Mods Currently Working 3.2

General mod discussion and requests.
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Danico_
Posts: 7
Joined: Sat May 25, 2019 9:40 pm

Mods Currently Working 3.2

Post by Danico_ » Sat Jun 01, 2019 7:01 pm

ALL MODS HAD BEEN TESTED IN MY TTW 3.2 VERSION. so it Should work for you aswell
The .Esp limit is from about 134 plugins to 135 plugins, Dont push it further or it will all crack
Mods:
Project Nevada- Only Core: https://www.nexusmods.com/newvegas/mods/40040
New Vegas Enhanced Camera: https://www.nexusmods.com/newvegas/mods/55334?tab=files
The Weapon Mod Menu: https://www.nexusmods.com/newvegas/mods/44515?tab=files
The Mod Configuration Menu :https://www.nexusmods.com/newvegas/mods/42507
B42 Weapon Inertia : https://www.nexusmods.com/newvegas/mods/64335?tab=files
JIP Select Fire: https://www.nexusmods.com/newvegas/mods/49478
Functional Post Game Ending: https://www.nexusmods.com/newvegas/mods/66726?tab=files
A World Of Pain Fallout 3 TTW: https://www.nexusmods.com/newvegas/mods/66265 *
A World Of Pain Fallout NV TTW: https://www.nexusmods.com/newvegas/mods/66268 * *(Be sure to read the requirements this are the patches for TTW)
TTW - Paradise Rising : https://www.nexusmods.com/newvegas/mods/64502
TTW - A Trail Of Crumbs: https://www.nexusmods.com/newvegas/mods/66267
TTW DLC Sortomatic Homes: https://www.nexusmods.com/newvegas/mods/65988
(Download Sortomatic :https://www.nexusmods.com/newvegas/mods/41142)
TTW Interiors Project: viewtopic.php?f=55&t=6541&hilit=devestated+city
Diagonal movement: https://www.nexusmods.com/newvegas/mods/64333
Root 'n Loot TTW: https://www.nexusmods.com/newvegas/mods/59378?tab=files
More Usable Furniture - FNV and TTW: https://www.nexusmods.com/newvegas/mods/61547/
TTW - Killable Children: https://www.nexusmods.com/newvegas/mods/56371?tab=files
FOV Slider: https://www.nexusmods.com/newvegas/mods/55085
Loot Menu FNV: https://www.nexusmods.com/newvegas/mods/61723?tab=files
Retrievable Throwables: https://www.nexusmods.com/newvegas/mods/66461
Enhanced Item Info - Extra UI HUD: https://www.nexusmods.com/newvegas/mods/60534?tab=files
JIP MiniMap: https://www.nexusmods.com/newvegas/mods/64596
JIP Improved Recipe Menu: https://www.nexusmods.com/newvegas/mods/59638?tab=files
TTW - Adapted Biogel Restores Limbs: https://www.nexusmods.com/newvegas/mods/66177?tab=files
BLEED; https://www.nexusmods.com/newvegas/mods ... escription
NPC Consume Ammo: https://www.nexusmods.com/newvegas/mods/48105
TTW Ratslayer Relocated to the Capital Wasteland: https://www.nexusmods.com/newvegas/mods/66204?tab=files
Universal Item Sorter: https://www.nexusmods.com/newvegas/mods/63867?tab=files
BONED-TTW-POWER ARMOR OVERHAUL: https://www.nexusmods.com/newvegas/mods/65814
Ties That Bind: viewtopic.php?t=6720
JIP Companions Command and Control:
https://www.nexusmods.com/newvegas/mods/50468?tab=files
The Karma Police - Automatic Karma Perks - TTW:
https://www.nexusmods.com/newvegas/mods/65977
TTW Junior:
https://www.nexusmods.com/newvegas/mods ... escription
Toshiro Kago TTW Companion:
https://www.nexusmods.com/newvegas/mods/59909
(ttw) all mines throw further:
https://www.nexusmods.com/newvegas/mods/65696?tab=posts



NEEDS CLEANUP: Gangs Of The Wasteland: https://www.nexusmods.com/newvegas/mods/61610?tab=files -
.
For Adult Mods the Other List:
viewtopic.php?f=56&t=7565
Last edited by Danico_ on Fri Jan 03, 2020 4:20 pm, edited 2 times in total.

User avatar
RoyBatty
Gary
Posts: 6913
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Mods Currently Working 3.2 (I have to Remove some Things. Dont see)

Post by RoyBatty » Sun Jul 07, 2019 2:30 am

I removed Solid Project, mod piracy is not allowed here.

