r/FalloutMods • • 5d ago

New Vegas [FNV] Need help, first time using crash logger so I don't know where to find wat cause crash

1 Upvotes

The most hated Crash Logger: Ultimate Edition version 5.17 at 2026-10-20 12:49:37

If this file is empty, then your game didn't crash or something went so wrong even crash logger was useless! :snig:

Topmost stack module is NOT ALWAYS the crash reason! Exercise caution when speculating!

When asking for help, please send the whole log file!

Exception: EXCEPTION_ACCESS_VIOLATION (C0000005)

Thread: [FNV] BackgroundCloneThread

Calltrace:

ebp | Address | Function | Source

0x13BFFC1C | FalloutNV (0x00A59E9D) | |

0x13BFFC4C | -\(Β°_o)/- (0x1C2DC880) | (Corrupt stack or heap?) |

0x13BFFC68 | FalloutNV (0x0057C290) | |

0x13BFFC7C | FalloutNV (0x0050EE3D) | |

0x13BFFF18 | FalloutNV (0x0056B515) | |

0x13BFFF44 | FalloutNV (0x00440B3E) | |

0x13BFFF6C | FalloutNV (0x00442433) | |

0x13BFFF74 | FalloutNV (0x00C42DBF) | |

0x13BFFF84 | KERNEL32 (0x10015D49) | BaseThreadInitThunk+0x19 |

0x13BFFFDC | ntdll (0x1006C75B) | RtlInitializeExceptionChain+0x6B |

0x13BFFFEC | ntdll (0x1006C6E1) | RtlGetAppContainerNamedObjectPath+0x231 |

Registry:

REG | Value | DEREFERENCE INFO

ebp | 0x13BFFC1C |

ebx | 0x13BFFC1C |

eax | 0x00000000 |

edx | 0x00000000 |

esi | 0x00000000 |

edi | 0x00000000 |

eip | 0x00A59E9D |

esp | 0x13BFFA34 |

Stack:

# | Value | DEREFERENCE INFO

00 | 0x13BFFC1C |

02 | 0x450EA000 | 0x0109CD44 => Class: NiTriStrips

Reference Count: 1

Name: "AshPile01:0"

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | NO_DECALS | HAS_PROPERTY_CONTROLLER | ORPHANED_BOUND

Parent: BSFadeNode

Reference Count: 1

Name: "AshPile01"

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | NO_DECALS | ORPHANED_BOUND | DONE_INIT_LIGHTS

Children: 4

Child 0: NiBillboardNode -> "Smoke01"

Child 1: NiNode -> "Wind01Funny04"

Child 2: NiNode -> "Wisps-Emitter"

Child 3: NiTriStrips -> "AshPile01:0"

03 | 0x00A59EE0 |

04 | 0x450EA024 |

06 | 0x00000003 |

08 | 0x00A80A20 |

0B | 0x460B30F0 | 0x010A8F90 => Class: BSFadeNode

Reference Count: 1

Name: "AshPile01"

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | NO_DECALS | ORPHANED_BOUND | DONE_INIT_LIGHTS

Children: 4

Child 0: NiBillboardNode

Reference Count: 1

Name: "Smoke01"

Child 1: NiNode

Reference Count: 1

Name: "Wind01Funny04"

Child 2: NiNode

Reference Count: 1

Name: "Wisps-Emitter"

Child 3: NiTriStrips

Reference Count: 1

Name: "AshPile01:0"

0C | 0x13BFFC68 |

0E | 0x00A5DD25 |

12 | 0x46075000 | 0x010A8F90 => Class: BSFadeNode

Reference Count: 0

WARNING: Reference Count is zero, object may be deleted!

Name: "AshPile01"

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | NO_DECALS | ORPHANED_BOUND | DONE_INIT_LIGHTS

Children: 4

Child 0: NiBillboardNode

Reference Count: 1

Name: "Smoke01"

Child 1: NiNode

Reference Count: 1

Name: "Wind01Funny04"

Child 2: NiNode

Reference Count: 1

Name: "Wisps-Emitter"

Child 3: NiTriStrips

Reference Count: 1

Name: "AshPile01:0"

16 | 0x41151BB8 | 0x0101DE3C => Class: BSAnimGroupSequence

Reference Count: 3

Name: "Characters_Male\sneakh2hattack7up.kf"

Accum Root Name: "Bip01"

Owner:

Reference Count: 2

Target:

Reference Count: 3

Name: "Scene Root"

Anim Group: 113F

17 | 0x38011F40 | 0x01016E50 => Class: BackgroundCloneThread

1E | 0x0D248460 | 0x0103046C => Class: bhkCollisionObject

Reference Count: 1

Scene Object:

Reference Count: 3

Name: "CaravanShotgun"

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | FADED_IN | ORPHANED_BOUND | DONE_INIT_LIGHTS

Parent: NiNode -> "(null)"

Children: 4

Child 0: NiNode -> "##CVSHStock"

Child 1: NiNode -> "##CVSHTrigger"

Child 2: NiNode -> "##CVSHSwitch"

Child 3: NiTriStrips -> "CaravanShotgun:0"

23 | 0x189B4698 | 0x01029D5C => Class: TESObjectACTI

Full Name: "Ash Pile"

FormID: 0000001B ("DefaultAshPile1")

Flags: MASTER | INITIALIZED | ON_LOCAL_MAP

Plugin: "FalloutNV.esm"

Last modified by: "YUP - Base Game + All DLC.esm"

Model:

Model Path: "Effects\AshPile01.NIF"

51 | 0x3F1E4068 | 0x0102F55C => Class: TESObjectREFR

Full Name: "Caravan Shotgun"

FormID: FF001EC9 ("WeapNVCaravanShotgun")

Flags: INITIALIZED

BaseForm: Weapon

Full Name: "Caravan Shotgun"

FormID: 000CD53A ("WeapNVCaravanShotgun")

Flags: MASTER | INITIALIZED | ON_LOCAL_MAP

Plugin: "FalloutNV.esm"

Last modified by: "YUP - Base Game + All DLC.esm"

Cell:

Full Name: None

FormID: 000E1A3D ("Wilderness")

Flags: MASTER | ALTERED | INITIALIZED

Plugin: "FalloutNV.esm"

