r/falloutmodding • • Feb 13 '21

How to create a new worldspace?

6 Upvotes

I wanted to create a new open world section. I’ve got the geck installed and I’ve looked at every video on the matter but can’t find anything.

I’m hoping to create something like the open worlds in New Vegas Bounties III or The Frontier

Thanks :)


r/falloutmodding • • Oct 11 '20

Fallout 3 Modding Guide

6 Upvotes

As I've made a post about this before, i will say that i will try to work on a video guide on how to mod Fallout 3.

Since i got an upgrade to my specs, i will be able to record a video on how to mod this game.

I will be talking about a duo of videos from a youtuber called White Collar Games.

I will be uploading this in parts of 4, and will end by posting a full length video on this

Or i will write a step-by-step guide; who knows.

Have a good day.


r/falloutmodding • • Jul 14 '20

Just me or...?

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6 Upvotes

r/falloutmodding • • Dec 30 '19

Blue box glitch

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6 Upvotes

r/falloutmodding • • Jan 23 '21

The game runs at sub 5fps

5 Upvotes

So I had struggled for a while trying to get New Vegas to run smoothly and not constantly crash. I discovered the Viva New Vegas and followed it to the letter. The game has run perfectly up until now. I've made it to vegas and have been here a while and all of a sudden whenever I load up any save it runs at 2-5 fps.

I didn't install any additional mods and I didn't change any settings so I have no idea what caused it. Could anyone help me identify the problem and/or help me fix it?


r/falloutmodding • • Dec 09 '20

Fallout 3 Auto Controller (F3AC) (Tool for Steam Link users)

5 Upvotes

This is a tool that I made for myself, to help with an issue I had.

When I play on my pc with keyboard and mouse, I want the game to boot without controller mode.

But when I start the game on my Steam Link, I am using a controller, so obviously I want the game to start with controller mode on.

This tool checks if a Steam Link is connected to the computer, and if so, it goes in and changes the FalloutPrefs.ini file accordingly.

Hopefully, this tool is of use to anyone else!

Releases · TayIsAsleep/Fallout-3-AutoController (github.com)


r/falloutmodding • • Aug 11 '20

Ok, so, I'm modding fallout new Vegas with ty heck and I'm currently trying to make a companion, it is a night stalker, and I can't add the "PlayerFollow" thing to it's AI packages, any help?

5 Upvotes

r/falloutmodding • • Nov 23 '19

I like junk weapons, I think there should be a heavy pipe gun, something like 4 automatic pipe riffles strapped together like a raider mini-gun, I think that would be super cool on a raider in power armor.

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5 Upvotes

r/falloutmodding • • Sep 03 '18

[fo4] After the latest fallout 4 update NMM wont run Fallout

5 Upvotes

I heard that there is a way to fix this particular issue but I haven't found anything about it. Does anyone know what I can do?

NMM says that it cannot run this version of Fallout 4 and I need to update. I heard that NMM is not going to update again and they are working to create a new manager.

Any suggestions?


r/falloutmodding • • Jul 19 '17

What might be causing this?

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5 Upvotes

r/falloutmodding • • Mar 31 '16

Rather than wait for the author to modify the outfit, i decided to try my hand at doing it myself without having ever modded anything other than making a single wall in Doom close to 20 years ago. Nailed it.

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5 Upvotes

r/falloutmodding • • Nov 04 '15

Glitch in New Vegas Bounties II

5 Upvotes

At least I think its a glitch. I'm playing New Vegas Bounties II, and I'm doing a quest called "A Weed That Grows on Every Soil", tracking down a slaver named Adam Rzeznik. The game tells me to go to Wolfhorn Ranch, although it doesn't give me a map marker. I go to to the Ranch and nothing happens.

I've played NVBII before, so I know what's supposed to happen. Some guy is supposed to show up and give me a tip about my target, leading me to his lair not very far from Wolfhorn Ranch.

I tried to skip the part and just go straight to his lair. I had to open it via console command, and when I entered, nobody's home.

