#also added a npc mod that adds people to the roads in towns
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alnifena · 4 months ago
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i've installed so many mods for skyrim i actually have no idea what's happening anymore
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rinaris-skyrim · 5 years ago
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2. Tweaks
I wish I had a better category name for these. These are small changes, some of them atmospheric, some of them just nice to have. They don’t change anything terribly significant about the game, just add some flavor here, an item there, a little immersive utility yonder.
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A Matter of Time
In-game clock widget. Useful for checking to see when shops should be open, checking the phases of the moons if you’re a werewolf, figuring out if it’ll be dark soon. Just a gem. [link]
Aime’s Craftable Lockpicks
WISOTT - What it says on the tin. One iron ingot equals five lockpicks. No more complicated than that. [link]
Alchemist’s Journal
More for roleplaying purposes than anything. A simple book, craftable at a tanning rack, that lists ingredient effects as you discover them. [link]
Atlas Map Markers - Updated
The original Atlas Map Markers is brilliant, adding map markers for most things in Skyrim you might want on your map — the smaller camps, shops, shrines out in the wilderness, interesting spots, landmarks, whatnot. Kryptopyr updated it with an mod configuration menu. You’ll need the original [here], and then install Kryptopyr’s update [here] over it (”merge” option in Mod Organizer).
Better Stealing
A somewhat controversial tweak, one I’m not sure works well for balance, especially given various perk overhauls and other mods that allow multiple ways for you to offload stolen goods. However, I always found it stupid that shopkeepers would preternaturally “know” what was stolen and what wasn’t. This makes it simple: if it’s relatively inexpensive and no one sees you take it, it won’t be marked as “stolen” in your inventory (though the owners might still send some thugs after you after the fact, once they realize it’s missing!). Simple SKSE plugin. [link]
CS Soul Fragments to Soul Gems
Finally a use for all of those “Soul Gem Fragments” you find out in ruins or in random barrels! “Polish” the fragments with a linen rag at a forge, then combine them to make empty soul gems of the size you desire. You can also “smash” soul gems to reforge one large gem into several smaller ones, if you prefer, or combine smaller ones into larger gems. Why was this not in the base game? [link]
Dark Brotherhood for Good Guys
Why do I want this mod for a group that’s all about playing a murdering edgelord? Well, basically, because not all Brotherhood members are edgy dark edgelords, and usually when people want someone murdered, it’s for a reason. This gives you a somewhat different perspective on the Brotherhood and their victims: information, backstories, the philosophy of Sithis as morally neutral chaos instead of pure evil. I tend to play on the good-ish side of things, and I love reading and lore, so I like this. Add to taste. Be sure to merge the base mod with the provided hotfix. [link]
Dragon Wall Wisdom - Readable Dragon Walls
You’re the Dragonborn, right? Learning the dragon language, right? Gifted with an understanding of the dragon tongue and preternatural knowledge, right? Then you should really be able to read these dragon wall inscriptions in the game. This offers funny, quirky, and sometimes just downright mundane translations for these ancient arcane inscriptions. SHBITBG - Should have been in the base game. [link]
EK_RingLimiter
You have ten fingers. Why only one ring? This allows you to wear more — though for balance reasons I recommend sticking with the default of two, or perhaps four. Something something about magical auras interfering if the trinkets are worn too close to one another. ;) [link]
Even Better Quest Objectives
The default in-game journal is rather pathetic. It rarely gives you your motivations, or even a text version of where you’re supposed to go next. I very much miss Morrowind’s journal, where every conversation and relevant tidbit was recorded. This helps. [link]
Farmers Sell Produce
Seriously, again, why wasn’t this in the base game? It’s close to necessary if you’re going to use a needs mod, or something that uses produce to create medicines for diseases. Assuming, of course, you’re not inclined to go rampaging across farmers’ carefully-tended fields. [link]
Faster Transform - To Werewolf and VampireLord
Just a nice tweak. Again, time is valuable, it’s nice not to have quite such a large window in which I’m being wailed on by enemies, and I like the more monstrous touch. The middle option - only half the vanilla time to transform - is recommended for realism and balance reasons. [link]
Female Vampires Have Fangs
One of the very few purely aesthetic changes here. All vampires should have fangs. (I’m gay. Fangs hot.) [link]
Harvest Overhaul
Find it stupid you only get one flower from that whole patch of mountain flowers? Yeah, me too. This fixes that. [link]
iHUD - Immersive HUD
Neatly stows away the status bars when you don’t need them (when they’re full and you’re not in combat). Also hides the compass, because how does your character preternaturally know there’s this thing that way if they can’t see it? [link]
Immersive Dragons
Just gives dragons a larger wingspan so they can maybe actually lift themselves into the air. Another aesthetics tweak, with the goal of immersion. [link]
Jaxonz Lights Please
Incredibly useful for those using magical lighting. This maps both Candlelight and Magelight to hotkeys, removing the need to constantly switch spells. It also means you can easily toggle Candlelight on and off like a lantern or torch. Works well with mods that affect lighting and darkness, which I do. [link]
Jaxonz Map Markers
The best custom map marker mod I’ve found. Want to keep track of... well, anything? Ore deposits, NPCs, followers, your horse, that little camp... This is it! Uses the game’s built-in quest and quest objective system for map markers. Super easy to use. [link]
Kryptopyr’s Clothing and Clutter Fixes
This maybe should have gone in the “Fixes” post, but it’s... not quite “just” fixes. “Hooded robes” are separated into hoods and robes for mixing and matching, some NPCs clothing is changed to be more lore-friendly, alongside some behind-the-scenes fixes like weight adjustments. Optional, officially. [link]
Kryptopyr’s Weapon and Armor Fixes Remade
This also maybe should have gone in the “Fixes” post, but again, it’s a bit more of an overhaul, adjusting weights of things and armor scaling for consistency. Required for Kryptopyr’s great crafting overhaul, CCOR, so we definitely want this. [link]
Learn Alchemy From Recipes
WISOTT. Reading a recipe “discovers” those ingredient effects for you. Again, why was this not in the original game? [link]
Living Takes Time
I’ll be honest, I deactivate most of the features of this mod, except for “training takes time” and “reading takes time” (and increases speech skill). Crafting takes time just gets onerous, especially in the early game when you need all this gear and your bandoliers and you have needs you need to fill... And blocking the inventory or magic menu during combat is just... no. Still, the mod itself adds some nice functionality, and it can be fully tweaked to taste. If you’re using an alternate spell learning mod, be sure to set the “spell learning” time to zero. [link]
Mortal Enemies - De-Aimbot Your Foes
Once an enemy has started an attack, they’re locked into that direction and attack. This makes you able to dodge or move out of range of the attack, and they can no longer hit you anyways. They move slower when aiming or channeling as well. No instant pivots, and two-handed weapons feel heavier than one-handed ones. All in all, it makes combat feel more realistic, and allows them to miss you if you’re clever. But beware! These changes apply to you, too! [link]