I also removed JSawyer Ultimate TTW patch since it causes crashes in Point Lookout with First Aid boxes.
Image

Danico_
Posts: 7
Joined: Sat May 25, 2019 9:40 pm

Re: Mods Currently Working 3.2

Post by Danico_ » Mon Aug 12, 2019 4:11 am

Ok. Sorry for the inconvenience

kingriku
Posts: 3
Joined: Tue Oct 01, 2019 11:55 pm

Re: Mods Currently Working 3.2

Post by kingriku » Wed Oct 02, 2019 2:35 pm

Gangs of the Wasteland really works for 3.2? Wowsa, that makes me happy.

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jlf65
Posts: 1344
Joined: Wed Aug 10, 2016 9:10 pm

Re: Mods Currently Working 3.2

Post by jlf65 » Wed Oct 02, 2019 6:57 pm

kingriku wrote:
Wed Oct 02, 2019 2:35 pm
Gangs of the Wasteland really works for 3.2? Wowsa, that makes me happy.
Well, yes and no. It works fine, but you might see issues here and there since the worldspace records are out of date (set from the old TTW). Also, there's a record from Broken Steel that TTW assigns an ID and uses for some reference that GotW reverts back to no ID, so it might actually break something in Broken Steel. The mod needs a little updating (which I did on my own copy with FNVEdit), and one hell of a clean up - tons of records that need to be removed as they're not part of the mod (typical of GECK). I didn't bother trying to clean it - too much work and it's not my mod - but I did make all the records match the new TTW. Fortunately, most of the unnecessary records still match; only some need updating, so it's less work to update the worthless records than to clean them all.

But this is the problem with people playing the game making lists of "working" mods - if they didn't check every record in FNVEdit, they don't really KNOW if the mod is actually working or not. In this case, his play-through seemed okay, so he figured it was okay. Technically, it's not okay at all. It probably won't break the game completely, but it still needs to be updated for 3.x. Who knows how many of the other mods on his list are the same or worse...

kingriku
Posts: 3
Joined: Tue Oct 01, 2019 11:55 pm

Re: Mods Currently Working 3.2

Post by kingriku » Wed Oct 02, 2019 8:10 pm

jlf65 wrote:
Wed Oct 02, 2019 6:57 pm

Well, yes and no. It works fine, but you might see issues here and there since the worldspace records are out of date (set from the old TTW). Also, there's a record from Broken Steel that TTW assigns an ID and uses for some reference that GotW reverts back to no ID, so it might actually break something in Broken Steel. The mod needs a little updating (which I did on my own copy with FNVEdit), and one hell of a clean up - tons of records that need to be removed as they're not part of the mod (typical of GECK). I didn't bother trying to clean it - too much work and it's not my mod - but I did make all the records match the new TTW. Fortunately, most of the unnecessary records still match; only some need updating, so it's less work to update the worthless records than to clean them all.

But this is the problem with people playing the game making lists of "working" mods - if they didn't check every record in FNVEdit, they don't really KNOW if the mod is actually working or not. In this case, his play-through seemed okay, so he figured it was okay. Technically, it's not okay at all. It probably won't break the game completely, but it still needs to be updated for 3.x. Who knows how many of the other mods on his list are the same or worse...
Thank you for the heads-up. I'm a novice at making patches in xEdit, so I think I'll go ahead and uninstall GoTW.

Danico_
Posts: 7
Joined: Sat May 25, 2019 9:40 pm

Re: Mods Currently Working 3.2

Post by Danico_ » Fri Jan 03, 2020 4:18 pm

jlf65 wrote:
Wed Oct 02, 2019 6:57 pm
kingriku wrote:
Wed Oct 02, 2019 2:35 pm
Gangs of the Wasteland really works for 3.2? Wowsa, that makes me happy.
Well, yes and no. It works fine, but you might see issues here and there since the worldspace records are out of date (set from the old TTW). Also, there's a record from Broken Steel that TTW assigns an ID and uses for some reference that GotW reverts back to no ID, so it might actually break something in Broken Steel. The mod needs a little updating (which I did on my own copy with FNVEdit), and one hell of a clean up - tons of records that need to be removed as they're not part of the mod (typical of GECK). I didn't bother trying to clean it - too much work and it's not my mod - but I did make all the records match the new TTW. Fortunately, most of the unnecessary records still match; only some need updating, so it's less work to update the worthless records than to clean them all.

But this is the problem with people playing the game making lists of "working" mods - if they didn't check every record in FNVEdit, they don't really KNOW if the mod is actually working or not. In this case, his play-through seemed okay, so he figured it was okay. Technically, it's not okay at all. It probably won't break the game completely, but it still needs to be updated for 3.x. Who knows how many of the other mods on his list are the same or worse...
Added Quotes, tnks for the advice

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