Am I missing something? I don't remember having to pick up a note or something to trigger the next quest stage. I think its a glitch, and I've no clue how to fix it. Can anybody help?


r/falloutmodding • • Nov 22 '13

Mod ideas/suggestion thread.

5 Upvotes

So since there seems to be a decent-sized modding community, I think there ought to be a mod idea or suggestion thread and...well...this is it. If there's any modders out there that see ideas or suggestions they like, they just might make them. This isn't meant to be for specific requests or to pressure modders into doing anything particular, just a "hey, I thought" sort of thing. Maybe it'll take off, maybe it won't. We won't know 'til we try.

To start us off, I have a few.

Slenderman mod-sounds silly, I know, but think about how silent and still the mohave gets at night. Something, somewhere, could be watching. You wouldn't even know. The mod is meant to add a slenderman creature with characteristics not dissimilar to the Mysterious Stranger, it appears briefly, or maybe at a distance. Maybe it even grants its own radio station filled with static whenever it gets close, and while it's docile (we hope) that doesn't necessarily mean attacking it is a good idea.

More Aliens-because shooting those little bastards is more fun than it has any right to be. Maybe adds them as a random wasteland encounter or plonks a couple down in certain areas otherwise devoid of life.

Enhanced Vault Maps-Lets be honest, a couple of the vault maps are...not useful. Enhanced maps would make it clearer what areas could and couldn't be accessed.

Stronger Reavers-because weak Feral Ghoul Reavers make Jesus cry.

Bling-Not many things in New Vegas are shiny, but damnit sometimes you have to pimp yourself up a little and wear a little bling. The basis of this mod is to add something shiny to an armour set, maybe golden shoulderpads or silver boots. Less John Connor, more Judge Dredd.

Those are just a couple of ideas geared more, admittedly, to F:NV rather than FO3, but hey, yours might not be.


r/falloutmodding • • Aug 28 '20

Modding of Fallout 3.

4 Upvotes

I wanted to know if people would want to see a fallout 3 modding video that is straight forward and explains stuff but doesn't drag on too long.


r/falloutmodding • • Oct 14 '19

Please help

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4 Upvotes

r/falloutmodding • • Aug 12 '19

[FO4] F4:NV is run by some very bad people-- you should benefit from that!

4 Upvotes

I'm Felim O'Sainem, an ex-member of the Fallout 4: New Vegas modding project. I've been ill-treated for the last time by my former teammates.

I'm not happy. I've not been happy. I might be happy if this gets the circulation it requires. I don't give a shit about this project anymore. The entire team is in on the whole pro-piracy front. They're okay with breaking Bethesda's ToS. They've ripped files from the game and use them behind the scenes. Half of the behind-the-scenes script work is figuring out how to do their master plan that extracts New Vegas files. I have deleted my Discord account (Dad#0412), and do not intend on returning in any capacity. If this post goes down, it will remain down. There are a few development files available for usage (The master plugin was sadly deleted from my possession), should people find the necessary persons able to distribute the content.

Trello page: https://trello.com/f4nv

Login email: [email protected]

Login password: szsdkjgnhbfvlTBD;gvbksjvlcgsdkjgbrveatv

May God have mercy on my soul.


r/falloutmodding • • Jun 23 '18

"Failed to build Gamebryo Renderer" Fix

4 Upvotes

I recently ran into an issue where my game would throw this error at launch. Most resources online say that it's the graphics drivers or screen resolution that's the most likely cause, but I found that this issue (at least in my case) was being caused by ENB files. Renaming dxgi.dll to d3d11.dll seems to clear up the issue.


r/falloutmodding • • Dec 29 '15

My Experience With FNV Modding So Far Has Been Mind-Blowing

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4 Upvotes

r/falloutmodding • • Sep 21 '26

r/falloutmodding is available for adoption 💚

3 Upvotes

/r/falloutmodding is ready for a fresh start, new energy, new direction, and someone like you to bring it back to life. If you’ve been thinking about growing your impact without starting from scratch, this is your chance!

Ready to take it over?

Head to r/RedditRequest to submit your request and make it yours before it’s taken.

