Mods and Modding
G E N E R A L Q U E S T I O N S
» What is Tale of Two Wastelands (TTW)? Is it different from Requiem for the Capital Wasteland (RFCW)?
Tale of Two Wastelands (TTW) is a project that seeks to merge the content from the popular video game Fallout 3 into the more modern game engine of Fallout New Vegas so that both games can be played in the Fallout New Vegas engine.
Tale of Two Wastelands is the successor to the Requiem for the Capital Wasteland (RFCW) project. Many of the team members are the same, and the goal is the same. You can't download Requiem for the Capital Wasteland here (nor anywhere else really), and you won't find any discussion of it here. At this point, Requiem for the Capital Wasteland is outdated anyway, as many improvements have been made in the latest version of Tale of Two Wastelands.
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» How do I travel between wastelands?
There is a picture guide here if you have trouble finding the train stations.
In the Capital Wasteland, head to the building in downtown DC near Dukov's Place. Check your local map for new markers.
In the Mojave Wasteland, head to the south part of Freeside near the strip entrance. Check your local map for new markers.
» Why do I have to patch the files myself? Why can't I just download a fully patched version?
These additional steps are required as copy protection - it assures that you HAVE to own both games.
The easiest way to own both games and all of their expansion packs - if you don't own them already - is to buy Fallout 3: Game of the Year Edition and Fallout: New Vegas Ultimate Edition on STEAM. You can also buy the expansion packs individually.
These games regularly go on sale on STEAM (as much as 75% off), so it may be worth waiting if you find that this is unaffordable at full retail prices. However, even at full retail prices, the costs are not unreasonable, and the money helps support the development of future Fallout games.
» Is TTW available in other languages?
No, only the English language is currently supported. You may be able to use Egg Translator to translate an English copy of Fallout 3, and use that in conjunction with a non-English version of Fallout New Vegas, as described here.
In the past, you could make a translation as described in this guide for using TTW with other languages - if you did it right, you may have been able to play Fallout New Vegas, Fallout 3, and all DLC packs in your language. However, this guide was written for TTW v1.4 and is out of date for converting TTW v2.0 and later versions.
» Can I load a Fallout 3 save game with TTW?
No. There are too many differences between TTW and Fallout 3 for this to ever work.
» HELP! I installed TTW and now I have no main menu, or the game crashes at startup!
These are issues with New Vegas in general, not TTW specifically. For missing menus, read this thread. For a full-blown crash at startup, or a crash before you get to the menus, read this thread.
» HELP! I installed TTW and now the game crashes when I click "New Game"!
This is an issue with New Vegas in general, not TTW specifically. First, make sure you are using New Vegas 4GB. If that doesn't work, a common solution to this problem is to find "fnv4gb.exe" in your Fallout NV folder, and right click on it. Go to the "Compatibility" tab, and check the box next to "Run this program in compatibility mode for: Windows XP (Service Pack 3).
» HELP! I ran the installer and received an error message "System.IO.FileNotFoundException: Could not find file 'TTWInstaller\TempInstall\lsdata\dtc6dal.dat'"!
If you are running a 64-bit system, there are reports that using the 32-bit BSAOpt can help. To use the 32-bit BSAOpt: go to TTWInstaller\resources and delete BSAOpt_x64.exe then rename BSAOpt_x32.exe to BSAOpt_x64.exe.
M O D S A N D M O D D I N G
» How do I install mods for Fallout New Vegas?
Nexus user Gopher also made a great video tutorial series for installing mods in New Vegas. It is very good material for the totally uninitiated.
Note that we cannot guarantee that all of the mods listed here are 100% compatible with TTW, but most of them should work just fine.
» How do I use Fallout New Vegas mods with TTW?
Because TTW leaves the Fallout New Vegas files untouched, you can use almost any Fallout New Vegas mod with TTW. There are a few exceptions:
DO NOT USE Mission Mojave Ultimate Edition (MMUE) or NVEC Bugfixes or other mods that are "bug fixes" or "unofficial patches" - they delete records from FalloutNV.esm that TTW needs.
MMUE: There will likely never be a compatibility patch for MMUE, due to reasons detailed here. The upside is that no one really needs MMUE anyway.
NVEC: there are TTW compatibility patches for different parts of NVEC here and here.
DO NOT USE The 'Official' Pip-boy Readius mod. It will break the game when you enter simulation chambers in Tranquility Lane and Operation Anchorage.