No Psychic Lock Knowledge
WISOTT. You don’t somehow magically know how hard a lock is going to be just by looking at it. You just try to pick it, like... you actually would if you decide to pick a lock. [link]
No Silver at Jorrvaskr
Because a group of warriors whose upper echelons are all werewolves would totally be eating off silver. Not. [link] (in the optional files section)
Non-Exploitable Crossbow Reloading
Allows you to reload crossbows on your own time, by pressing the fire button, before firing again, without messing with your equipped ammunition. Simple and lovely. [link]
People Are Strangers
You don’t somehow magically know the names of people before you talk to them! I personally favor the “race” variant, just because... less generic, and I can usually see if someone is a Wood Elf or an Argonian anyways, but you can adjust the “stranger” label to taste. [link]
Point the Way
Roads actually have more signposts to direct people to the smaller towns as well as the large cities, and have them at more junctions. Signs also point the right way. Especially helpful along some of the more windy roads. No need to puzzle things out on your map quite so much. [link]
Realistic Capacity
Without a bag, you can only carry as much as you can feasibly wear, really. It’s that simple. This mod dynamically adjusts your capacity and allows for the armor you’re wearing and a few different weapons, e.g. a bow, a one-handed weapon, a shield, a knife or two, making those effectively weightless, and assume pockets for some meager supplies, but aside from that — backpacks and bags are mandatory. Makes things harder for a packrat like me, but it does make me think. [link]
Realistic Humanoid Movement Speed
This one takes a bit of the sting out of Realistic Capacity. Movement speed is adjusted to feel more realistic overall — you walk faster, jog more slowly (when sneaking, too), and don’t sprint like a gazelle. Take the optional horse speed modifier file to also add more value to horses: they walk and gallop faster as well now, in addition to their other benefits. [link]
Realistic Nights
Wondering why torches and night eye were even added to the game? Annoyed at how, well, bright the nights are? Put an end to that! Darker nights make light sources actually useful, and provides a good reason for sneaky types to actually consider the day/night cycle. Light adjusted based on the moons, snow reflecting night, and various other factors for an even better experience. [link]
Run For Your Lives
NPCs who are not guards or warriors run inside and hide from both dragons and vampire attacks. Like anyone with any sense of self-preservation would. I mean, I guess Nords don’t exactly revere self-preservation, but... this just seems more sensible to me, especially if we’re talking little old ladies armed with a steel dagger. [link]
SCRR - Skyrim Coin Replacer Redux
“Modern” Septims have no business deep in ancient Nordic burial mounds or Dwemer ruins. The Stormcloaks aren’t too ecstatic about Imperial money, either, and are creating their own silver currency, though gold is gold. Now silver Haralds are found in barrows, and ebony Dumacs in Dwemer ruins. All can be be melted down to ingots of their respective metals, or traded with merchants for “regular” currency. This adds massively to immersion, not to mention offering a supply of useful materials for smithing. [link]
Sleep Tight
Simple change that makes NPCs change into robes or clothes for sleeping, instead of going to bed in that hard iron armor (though for balance reasons, and modesty, people still wear chest armor). Accordingly, they’ll also take more damage if you can catch them unawares. [link]
Take Notes - Journal of the Dragonborn
I love this. I love this so so much. The ability to write a custom journal from in the game, and export it if I want to, adds so much to roleplaying. It means I can create a proper backstory, examine character motivations, process events of the game through my character’s lens, and record it all for myself later. Just, magnificent. Get it. You won’t regret it. [link]
The Choice is Yours - Fewer Forced Quests - Improved Dialogue Options
WISOTT. Just talking to someone doesn’t automatically add a quest to your inventory. You can turn an offer down or defer an errand until later. Some things a character just wouldn’t want to do. Now that’s not cluttering up your journal. Again, SHBITBG - should have been in the base game. [link]
Timing is Everything - Quest Delay and Timing Control
This allows you to space out the steps of the main quest as seems realistic (e.g. NPCs taking some time for research), as well as control when (at which level) various quests will start. There are also a few other tweaks to be found, such as Meridia’s Beacon not responding to vampires, werewolves randomly attacking, and Thalmor ignoring you unless certain quest conditions are fulfilled, instead of attack squads simply triggering at a certain level. [link]
TK Dodge
Gives you the ability to quickly sideroll and dodge a blow. Makes light armors a lot more viable in close combat, and plays nicely with Mortal Enemies. [link]
Trade and Barter
A fantastic mod that adjusts prices, merchant gold, and other parameters around trading based on race, faction alliance, personal relationships, location, and more. Highly customizable, highly compatible, brilliant. [link]
TravelMounts
You need to have a horse in order to be able to fast travel. Offers more of a reason to drop that 1000 gold, and this small tweak makes it feel much more immersive (after all, a rider can outrun and avoid many things someone on foot can’t). [link]
Truly Absorb Dragon Souls
For every dragon you kill and dragon soul you absorb, you get just that little bit stronger, gain a little more magicka, health, stamina, movement speed, carry weight, shout cooldown, armor, and magic resist. Set the amount gained for each dragon soul on install; I recommend medium to low values for each gain, just to offer longevity. [link]
Understandable Draugrs
In the vein of “Dragon Wall Wisdom,” you can now understand the draugr when they yell at you in a fight. Just adds the English translation in parentheses to the end of the subtitled Dragon language dialogue. Now your Dragonborn will be able to understand what’s being constantly shouted at them, even if it isn’t anything particularly nice or uplifting. [link]
Wearable Lanterns
No need to constantly toggle between a torch and a shield, or fight blind in a dark ruin. Just hook a lantern to your belt, that can easily be toggled on and off (and also automatically put out when you sneak, if you’re That Sort™). Incredibly nifty and useful. [link]
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...I’m sure I’ll be adding to this later. I’m sure, honestly. Maybe with an “optional tweaks” post, too, that are very much a preference thing. Or, y’know, just reblog myself. That might actually be the best option.
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rewardfox369 · 3 years ago
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Beyond Reach Skyrim Mod
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Since the last post detailing what I had planned and was yet to implement for update 3.5, I've now achieved most of what I had envisioned and am in the process of polishing the mod for an imminent release. New features I have implemented are as follows:
High Rock after dark. #skyrim #skyrim mods #the divide #beyond reach #dark eden enb #masser and secunda. I am having to go back to Skyrim for now at least. Hopefully I can continue there without those crashes. I am on Episode 98 of a Let's Play, hoping the character is able to carry on. I was stupid enough not to keep a savegame of before installing this mod, my fault. I must say though, great mod. Frustrating at times but well done. The mod is sooo good. Reach out and ask for voice actors/play testers on reddit. There will be troves of people asking to participate. I know it's your mod and you can do what you want with it, but it is such a shame that such an amazing work of pure art is going to remain unfinished and looking very unprofessional.