First things first

To request this subreddit, make sure you:


r/falloutmodding • • Mar 16 '21

Adding a doorway and cell from one mod to another

3 Upvotes

I use portable tent embiggened and underwater home, embiggened seems to have changed the worldspace ( i think?) To indoors so im no longer able to add the doorway with the sledgehammer tool. I want to just add the hatch to the tent permanently so i have to be inside the tent to get to it. How would one go about doing this in the geck? This would be my first attempt at modding


r/falloutmodding • • Feb 12 '21

Is the game too bright? Or is it just me?

3 Upvotes

I never really got into fo4 before. I bought the dlc yesterday because of the steam sale, and then modded it. Is this too bright? Or am I just too sensitive?


r/falloutmodding • • Nov 06 '20

How to make a painting replacer

3 Upvotes

I wanna replace a bunch of the paintings and posters in the game with custom ones, does anybody have a guide on how one would do this? Also package it up so a mod manager can install it


r/falloutmodding • • Sep 13 '20

[FNV] Recommended mods to make DUST more enojyable?

3 Upvotes

So I've just installed dust after beating NV and all DLCs to try out the "proper post-apocalypse survival experience".

Well, except that "experience" involved getting killed by a tunneler that spawns just outside the abandoned shack in which you begin maybe a minute after character creation.

Ok I know this mod is supposed to be hard and stuff, but I want a fun challenge, not ridiculous BS like this. Are there any good mods to tone the difficulty to a challenging, yet reasonable level?


r/falloutmodding • • Aug 04 '20

My fallout 3 GOTY load order:

3 Upvotes

Can you rate you load order for the game? Running AMD Radeon HD 6470M with 2.5GHz CPU and 12GB ram:

[X] Fallout3.esm

[X] Unofficial Fallout 3 Patch.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] StreetLights.esm

