first.
Even though the procedure is written for Oblivion, it applies to Fallout games as well as they use the same game engine. Use a map marker location such as Goodsprings or Jacobstown as your return destination. Only then can you expect to be able to install another quest mod without problems but this is not guaranteed. Plan ahead. Remember, "unique items" specific to a removed mod will vanish from your game.
If you want to keep them, then don't remove the mod. Otherwise, sell them before your "clean save". The "Rule of One" means only the last loaded plugin that touches on a record, "wins". This is not usually a satisfactory solution as only one plugin is the winner.
Even if other plugins affect different records but are dealing with the same sort of "thing" i. So you might have several dozen plugins loaded, but only a few "winners" if the losers are all dealing with the same common item even if they don't actually change it. The way to get all the plugins to use their records that are not in conflict, and still resolve all the conflicting records to a single "winner", is the use of a "merge patch file" that performs "record level" instead of a broader file or type level resolution.
There are two primary methods of creating such a "merge patch" file: through the use of Wrye Bash "Bashed Patch", or a manually created file.
See the S. Merging Plugins Guide which covers both approaches. Use of "Mod Organizer" is not required. This works fine for most such conflicts. But the xEdit process lends itself to deciding those exceptions where you want an earlier loading record to "win" the conflict instead. This becomes important if you tend to modify your load order with updates to plugins frequently, as you should rebuild your "merged patch s " whenever you do so. You may find the "photo gallery" tutorial Editing records in FNVEdit using creature alteration for the example to be helpful with the basic process.
You can also use xEdit to give "unique" results that none of the plugins provide in effect creating a "new patch plugin" result within the overall patch.
Some suggestions for what and how to merge to reduce the number of active plugins can be found in Merged Plugin Guidelines for Personal Use. Those taking the "manual" approach to creating a "merge patch", as well as mod users in general, need to understand about "Bethesda Software Archive" BSA files, which are very similar to but not the same as other archive format files such ZIP, 7Zip, and RAR, etc.. An archive is a way to package and compress various individual files together to both group related files and save physical disk space.
Bethesda games can read the contents of their respective BSA formats, to include folder paths, without actually extracting the file contents to disk but into RAM memory instead as needed. It isn't exactly clear just how much of the filename has to match, so common practice is "all that is significant enough to distinguish from others" like other "Project" mods up to a blank space. The ESP does not have to contain any actual content, but a file with the correct name must exist.
Without this, the BSA is ignored, and you get the "missing textures" red triangles, etc.. Older tools that have not been kept up-to-date will not have all the correct BSA format changes discovered since.
Always check compatibility first. This is why you always need to run the "Mark Mergable" process before building the BP. While it's documentation is focused on Skyrim, it can be used with FNV. The results will needed to be checked. Please see the wiki article Mator Smash Quick Start. Most people think this means simply using a "higher resolution", large texture image size. They are replacing vanilla assets; thus they overwrite existing files. But this does not mean you can ignore their impact on your game and system.
The situation is more complex than that. Please see the wiki Display resolution versus Image Size article for an explanation of the issues. It is possible to "resize" texture images, but this is generally best done by reducing instead of increasing the image size. The tool developed for this purpose is Optimizer Textures. If you have heard about "PyFFI", it is for reducing the vertices of meshes rather than textures.
That failure to toggle is the most common reason behind most "not working problems". This is usually evidenced by the red triangle with "! The only other reasons for mods to have these "missing element" error indications are that you failed to install all the necessary files such as an ESM or BSA file , or they aren't in the correct location.
Not an uncommon mistake by mod authors, so learn from this. It assumes they are being placed under the game "Data" folder. This example package starts with a "RLS" folder, which the game does not recognize, and so it places that as the "top level" under "Data". Sometimes this "non-standard folder" is the author's name or initials, other times it's the mod name and version, but anything unexpected is treated the same way: as a new folder or file. Most likely when the files are "installed" but aren't found correctly, something similar to this is your problem.
Unpack the mod archive WRP in this instance to some other location and then either rebuild the archive so the top level folders are "Textures" and "Meshes" in other words, without the "RLS" folder from WRP at all , and then install with your mod manager, or manually drag those two folders into the game "Data" folder.
If you want to keep similar in the package, just place it in the top level along with the "Meshes" and "Textures" folders.
Many author's act as if their mod's text file is the only one that might possibly exist in the same location or use the same common name e.
It's very common for people to want to add "improved" scenery texture pack mods that enhance the distant views of the world, such as mountains, trees, and cities on the horizon. What most new to modding don't understand is that this is actually a complex subject. Your "load order" has an effect upon how these distant landscapes and objects are stitched together in "quadrants" or "quads" to form that view. However there are some other tools that can be used to benefit as well such as Landscape LOD generator tes4ll.
