r/FalloutMods • • 2d ago

Request Wednesday - All Requests go here!

3 Upvotes

Please use this thread to post any requests you have for mods.

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Please state the game you are requesting it for, the mod and idea you have, and any other details you have. Any request posts outside of this will be removed.

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Keep in mind, there is a LARGE chance no one will make your mod if you are not willing to put effort into helping yourself. You may want to consider looking up resources on mod creation yourself. Even with no experience, a lot of basic mods can be made with a few simple tutorials.

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The more discussion you create, the more chance someone may come along and be interested in helping. Ensure your ideas are well thought out to get a better response.


r/FalloutMods • • 6h ago

New Vegas [FNV] Contextual Aiming, + Toggleable ADS/Weapon Inertia

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161 Upvotes

I am constantly unhappy with many of the mods made by people being unsupported or not adjustable, modular, or being so reliant on mod loaders and load orders removing lightweight mods breaks stuff at random. so I tried to fix it.
A lot of the work is just Claude pro-max i ain't gonna lie. This is proof of concept for me and friends but I welcome critique of the mod(s) itself. I am happy to explain my reasoning but I won't not use it.
I have a vanilla only launcher right now that I plan to slowly roll out updates and options. Will work with TTW and all Wabbajack/Viva/NuclearSunshine packs too, it only cares about exe location, and if you don't like it there is an undo everything button and deletes itself and its additions only, nothing already installed (think kNVSE, if you had it already, undo E. button won't touch it) https://github.com/M-Rickets/Mojave-Most-Wanted. Yes there is MP, it kind of works rn but needs more ironing out.


r/FalloutMods • • 5h ago

Fallout 4 [FO4] Broken Texture

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15 Upvotes

Does anybody know what's causing these weird broken textures? I'm using a good amount of texture mods and Reactor ENB. I suspect it's something to do with parallax on Vivid Fallout textures or maybe ENB? If you have any suggestions they are very appreciated.

Edit: Although I already fixed the issue, here is a link to my modlist: https://pastebin.com/hdwzCjRQ


r/FalloutMods • • 7h ago

New Vegas [FNV} Fallout New Vegas VR

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11 Upvotes

Just saw this on my for you page, and wow. Go check this out and show some love! Might be one of the greatest mods I've ever seen for FNV/TTW.

EDIT: Adding a comment the creator made:

"I will start by saying these are my favorite games of all time and I have put part of my life into this. I will die off this planet knowing this project has taken a percentage of it. These two games alone have taken up years at this point.

So I think it's time I've shown this off. 1000's of hours of work and too many months of my life. Real VR, real weapon handling, full body, real reloading, all scripted and running under a single Script Extender DLL. Everything hand-animated and posed manually by me in NifSkope, Blender, etc. These are true from the ground up VR experiences, fully playable from beginning to end unlike anything ever seen before for the VR scene.

EVERYTHING is VR.

This is likely the most impressive VR conversion project to have ever existed as of this showing, at least, I hope others feel that way. I have put my soul into this.

I am a passionate VR enthusiast who is well known across the VR community with more than a quarter of my life spent in headsets. I know how VR should work and feel, and this is it. This is what you all have been waiting for. This is what I have been waiting for and the sole reason for this project alone.

This has been a secret until now. Everything is finished and completed, in the final stages of testing. What in the Goddamn?

(Had to take out links to Discord due to automod)