- A Town Crier who will speak of your exploits and current happenings throughout the mod AND skyrim, will talk on the state of the Civil War in Skyrim and depending on who you chose to side with; the victory as well. - Merchants in stores will now provide custom voiced greetings, a small detail but something that I think contributes immensely to the immersion within a world. The dialogue is assigned to Voice Types rather than individual NPCs so that you can create your own NPC, assign him a voice type from the mod with the ARNIMA prefix, and he will perform all the necessary lines whether he/she is a merchant or Inn keeper. - New random encounters that are to fit with the vanilla scheme of World Encounter scenarios, so you can travel down a road that would have previously been devoid of activity, to now stumble upon a unique situation every time you go to that location. This applies to both the wilderness and settlements, both the Town Crier and the Jesters use this system as to save them from traveling on foot to different towns. - A new 'Inspect' feature will provide you with plenty of lore and information on otherwise vague sights that peaked your curiosity in previous versions of the mod, adding to the immersion. Many plaques will have this feature near them so you can 'read' the inscriptions on them. These are scattered throughout the entire mod and in most dungeons. - Entire new location spanning the Bjoulsae river, you'll encounter 2 camps across this narrow stretch of land that are entirely fitting to the mod and will not seem like an afterthought. I will probably expand on this region as the environments of coasts or riverbeds eclipsed by epic cliffs has always attracted me. The waves may seem a bit excessive and not something that would appear in real life, but I thought it adds to the aesthetic as you make your way across the rivers edge.
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- Main quest dungeons and areas have been modified and expanded offering a greater deal of wonder and enjoyment through better enemy placement and puzzles. Even new NPCs to meet as they tell their harrowing stories of how they came to be in the location. - EVERY group of enemies has at least 1-2 NPCs doing full patrols and walking significant tracts of land, this may not seem like much, but for the more stealthy players, will provide avenues to completely avoid some confrontations. Most of these patrols are also provided with torches, this adds a lot of atmosphere at night when you can see activity off in the distance and the illumination the torch brings. - There has been an IMMENSE amount of new voice work added through this update, even more so than how much was added from version 2.15 to 3.0. When you trek through the various dungeons with a follower provided by the mods main quest, he will comment on various things throughout the dungeon and offer idle dialogue. Also, if you're ever confused on what to do next, as with the puzzle pictured above, you can ask your follower for some advice. This is not Ulkarin, but the priest who follows you into the dwarven dungeon. - Changed a lot of creature designs and fixed some issues - Also detailed with the above picture, but not in the frame is the overhauling of the marsh land and generally smoothing out a lot of features so they're not as jagged. And added a lot more detail in the form of dirt cliffs and tundra features. - On the advice of a very helpful contributor to the mod, I've changed some interiors as to better serve the player as they'll frequently be returning to these interiors during the main quest. - Featured above, a complete 'soup kitchen' fitted with an alchemy station and cooking pot. For the more aware, you can see wounded guard in the top left corner of the room. With the amount of work I've poured into the technical side of development rather than the visual, I hope that it could be a framework for detached mods that were built upon the basis of 'Beyond Reach', such as new wilderness encounters around markarth and the Eastern Reach. Such as encountering Orcs attacking bretons, Witchmen vs exiles, Purgers vs Afflicted, Pilgrims traveling to a temple and many more. If you would like to see those features incorporated into skyrim as a whole instead of just in the mods worldspace, comment below. And with the addition of complete leveled lists, you can start the mod at any time and expect a challenge, but never be too overpowered with damage sponge enemies. Higher level enemies will not just get a boost in health, rather their attacks will be more deadly in a variety of ways, such as Witchmen archers using poison tipped arrows and Witchmen melee having faster swings. I hope to also expand on the follower Ulkarin so that he can rival many of the already established followers on the nexus. This is not just a worldspace mod now, it comes under almost every category of mods on the Nexus and I aim to have it as a permanent main stay in your load order due to the sheer amount of quality features it will provide. In the meantime while I await the voice actors to provide their remaining dialogue, I may work on unique loot found in all dungeons so to encourage further exploration.
Beyond Skyrim is a collaboration between several modding teams. We're creating large continent expansion mods for The Elder Scrolls V: Skyrim.
Beyond Skyrim is a series of in-development mods that seek to add lands… well, Beyond Skyrim, to The Elder Scrolls V: Skyrim.
Now, thanks to a new trailer, we have some idea of what one of these mods will look like: Beyond Skyrim: Cyrodiil, which deals with the country seen in TES IV: Oblivion.
— András Neltz, Kotaku
Sometimes 200-plus hours of adventure isn’t quite enough. Case in point – The Elder Scrolls modding community. Home to some of the most ambitious and awe-inspiring add-on content in modern gaming, the scene remains as vibrant today as it was back when Skyrim first released in 2011, or when Oblivion debuted before that.
— Samuel James Riley, Game Rant
Beyond Reach Skyrim Sse
We’re starting the new year with a all-new Skyrim modding interview. This time around we’re talking to Will Hillson, part of the Dark Creations team. A post-grad student in the UK, Will is an integral part of DC’s ambitious project known as “Beyond Skyrim”.
— Matt Grandstaff, Bethesda
Anyone who played Bethesda’s massive hit Skyrim constantly heard NPCs talking about the eight other countries outside the game’s borders, but you couldn’t actually visit these places. One modding community is working to change that.
Beyond The Reach Skyrim
Beyond Skyrim is a fan-made, unofficial expansion pack for The Elder Scrolls V: Skyrim, which aims to allow players to visit every corner of Tamriel.
— Ben Reeves, Game Informer Videocompressor 2017 1.1.
Travel beyond the borders of Skyrim and explore Bruma, the northernmost county in Cyrodiil. Delve into Ayleid ruins, meddle in local affairs or explore the wilds — the journey begins now.
Find out more about Beyond Skyrim: Cyrodiil.
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Beyond Reach Skyrim Mod
Nexus:Standard | Special Edition Bethesda.net:Special Edition | Xbox One
Step aboard the Dawn's Venture, currently docked in Dawnstar, and meet Cardana Pallo, the wayward traveler. Peruse her wares, stocked from lands beyond Skyrim, and see if she has any news from the other provinces..
Survive against the odds and uncover relics and dangers alike.