There is nothing wrong with re-running them whenever you make any changes to your "load order", just to be sure. However, do remember that nothing is "free".
This is another "beautification" aspect that can adversely impact your game performance; so it should be tested once you have a stable game with your essentials.
Other optional mods such as the " Limestone LOD " mod load before or after those that conflict depending upon which you prefer to win. However, they are usually "fully mergeable" into the "Merge Patch" file. As such, they are not involved in the "record level conflict" resolution process used by "Merge Patch" files. Otherwise the last one installed overwriting gets used where the filenames are the same. It's about pushing boundaries and isolating problems that tend to only show up in the "edge cases".
There are so many possible permutations of mod combinations no one mod creator can test them all. You can't count on anyone else to have tested your particular combination of mods. You want to keep your "test" save files and your "game" save files separate. In very general terms, you want to create a "test character" just for that purpose. Simply take the defaults, unless you are testing a "character overhaul" mod.
But "quick and dirty" is all you need; don't waste time customizing it. Once you get past the character generation, make a "full save" using the Menu "Save Game" option not a quick or auto- save. This will become your "baseline test" starting point; as close to "vanilla" as is practical. Make a backup copy of this save game somewhere else. This is so you can go places a 1st level character normally can't with impunity.
GoodSprings is a good initial test cell because many mods initialize scripts there and you will be able to notice game lag as a result of scripts running pretty quickly. One known culprit in this regard is the "Cheat chest" from the "Weapons of the New Millenia" mod.
If you initially don't see a problem, this is good. But if you do while in GoodSprings after installing a new mod, then you have an idea as to why. Then push outside of the GoodSprings cell just ignore the opportunity to modify your character, which is how you know you're leaving that cell for the first time into the wastelands.
From this point you want to get to areas of the game that stress various aspects of it. Toggle on the console command "tmm 1" to show all map markers so you can "fast travel" to them. But be sure to turn off the built-in game "AutoSave" feature first. You don't generally need save files while testing, and that will corrupt them. If you are testing a mod that adds new locations, be sure to test those locations.
Whatever a mod is supposed to bring to the game is what you need to test as hard as possible to see if it "breaks". Anywhere you see a "loading" screen is changing between exterior and interior cells, or loading a new "worldspace". Things operate differently between the two so be sure you include such cell changes in your tests. When running through the wastelands you will also trigger cell changes, but these will be less obvious.
But they are where your character may seem to momentarily "pause" for no apparent reason. The longer pauses are called "stuttering", and mean you are pushing the limits of what your graphic system can handle. The pause is the result of it having to load graphics out of the video memory VRAM and then load in the graphics from disk. The more "high resolution" your graphics, the less room there is to "pre-load" adjacent cells into the same amount of VRAM, and the more likely you are to get stuttering.
There are also INI file settings that affect this. Once you feel you have tested a new mod addition sufficiently and haven't encountered any unresolved problems, make a new "full save" and leave the mod in your "load order". In future tests, you will probably want to start from this "cumulative modded test" save point, but may on occasion depending upon the mod want to start from the "baseline test" save.
You should delete older test saves between those two just to keep the used disk space down. You do not want to ever remove a mod once you have included it in your saved game file. These usually occur shortly after loading a "save game" in your first 50 or hours of play, or trying to get past the "loading screens" to the game's Main Menu, or after you made a change to your "install or load order". In general, if you haven't changed anything about your game and it suddenly stops working correctly you need to look to other causes: such as software updates to Windows, programming libraries such as ".
Net", or hardware drivers. Older games eventually get dropped from product testing. It is also possible you are having problems with your hard drive. It never hurts to run " chkdsk " and an anti-virus scan. FYI: If you recently had a Windows 10 system update, you only have 10 days to revert to the previous version if you decide to choose that option.
If the vanilla game no active mods launched without problem, most likely you have a Missing Masters problem. All of the following may not apply to your specific situation, but are worth repeating anyway. These are the most common solutions to problems. See the wiki article " Fallout NV Troubleshooting Guide " for tips on getting the basic vanilla game to launch. Once you have an error free setup, only then should you consider installing the mod FNV Mod Limit Fix to increase your plugin cap to More plugins initially will only complicate tracking down the source of your problem.
The game engine still loads every file it finds in the "Data" folder into memory and checks it's references for "master files", regardless of it's "active" state while determining it's "load order". The "master files" are listed in the "file header" of each plugin. This is why they count against your "plugin cap".
If it fails to find any of such referenced masters, it causes a "missing master" CTD without warning. Similarly, if you attempt to load a "dependency" plugin prior to loading a "master" file which is usually, but not always, an ESM file that it depends upon for certain assets i. This is especially true of the vanilla game and official DLC plugins which are masters for many mods.