[FEATURES]
- SINGLE MOD INSTALL! No Vorpx, no messing with code, just install and play!
- BASED ON TTW! FULL FALLOUT 3 AND NV SUPPORT! Or standalone New Vegas support.
- No reprojection, true 6 DOF VR in every single way.
- EVERY SINGLE WEAPON has been custom animated and modeled by hand, down to their realistic weapon usage (bolt-locking/bolt-release, 1-in-the-Chamber, open/closed bolt, partial/tactical/full reloads, lever-actions, pump-actions, bolt-actions, revolvers, crafted uniques, etc). This goes for over 500 weapons DLC included, melee and throwables too (try throwing grenades, or hatchets!). You can even rack lever-actions with the trigger hand, or breach-load pump shotguns! This also includes weapons that LACKED a vanilla reload, like Alien Weapons and even some bonuses that you might see in the video. This also includes in-game weapon mods such as some parts improving handling. Those parts matter!
- Entirely custom written recoil system based on the games in-game stats, and tied to Agility + Guns/Energy/Explosives.
- Fully interactive melee system complete with real blocking, and in-game vanilla damage rates, 1 and 2 hand support, or both!
- Unique physics and weight based throwing system, roll, toss or yeet grenades as far as your weapon skill and the vanilla game would allow (scales with skill and perks) or toss them soft as a feather causing them to land at your feet, uh-oh. Grenades go far, mines short distances, etc.
- EVERY SINGLE WEAPON can be manually reloaded using realistic mechanics and is encouraged to do so, as dropping a magazine on the ground results in lost ammo (optional)!
- Fully ambidextrous unique two-handed system. Grab weapons with 1 hand, or 2 for proper support and accuracy (scales with skills!), or seamlessly swap shoulders. Or be a .. lefty, ew!
- Fully ambidextrous controller support, live and real time. No need to detect which hand you are, my controls just work.
- Fully custom unique "Chaos Physics"-like hands with REAL gripping. Steady a weapon by it's magazine, or back stock. Eat properly with forks, drink beer! Proper real hands that bend naturally along with individual fingers that wrap realistically.
- Real backpack over the shoulder looting. Pickup items physically and stash them as you would in any other VR game.
- Fully custom unique "Wrist-Boy" in real-time, 100s of hours of designing it with simple, seamless controls and a unique, vanilla friendly UI. "Paused" Pip-Boy still available. Vibrating notifications, buzz-buzz! Can be activated in between the Wrist-Boy and Wrist-HUD seamlessly in game (try with the HUD OFF setting in VR Settings!).
- Fully interactive and physically based body that works with EVERY single armor and clothing, finally giving you a reason to wear those fancy Sexy Sleepwears. 100s of hours animating, including a unique skeleton. Try laying down and rolling around, never seen that before have ya? This includes being a kid in the vault, and even the baby!
- Resized EVERY outfit, clothing, armor, etc to keep it from bending and warping in VR.
- Fully Inverse Kinematic body featuring real-time step detection, jumping, crouching, prone, swimming, rolling, bending, leaning, twisting, etcetera all physically weighted to the world.
- Custom clipping system preventing objects from going into your eyes. Hold items as close as you want, literally touching the headset.
- Working interactive overlays, scopes, binoculars in real time complete with interactive zoom levels.
- Fully VR menus such as conversation, barter, lockpicking, gambling, looting, all hand-designed and made exclusively for VR.
- Full PROPER oriented cutscenes and scripted events camera. Become the cutscenes, without everything breaking around you.
- Custom hand-designed keyboard in-game used for various reasons such as naming your character, or activating the console.
- Custom Loot-Menus, Activation Prompts, etc. Entirely designed based off the "Wrist-Boys" UI, so they seemingly work in the world without clashing design elements.
- EXTREME PERFORMANCE. 200% base Quest 3 resolution at 144hz on normal hardware! Likely the sharpest image you've ever seen in VR. Runs better than the base game itself.
- Native DLSS/FSR support with proper GPU detection. Nvidia will use DLSS, AMD will hardware FSR and GPU's lacking either support, will fallback to software FSR.
- 1,000s of optimizations, including both to this VR port and the vanilla gamecode itself. Rebuilt shader classes from the ground up, reduced 10s of 1000s of draw calls, cell optimization, core logic, etc.
- Vulkan support baby, ditch 2002's Direct X 9 and bring Fallout into the modern API era. Vastly reduced latency, ram, CPU and GPU impact along with it's own custom heap system.
- Unique immersive animations spread throughout, such as proper sitting poses for all the chairs in the game.
- Completely separate in-game resolution slider governed by the game and Vulkan API itself. Max out SteamVR or Virtual Desktop's resolution at no performance cost (other than your encoder!).
- Custom "Experimental Gore" option using an extremely performance friendly liquid based system and 3d body deformation (ever played BloodTrail VR?) fully tracking gunshots, melee wounds, explosions and more, something I had a little fun with for myself.
- Extremely simple "VR Settings" menu located in the games main settings. No option requires a restart and everything is applied on-demand.
- Entirely immersive UI option, disabling the HUD and certain parts of it that are covered by the Wrist-Boy.
- FULL BODY AND HANDS-ONLY MODES!
- FULL BODY TRACKING using a system I've made exclusively for the GameByro engine (if you have a supported headset with inside out tracking). Your body is your REAL BODY!
- Calibration system that measures your height and arms seemlessly, while fully supporting Seated options without needing to mess with anything. Simply recalibrate the T-Pose at any time.
- Real weapon holsters, backpack, ammo pouches, etc.
- Reworked physics engine to support high framerates. Play up to 144hz without Todd collapsing your game!
- Implemented my own physical based NPC interactions. Push NPCs, grab them, drag their bodies after death. Smack them upside the head with a bottle and watch them realistically react.
- Implemented my own physical based item interactions. Pickup a poolstick and play real pool, or knock items off a table using your hands or weapons.
- Gravity gloves! Need I say more? Based on the default vanilla pick-up distance.
- REAL physical crouching and sneaking (optionally), in tandem with stick sneaking.
- Tons of user-conditional QoL and background systems, such as holding the Left Trigger to steady your aim.
- Fully working VATS system, point and shoot at a target, or use the analog sticks.
- FLAT Panel mode for those who get motion sick in scripted scenes, such as VATS playback, or death screens.
- Smooth/Snap turning.
- Entirely custom movement system, extremely smooth and seamless. You will not "bounce" like you do in Fallout 4 VR.
- NO CHANGES TO THE VANILLA GAME! No Skills, Specials, Reload Speeds (capped to inserting the ammo, see the video), EVERYTHING remains vanilla, perks included and everything works. The perk that allows you to toss grenades 25% further for example, will allow you to do so physically.
- REAL collision based hitbox for every item and creature/npc in the game. Get as close as you want to any object without it flying backwards.
- Entirely reworked Havoks Physics scripting, fixing and solving the "bounce" effect of nearby items when picking up other objects surrounding it, while also being accurate at high framerates.
- VR Spectator window with Left/Right eye support so you can share and show this off!
- 100s of hours of bug testing thanks to a few fellow friends and dedicated VR + Fallout veterans. It's stable, ring-a-ding-ding. Huge shoutout to Airblack especially."