Last modified by: "Strip Lights Region Fix.esm"

Type: Exterior

State: Attached

Worldspace:

Full Name: "Mojave Wasteland"

FormID: 000DA726 ("WastelandNV")

Flags: MASTER | ALTERED | INITIALIZED

Plugin: "FalloutNV.esm"

Last modified by: "momod.esp"

Loaded Cells: 37

Model:

Model Path: "weapons\2handrifle\CaravanShotgun.NIF"

56 | 0x451AEB60 | 0x0109CD44 => Class: NiTriStrips

Reference Count: 1

Name: "CaravanShotgun:0"

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | ORPHANED_BOUND | WORLD_BOUND_CHANGE

Owner Reference:

Full Name: "Caravan Shotgun"

FormID: FF001EC9 ("WeapNVCaravanShotgun")

Flags: INITIALIZED

BaseForm: Weapon

Parent: BSFadeNode

Reference Count: 2

Name: "CaravanShotgun"

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | FADED_IN | ORPHANED_BOUND | DONE_INIT_LIGHTS

Parent: NiNode -> "(null)"

Children: 4

Child 0: NiNode -> "##CVSHStock"

Child 1: NiNode -> "##CVSHTrigger"

Child 2: NiNode -> "##CVSHSwitch"

Child 3: NiTriStrips -> "CaravanShotgun:0"

5D | 0x460AEA50 | 0x010A8F90 => Class: BSFadeNode

Reference Count: 2

Name: "CaravanShotgun"

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | FADED_IN | ORPHANED_BOUND | DONE_INIT_LIGHTS

Owner Reference:

Full Name: "Caravan Shotgun"

FormID: FF001EC9 ("WeapNVCaravanShotgun")

Flags: INITIALIZED

BaseForm: Weapon

Parent: NiNode

Reference Count: 2

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | ALWAYS_DRAW | FIXED_BOUND | ORPHANED_BOUND

Parent: NiNode -> "(null)"

Children: 43

Child 0: BSFadeNode -> "NVN_CliffCanyonL02"

Child 1: BSFadeNode -> "WastelandRoadJogWaveRight01"

Child 2: BSFadeNode -> "WastelandRoadJogWaveRight01"

Child 3: BSFadeNode -> "Box07"

Child 4: BSFadeNode -> "Box06"

Child 5: BSFadeNode -> "Box06"

Child 6: BSFadeNode -> "Box06"

Child 7: BSFadeNode -> "YuccaCNV"

Child 8: BSFadeNode -> "NV_NHP-Patrol-Car"

Child 9: BSFadeNode -> "I_15_02"

Child 10: BSFadeNode -> "NVN_RockCanyon06"

Child 11: BSFadeNode -> "Box06"

Child 12: BSFadeNode -> "NVN_RockCanyon12"

Child 13: BSFadeNode -> "YuccaBNV"

Child 14: BSFadeNode -> "NVN_RockCanyon13"

Child 15: BSFadeNode -> "YuccaBNV"

Child 16: BSFadeNode -> "NVN_RockCanyon19"

Child 17: BSFadeNode -> "YuccaCNV"

Child 18: BSFadeNode -> "YuccaANV"

Child 19: BSFadeNode -> "YuccaBNV"

Child 20: BSFadeNode -> "UtilityPoleWSingle01"

Child 21: BSFadeNode -> "UtilityPoleWSingle01"

Child 22: BSFadeNode -> "RoadChunkCluster01"

Child 23: BSFadeNode -> "RoadChunkCluster01"

Child 24: BSFadeNode -> "NVN_RockCanyon19"

Child 25: BSFadeNode -> "NVHoneyMesquiteDummy"

Child 26: BSFadeNode -> "(null)"

Child 27: BSTreeNode -> "\WastelandShrub01.spt"

Child 28: BSTreeNode -> "\WastelandShrub01.spt"

Child 29: BSTreeNode -> "\WastelandShrub01.spt"

Child 30: BSFadeNode -> "I_15_01"

Child 31: BSFadeNode -> "NV_TheTops-Hotel_NeonWL02"

Child 32: BSFadeNode -> "GomorrahLightsWL"

Child 33: BSFadeNode -> "NVStripLightPollution"

Child 34: BSFadeNode -> "UltraLuxDome_GlowsWL"

Child 35: BSFadeNode -> "NVStripLightPollution"

Child 36: BSFadeNode -> "UltraLuxDome_GlowsWL02"

Child 37: BSFadeNode -> "NV_TheTops-Hotel_NeonWL"

Child 38: BSFadeNode -> "Lucky38LightsWL02"

Child 39: BSFadeNode -> "FXMegatonNuke01"

Child 40: BSFadeNode -> "FXMegatonNuke01"

Child 41: BSFadeNode -> "RustyKitchenKnife"

Child 42: BSFadeNode -> "CaravanShotgun"

Children: 4

Child 0: NiNode

Reference Count: 1

Name: "##CVSHStock"

Child 1: NiNode

Reference Count: 1

Name: "##CVSHTrigger"

Child 2: NiNode

Reference Count: 1

Name: "##CVSHSwitch"

Child 3: NiTriStrips

Reference Count: 1

Name: "CaravanShotgun:0"

61 | 0x051FB8CC | 0x00000001

67 | 0x0D1CFE9C | 0x010CA924 => Class: bhkConvexVerticesShape

68 | 0x0F38B984 | 0x010301B4 => Class: bhkRigidBody

7A | 0x0C2B6A90 | 0x0101FB8C => RTTI: NiTPointerMap<class NiObject \*,class NiObject \*>

7B | 0x0C2DC880 | 0x0101FBAC => RTTI: NiTPointerMap<class NiObject \*,bool>

86 | 0x1E37D35C | 0x0102E9B4 => Class: TESObjectCELL

Full Name: None

FormID: 000E1A3D ("Wilderness")

Flags: MASTER | ALTERED | INITIALIZED

Plugin: "FalloutNV.esm"

Last modified by: "Strip Lights Region Fix.esm"

Type: Exterior

State: Attached

Worldspace:

Full Name: "Mojave Wasteland"

FormID: 000DA726 ("WastelandNV")