Beyond Reach Skyrim Special Edition
Embark on a journey beyond the Sea of Ghosts to a land untouched by the ages. Witness the ruins of the legendary Jylkurfyk docks, where Ysgramor set sails towards new lands, spearheading humanity's arrival to Skyrim and the rest of Tamriel.
Explore the northern islands of Morrowind, including Bleakrock and Sheogorad in Beyond Skyrim: Morrowind's pre-release - The New North. Experience fully-voiced quests, locations, dungeons, and equipment in what is only a portion of the full province to come.
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mentalmars · 5 years ago
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Borderlands 3: Bounty of Blood Review
Borderlands 3: Bounty of Blood is a great DLC that breaks some of its own series own conventions and adds new game(play) mechanics that can push the franchise as a whole further. Introduction Bounty of blood: A fist full of redemption is the third DLC for Borderlands 3 and is part of the season pass. This story campaign add-on is inspired by westerns and therefore brings you to the desert planet Gehenna. You are drawn to this location to go bounty hunting as you find a poster in front of your room on Sanctuary III. The sheriff of Vestige needs your help to take care of a group of outlaws, the Devil Riders. As you make your way to the town, you stumble upon the first new NPC, Rose. Her design looks awesome, you got that Western meets Samuari mix going on there, really badass. Just like Gaige did in the ‘Guns, Love, and Tentacles” DLC, Rose will guide you to the first town and helps you defeat the wildlife on your way. During this segment, Rose will bring you up to speed how things work around here. Just before you enter the town Vestige you two part ways but your roads will intertwine throughout the DLC. At the entrance of the town, you are welcomed by Titus. At first, I thought he would be a generic NPC that was needed to escort you to the real objective. I wasn’t impressed with his design nor that of the sheriff and later on Juno. However, by the end of the DLC, Titus and Juno have grown onto me. Throughout this story campaign, you will learn about their story and me changing my mind about these characters means the team over at Gearbox Software did a good job getting me captivated in their story. I can’t say the same about the sheriff… The Impact of Your Choices In this 3rd DLC, your choices impact the town. The first choice I encountered was a wounded sheriff. You have the option to revive him or let him be. Because I triggered a story event and therefore forgot to revive the sheriff in time… well… …he died, oops! This is the moment I realized that Matt told us during the Borderlands Show that our choices would be reflected in the main town. At this point, I’m overthinking the whole concept as I played a lot of Deus Ex where every choice has consequences. Therefore, I started to feel guilty about the sheriff’s death as I wasn’t content with the outcome. Which is stupid as I’m still early on in the DLC and you aren’t that invested into the new characters at that point yet. That said, throughout Bounty of Blood you will get several more of these types of encounters that leave their mark on the town and its people. While they aren’t as impactful as in Deus Ex they are neat details that make the world come to life and they show your actions an impact the world itself. I would love to see more of that in the Borderlands franchise going forward. New Gameplay Mechanics Bounty of Blood also introduces 4 new objects that you can interact therefore change up the way you play through this DLC. Because you will unlock the abilities to interact with these objects throughout the story campaign you have new things to discover going back to previous areas. It also mixes up the combat as you can utilize some of them during combat. You have these plants that you can melee and they will shoot out these explosive seeds. You can use these to inflict damage to your enemies but also open up new areas. There is a plant that let brainwashes enemies and lets them fight for you. There are crystals that are used to block off areas or hide secrets as they can blend in with the environment. The most noticeable thing is the Tellezapper. These portals let you instantly travel to other locations on the map. They let you reach different sections of the map but in some cases they teleport you across the room, giving you the ability to launch sneak attacks at your opponents. I kinda want to make notes on the in-game map so it’s easier to trackback if you found stuff that was inaccessible during your first run and you want to come back to later on. (Bounty) Hunting What would a Western be without Bounty Hunting? Therefore you will stumble upon these wanted posters throughout Gehenna. It’s “on theme” with the whole  Wild Wild West that’s going on but it also gives Gearbox Software the ability to add a lot of dedicated loot sources. Because this is a bit of an issue in the main game. There are a lot of legendaries but they don’t have a dedicated loot source for themselves. With Bounty of Blood, Gearbox Software is adding a bunch of new legendary weapons and while most of them can world drop they all have their own loot source. Taking about the new legendary weapons in Bounty of Blood, there are definitely a bunch of cool weapons that challenge the current meta. Some others need a boost. I was surprised that there aren’t any new legendary mods, artifacts, or grenade mods in the DLC. There are a few new purple rarity items that do interesting things. Besides having to hunt down outlaws you will also be hunting down dangerous wildlife and lost treasures. These are all different Crew Challenges that you get to do during the DLC. While I got most of the hidden stuff on my first playthrough there is definitely stuff I needed to go the extra mile to find them. The Final Showdown The main antagonist throughout this story campaign add-on is great. I enjoyed the backstory and how things come full circle at the end. I love how the game ramps up near the end of the story and how you get to discover what has been going on on this planet. I wasn’t a fan of seeing more dessert at first but Gearbox did a good job add creating areas with different styles. Especially at the end of the DLC, the environment is gorgeous. I love the area where you go into this facility. The VFXs in this DLC are also amazing, dare I say; world-changing. The encounter with the antagonist is great, I really enjoyed the final boss fight and how you need to make use of the newly added gameplay mechanics. Conclusion Borderlands 3: Bounty of Blood isn’t the black sheep of the Season Pass as it doesn’t rely on established characters to drive the narrative. This story campaign add-on can stand on its own with a brand new cast of characters. It adds new gameplay mechanics that push the Borderlands franchise as a whole further. There is sooo.. much I want to talk about but I don’t want to spoil it for you. It’s a great DLC and I definitely recommend you picking it up!
Continue reading on https://mentalmars.com/game-news/borderlands-3-bounty-of-blood-review/
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bubonickitten · 8 years ago
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What are your favourite/most reccomended skyrim mods for someone who's only played vanilla?
Okay, so I went through my Nexus Mods Manager and Steam Workshop mods lists and picked out some of my favorites. (Note that some of them require SKSE.)
General:
ETA: Forgot to mention the Unofficial Skyrim Patch, which is honestly something worth having even if you don’t use mods, because there are a lot of broken quests and glitches even in the vanilla game and this makes it so you encounter less of that. 
SkyUI - Takes a little while to get used to, but once I did, I definitely prefer it to the vanilla UI. Also adds a Mod Configuration Menu (MCM) that a lot of other mods use to toggle different options offered by those mods.
Sounds of Skyrim - There are three: The Wilds, Civilization, and The Dungeons. Adds a ton of new sound effects to the game and lets you toggle which ones you do/don’t want.
Climates of Tamriel - New weather patterns, sounds, lighting, etc.
Run For Your Lives and When Vampires Attack - If you’re tired of unarmored, unarmed NPCs rushing at incredibly lethal creatures and expecting good results.