[X] BrokenSteel.esm

[X] CRAFT.esm

[X] FO3 Wanderers Edition - Main File.esm

[X] Enhanced Weather - Rain and Snow.esm

[X] FO3 Wanderers Edition - Alternate Travel.esp

[X] aHUD.esm

[X] iHUD.esm

[X] RH_IRONSIGHTS.esm

[X] CALIBR.esm

[X] FOOK2 - Main.ESM

[X] FOOK2 - [DIK] DLC Improvement Kit.ESM

[X] Sydney Follower.esp

[X] Mart's Mutant Mod.esm

[X] DCInteriors_ComboEdition.esm

[X] Mothership Crew.esm

[X] Alton, IL.esm

[X] Vault 101 Revisited.esm

[X] ArefuExpandedByAzar.esm

[X] AWorldOfPainFO3.esm

[X] FOOK2 - Main - Ironsights.esp

[X] DarNifiedUIF3.esp

[X] FO3 Wanderers Edition - Main File.esp

[X] FO3 Wanderers Edition - DLC Anchorage.esp

[X] ArefuExpandedByAzar-Radio.esp

[X] AltonAddon.esp

[X] ATMS_AlternativeTravel.esp

[X] FOOK2 - Main.esp

[X] FOOK2 - [DIK] DLC Improvement Kit.esp

[X] FOOK2 - Main [Hotfix].esp

[X] FOOK2 - DIK [Hotfix].esp

[X] Mart's Mutant Mod - FWE Master Release.esp

[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp

[X] Mart's Mutant Mod.esp

[X] Mart's Mutant Mod - Master Menu Module.esp

[X] Mart's Mutant Mod - FOOK2.esp

[X] Mart's Mutant Mod - FOOK2 - DIK.esp

[X] Mart's Mutant Mod - DLC Anchorage.esp

[X] Mart's Mutant Mod - DLC The Pitt.esp

[X] Mart's Mutant Mod - DLC Point Lookout.esp

[X] Mart's Mutant Mod - DLC Zeta.esp

[X] Mart's Mutant Mod - DLC Broken Steel.esp

[X] Mart's Mutant Mod - DC Interiors.esp

[X] UUF3P - FWE Patch.esp

[X] Item Prefix [00] (F3 + DLCs) NS.esp

[X] Item Prefix [01] (F3) NS.esp

[X] Item Prefix [02] (Operation Anchorage) NS.esp

[X] Item Prefix [03] (The Pitt) NS.esp

[X] Item Prefix [04] (Broken Steel) NS.esp

[X] Item Prefix [05] (Point Lookout) NS.esp

[X] Item Prefix [06] (Mothership Zeta) NS.esp

[X] FO3 Wanderers Edition - DLC The Pitt.esp

[X] FO3 Error Fixes.esp

[X] FO3 Wanderers Edition - DLC Broken Steel.esp

[X] CASM.esp

[X] FO3 Wanderers Edition - DLC Point Lookout.esp

[X] No_Vats.esp

[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp

[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

[X] RH_IronSights_Basic_AnchoragePlugin.esp

[X] RH_IronSights_Basic_BrokenSteelPlugin.esp

[X] RH_IronSights_Basic_PittPlugin.esp

[X] RH_IronSights_Basic_PointLookoutPlugin.esp

[X] RH_IronSights_Basic_VanillaPlugin.esp

[X] RH_IronSights_Basic_ZetaPlugin.esp

[X] RH_IronSights_Pitt_NewRifleSights.esp

[X] RH_IronSights_PL_NewItems.esp

[X] RH_IronSights_RemoveReticule.esp

[X] RH_FWE_Bridge.esp

[X] RH_IronSights_Vanilla_NewWeapons.esp

[X] RH_IRONSIGHTS_noblur.esp

[X] Enhanced Weather - Rain and Snow in Fallout.esp

[X] Enhanced Weather - REBOOT.esp

[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp

[X] Enhanced Weather - Sneak Bonus during Storms.esp

[X] Enhanced Weather - Weather Sounds in Interiors.esp

[X] Fellout-Full.esp

[X] UPP - Beverage Perks.esp

[X] Fellout-Anchorage.esp

[X] UPP - Experience Perks.esp

[X] Fellout-BrokenSteel.esp

[X] UPP - Original Perks.esp

[X] Fellout-pipboylight.esp

[X] UPP - Pack 1.esp

[X] Fellout-PointLookout.esp

[X] Fellout-Zeta.esp

[X] UPP - Pack 2.esp

[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

[X] UPP - Quest Perks.esp

[X] FO3 Wanderers Edition - Optional Restore Tracers.esp

[X] Follower Amata ULTIMATE.esp

[X] worthless-prewar.esp

[X] muzzle with no lightening.esp

[X] Floating Fix 4.0.esp

[X] reload sounds.esp

[X] DYNAVISION - Dynamic Lens Effect.esp

[X] RCmarketNoFire.esp

[X] Rivet_City_Cleaned.esp

[X] RC Stairwell fix.esp

[X] No Blur Effect.esp

[X] Reduced Dust Particles V02.esp

[X] Sydney Follower - Load Order Fix.esp

[X] FogRemover.esp

[X] BetterGamePerformance.esp

[X] PCB.esp

[X] InteriorFogRemover.esp


r/falloutmodding • • Jul 03 '20

FNV Modding - Scripted Effects on Wearables help?

3 Upvotes

Hey guys, does anyone know how to make wearables capable of activating scripted effects via GECK?

I am trying to make a ton of items inspired by FO4's Far Harbor DLC inside of New Vegas, I was successful with most of my items, but one of my toughest of challenges thus far, was to make a piece of clothing gain incremental radiation resistance, and DT per increment of +200 rads.

The basic formula translates to something like this;

"at <200 rads, nothing happens, at <=400 rads, rad resist increases by +25, and dt goes up to 10, at <=600 rads, rad resist goes to +50, and dt goes up to 15, at <=800 rads, rad resist goes up to +75, and dt goes up to 20."

In basic practice, I can manage something similar in consumable form, however, I need this as a wearable. I am okay with having to unequip and reequip the item to reset the script if necessary (if constant script eval/running isnt possible).

Does anyone know how to make this work? I'm completely stumped!

Thanks in advance!