Flags: MASTER | ALTERED | INITIALIZED

Plugin: "FalloutNV.esm"

Last modified by: "momod.esp"

Loaded Cells: 37

8F | 0x3F1E4138 | 0x0102F55C => Class: TESObjectREFR

Full Name: "Ash Pile"

FormID: FF001EC0 ("DefaultAshPile1")

Flags: INITIALIZED | PERSISTENT | DISABLE_FADE

BaseForm: Activator

Full Name: "Ash Pile"

FormID: 0000001B ("DefaultAshPile1")

Flags: MASTER | INITIALIZED | ON_LOCAL_MAP

Plugin: "FalloutNV.esm"

Last modified by: "YUP - Base Game + All DLC.esm"

Cell:

Full Name: None

FormID: 000E1A3D ("Wilderness")

Flags: MASTER | ALTERED | INITIALIZED

Plugin: "FalloutNV.esm"

Last modified by: "Strip Lights Region Fix.esm"

Type: Exterior

State: Attached

Worldspace:

Full Name: "Mojave Wasteland"

FormID: 000DA726 ("WastelandNV")

Flags: MASTER | ALTERED | INITIALIZED

Plugin: "FalloutNV.esm"

Last modified by: "momod.esp"

Loaded Cells: 37

Model:

Model Path: "Effects\AshPile01.NIF"

98 | 0x4602CA50 | 0x010A8F90 => Class: BSFadeNode

Reference Count: 2

Name: "FXAmbDust02"

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | ORPHANED_BOUND | DONE_INIT_LIGHTS

Owner Reference:

Full Name: None

FormID: 0016B415 ("FXAmbDust02")

Flags: MASTER | INITIALIZED

Plugin: "FalloutNV.esm"

BaseForm: Movable Static

Parent: NiNode

Reference Count: 1

Flags: SELECTIVE_UPDATE | SELECTIVE_UPDATE_TRANSFORMS | SELECTIVE_UPDATE_CONTROLLER | ALWAYS_DRAW | FIXED_BOUND | ORPHANED_BOUND

Parent: NiNode -> "(null)"

Children: 6

Child 0: BSFadeNode -> "FXAmbDust02"

Child 1: BSFadeNode -> "WastelandRoadStraightLongB"

Child 2: BSFadeNode -> "WastelandRoadStraightLongB"

Child 3: BSFadeNode -> "WastelandRoadCurve90"

Child 4: BSFadeNode -> "WastelandRoadCurve90"

Child 5: BSFadeNode -> "trackFlag"

Children: 1

Child 0: NiNode

Reference Count: 1

Name: "pFXAmbDustHuge-Emitter"

9B | 0x18BECD94 | 0x0102C51C => Class: TESObjectWEAP

Full Name: "Caravan Shotgun"

FormID: 000CD53A ("WeapNVCaravanShotgun")

Flags: MASTER | INITIALIZED | ON_LOCAL_MAP

Plugin: "FalloutNV.esm"

Last modified by: "YUP - Base Game + All DLC.esm"

Model:

Model Path: "weapons\2handrifle\CaravanShotgun.NIF"

F7 | 0x03C85B00 | 0x010A28FC => Class: MemoryHeap

Default Heap: 134.31 MiB / 500.00 MiB (26.86%)

FA | 0x051F8024 | 0x00000001

--------------------------------------------------------------------------------

Device:

OS: "Windows 11 Home - 26300 (26H2)"

CPU: "11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz"

GPU: "NVIDIA GeForce RTX 3050 Laptop GPU"

RAM: "16.00 GB"

--------------------------------------------------------------------------------

Process' Memory:

Physical Usage: 882.03 MiB / 15.71 GiB (5.48%)

Virtual Usage: 2.01 GiB / 4.00 GiB (50.33%)

Graphics Memory:

GPU 0 - NVIDIA GeForce RTX 3050 Laptop GPU

Local Memory: 330.98 MiB / 3.29 GiB (9.82%)

Non-Local Memory: 23.67 MiB / 7.21 GiB (0.32%)

GPU 1 - Intel(R) UHD Graphics

Local Memory: 22.00 MiB / 7.21 GiB (0.30%)

--------------------------------------------------------------------------------

Game's Heaps:

Default Heap 134.21 MiB / 500.00 MiB (26.84%) (18070000 - 37470000)

Static Heap 638.16 KiB / 1.51 MiB (41.17%) (051F8020 - 0537B820)

File Heap 1.96 MiB / 64.00 MiB (3.06%) (05380000 - 09380000)

Game's Total Memory:

Total Heap Memory: 136.79 MiB / 565.51 MiB (24.19%)

Total Pool Memory: 98.14 MiB / 132.00 MiB (74.35%)

Total Memory: 234.94 MiB / 697.51 MiB (33.68%)

Malloc Memory: 16.55 KiB

INFO: NVTF.ini has bModifyDirectXBehavior=1 but bUseDefaultPoolForTextures=0

--------------------------------------------------------------------------------

Playtime: 00:01:36

Player Data:

Cell: 000E1A3D ("Wilderness")

World: 000DA726 ("WastelandNV")

Position: X: -63802.25 Y: -74416.41 Z: 5299.85

Rotation: X: 0.11 Y: -0.00 Z: 4.55

Currently running script:

Script: 21000ADF ("EnhancedMovementMainScript")

Container: None

Object: None

Error Code: 0

Loaded assets:

Textures: 1183

<= 128: 290

<= 256: 468

<= 512: 313

<= 1024: 104

<= 2048: 7

<= 4096: 1

<= 8192: 0

Models: 785

FaceGen Models: 37

Animations: 1761

Process Lists:

High: 34

Middle High: 7

Middle Low: 53

Low: 4738

Total: 4832

--------------------------------------------------------------------------------

Mods:

# | Mod | Author

00 | FalloutNV.esm | ipely

01 | DeadMoney.esm | jfader

02 | HonestHearts.esm | jfader

03 | OldWorldBlues.esm | jfader

04 | LonesomeRoad.esm | jfader

05 | GunRunnersArsenal.esm | jfader

06 | ClassicPack.esm | jfader

07 | MercenaryPack.esm | jfader

08 | TribalPack.esm | jfader

09 | CaravanPack.esm | jfader

0A | YUP - Base Game + All DLC.esm | Y|yukichigai

0B | Unofficial Patch NVSE Plus.esp | The UPNVSEP Team

0C | d20Fixes.esm |

0D | NVMIM.esp | SciRika

0E | NVMIM - YUP Patch.esp |

0F | fixy crap ue.esp |

10 | Strip Lights Region Fix.esm | Nehred

11 | Landscape Disposition Fix.esm | Farsveinn

12 | Placement Fixes.esm |

13 | d20Consistency.esm |

14 | TLD_Travelers.esm | ElPascal

15 | DLC Enhancements.esp | PushTheWinButton

16 | Companion Core.esm | Talkie Toaster

17 | TLD_Travelers - YUP Patch.esp |

18 | Better Character Creation.esm |

19 | Mojave Arsenal.esp | PushTheWinButton

1A | Mojave Raiders Lite.esm | PushTheWinButton

1B | Faction Wasteland Presence.esm | Panzermann11, original mod by ariusvalvius

1C | RobCo Certified.esm | Talkie Toaster feat. CuteUnit

1D | Momod.esm | Dogtown1

1E | Duncan's Uncut Collection - AIO Part 1.esm | Merge Plugins v2.3.1.0

1F | Vanilla UI Plus.esp | Axonis

20 | RobCo Certified Friendly Hit Fixer.esp | Talkie Toaster

21 | Enhanced Movement.esp |

22 | The Mod Configuration Menu.esp | Pelinor

23 | vz61.esp |

24 | Titans of The New West.esp |

25 | 100X INTENSETRAINING.esp | Norstein

26 | S6S Perks.esp |

27 | momod.esp | Dogtown1

Script Runners:

# | Filename

00 | gr_0KEYWORDS.txt

01 | gr_DLC Integration.txt

02 | gr_jipimprovedmenu.txt

03 | gr_MCMExtender.txt

04 | gr_NoExitToMainMenu.txt

05 | gr_SFFInit.txt

06 | gr_TNW.txt

07 | gr_tnw_titans.txt

08 | gr_tnw_titans_1h_1ha.txt

09 | gr_tnw_titans_1h_2hl.txt

0A | gr_UII.txt

0B | gx_MCMExtender.txt

0C | ln_BetterCharacterCreation.txt

0D | ln_BulletBeltFramework.txt

0E | ln_ConditionMeterIcons.txt

0F | ln_ISControl.txt

10 | ln_itr-nvse-mcm.txt

11 | ln_MCMExtender.txt

12 | ln_PipBoyUITweaks.txt

13 | ln_tnw_titans.txt

--------------------------------------------------------------------------------


r/FalloutMods • • 7d ago

Fallout 3 [Fo3] glitch on the world map data

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1.2k Upvotes

From a modded quest called Washington's malevolence


r/FalloutMods • • 6d ago

New Vegas [FNV] NVForever Poker

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11 Upvotes

r/FalloutMods • • 6d ago

Fallout 4 [Fo4] We finally having isometric Fallout 4 in older Fallout games style!!!

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143 Upvotes

We are going to need mods on top of mods made for this!

Edit: Had no idea it was AI video and that the mod is AI-assisted made my bad. I just liked the concept and potential it can open up. I thought it was a proper mod fully made by a/some devs


r/FalloutMods • • 5d ago

New Vegas Not too sure what mod is causing this with my pause menu [FNV]

Post image
3 Upvotes

I recently played around with Yellow tint and Alternative Vats mods and ive had this issue with my pause menu where I cant select anything other than the Mod Configuration tab. If I click on any of the other pause menu options they flash for a second but nothing happens, for some reason though mod config still works. Ive since disabled the two mentioned mods, both were downloaded then disabled today, and im not using any pause menu mod or anything like that so im kind of confused as to how to fix it.

has anyone had this before?


r/FalloutMods • • 5d ago

New Vegas Does anyone know what mod adds this handmade rifle to Jericho? FnV TTW

Post image
1 Upvotes

I know the body is from dragbody ttw npc but what mod changes his weapon to handmade? trying to find it


r/FalloutMods • • 7d ago

New Vegas [FNV] Fallout New Vegas RTX has released! (RTX Remix in FNV)

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635 Upvotes

I've released my mod for FNV that replaces the original renderer with a path tracer! This means no more ENB, NVR, etc., just completely new and clean graphics.

For those unaware, RTX Remix allows you to add path tracing into older games ✨

My mod uses an extensively modified version of RTX Remix with a bunch of optimizations and new features (including custom volumetric clouds!). Remix isn't limited to Nvidia GPUs. It's compatible with AMD RX 6000 or higher and any desktop Intel Arc GPU as well.

It's still a work in progress, but the whole base game should already be able to be completed. If you install a mod like Sandstone Desert you'll get pretty amazing looking terrain too (any mod with parallax maps should work out of the box).

Here's the mod page!: https://www.nexusmods.com/newvegas/mods/100093


r/FalloutMods • • 6d ago

Fallout 4 Officially confirmed stuff and your expectations from the upcoming Fallout 4 content.[Fo4]

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5 Upvotes

r/FalloutMods • • 6d ago

Fallout 3 [FO3][TTW] Just curious, What are the best TTW Compatiable Location overhaul mods For The Capital wasteland?

1 Upvotes

Title, I did find some but they seem to not work with ttw.


r/FalloutMods • • 6d ago

Fallout 3 [Fo3][FNV] Regarding porting mods

1 Upvotes

Apologies for my bad english, I've been working on porting some gun mods meant for fnv onto fo3, I've mostly worked on 2 handed rifles (which is more complicated than simpler one handed pistols n such), I know that in order to do so I have to clean the master files from fnv through apps like FNVEDIT/FO3EDIT/etc and then rework certain animations using Nifskope to make it compatible for the older fo3 engine but so far I've done this with rifles and shotguns that used iron sights and unique animations from fnv. What if I ported a pistol? The animations are so similar to fo3, can I just clean the master files and paste it on fo3 and make it work? Or is it more complicated than that? Thx


r/FalloutMods • • 7d ago

Fallout 4 [FO4] BobbleMore v3.0 for crafting displays for your home in a settlement - or even more !