Better Stealth AI for Followers - Because it’s really annoying when you’re trying to sneak and your follower is carrying a damn torch.
Mods for your convenience:
Detailed Mine Map Markers - Adds the type of ore that can be found in the mine in parenthesis after the mine’s name on the map. VERY convenient.
House Markers - Adds map markers to player homes that are available in the base game.
Return Home Teleport Spells - Adds spellbooks to each of the houses you can get in the main game, plus the Ragged Flagon and Archmage Quarters.
Teleportation Books and Teleportation Books (Dawnguard) - More teleportation spellbooks.
Lock Picking Chalk Marks - I wish I found this mod twelve playthroughs ago. It makes lockpicking a lot more tolerable.
Infinite Gold for Merchants - Gives each merchant 20,000 gold to barter with. Useful if you’re like me and like crafting and stealing and hoarding but then have trouble selling it all without having to travel to five different cities.  
Lightweight Potions and Poisons - Adjusts potion/poison weight to 0.1 instead of 0.5 so you can carry more stuff.
Earring of Unburden Lite - Earring that significantly increases your carry weight. Thank god.
Bandolier Bags and Pouches - If you still need more carry weight (I know I do) and/or love accessorizing.
Stones of Barenziah Quest Markers - If you’ve ever done this quest, you know how useful this would be.
Jiub’s Opus Quest Markers - Why this wasn’t in the base game is beyond me. 
Unread Books Glow - Adds a glow to any books you haven’t read yet (including skill books). Helpful especially if you like collecting things.
Enemies-related mods:
Extended Encounters - The original that I have installed has been taken off Nexus Mods, but apparently there’s a similar one here.
Even More Dragons! - Adds significantly more encounters with dragons - I love it, but it’s hell when you’re still at a low level, so be careful. There are two other versions - More Dragons! (more encounters than usual, but less than Even More Dragons!) and Most Dragons! (which… I tried this one first and it’s great if you feel like fighting four dragons at once outside of a major city and then having to resurrect like 20+ NPCs when the dust settles just so you’re not walking around in a ghost town, but if you just want to casually complete quests without constantly being on fire, I recommend downgrading to More Dragons or Even More Dragons, lmao).
Extra Encounters and Extra Encounters (Dawnguard) - In case you still aren’t satisfied with the sheer number of people, places, and things that want to kill you in Skyrim.
Diverse Dragons Collection - Adds 14 new types of dragons to the game, so while you’re constantly being harassed by dragons, at least you get some variety.
More Enemies - Adds new types of enemies to the game. (Beware the bridge trolls, they’re dicks.)
(This is getting long, so I’ll put the rest under a cut.)
Factions:
Moonlight Tales - Customizable werewolves. Offers different pelt and eye options; a wolfkin alliance option (i.e. if you’re a werewolf, wolves and other werewolves aren’t hostile); and options for involuntary lunar transformations, which adds a new dynamic to the game.
All Thieves Guild Jobs Concurrently - Lets you take one of each type of job from Vex and Delvin simultaneously, which means less trips to and from the Ragged Flagon.
Localized Thieves Guild Jobs - Lets you choose which Hold you want a job for, rather than having it be randomized. Which means less saving and reloading and cursing in order to get a job in that last Hold you haven’t taken over yet. (Not compatible with All Thieves Guild Jobs Concurrently. I’ve tried both and both are good, it just depends on your playstyle which you might prefer.)
Improved Vampirism - Requires Dawnguard.
Aesthetics™:
Enhanced Blood Textures - [chanting] more blood! more blood! more blood!
Pure Waters - Really improves the appearance of rivers, lakes, etc.
Book Covers Skyrim - Adds really nice unique covers to all the books in the vanilla game and DLC.
Lanterns of Skyrim - Adds lanterns along the roads all throughout Skyrim. They turn on automatically when it starts to get dark (iirc you can customize the timing in the MCM).
Shadowmarks - Adds Shadowmarks to player homes. Because the Guild Master lives here.
Skills/Crafting/etc.:
Complete Crafting Overhaul Remade - Exactly what it says on the tin. Also very customizable depending on your specific preferences (requires SkyUI for its MCM feature).
Wintermyst Enchantments - Adds 124 new unique enchantments to the game. FUN.
Smithing Redesigned - Redesign of the smithing skill tree.
Smelting Plus - Melt more stuff.
NPCs:
Hearthfire Multiple Adoptions - Lets you adopt up to 6 kids. You need to couple it with player home mods that allow for 6 kids (there’s a list of compatible mods in the mod description).
Khajiit Child Ma’isha - Adorable Khajiit daughter. Just recently, a dragon was attacking me and she ran over and started wailing on it with a dagger I gave her. I love her. (Supplement with this mod, which lets her wear actual child clothes. Because sometimes with mods that add non-human children, the clothes are glitchy bc the mod uses the adult models of those races that already exist in the game, just�� make them smaller, lmao.)  
Adopt Aventus Aretino - Because when he grows up he wants to be an assassin, just like you.
Lucy and Louis - Adoptable vampire children, because why the hell not.
Marriable Serana - Because why isn’t she romanceable already? (+ Hearthfire addon, to allow her to move into homes added by the Hearthfire DLC.)
Khajiit Black Market - Adds black market merchants to taverns across Skyrim. They sell useful stuff like spellbooks, all kinds of soul gems, rarer alchemy ingredients (e.g. nirnroot, daedra hearts), etc. - and, of course, skooma and moon sugar.
Kidmer - Adds a bunch of adoptable mer children to the game. Because it’s weird that only human children exist in Skyrim.
Beast Kids - Adds Argonian and Khajiit children to the game.
Adopt Beast Kids - More Argonian and Khajiit children, but adoptable.
Dominions More Khajiit - Just adds more Khajiit NPCs throughout Skyrim (and not just enemies - they’re NPCs with specific names and present in different factions, e.g. in the Companions and Dark Brotherhood).
Dovahbit of Caerbannog - Super cute immortal bunny follower that wears tiny helmets and carries all your stuff. Seriously.
Friendly Brynjolf - Makes it so he doesn’t keep blowing you off with the same one-liner after completing the main Thieves Guild questline. Also makes him marriable.
Quests:
The Paarthurnax Dilemma - Makes it so you can say “fuck off, I’m not killing the penitent dragon, he’s just minding his business on top of his mountain and talking at clouds” to the Blades and the quest won’t just indefinitely hang around in your quest journal forever because you refuse to kill Paarthurnax because who would want to do that. But also if you do want to kill Paarthurnax for some reason, this mod apparently adds dragons who will defend him from your treachery.