If you must remove your Pip-boy, use A Familiar Friend - The Pip-boy 2500, which is functionally similar to the Readius mod but easy to uninstall (follow the instructions) prior to entering the simulation chambers, and then reinstall later.
IMPORTANT: Do not install A Familiar Friend UNTIL AFTER VAULT 101. Because the game gives you your first pip-boy at age 10 during the tutorial/character generation sequence, you need to wait until after that is over to install AFF.
IMPORTANT: If you use A Familiar Friend, YOU MUST UNINSTALL IT before you start Tranquility Lane or Operation Anchorage, and then re-install it after you exit the simulation chamber. Otherwise your Pip-Boy will not work properly when you exit those parts of the game.
CUSTOM RACE MODS ARE NOT RECOMMENDED AT THIS TIME. There is currently no compatibility patch for custom races, and if you use a custom race, you may experience bugs in character generation. This is because in Fallout 3, your character starts as a child, and most custom races do not come with an associated "child race". For more on this and how to fix your custom race, see this thread.
If you do use a lot of mods, please disable them before reporting a bug in TTW to confirm that the bug is not caused by one of your mods.
4GB Fallout New Vegas is highly recommended - to allow the game to use more system memory to lower the liklihood of memory-related crashes. This isn't absolutely required unless you are using texture replacers. High-res textures will show up as solid black if the game is running out of memory - so if you are seeing any black textures, you definitely need this mod. To use this with NVSE, just install NVSE normally, install the 4GB patch, and launch the game from the FNV4GB.exe file instead of using the nvse_loader.exe file. NVSE will still work, and FNV will be able to address up to 4GB of system memory.
There is an ongoing discussion of Mod Compatibility in the forums.
» Are there TTW-specific mods and compatibility patches?
Yes, absolutely! Check the TTW Mod Releases Forum for the most current information. Here are a few popular links to get you started:
» How do I use Fallout 3 mods with TTW?
See the first post in this thread for instructions on converting Fallout 3 mods to work with TTW version 2.0a and later versions. Note that the conversion process is not always flawless and may need further work. To fix problems you may need to learn more about modding.
There is now also a video on youtube that covers the mod conversion process, created by TTW member BelGarion.
Many popular Fallout 3 mods have already been converted. Check the TTW Mod Releases Forum for a list, and also this forum and this thread particularly.
» How do I use body and armor replacers with TTW?
For bodies and armors, you can get all of the FO3 armors working with body replacers quite nicely. What you need are body replacers that are available for both games. Many people use Type 3 for female and Breeze's for male, since those are the most widely supported. However, the process is the same if you use other replacers.
The basic process: install the Fallout 3 versions of the bodies, including clothing and armor, but only install the meshes and textures folders. Then install the Fallout: NV bodies, clothing and armor normally, overwriting any conflicts.
You should use FOMM to install this stuff - just create new folders for the meshes and texture packs that you put together, then extract everything you want to use to those folders. (That way you only have to build these files once, even if you reinstall the game.) Then in FOMM's package manager choose "Create from folder" so that you can add your mod for Fallout New Vegas. If you are unfamiliar with installing mods, watch these videos to get started.
FO3 clothes and armors: Extract and install the meshes and textures folders ONLY:
Install all of the FO3 Type 3 armors and clothes (there are a bunch of patches too).
Install any other FO3 Type 3 replacers: Point Lookout and Mothership Zeta and The Pitt; also any other replacers such as Leather armors and Business suits, for example.
FNV clothes and armors: Install these normally. Make sure to OVERWRITE ALL when installing these.
Install the FNV version of the Type 3 body replacer using FOMM.
Install the Type 3 armor (includes clothes) (get the "armor only" version, don't forget the patches).
Install the Type 3 outfits for the expansions: Dead Money and Old World Blues and Lonesome Road and Honest Hearts
Install any other Type 3 armor and clothing replacements: Business suits, Leather armors, Freelancer Clothes, Sexy Sleepwear, Tribal Armor or anything else.
For males, it's the same idea, but a little less work:
Install all of the FO3 Breeze's armors and clothes in your FNV folder (there are a bunch of patches too). Extract and install the meshes and textures folders only. DON'T install the whole mod in FOMM.
Install all of the FNV Breezes files, including the body replacer and all of the patches for the expansion packs. Install the whole mod (not just meshes and textures) with FOMM. Make sure to OVERWRITE ALL.