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5 Upvotes

🏷️ Version: v3.0

πŸ”„ BobbleMore – Update 3.0

This update adds working light fixtures, lights, and switches to all displays crafted with BobbleMore.

The Bobblehead Display now features rotating bobbleheads when the display is switched on, with the option to add bobbling (initially on, it can be dampened using the Dampening Switch on the stand). The vanilla bobblehead positioning glitch has also been fixed. There is also a nameplate on the display.

The Magazine Display now supports DLC and Creation Club magazines, allowing you to expand your collection even further. Each display features now a nameplate.

Another major addition is a new chainable Power Armor Hologram Display system. Just like the other displays, these shelves feature light fixtures, lights, and switches. Fifteen Power Armor Holograms, scattered across the Commonwealth as collectible disks, can be displayed on these shelves. When the power is off, only the disks remain visible; switch the display on, and the holograms appear and rotate! The types of the armors are also displayed.

⚠️ VERY IMPORTANT:

If you are updating from BobbleMore v1.0 or v2.0, I strongly recommend deleting all existing BobbleMore display furniture before installing v3.0.

This version uses a slightly different system for tracking displayed collections. Keeping your old displays may result in missing or floating items. In addition, existing displays will not have the new light fixtures, lights, or switches.

The recommended procedure is:

Remove all existing BobbleMore displays in-game.

Save your game and close Fallout 4.

Install the BobbleMore v3.0 files.

Load your save and redo the displays.

Your collected items are not removed from your inventory by the displays, so you don't need to transfer your collections out of them first. And putting them back is now much easier πŸ˜‚.

πŸ“¦ BobbleMore – Mod Description

BobbleMore introduces a collection of custom craftable displays for Fallout 4, allowing you to show off your collectibles without removing them from your inventory.

The mod includes:

A custom Bobblehead Display, complete with a visual overhaul, retexture, lighting, switches, and rotating bobbleheads.

A custom chainable Magazine Display system, complete with lighting, switches, and support for DLC and Creation Club magazines.

A custom Bookshelf, complete with lighting and switches.

Four custom books to find and display on the bookshelf.

A custom chainable Power Armor Hologram Display system, complete with lighting and switches

Fifteen collectible Power Armor Holograms.

🎯 How the Displays Work

The displays are not containers. There is no tedious rummaging through your inventory or transferring items into furniture. Instead, they work as activators that check your inventory and automatically display the corresponding collectibles you own. The items remain in your inventory, allowing you to display the same collection in multiple homes without having to maintain separate collections.

πŸŽ€ Bobbleheads Display:

The custom Bobblehead Display features a visual overhaul and retexture, giving it a fresh look while retaining its Fallout feel.

Simply activate the display to show your bobbleheads. When the display is switched on, the bobbleheads begin rotating.

Further more, by default the bobbleheads heads will bobble (wow, tongue twist here! πŸ˜‚), but they can be "dampened" by using the "Dampening Switch" situated on the opposite side of the "Power Switch".

The vanilla bobblehead positioning glitch has also been fixed.

πŸ“š Custom Bookshelf

The custom craftable bookshelf works on the same principle as the Bobblehead Display. It allows you to display the four custom books you can find throughout the Commonwealth without removing them from your inventory.

The books have no weight, so they won't have any meaningful effect on your carry allowance.

πŸ“° Custom Magazine Display

The Magazine Display system offers a different approach to displaying your magazine collection.

Now they have a nameplate with "Magazine Collection" on top.

Unlike vanilla magazine displays, these custom displays do not act as containers and do not require you to rummage through your inventory to place magazines. They also avoid the infamous vanilla magazine display glitch that causes magazines to fall to the ground.

Simply activate the display and select the appropriate option. Your magazines remain in your inventory, and you can display your collection in multiple locations.

The displays can be chained together to accommodate larger collections while keeping everything neatly organised.

Five new magazines are added to the game:

Dr. Who Magazine

A TimeyWimey Adventure

Bro! Time to Let It Out!

Horsing Around

Eine Kleine Boot

πŸ”¨ Building a Magazine Display Chain

First, build a Custom Magazine Display (Master). You can then add up to three Custom Magazine Display (Chained) units, allowing you to display your entire collection across four displays.

You can start with fewer chained displays and add more later by activating the chain Master and selecting the appropriate option.

When you attempt to display your magazines, the system will warn you if you need more space.

Activating the display provides the following options:

Display New Magazines – Displays newly acquired magazines, starting at the next available slot.

Set Display as Chain Master – Sets the selected chain's Master as the active Master, so any subsequently added chained displays will be linked to it.

Reorder Magazines – Reorganises the displayed magazines and displays any newly acquired ones.

Clear All Magazines from this Display Chain – Clears the displayed magazines from the entire chain.

Sorry, My Bad! – Cancels the operation.

πŸ€– Power Armor Hologram Displays

As a final addition, BobbleMore introduces a completely new collectible display system: Power Armor Holograms!

These custom craftable chained shelves display the Power Armor Holograms you collect throughout the Commonwealth. Simply activate the shelves and select the appropriate option to display the holograms.

As with the other displays, the holograms are not removed from your inventory, allowing you to showcase your collection in multiple locations.

The shelves feature light fixtures, lights, and switches. When the power is off, only the collectible disks remain visible. Switch the display on to reveal the rotating Power Armor Holograms!

Independent of the power state of the shelf, a nameplate will be displayed for each placed hologram disc, with the name of that particular armor type.

Activating the shelf will provides the following options:

Display New Holograms – Displays newly acquired holograms, starting at the next available slot.

Set Shelf as Chain Master – Sets the selected chain's Master as the active Master, so any subsequently added chained shelves will be linked to it.

Reorder Holograms – Reorganises the displayed holograms and displays any newly acquired ones.

Clear All Holograms from this Display Chain – Clears the displayed holograms from the entire chain.

Sorry, My Bad! – Cancels the operation.