Wyrmstooth - This one adds a whole new region and questlines to the game, but it’s been taken off Nexus (it was the same author as Extended Encounters). I’m mentioning it bc it’s worth knowing about in case it ever gets put back up.
Falskaar - Adds a new region and questlines.
The Forgotten City - This one’s hard to explain so I’ll just say I highly recommend it and give you the description as provided by the mod creator: “a murder mystery investigation set in an ancient underground city. You’ll need to solve it using your wits, and the ability to travel through time. It has a dark, non-linear story in which you’ll interrogate suspects, explore the city and its many secrets, and navigate challenging moral dilemmas. It features multiple endings, an original orchestral score, and professionally voiced dialogue.”
Following Mercer: A Thieves Guild Quest - A short questline that takes place after the main Thieves Guilt questline. You kinda just follow clues to find Mercer’s hiding places for all the loot he stole, and also kick his now-ethereal ass a few more times.
Markarth Undercity - Really cool questline. In case you wanted to spend more time in Markarth, but underground this time.
New Markarth Adventures - Because hell is Markarth.
Helgen Reborn - I literally just installed this one for my newest playthrough so I don’t have much to say about it yet, but it looks interesting. Make sure you don’t have this one active until after you finish “Unbound” (the first quest in the game, where you escape from Helgen) because otherwise you get stuff like this.
Legacy of the Dragonborn - This is a HUGE mod. It adds a museum in Solitude for you to put all of your collectibles (including collectibles from several player-created mods that are either packaged with it or compatible with it), as well as its own questlines.
Moonpath to Elsweyr - Adds a new questline that lets you travel to Elsweyr. Can be a bit glitchy, though - like, in some of my previous playthroughs, it would make all sabre cats in the game invisible, lmao. It’s packaged with Legacy of the Dragonborn if you decide to use that one, and I don’t have the invisible-sabre-cat problem anymore ever since uninstalling the standalone Moonpath to Elsweyr and just using Legacy of the Dragonborn, so ymmv.
Missing Apprentices - This just fixes the unfinished Missing Apprentices quest in the vanilla game.
Armor/weapons/items:
Immersive Armors and Immersive Weapons - Both add a ton of new armor and weapons to the game.
PrivateEye’s Heavy Armory - Adds a ton of new weapons and variety to the game.
More Interesting Loot - What it says on the tin.
LC_Immersive Looting - More loot items, like above.
EK Ring Limiter - Toggle how many rings you want your character to be able to wear at once.
Cloaks of Skyrim - Cloaks! Cloaks everywhere!
Amulets of Skyrim - Now with more amulets!
Konahrik’s Accoutrements - Dragon Priest Armory - This is another one I just added and I’m not far enough along in my playthrough to be able to see any of the content yet, but supposedly it’s pretty good.
The Gray Cowl of Nocturnal - If you’re in for some Oblivion nostalgia.
Skyrim’s Unique Treasures - If you’re the collecting type.
Improved Closefaced Helmets - Better meshes for the closed-face headgear in the game.
Skill Book Overhaul - Adds more skill books to the game. I just added this one yesterday but so far I like it.
Royal Armory - Just added this one yesterday, too. Adds some unique weapons for certain prominent characters.
Unique Weapons Redone - Gives unique weapons actual unique appearances, rather than just looking like common weapons with added enchantments.
Recurve Longbows, Recurve Longbows - Dawnguard, Recurve Longbows - Dragonborn - Add longbows to the game. They do more damage and have a longer range, but the pullback time is longer, so it’s a nice balance. There’s also a really cool longbow you can get once you unlock the Dragonrend shout - it’s basically a longbow with an enchantment that has the same effect as the Dragonrend shout, and it’s great (especially if you have one of those More Dragons mods installed).
Diamond Smithing Collection - A series of mods for craftable gemstone weapons and armor.
Light Armor Hoods - Craftable hoods.
Thieves and Assassins - A Better Rewards and Treasure Mod - Makes it so the loot you find will be more oriented toward thief and assassin characters (light armor, daggers, bows, etc.). Nice if you’re like me and usually play the exact same type of character and have little use for heavy armor or two-handed weapons.
Player homes:
Elysium Estate - My favorite player home mod so far. It’s gorgeous and detailed, has toggle-able displays for unique items (Thieves Guild quest items, dragon claws, dragon priest masks, Daedric artifacts, etc.), a guest house for followers outside, planters outside for planting your own garden, tons of storage for specific items, a lot of bookshelves, a bunch of crafting stations in the basement (Skyforge/smelter/grindstone/workbench, alchemy and enchanting tables), its own cow and goat and chickens (they have names any everything and they’re coded as necessary NPCs, so you don’t have to worry about the constantly-spawning dragon in that area killing them). There’s a cute little backstory (it belonged to a gardener who worshiped Kynareth and is passing it on to the next worthy person) but there’s no quest to get it, you just have to read a note on the front door and find the key, so you can basically access it in the very beginning of the game. It’s also compatible with Hearthfire multiple adoptions, so there’s an option for six children’s beds.
Breezehome FullyUpgradable - This is my second-favorite player home mod, and it was my go-to before I found Elysium Estate. It adds a lot more storage, displays, etc., but my favorite thing about it was that it added a basement area with a library, a secret entrance accessible from a cave outside Whiterun, and crafting stations with autochests. Basically, when you access a specific storage container (smithing chest, alchemy ingredient bag, etc.) it automatically scans your inventory and gives you an option to automatically empty all applicable items into that container, rather than having to go through and put away each item yourself. It’s also hooked up to the crafting stations - so if you activate the forge/workbench/grindstone, it automatically adds everything from the smithing chest to your inventory, and then automatically puts it all back when you’re done. It’s pretty convenient.
Khajiit-related mods:
I basically always play a Khajiit, so I have a lot of mods specific to beast races.
Amazing Race Tweaks - Khajiit - Different passive race abilities for Khajiit. I also have this supplemental mod installed to cancel out the jumping bonus - jumping very high is fun but it takes twice as long to come back down and that was annoying for my impatient ass. (Amazing Race is a series btw, there are versions for other races besides Khajiit.) Also check out Passive Race Abilities.
Khajiit Speak - Complete Dialogue Overhaul - Makes playing as a Khajiit a LOT more immersive. It changes your dialogue choices to match the dialect of the rest of the Khajiit in the game (e.g. use of the third-person rather than the first-person), and also adds Khajiit-specific bits of lore (e.g. using the Khajiit names for the various gods). Also, lots of sarcasm - it’s pretty great.
Khajiit Ears Show - Headgear doesn’t hide the kitty ears. This is a TES5Edit script so it requires you to use that. I honestly have no clue what I’m doing with TES5Edit but I followed the instructions in the mod description and somehow got it to work, so… 
Coverkhajiits - More high res textures for Khajiit.