The "pre-order packs" are dependencies of the vanilla game and expansion DLCs. See the Vanilla "Load Order" section. Installing optional package component files that are not needed can prevent the game from starting. This is the primary reason you can't use a patch file designed for mods you do not have installed, as they will always be missing the "master" plugin of the absent mod and "mysteriously" crash.
Mods often include "asset files" that are placed in sub-folders under "Data", which are used instead of vanilla versions of those files. As the game engine fails to report WHY it crashed under these circumstances, we primarily determine it to be a "missing master" issue by the timing of the crash: when the game is loading files during the display of the "Main Title loading screens" aka "Before the Main Menu" or upon loading a "save game file" aka "After the Main Menu". See the Missing Masters wiki article for detailed instructions on identifying and resolving this issue.
When you run into problems which you will inevitably there is the wiki article Fallout NV Mod Conflict Troubleshooting. It will help you narrow down the most commonly asked questions so you can get more directed help faster. It also contains links to all sorts of essential tools and stability mods, as well as some specific problems and solutions. It's always useful to post your "Load Order" LO with your problem description.
Use the "Special BBCode" button in the Forum "Reply" menu bar as the third icon from the left in the top row, next to and left of the "Font" pick-list field to put the LO in "Spoiler" tags. Screenshots are not the best way to convey your LO, because they usually can't include everything in one image.
It's under the ":" with three dots to the extreme right in it's menu bar. Most "mod managers" have a similar "LO List" capability. But the total number of mods you have installed in the DATA folder is also important, because even inactive plugins are counted against the so-called " cap".
LOOT provides both numbers: active and total installed. For help interpreting an error log, please see the How to read most Bethesda game error logs wiki article. Modding a game takes time if you want the mods to work well together and be stable. Rushing the process will invariably lead to problems.
Take the time to read and learn about the many new things that are involved, and you will have a much more enjoyable game when you are finished with the preliminaries. Within the Bethesda gaming community the primary two graphic enhancements other than texture replacements used are: the ENB Series and the SweetFX Suite of shaders though others exist. They are "post processing" effects to enhance the graphic feel of the game as the cost of some processing power and "frames per second" FPS.
Their installation can make changes to the INI files in your "User" account folder. I would suggest you skip them for the time being, until you get a stable game going.
If your average FPS is below 30, any post process shader is going to be a massive hit according to this Steam Community thread. Only if you are then still interested, the following may be helpful. They are two different approaches to the same issue and can be used together if your system can handle the load. Though likely you will have to learn the meaning of the configuration settings to deal with potential conflicts between them, they are considered generally complementary.
Those settings, however, are very specific for technical effects and will require educating yourself. The "ENB Series" is developed by Boris Vorontsov and consists of a version for a specific game, and is available in either a "wrapper" or "injector" format depending upon which your system and game needs to work. Some people can get the preferred "wrapper" version to work with FNV, while others are forced to the "injector" version.
And then there are various "presets" for both available for download from the Nexus, which are specific configurations developed by the authors and users to produce specific graphic atmospheres.
These are a matter of personal preference. Note that some "presets" make use of files that appear in the game "load order". The How to ask for help wiki article applies to any game. Read it before posting any problem not found in the resources listed here in the forums to speed up getting to the correct solution. The time you are wasting otherwise is not just your own. For help on how to use features of the Forum Software such as linking or embedding images, see the wiki How to markup images etc in forum posts and comments article.
It provides a learning roadmap, a starting point and guide to progression; not a tutorial. Consider it a collection of suggestions, tips, and links to more detailed tutorials, articles, videos, and tools. Be sure to look over the "Programs and Tools" section first to obtain those tools you will need to work with this older bit game. The "latest and greatest" versions are not usually the correct, compatible choice. The GECK itself is a very buggy tool and this article includes setup solutions, warnings, and customization tips to help get you past those early frustrations.
From Nexus Mods Wiki. Jump to: navigation , search. The "Creation Engine" offers "basic real-time shadows and more detail to distant objects. The updated version of the "Creation Engine" While some might be compatible with sharing the plugin with xEdit , others grab the file with a "write lock" to prevent any other program from changing things.
Play it safe and give xEdit exclusive access unless you are absolutely positive they are compatible. ESP, then each group is sorted by plugin's file timestamp.
The order of masters in plugins doesn't affect anything. The Steam Cloud allows games and the platform to utilize cloud storage hosted by Steam. Games can utilize Steam Cloud for storage of many different types of data, including game settings, save games, profile stats and other user-specific bits.
Many Steam client settings are also saved via the cloud, including categories, friend nicknames and anything changed via the Steam client Settings menu. These settings will persist on an account regardless of which machine it is logged into, as the settings are pulled from the cloud upon login. These files need to be changed as well.