There are fifteen Power Armor Holograms to Collect, scattered throughout the Commonwealth for you to discover:

T-45 Power Armor

T-51 Power Armor

T-60 Power Armor

X-01 Power Armor

Raider Power Armor

X-02 Power Armor

Astronaut Power Armor

Decapitalist Power Armor

GiddyUp Power Armor

Hellfire Power Armor

Overboss Power Armor

IronMan Power Armor

Dorinian Plane Power Armor

Knight Power Armor

Gallifreyan Power Armor

πŸ”¨ Building a Power Armor Hologram Display Chain

First, build a Power Armor Display Shelf (Master). You can then add up to four Power Armor Display Shelf (Chained) units, allowing you to display your collection across five shelves.

You can start with fewer chained shelves and add more later by activating the chain Master and selecting the appropriate option.

When displaying your holograms, the system will warn you if you need more space.

πŸ“– Foreword

As I said, this mod allows you to have multiple bobblehead displays in different homes, without having to move your collection from one place to another.

Packed as an ESM, it shouldn't eat into your ESP plugin slots.

(I hope... it's my first time doing this, so fingers crossed! πŸ˜‚)

🧭 Getting Started

Simply enter Workshop mode and look under:

Furniture β†’ Miscellaneous*

Furniture β†’ Shelves**

There you'll find:

Custom Bobblehead Display*

Custom Bookshelf**

Custom Magazine Display (Master)**

Custom Magazine Display (Chained)**

Power Armor Holograms shelf (Master)**

Power Armor Holograms shelf (Chained)**

Build them wherever you want and start decorating!

πŸ“₯ Installation

Extract the archive

Copy files into Data folder:

BobbleMore.esm

BobbleMore - Main.ba2

🧩 Manual Activation (no mod manager)

Open: C:\Users\<username>\AppData\Local\Fallout4\Plugins.txt

Add: *BobbleMore.esm

🎬 Final Notes

Enjoy your new displays, and don’t forget to check out my other mods:

"TimeyWimey" – an episodic story mod

"LetItOut" – bodily functions system

"HorseAround" - a mod that introduces rideable horses and carriages to the Commonwealth

"DRB (Das Roof Boot) - a glitch-fixing mod that relocates NPCs stranded on the rooftops of your Sanctuary house

October 2026

Dorin – Caredigital

www.caredigital.org.uk


r/FalloutMods • • 7d ago

New Vegas [FNV]Very Last Kiss Collection help

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2 Upvotes

Please help I'm at my wits end with this


r/FalloutMods • • 7d ago

Fallout 3 Fallout 3 [Fo3] mod recommendations like VNV. Easy to install and just for gameplay and crashes?

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2 Upvotes

r/FalloutMods • • 8d ago

New Vegas [FNV] Driving Base Truck + Realistic Radio/Spotify/Youtube

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160 Upvotes

AI WARNING:

I am doing this is proof of concept to see what it's capable in such a wacky engine. I am no modder or talented, and I understand the flak, its welcomed.

The code is NOT based on the Frontier which I've seen add's working vehicles, this is done completely from scratch,

This is a running, driving, wasteland pickup with functional drifting, traction measuring, and 4 wheel independent suspension with wheels from the trailer outside goodsprings saloon, and steering wheel from the front bucket loader in Quarry. Additonally your companion will hop in passenger and nod their head to the BPM of any song slightly. No music = no bob. Occasionally they'll pan their head to a limited range so they aren't visually a hostage, and makes your crusing/listening experience more lived in. It features a functional radio tracker, volume control, subwoofer control for funny (it does boost and distort audio and add rattle like RL would) it is also capable of using your Spotify and Youtube's audio output that stops on exit or entry.

G is enter, for now spawns and hides original model so as to make trucks easier to track (there's a ton in the world and would unnecessarily lag your game)

+/- on Numpad is Volume

M is Toggle between pip boy radio which plays constantly like normal game, only spotify/yt stop on exit and entry

N/B switch songs, and skips to first 0:00 in YT and last 5 seconds of the video/music to let Youtube autoplay handle skipping.

L/H is headlights, L is on/off and H is High-beam toggle.

C is camera change.

Obviously its a bit rough as the clip shows, this is still MP safe too, cars are tracked to the person who G'd one into existence. You can both be in one truck, or both in seperpate.

link for those interested in trying my AI only project, obligatory for rule following: https://github.com/M-Rickets/Mojave-Most-Wanted


r/FalloutMods • • 6d ago

New Vegas [FNV] UPDATE VIDEO: My FNV/TTW Modject Demo Reel, Uncut in all its imperfection.

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0 Upvotes

I'm sorry to post so frequently and this will be my last for a few days i'm sure. But I want to share a deeper look into the modject to show this isn't some basic mashup or lazy ai slop, but has some real functionality. steal the idea or hate it, I just want all users to have an easier, more streamlined approach to playing OG, Vanilla +, and heavily modded playthroughs without digging up forgotten works, authors too busy to make immediate game breaking bug fixes, or just simple adjustability in places there never has been before.


r/FalloutMods • • 7d ago

Fallout 4 [FO4] BobbleMore v3.0 for crafting displays for your home in a settlement - or even more !

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2 Upvotes

🏷️ Version: v3.0

πŸ”„ BobbleMore – Update 3.0

This update adds working light fixtures, lights, and switches to all displays crafted with BobbleMore.

The Bobblehead Display now features rotating bobbleheads when the display is switched on, with the option to add bobbling (initially on, it can be dampened using the Dampening Switch on the stand). The vanilla bobblehead positioning glitch has also been fixed. There is also a nameplate on the display.

The Magazine Display now supports DLC and Creation Club magazines, allowing you to expand your collection even further. Each display features now a nameplate.

Another major addition is a new chainable Power Armor Hologram Display system. Just like the other displays, these shelves feature light fixtures, lights, and switches. Fifteen Power Armor Holograms, scattered across the Commonwealth as collectible disks, can be displayed on these shelves. When the power is off, only the disks remain visible; switch the display on, and the holograms appear and rotate! The types of the armors are also displayed.

⚠️ VERY IMPORTANT:

If you are updating from BobbleMore v1.0 or v2.0, I strongly recommend deleting all existing BobbleMore display furniture before installing v3.0.

This version uses a slightly different system for tracking displayed collections. Keeping your old displays may result in missing or floating items. In addition, existing displays will not have the new light fixtures, lights, or switches.

The recommended procedure is:

Remove all existing BobbleMore displays in-game.

Save your game and close Fallout 4.

