Tale of Two Wasteland

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Posts: 5
Joined: Tue Dec 18, 2018 1:45 pm

Tale of Two Wasteland

Post by wasdwasd12 » Sun Jan 06, 2019 11:06 am

I am a little nervous but I do hope this...gets a lot of views...I know i am not too good at modding and can only do so little with the Geck or even the FNVEDIT
But Listen their are a few mods that enhance the DLC for F3 and NV. I would like in the next update for this mods to be made permanent when starting the DLC.

Just to make the DLC a little bit better :)

Fallout 3 DLCs

Operation: Anchorage

*This is a Military DLC Kinda Make it feel call of duty ish* I feel you should have access to more Guns and even the chance for energy weapons, depending on your skills.

https://www.nexusmods.com/fallout3/mods/16606 Anchorage - Reinforced US Infantry - 50WG pack

https://www.nexusmods.com/fallout3/mods/16607 Anchorage - Reinforced US Infantry - Ghillie for FWE ( if someone could remove the FWE elements and need for it that would be great)

https://www.nexusmods.com/fallout3/mods/15123 Anchorage - Reinforced US Heavy Infantry ( Please Do Not Change the T-51B Power armor. I kinda like it as it is when you get it as a reward)

Anchorage - Reinforced US Infantry

https://www.nexusmods.com/fallout3/mods/14798 https://www.nexusmods.com/fallout3/mods/14798
( Needs https://www.nexusmods.com/fallout3/mods/14349 to work)

https://www.nexusmods.com/fallout3/mods/5141 American Assault Rifle to M4A1 Carbine

https://www.nexusmods.com/fallout3/mods/16390 M1014- Default Combat Shotgun Replacer ( Because come on we need like fucking REAL Military Shotgun )

https://www.nexusmods.com/fallout3/mods/3860 Better Covert Ops Perk ( The Perk Needs to be better)

https://www.nexusmods.com/newvegas/mods/58878?tab=files As the Starting Pistol because it comes with mods to make it silenced. also please add the mods to make it silenced.

viewtopic.php?t=1700 And this mod it is the most important that should be added when you start the mod.

The Pitt
This mod gives me kinda that mad max beyond thunder dome feel you know :)

https://www.nexusmods.com/fallout3/mods/5192 The Pitt - glowing ingots

https://www.nexusmods.com/fallout3/mods/11103 Enable Wasteland Radios The Pitt

https://www.nexusmods.com/fallout3/mods/20833 The Pitt - The Wolf Street Hotel

( Could Someone Change the stats of the Slave Outfits to give better benefits...i mean come on these slaves go thru the shit so their armor should...offer more benefits )

Broken Steel

Broken Steel bullet sponge nerf

https://www.nexusmods.com/fallout3/mods/6776 Hellfire DX or if you guys like this better https://www.nexusmods.com/fallout3/mods/8158 COL Enclave Replacer


https://www.nexusmods.com/fallout3/mods/10092 Mothership Zeta - Blue Earth

https://www.nexusmods.com/fallout3/mods/8630 Mothership Zeta Reloaded - City in Space

https://www.nexusmods.com/fallout3/mods/23074 Zeta DLC Vendor

will add the,,,FNV stuff later

Posts: 9
Joined: Thu Nov 15, 2018 4:04 am

Re: Tale of Two Wasteland

Post by Death_Reaper56 » Sun Jan 06, 2019 10:54 pm

Not happening.That's out of scope.You can convert those and use them for yourself though.

Posts: 5
Joined: Tue Dec 18, 2018 1:45 pm

Re: Tale of Two Wasteland

Post by wasdwasd12 » Sun Jan 13, 2019 2:18 pm

hmm i do not know how to use the conversion thingy here >W> i tired to learn but it kinda goes over my head >W>

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