You can always expect Steam to report it restored at least one file. If you use a "mod manager" the question arises as to how a "clean install" will affect your often extensive collection of mods. If your mod manager uses "profiles", make note of that location as well. If any of these are located under the "game install folder", then you need to copy them to a different location which is not, and point your mod manager to that new location later on.
The first step is to open the archive, find and inspect the readme. Particularly, you need to review the install and uninstall sections. These will tell you how to perform a manual installation, and which files to use, depending on your preferences. If there are any options, I recommend that you extract the mod to a temporary location such as a new folder on your desktop , and adjust the contents of the mod to your liking.
After making your adjustments, you may want to re-zip the file. In this case, proceed as when adding a fomod ready mod. Open the Package Manager and press deactivate:. After installing a new mod, you may need to adjust your load order. Many mods have comments on where they should be placed in the load order.
This warning comes when plugin files are placed in subdirectories. Usually this happens when modders place optional esps in subdirectories. In this case you should extract the mod to a temporary location and read the readme. After reviewing your options, adjust the contents of the mod to your liking and try again. If the file already exists, it means that the mod you are installing is overwriting a file from another mod.
This error happens when you have installed Fallout 3 to the default location, and FOMM does not run with Administrator privileges. There are a number of fixes. It will save you a lot of trouble in the future. A more in depth description of the problem can be found here. The next tutorial will investigate the FOMOD file format in depth, and it will be demonstrated how to customize it for your mod.
You can follow any responses to this entry through the RSS 2. You can leave a response , or trackback from your own site. Hi, thanxs for the guide! I just have one question, if I want to install fook2 1. Then you need to wait while FOMM inspects and installs the mod. I have the mod I want in the package manager, but how do I actually get it to go into the game? You highlight the mod and press Activate as shown in this screenshot. If you press Activate, does the mod get a checkmark next to it?
Does the mod come as a. You see, some modders package their mods in ways that FOMM has trouble understanding. It is a. Though its still not showing up in the order list I got it working in game, had to select Archive Invalidation in the tool tab. Just wanted to say thanks for this guide. When im try to activate my mode at package manager i cant, there a massage show cannot install mod,see script exception for more detail. I already install. TargetInvocationException: Exception has been thrown by the target of an invocation.
CreateNativeFont at System. CreateInstallationForm at Script. OnActivate — End of inner exception stack trace — at System. First step is to ensure that you have the latest version of FOMM. You can download it from sourceforge or Fallout 3 Nexus.
If that does not help and this is your own mod , please paste the script into a post here, so I can take a look at it. If it is not your own mod, you can contact the mod author with a bug report or ask at the sourceforge forum or the comments tab in Fallout 3 Nexus.
Nice overview of FOMM, I have used this program for a few months now and does a nice job, but to really have things work well with all the various fun mods out there you need to look into using FO3Edit.
Then FOMM handles the rest really well. The mod was not uninstalled. I found a fix for this. Download the mod that it says wont uninstall, and manually put the FOMM folder into the mod folder.
Then start FOMM. Most likely it is because it cannot find your F3 or F:NV install directory. I think the default is. As such, you can place them wereever you want, but I suggest somewhere outside of your Program Files folder. Alternatively, wherever you store your mods is also convenient. A manual installation should work fine, but you loose the advantages of the package manager, i.
You could also ask at the nv nexus page , but it seems that no one is answering questions there. Also, you could ask at the release thread on the official forums, but I have no idea how active the community is.
I have been getting this crashdump for about a month. Everytime I click check for updates it will find the update, and update it, then I get this crashdump and fomm shuts down. I have been running this version ever since it came out. I have tried older versions, changing locations where things are saved, upgrading and reinstalling. I have searched the forums and tried anything that looks even close to this.
Sunday, March 20, — AM Fomm 0. FormatException: Input string was not in a correct format. OnClick EventArgs e at System. HandleClick EventArgs e at System. The error message implies that Ed installed New Vegas at the default location, which is a bit of a problem as the contents of the Program Files folder is protected by Windows.
MTUI is the only one that is an actual game plug-in. The rest are injectors or engine plug-ins. They cannot appear on the mod list. Not to mention that the 4GB patch is uninstallable through a mod manager, since it is a direct patcher, you need to run it.
Run that as any other patcher program. Last edited by talgaby ; 14 Dec, am. Thank you. That explaines a lot. The MTUI does not appear in the list. So I chosed the manual installation and now it runs fine. So there is only one thing that bothers me: How can I check that injectors and engine plug-ins are running fine?
If NVAC is in the right folder, it will work. If it returns a number,you are good. That was a misunderstanding. They even state this quite clearly. I just used the "Requirements" tab on Nexus. That was my fault. But for NVSR that info is missing.
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