» How do I install texture packs for both games?
Because texture packs typically don't come with any .esp or .esm files, they are easy to use - just install them normally.
For a cohesive feel, we recommend using NMC's texture packs. First install NMC's textures for Fallout 3, and then installing NMC's textures for Fallout New Vegas afterward, overwriting any conflicts. Make sure you are using New Vegas 4GB, as these higher-resolution textures require more memory. Once you are done installing both, use FOMM or NMM to toggle Archive Invalidation on/off/on again.
NOTE: for compatibility with TTW, please do not install this folder from NMC's Fallout 3 texture pack: "Fallout New Vegas\Data\Meshes\Landscape\LOD\Wasteland\Trees\" Otherwise you will get ugly doubles of trees in the Capital Wasteland.
» How do I use weather and lighting mods with TTW?
There are several popular weather and lighting mods that cover both Fallout 3 and Fallout New Vegas. These mods are not always easy to use with TTW, and can cause "blackout" weather if not properly converted.
Fellout (FNV Mod | FO3 Mod): this mod has been converted and merged for TTW by forum user Orik. See this thread and also this post for an updated .esp file. Fellout creates darker nights, better-looking and more realistic skies, and better-looking water. Due to the darker nights, Fellout works well with Flashlight NVSE and Street Lights (below).
Street Lights (FO3 Mod): this mod has been converted by forum user tjmidnight420. See this thread for the file. Combined with Simple Streetlights for New Vegas, these two mods will work well with Fellout's darker nights.
Enhanced Weather (FO3 Mod): this mod has been converted by forum user theimmersion; see this thread for details.
Nevada Skies (FNV Mod): this mod can work with TTW (and appear in the Capital Wasteland/FO3 areas) with a few changes made, as described here. However this may not solve all the issues.
Project Reality (FNV Mod | FO3 Mod): this mod can work with TTW (using only the FNV version), but various problems have been reported although some people report that it works fine.
» Anything I need to know about using companions and TTW?
First off, all of the vanilla Fallout New Vegas and Fallout 3 companions are working fine, and the Fallout 3 companions have a fully-functional companion wheel. A plugin to disable the Karma requirements for the Fallout 3 companions is provided with TTW. Further, popular mods for TTW to allow unlimited companions and to make the companions essential are available.
New companions (added by mods) for Fallout New Vegas should work fine in TTW, although you will have to travel to the Mojave to recruit them.
For Fallout 3 companion mods, several have already been converted, including Sydney, Amata, Lucy West, and Brisa Amodovar. For the latest updates, check the mods forum. New companions added by mods typically do not count against the game's vanilla companion limit.
» What about leveling? Won't I reach level 50 in one game, and be bored with the second game?
This is a serious consideration when using TTW, and there has been much discussion. There are several ways to solve this problem:
Use the XP reduction plugin (included with TTW), which slowly increases the amount of experience required to attain the next level. The first few levels go quickly like the normal game, but the higher you go, the slower leveling becomes. With this mod, by level 50, you will have accumulated as much experience as it would normally take to get to level 50 twice. This is the most straightforward way to play if you plan to play both games entirely through with one character. This mod is actively maintained as part of TTW.
Use Practice Makes Perfect to change the leveling system entirely. PMP makes it possible to level up through the actual use of the skills you are going to improve, and also increases the level cap past 50 and skills caps past 100, introduces new skills, etc. This mod is actively developed and maintained as of Sept. 2013.
Use Max Level Adjustment and LevelUpNoLock and Boosted Skill Effects together (they are designed to be used together). Max level adjustment raises the level cap, while LevelUpNoLock unlocks the levelup screen after level 50, and Boosted Skill Effects gives you benefits to having a skill at a level above 100. Last updated in 2010/2011, no longer in development.
Use Unlimited Leveling to keep leveling up past level 50. This mod basically keeps you at level 49 forever (technically), but you get the benefits of increasing a level each time, so your effective level is higher. You can raise the maximum number of points for skills too, but there are no added benefits to having the higher skill levels. Last updated Feb. 2013, no longer in development.
Use Project Nevada Uncapper mod. This mod removes the level 50 cap and allows you to level up past that. It requires Project Nevada and the Mod Configuration menu. You can also use the Project Nevada mod configuration settings to adjust the rate at which experience is rewarded, similar to the TTW XP Reduction plugin, but it allows for in-game adjustment. Last updated June 2012, no longer in development.