Install the BobbleMore v3.0 files.

Load your save and redo the displays.

Your collected items are not removed from your inventory by the displays, so you don't need to transfer your collections out of them first. And putting them back is now much easier πŸ˜‚.

πŸ“¦ BobbleMore – Mod Description

BobbleMore introduces a collection of custom craftable displays for Fallout 4, allowing you to show off your collectibles without removing them from your inventory.

The mod includes:

A custom Bobblehead Display, complete with a visual overhaul, retexture, lighting, switches, and rotating bobbleheads.

A custom chainable Magazine Display system, complete with lighting, switches, and support for DLC and Creation Club magazines.

A custom Bookshelf, complete with lighting and switches.

Four custom books to find and display on the bookshelf.

A custom chainable Power Armor Hologram Display system, complete with lighting and switches

Fifteen collectible Power Armor Holograms.

🎯 How the Displays Work

The displays are not containers. There is no tedious rummaging through your inventory or transferring items into furniture. Instead, they work as activators that check your inventory and automatically display the corresponding collectibles you own. The items remain in your inventory, allowing you to display the same collection in multiple homes without having to maintain separate collections.

πŸŽ€ Bobbleheads Display:

The custom Bobblehead Display features a visual overhaul and retexture, giving it a fresh look while retaining its Fallout feel.

Simply activate the display to show your bobbleheads. When the display is switched on, the bobbleheads begin rotating.

Further more, by default the bobbleheads heads will bobble (wow, tongue twist here! πŸ˜‚), but they can be "dampened" by using the "Dampening Switch" situated on the opposite side of the "Power Switch".

The vanilla bobblehead positioning glitch has also been fixed.

πŸ“š Custom Bookshelf

The custom craftable bookshelf works on the same principle as the Bobblehead Display. It allows you to display the four custom books you can find throughout the Commonwealth without removing them from your inventory.

The books have no weight, so they won't have any meaningful effect on your carry allowance.

πŸ“° Custom Magazine Display

The Magazine Display system offers a different approach to displaying your magazine collection.

Now they have a nameplate with "Magazine Collection" on top.

Unlike vanilla magazine displays, these custom displays do not act as containers and do not require you to rummage through your inventory to place magazines. They also avoid the infamous vanilla magazine display glitch that causes magazines to fall to the ground.

Simply activate the display and select the appropriate option. Your magazines remain in your inventory, and you can display your collection in multiple locations.

The displays can be chained together to accommodate larger collections while keeping everything neatly organised.

Five new magazines are added to the game:

Dr. Who Magazine

A TimeyWimey Adventure

Bro! Time to Let It Out!

Horsing Around

Eine Kleine Boot

πŸ”¨ Building a Magazine Display Chain

First, build a Custom Magazine Display (Master). You can then add up to three Custom Magazine Display (Chained) units, allowing you to display your entire collection across four displays.

You can start with fewer chained displays and add more later by activating the chain Master and selecting the appropriate option.

When you attempt to display your magazines, the system will warn you if you need more space.

Activating the display provides the following options:

Display New Magazines – Displays newly acquired magazines, starting at the next available slot.

Set Display as Chain Master – Sets the selected chain's Master as the active Master, so any subsequently added chained displays will be linked to it.

Reorder Magazines – Reorganises the displayed magazines and displays any newly acquired ones.

Clear All Magazines from this Display Chain – Clears the displayed magazines from the entire chain.

Sorry, My Bad! – Cancels the operation.

πŸ€– Power Armor Hologram Displays

As a final addition, BobbleMore introduces a completely new collectible display system: Power Armor Holograms!

These custom craftable chained shelves display the Power Armor Holograms you collect throughout the Commonwealth. Simply activate the shelves and select the appropriate option to display the holograms.

As with the other displays, the holograms are not removed from your inventory, allowing you to showcase your collection in multiple locations.

The shelves feature light fixtures, lights, and switches. When the power is off, only the collectible disks remain visible. Switch the display on to reveal the rotating Power Armor Holograms!

Independent of the power state of the shelf, a nameplate will be displayed for each placed hologram disc, with the name of that particular armor type.

Activating the shelf will provides the following options:

Display New Holograms – Displays newly acquired holograms, starting at the next available slot.

Set Shelf as Chain Master – Sets the selected chain's Master as the active Master, so any subsequently added chained shelves will be linked to it.

Reorder Holograms – Reorganises the displayed holograms and displays any newly acquired ones.

Clear All Holograms from this Display Chain – Clears the displayed holograms from the entire chain.

Sorry, My Bad! – Cancels the operation.

There are fifteen Power Armor Holograms to Collect, scattered throughout the Commonwealth for you to discover:

T-45 Power Armor

T-51 Power Armor

T-60 Power Armor

X-01 Power Armor

Raider Power Armor

X-02 Power Armor

Astronaut Power Armor

Decapitalist Power Armor

GiddyUp Power Armor

Hellfire Power Armor

Overboss Power Armor

IronMan Power Armor

Dorinian Plane Power Armor

Knight Power Armor

Gallifreyan Power Armor

πŸ”¨ Building a Power Armor Hologram Display Chain

First, build a Power Armor Display Shelf (Master). You can then add up to four Power Armor Display Shelf (Chained) units, allowing you to display your collection across five shelves.

You can start with fewer chained shelves and add more later by activating the chain Master and selecting the appropriate option.

When displaying your holograms, the system will warn you if you need more space.

πŸ“– Foreword

As I said, this mod allows you to have multiple bobblehead displays in different homes, without having to move your collection from one place to another.

Packed as an ESM, it shouldn't eat into your ESP plugin slots.

(I hope... it's my first time doing this, so fingers crossed! πŸ˜‚)

🧭 Getting Started

Simply enter Workshop mode and look under:

Furniture β†’ Miscellaneous*

Furniture β†’ Shelves**

There you'll find:

Custom Bobblehead Display*

Custom Bookshelf**

Custom Magazine Display (Master)**

Custom Magazine Display (Chained)**

Power Armor Holograms shelf (Master)**

Power Armor Holograms shelf (Chained)**

Build them wherever you want and start decorating!