Digitigrade Beast Races - Gives Khajiit proper paws for feet. Also gives Argonians raptor feet. Compatible with the armor in the main game and DLC, but not always compatible with new armor from other mods.
Better Claws and Gauntlets - Actually see the claws on Argonians and Khajiit. Like above, not always compatible with armor added by other mods. And if you’re not wearing gauntlets, the claws usually don’t show.
Dawnguard Glowing Vampire Eye Fix - Lets Orc, Argonian, and Khajiit vampires have glowy vampire eyes.
Beast Skeletons - Adds Mer, Khajiit, and Argonian skulls and skeletons. Because it gets boring seeing only human skeletons everywhere. (It’s mostly lore-friendly, so you won’t come across a bunch of nonhuman skeletons in the ancient Nord burial sites or anything like that.)
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lesvegas · 4 years ago
Text
My Mod List for Fallout: New Vegas
Some months ago, I answered an ask regarding FNV mods I’d recommend. Over the past few months, I’ve tried many more mods since, and have even removed several mods from the original list. I decided to remake the list, both in this post and also in this doc for the sake of documentation.
These are both for my own reference and for anyone who’s looking for mod recommendations. Keep in mind my preferences for mods tend to be smaller-scale, quality of life and immersive mods, and I’m not super into big story mods.
This is a long one, so I’m putting it under a readmore.
You’re gonna wanna start with this mod configuration menu, which helps to manage mods in-game. 
Fixes & Script Extenders
Most of these are necessary for a stable game and for the rest of the mods listed here.
New Vegas Script Extender (NVSE) - You’ll need this for most of these to work at all.
Yukichigai Unofficial Patch (YUP) - A compilation of vital bug fixes with no further additions. Just bug fixes.
Unofficial Patch Plus - A collection of supplementary bug fixes to be used alongside YUP. Includes improved versions of popular NVSE bug fixes.
New Vegas Anti Crash (NVAC) - Says it right there in the name.
JIP LN NVSE Plugin - An extension of NVSE that restores broken features and supplies bug fixes; read through this one before toggling anything.
JohnnyGuitar NVSE - Another NVSE extender.
FNV 4GB Patch - Simple patcher to make Fallout New Vegas 4GB Aware.
Throwable Weapon Fixes - A collection of fixes for throwable weapons and projectiles.
Overhauls
New Vegas Character Expansions (NVCE) - Probably the only character overhaul that just makes everyone look a little less potato without making them look hollow inside. (NOTE: This may make some characters have white faces. If this happens, the fix that worked for me is at the bottom of this post)
Water Overhaul - Overhauls various aspects of water, making radiation-free water more scarce and allowing you to refill bottles anywhere with a water source.
Starting Gear Overhaul - Adjusts the gear you start with to be more sensible and catered to your tagged skills. Recommended using along with JSawyer Ultimate.
Mojave Raiders - Adds more raiders to fight and balances their loot.
Mojave Wildlife - Adds hundreds more levelled, vanilla-friendly creature spawn points throughout the whole Mojave, based off unused vanilla levelled lists.
Mojave Arsenal - Adds ammo variants, reloading parts, and weapon mods as loot; fixes item naming conventions; improves recipes; and adds options for configuring GRA.
The Living Desert - Adds hundreds of NPCs and several scripted events; people patrolling the roads, travelling between towns, occupying locations.
Faction Map Icon Overhaul - Changes faction-related icons on the Pip-Boy map, for example Camp McCarran and the Mojave Outpost’s icons are the two-headed bear, the Fort and Cottonwood Cove are the bull, etc.
Immersion
New Vegas Enhanced Camera - Enables visible body and player shadow in first person, will let you remain in first person when you would otherwise be forced into third person (death/knocked down/etc).
Barton Thorn Acts Normally - Barton Thorn seeks out the player himself to ask for help with the geckos.
Clarity - Removes orange/blue tints.
Harvestable Cave Fungus - Self-explanatory.
Better Pickup Prompt - Makes several improvements to the HUD pickup prompt that appears when you look at an item. (NOTE: This mod has been discontinued, but seems to still work).
Realistic Safehouse Upgrades - Gives every safehouse a workbench, reloading bench, camp fire and more containers to make them feel like home.
Eddie Hears And Explosion - Fixes one of the clunkier moments in the game, near the end of the Powder Ganger questline.
Neck Seam Concealer Necklaces - A wide variety of necklaces that perfectly conceal the seam connecting characters’ heads and torsos. 
Vanilla Hair, No Shine - Makes the default hairstyles have less obnoxious white shine.
Light Step ED-E - This mod gives ED-E the Light Step perk, preventing him from setting off mines and floor traps.
Hi-Res Vanilla Posters and Graffiti - Posters and graffiti have x2 upscaled resolution, with no ugly blurring or sharpening.
Mojave Nights - Mojave Nights combines my Enhanced Night Sky mod with a brand-new, highly detailed moon replacement for complete night-time realism.
Functional Post-Game Ending (FPGE) - Adds a fully functional post-game world to the game, where you will realise the consequences of your choices.
Just Vanilla Sprint (JVS) - A simple vanilla sprint mod. Requires JIP LN Plugin (scroll up to Fixes & Script Extenders).
Animated Maize Fields, Park Equipment, Poseidon Energy Signs (personal fave), Sunset Sarsaparilla Rotary Entrance, Rotating Brahmin Rotisserie, and Foliage. This mod maker has tons of immersive little animation mods; I recommend looking through all of them.
JSawyer Ultimate Edition
JSawyer Ultimate Edition - JSawyer's popular mod, fully re-implemented from the ground up. A ‘meant-to-be’ mod which changes elements of the game to how they should have been from the start.
JSawyer Ultimate Edition Patches - Patches for using several popular mods alongside JSawyer Ultimate Edition.
JSawyer Mod Vanilla Number Of Perks - Changes the final total number of perks acquired by level 34 from the JSawyer default of 17 to the vanilla default of 25.
Perk Every Level, Cap at 100 - JSawyer Ultimate Edition caps the player at level 35. Once I reached level 35, THEN I installed this mod, which was the only increased level cap mod that worked for me. It doesn’t add perks after that, though; I have to add perks manually.
Restored Cut Content
Uncut Wasteland - Restores a huge amount of scenery and little random things which were patched out of the game post-release.
The Moon Comes Over The Tower - Restores the rest of the quest given by Emily Ortal, which requires you to go H&H Tools Factory, Camp Golf, and North Vegas Steel.
Vanilla Intro Plus - Restores the bit of the intro where Victor pulls the courier out of their own grave.
Classic Fallout Floaters - Adds Floaters into New Vegas based on information and cut content found within the files. Can be found where Centaurs lurk.