Use XFO-FNV to rebalance the game. This mod allows leveling past 50, and introduces new skills, but also dramatically rebalances the game depending on what options you choose when installing it. Last updated Feb. 2011, no longer in development.
» How do I get started making my own mods and helping with TTW?
First, you will want a fresh install of New Vegas and all the default expansion packs (i.e. install New Vegas Ultimate Edition). Configure your video card settings, and run the game once. Next you'll need to install some modding tools.
First, get Fallout Mod Manager (FOMM) and install it (if you haven't already got it on your computer). This will allow you to sort your mod list, manage mods, and give you some great modding tools like BSA browser, all built in.
Next, you will want to download the Garden of Eden Creation Kit (GECK) for New Vegas (direct link to file) and install it.
Next, you'll want to download NVSE and get it installed.
Next, you may want the most recent GECK PowerUp, an add-on for the GECK. Install the file, and follow the instructions so that you are launching the GECK with NVSE. To load the GECK through NVSE, create a new shortcut to nvse-loader.exe and edit the shortcut (right click properties) and add "-editor" on the end of the target, so it reads: ...nvse-loader.exe" -editor
NOTE: If you load TaleOfTwoWastelands.esm with the GECK PowerUp, you will need to clean the .esm later (or, back it up before hand and restore the original). If you didn't back it up first, instructions for cleaning the TaleOfTwoWastelands.esm file with FNVedit are available here.
Finally, you'll want to get FNVedit. The newest version works fine with the current build of TTW. If you haven't updated FNVedit in a while, get the latest version available.
If you plan on working on Fallout 3 mods as well (for example, viewing them in their original format without loading them into the Fallout: New Vegas version of the GECK), you'll want to install the Fallout 3 version of the GECK including the update patch. You also will probably want the EFO3 GECK PowerUp. You can download FO3edit, or you can copy and paste your FNVedit files into your FO3 folder and rename the exe to "FO3edit.exe" - the program is the same, it just loads differently depending on how the EXE is named.
Side note: Scripting Tips
If you get heavily into scripting, there are several external editors available if you don't want to edit scripts directly in the GECK: a standalone editor, a Notepad++ plugin, and a Vim plugin.
The best option is probably Gribbleshnibit8's updated Notepad++ Plugin combined with the free text editor Notepad++. Once that's installed, go to the language menu and down at the bottom there is an option for "Define your language". Click that, and a new window will pop up with a bunch of tabs and other options. Ignore all that and find the button that says "Import". Click it and it'll open a dialog, and you just point it at the syntax file Notepadd++ Plugin XML file and that's it. It'll add a new language option to that menu below the "Define your language" option that says GECK NV Script. When you load a file and then select that language it'll apply syntax highlighting to it. If you save script files, save them with the extension ".gekv", and Notepad++ will recognize the file and apply the proper Syntax highlighting.
If you're scripting with NVSE, or converting FOSE scripts, you may be interested in Gribbleshnibit8's NVSE Command List as well as the original FOSE Command List. You will also want to load the GECK with NVSE, as described above.
Now before you do ANYTHING else, make a full copy of your entire Fallout: New Vegas directory as a backup. That way, if you want to start over with a fresh installation, you can just delete the contents of your New Vegas folder (not the folder itself) and copy the clean installation (with modding tools) back into the directory.
It's also very helpful when modding to have shortcuts to frequently-used programs. For example, I have FOMM, the GECK, FNVedit, Notepad++, and Firefox all pinned to my taskbar in Windows 7 for quick access, which makes work more efficient.
Finally, you may want to edit the .exe files for the GECK and for FOMM to make them Large Address Aware. This is only useful if you are using a 64-bit operating system, and have more than 3GB of RAM. However, if this is true, it's worth the effort for a faster, and more stable, GECK and FOMM. For instructions on doing this, see this thread.
Now that you've got the tools set up, it's time for some tutorials.
The best one to start with is to walk through the My First Vault tutorial series the Bethesda made and any other links on that page, such as the GECK FAQ and the explanation of how the different Fallout data files work together. It takes some time, but by the end of it you will have a very good working knowledge of the GECK.
There is another good tutorial document on the basics of the GECK on the Nexus.
Nexus user Gopher also made a great video tutorial series for New Vegas, but it mostly involves installing and using mods as opposed to creating them. However, it is good material for the totally uninitiated, and the Part 5: FNVEdit tutorial is very relevant to creating mods.
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