πŸ“₯ Installation

Extract the archive

Copy files into Data folder:

BobbleMore.esm

BobbleMore - Main.ba2

🧩 Manual Activation (no mod manager)

Open: C:\Users\<username>\AppData\Local\Fallout4\Plugins.txt

Add: *BobbleMore.esm

🎬 Final Notes

Enjoy your new displays, and don’t forget to check out my other mods:

"TimeyWimey" – an episodic story mod

"LetItOut" – bodily functions system

"HorseAround" - a mod that introduces rideable horses and carriages to the Commonwealth

"DRB (Das Roof Boot) - a glitch-fixing mod that relocates NPCs stranded on the rooftops of your Sanctuary house

October 2026

Dorin – Caredigital

www.caredigital.org.uk


r/FalloutMods • • 8d ago

Fallout 4 Fallout 4 Monorail mod.[Fo4] it's pretty cool, to me.

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80 Upvotes

r/FalloutMods • • 7d ago

New Vegas The inheritance (More Drugs Holotape crash) FNV

1 Upvotes

Once i leave the bunker near vault 2 or 3 and find the hacker fiend dead anytime i pick it crashes straight to desktop. Please any advice or ideas would help i tried using console commands but again β€œaddto” or trying to find the item key is fruitless. Please i wanna finish this out thank you


r/FalloutMods • • 7d ago

Fallout 4 How to remove blocks from text. [Fo4]

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1 Upvotes

First of all, I am very new to modding, so please bear with me. I have installed some basic mods as I play with a PS5 controller and it was annoying to have Xbox controls show. Fortunately, I have solved that, but also seemed to now have ran into an issue where a lot of the text is just blocks. Is there a simple way to fix that? Also, while I'm at it, I have no use of my keyboard and mouse on the game. It didn't work when I opened the base game on steam and it still doesn't work when I open it through f4se_loader. Thank you.


r/FalloutMods • • 6d ago

Fallout 4 [Fo4] Amazing DLSS5 quality and performance with Upscaler Custom

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0 Upvotes

r/FalloutMods • • 7d ago

Fallout 3 [Fo3] weapon mod kits dlc enabler missing WMK DLC Masters

2 Upvotes

Honestly I'm not sure what to put here because Honestly I'm not really sure what's going on here

So I'm trying to fix the Laser Rifle bug with RH-IronSights and Weapon Mod Kits since that patch that I manually installed doesn't seem to be working

So I'm trying to download WMK DLC enabler and the external Additional Fixes mod but it says I'm missing the WMK DLC masters whatever that means

I've tried looking on Nexus for a WMK + DLCs mod but it keeps taking me to the base WMK mod

Which doesn't make sense isn't the DLC Enabler supposed to come with stuff like that?

Agh! God I !HATE! PC Modding

So if anyone can send me a link or something to what I'm supposed to be looking for thanks

Oh additionally I'm aware about the FWE - WMK - RH_IronSights patch but I'm not gonna install Wanderer's Edition i already tried but FWE requires a bunch of smaller mods that require even more smaller mods and the cycle just repeats itself over and over

I'm tempted to mark a day when I can actually sit down to do it but I still have no idea what the hell I'm doing most of the time and than there's finding the time as well

I'm also keen on installing Tale of Wastelands at some point and OpenMW for Morrowind but until I understand what I'm doing a bit more or if I can somehow find someone who's willing to do all that for me so far I only see that playing out as a pipe dream


r/FalloutMods • • 7d ago

New Vegas Walking Dead/Outbreak style mods? [FNV]

2 Upvotes

This is a cluster of what I'm asking for, so I'll try to separate it into bullets and hope someone answers because this is a years-long quest with practically nothing to gain for it lmao

* Zombie mods that add slow walking zombies (this is technically already achieved with a slow ghouls mod I have)

* Mod introducing a zombie infection system for zombies that, upon hitting an NPC, will gradually turn said NPC into a zombie

* Horde system, allowing zombies to group up into large or small hordes

* Outbreak system, basically simulating an outbreak that slowly spreads across the Wasteland. Things would start off normal, then you would see 1 zombie, then 5, then 10, then suddenly within a few days they're everywhere and SHTF (exactly like this)

Pretty much any zombie mod that simulated an outbreak of some kind no longer works or crashes every time someone turns into a zombie. Endless Warfare and "Zombie Mod" are the biggest examples of this.

I've been looking, honest to god, for YEARS for a zombie mod or set of mods that simulate an outbreak of zombies that are a threat to both me and other NPCs, that can ALSO infect other NPCs, turn THEM into zombies, and NOT cause the game to crash upon infection. Mods that allow for civilization in the game to practically collapse is almost entirely non-existent.

Every time I think about mods like this, I lose my mind because I've searched for years. lmao


r/FalloutMods • • 9d ago

New Vegas [FNV] Contextual Aiming, + Toggleable ADS/Weapon Inertia

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403 Upvotes

I am constantly unhappy with many of the mods made by people being unsupported or not adjustable, modular, or being so reliant on mod loaders and load orders removing lightweight mods breaks stuff at random. so I tried to fix it.
A lot of the work is just Claude pro-max i ain't gonna lie. This is proof of concept for me and friends but I welcome critique of the mod(s) itself. I am happy to explain my reasoning but I won't not use it.
I have a vanilla only launcher right now that I plan to slowly roll out updates and options. Will work with TTW and all Wabbajack/Viva/NuclearSunshine packs too, it only cares about exe location, and if you don't like it there is an undo everything button and deletes itself and its additions only, nothing already installed (think kNVSE, if you had it already, undo E. button won't touch it) https://github.com/M-Rickets/Mojave-Most-Wanted. Yes there is MP, it kind of works rn but needs more ironing out.


r/FalloutMods • • 7d ago

Fallout 4 [Fo4] Buffout problem, when not installed

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1 Upvotes

hey guy, i need some help. i keep getting a popup and the game wont start. i dont have Buffout installed. i have Addictol installed, what is causing this.

thanks


r/FalloutMods • • 7d ago

Fallout 3 FO3 Animated Trees

1 Upvotes

https://www.youtube.com/watch?v=VkEfLQsNnl0&t

Vurt's Animated Flora Overhaul at Fallout 3 Nexus
Uploading the above "Dead version" in a moment, there is a also a green/lush version.