The Strip Open - Removes the gates and excess loading screens within the Strip.
Legion Quests Expanded - Provides more Legion content by adding or expanding several Legion quests. Needs compatibility patches.
Karma and Reputation
Karma Changes - Changes the karma alignment of some NPCs, like making Caesar Very Evil instead of Neutral.
Lonesome Road True Faction Allegiance - The parameters for your allegiance has been altered to reflect on your quest status, rather than reputation. This is reflected in Ulysses’ dialogue and the courier duster.
Powder Ganger Rep Fix (Ghost Town Gunfight) - A quick and easy fix that removes the Goodsprings Powder Gangers from the PG Faction.
Negative Karma for Gravedigging - Gives the player bad karma every time they dig up a grave.
Quests
Autumn Leaves - A DLC-sized quest mod in a centuries-old library inhabited by sentient machines with a mystery to solve.
Boom to the Moon - A short but sweet quest investigating a moon base featuring some of the best interiors I’ve ever seen in a video game. Walkthrough required, though, and be sure to install the failsafes.
Snow Globe Quest - Adds quest markers to all the snow globes you find for Mr. House.
Benny
Benny Returns - Returns Benny to the game as a companion. Be sure to read through the mod description carefully before saving him from the Fort.
Bi Benny: The Re-Bennying - Edits Benny's Black Widow dialog to work with Confirmed Bachelor couriers, with altered working voiced + lip sync dialog. It’s a little rough but it works.
Save Benny Without Angering The Legion - This mod makes you able to save Benny at The Fort without angering the Legion or breaking their questline.
Less Serious Mods
Benny’s Aid - Funny Simpsons reference.
Mr. House Portrait Fix - Gives the portraits of Mr. House the Platinum Drip.
I Got Spurs - Adds a set of lucky spurs to Doc Mitchell's house that can be worn with any clothing. They can be found on top of the Vigor-Tester.
Legate Caravan Showdown - Allows you to duel Legate Lanius in a game of Caravan rather than combat.
NVCE Pale Face Fix
Literally copied from some forum, the usual .ini fix didn’t work for me but this one did:
Another .ini fix, but this time the file is FALLOUT.INI, found under "C:\Users<your Windows username>\Documents\My Games\FalloutNV". Open it up in your text editor of choice, and search for the line:
bLoadFaceGenHeadEGTFiles=0
and change the 0 to 1, so it looks like:
bLoadFaceGenHeadEGTFiles=1
In the page on the Nexus it actually says to change that value in both a Fallout.ini file AND a FalloutPrefs.ini file, both in the My Games\FalloutNV folder.
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lesvegas · 4 years ago
Note
Hey idk if you've answered this before but I'm looking at adding some mods for fnv are there any you'd reccomend?
So here’s the thing; I recently went through nexus and installed a bunch of mods that stood out to me/were recommended to me that didn’t look too old or broken, but I haven’t actually played with all of them installed yet. I also don’t know a whole lot about modding in general. That being said, I’m gonna list em off here anyway for you and also for my own reference.
You’re also gonna wanna get this mod configuration menu, which helps to manage mods in-game.
Fixes & Script Extenders
New Vegas Script Extender (NVSE) - You’ll need this for most of these to work at all.
Yukichigai Unofficial Patch (YUP) - A compilation of vital bug fixes with no further additions. Just bug fixes.
Unofficial Patch Plus - A collection of supplementary bug fixes to be used alongside YUP. Includes improved versions of popular NVSE bug fixes.
New Vegas Anti Crash (NVAC) - Says it right there in the name.
JIP LN NVSE Plugin - An extension of NVSE that restores broken features and supplies bug fixes; read through this one before toggling anything.
JohnnyGuitar NVSE - Another NVSE extender.
Throwable Weapon Fixes - A collection of fixes for throwable weapons and projectiles.
Overhauls
New Vegas Character Expansions (NVCE) - Probably the only character overhaul that just makes everyone look a little less potato without making them look hollow inside.
Water Overhaul - Overhauls various aspects of water, making radiation-free water more scarce and allowing you to refill bottles anywhere with a water source.
Starting Gear Overhaul - Adjusts the gear you start with to be more sensible and catered to your tagged skills. Recommended using along with JSawyer Ultimate.
Mojave Raiders - Adds more raiders to fight and balances their loot.
Mojave Wildlife - Adds hundreds more levelled, vanilla-friendly creature spawn points throughout the whole Mojave, based off unused vanilla levelled lists.
Mojave Arsenal - Adds ammo variants, reloading parts, and weapon mods as loot; fixes item naming conventions; improves recipes; and adds options for configuring GRA.
The Living Desert - Adds hundreds of NPCs and several scripted events; people patrolling the roads, travelling between towns, occupying locations.
JSawyer Ultimate Edition
JSawyer Ultimate Edition - JSawyer's popular mod, fully re-implemented from the ground up. A ‘meant-to-be’ mod which changes elements of the game to how they should have been from the start.
JSawyer Ultimate Edition Patches - Patches for using several popular mods alongside JSawyer Ultimate Edition.
JSawyer Mod Vanilla Number Of Perks - Changes the final total number of perks acquired by level 34 from the JSawyer default of 17 to the vanilla default of 25.
Restored Cut Content
Uncut Wasteland - Restores a huge amount of scenery and little random things which were patched out of the game post-release.
The Moon Comes Over The Tower - Restores the rest of the quest given by Emily Ortal, which requires you to go H&H Tools Factory, Camp Golf, and North Vegas Steel.
Vanilla Intro Plus - Restores the bit of the intro where Victor pulls the courier out of their own grave.
Benny Returns - Returns Benny to the game as a companion.
Other Cool Shit
New Vegas Enhanced Camera - Enables visible body and player shadow in first person, will let you remain in first person when you would otherwise be forced into third person (death/knocked down/etc).
Karma Changes - Changes the karma alignment of some NPCs, like making Caesar Very Evil instead of Neutral.
Barton Thorn Acts Normally - Barton Thorn seeks out the player himself to ask for help with the geckos.
Clarity - Removes orange/blue tints.
Harvestable Cave Fungus - Self-explanatory.
Better Pickup Prompt - Makes several improvements to the HUD pickup prompt that appears when you look at an item. (NOTE: This mod has been discontinued, but I thought it looked too good not to try it out).
Realistic Safehouse Upgrades - Gives every safehouse a workbench, reloading bench, camp fire and more containers to make them feel like home.
Eddie Hears And Explosion - Fixes one of the clunkier moments in the game, near the end of the Powder Ganger questline.
Bi Benny: The Re-Bennying - Edits Benny's Black Widow dialog to work with Confirmed Bachelor couriers, with altered working voiced + lip sync dialog.
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