Fallout 3/NV/TTW things you might not know [*SPOILERS*]
- Laclongquan
- Posts: 527
- Joined: Mon May 03, 2021 4:19 am
Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]
As of TTW 322, Haley in Point Look-out has 100 repair (no need to exploit bug) and you can recover the fixing money by trading with him~ Much valuable than Outcasts' specialist Olin since we can not trade with her.
PLO's moonshines have stronger effect (+5CHA and +5STR) than CW Moonshine available from start but same penalty. So a PLO's moonshine = 10 barter if your CHA is 5-.
PLO's moonshines have stronger effect (+5CHA and +5STR) than CW Moonshine available from start but same penalty. So a PLO's moonshine = 10 barter if your CHA is 5-.
Last edited by Laclongquan on Thu Jun 17, 2021 3:28 am, edited 1 time in total.
- Colonel_Campbell007
- Posts: 47
- Joined: Wed Jun 16, 2021 7:04 am
Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]
Is this actually true? I just tried this with a little quick start mod I made for myself that adds a safe with a few items/weapons I like to have early-on to an abandoned house in Springvale: I placed the mod in data my folder, didn't activate it. No safe. I've never noticed an issue with non-active mods in data folder...Risewild wrote: ↑Tue May 19, 2015 1:31 pm
The game loads disabled plugins (.esm and .esp files) in your Data folder
This is not really about ingame secrets, but the Game still loads/indexes disabled plugins (.esm and .esp files) that are just sitting in your game's Data folder.
So if you play with 120 active Mods and have 40 more inactive mods (or again .esm and .esp files) sitting in your Data folder, it will cause problems for your game.
Always get rid of disabled mods you do not use.
Perhaps this only happens when you use the default launcher? I use FOMM. Also, does this affect other Bethesda games?(mainly curious about Oblivion. I use OBMM for it...)
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]
Yes, it's true. The mod is inactive, so nothing in the mod will appear in game, but it still takes a plugin slot. Plugin slots in Bethesda games until Fallout 4/Skyrim SE are limited in how many plugin slots you have. Fallout 4 introduced a new plugin number scheme to allow just over 4000 plugins, and Skyrim SE picked that up, too. I imagine Fallout 76 also has that, but it hardly matters as it's tough to get a mod on FO76.
- Laclongquan
- Posts: 527
- Joined: Mon May 03, 2021 4:19 am
Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]
If you only need that simple thing, might as well use command console to add them yourself instead of wasting time (and slot plugin) with a mod.ForgotMyPassword wrote: ↑Thu Jun 17, 2021 3:10 amIs this actually true? I just tried this with a little quick start mod I made for myself that adds a safe with a few items/weapons I like to have early-on to an abandoned house in Springvale: I placed the mod in data my folder, didn't activate it. No safe.
I also have a need for bottling water into empty bottles to make dirty water. But I dont bother with a mod, just throw bottles into a garbage container and additem in exact number of dirty water.
- Colonel_Campbell007
- Posts: 47
- Joined: Wed Jun 16, 2021 7:04 am
Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]
@ jlf65 -> thank you for the confirmation and explanation.
I understand but it's soooo not a waste of time to me personally as I rather just grab the stuff on my way through Springvale with a new character and remove the plug-in before my next session versus writing down or memorizing a bunch of codes before hand then typing them all out for each character. Besides, I love playing around with the Geck and the plug-in limit is meaning less to me. Morrowind is the only game I push 100 mods in, and that still leaves me with room for more.Laclongquan wrote: ↑Sun Jun 20, 2021 2:14 am
....If you only need that simple thing, might as well use command console to add them yourself instead of wasting time (and slot plugin) with a mod....
- Colonel_Campbell007
- Posts: 47
- Joined: Wed Jun 16, 2021 7:04 am
Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]
Back on Topic:
In the Museum of Technology several terminals contain Log Entry 2077 01 03 -- which talks about a virus that got into the mainframe. This log entry ends with:
'...the infection has been removed... the soul of this machine has improved.'
I personally believe this is a reference to the song Archetype by Fear Factory which includes that phrase word for word.
Edit: Music video --> https://m.youtube.com/watch?v=SeNTuWpTLVA
In the Museum of Technology several terminals contain Log Entry 2077 01 03 -- which talks about a virus that got into the mainframe. This log entry ends with:
'...the infection has been removed... the soul of this machine has improved.'
I personally believe this is a reference to the song Archetype by Fear Factory which includes that phrase word for word.
Edit: Music video --> https://m.youtube.com/watch?v=SeNTuWpTLVA
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]
No problem.ForgotMyPassword wrote: ↑Mon Jun 21, 2021 7:14 pm@ jlf65 -> thank you for the confirmation and explanation.
There are UI mods that allow you to browse items that are part of mods to more easily get items without knowing IDs and whatnot. You might try one of those, like this one: https://www.nexusmods.com/newvegas/mods/60992I understand but it's soooo not a waste of time to me personally as I rather just grab the stuff on my way through Springvale with a new character and remove the plug-in before my next session versus writing down or memorizing a bunch of codes before hand then typing them all out for each character. Besides, I love playing around with the Geck and the plug-in limit is meaning less to me. Morrowind is the only game I push 100 mods in, and that still leaves me with room for more.
And the last time I played Oldrim, I was using 254 plugins. I didn't use that many on FO3/NV because they didn't (at the time) allow it. I've since got SkyrimSE and will probably have well more than that many plugins on it. I know the last time I was playing Fallout 4, I was well over 300 plugins.


- Laclongquan
- Posts: 527
- Joined: Mon May 03, 2021 4:19 am
Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]
I am not commenting on the love to make mod.
But I point out that search related items, then type player.placeatme.... all that take 10 minutes, top~ Much faster and compact than make a mod to do all that.
As for plugin.... My MO2 note less than 40. And I generally plan to add no more than 10 when getting to Mojave.
But I point out that search related items, then type player.placeatme.... all that take 10 minutes, top~ Much faster and compact than make a mod to do all that.
As for plugin.... My MO2 note less than 40. And I generally plan to add no more than 10 when getting to Mojave.
- Risewild
- Posts: 3201
- Joined: Mon Oct 01, 2012 9:14 am
Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]
I have nothing against making personal mini mods for stuff like that, and I'm only posting this as an informational post:
It's possible to run batch files from the game's console using a command.
So it's possible to make a batch file with all the "player.additem" + item codes and quantity (like one would do in the ingame console) and place that file in the base FNV directory (the same directory where the "FalloutNV.exe" is).
Then just run that using the console command:
It's possible to run batch files from the game's console using a command.
So it's possible to make a batch file with all the "player.additem" + item codes and quantity (like one would do in the ingame console) and place that file in the base FNV directory (the same directory where the "FalloutNV.exe" is).
Then just run that using the console command:
- batch "batch file name"
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- Colonel_Campbell007
- Posts: 47
- Joined: Wed Jun 16, 2021 7:04 am
Re: Fallout 3/NV/TTW things you might not know [*SPOILERS*]
I know. I honestly never thought about using player.additem commands in one though. Thanks for the tip!
Definitely faster - considering the Geck itself takes 10 mins to load, haha.Laclongquan wrote: ↑Tue Jun 22, 2021 7:46 am...all that take 10 minutes, top~ Much faster and compact than make a mod to do all that.
I actually just found out about that mod(or a similar one) a few days ago when I was searching for a list of all FNV item codes. I forgot about it though so I appreciate the link as I have the Alton TTW conversion and it could come in handy there.(I read it's definitely playable but has some bugs)
Wow! I hope you didn't uninstall it; I imagine it takes a long time to playtest for stability with that many mods.