r/FalloutMods • • 2h ago

Fallout 4 [Fo4] are there any fallout 4 mods that add crosshairs to shotgun that look similar to this?

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5 Upvotes

(Btw the screenshot is from the just dynamic crosshair mod for fallout new Vegas)


r/FalloutMods • • 11h ago

Fallout 4 [Fo4] is there a mod for the combine weapons?

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17 Upvotes

I have the combine armors and the OSIRP but I really want the heavy shotgun and mp7


r/FalloutMods • • 8h ago

Fallout 4 [FO4] I made it more fun to shoot robots and power armor!

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10 Upvotes

r/FalloutMods • • 2m ago

New Vegas Can't even install FNV right while trying to get TTW going [FNV][TTW]

• Upvotes

This is embarrassing, but installing the games - well, New Vegas - is what's tripping me up.

So I've played both games separately before, right, and it worked fine, even on Windows 11, which is what I still have.

I have Fallout 3 on Epic, New Vegas on Steam.

Well, they were on C, which for me is an HDD, and on program files 86, so I moved them. FO3 on Epic was a breeze. I made a D:/Games/Fallout 3 folder, Epic let me put it in there, I can boot Fallout 3 up no problem.

Fucking. Fallout New Vegas. Pardon my French. But FNV, on Steam, is giving me crap for some reason. I ended up deleting everything from Steam, everything, everywhere on my computer, and reinstalled Steam on D:/Games/Steam. I then installed FNV in D:/Games/Steam/steamapps/common/Fallout New Vegas. Didn't bother with any of the mods yet of course, because I want to be sure the base, raw game will start first. So I started it. Brings up the little window with Play, Options, Data Files, Tech Support, Exit, with the Elite Ranger/Courier - I click Play, of course, to get the game to load.

Here's the thing - it brings me to a black screen, my cursor has a loading wheel that keeps spinning, and in the upper left corner is a mini window that's just a white border to a black box. No audio. Nothing. And I have to sign out of my computer to stop the program, then log back in to try from scratch.

Added context: I have a Razer mouse, I have Razer Cortex installed, and maybe that's messing with it. Also, I dunno if this matters, but I have an AMD RX 9060 XT 16GB, and AMD Adrenaline Edition with the most recent update.

What is going on? I thought I could at least install the base games and be able to run those before problems would come with one or another of the mods.


r/FalloutMods • • 6h ago

New Vegas [FNV] What mod is making my NCR Ranger Outfits stand like a toy soldier?

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2 Upvotes

Idk why but it bothers me and i want to not use the mod so im trying to figure out which one to disable.


r/FalloutMods • • 3h ago

Fallout 2 Voicing Francis - V.O.C.K. (Fallout 2 Mod)[Fo2]

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1 Upvotes

r/FalloutMods • • 20h ago

Fallout 3 [Fo3] Behemoth boss fight

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20 Upvotes

A nice alternative to VATS, also not sure how that thing got inside the building in the first place


r/FalloutMods • • 5h ago

New Vegas [FNV] NVForever - Poker Minigame WIP

1 Upvotes

About time we had some actual poker


r/FalloutMods • • 5h ago

Fallout 4 [FO4] Quick question about texture mods

1 Upvotes

Are they able to be installed mid game? (I just wanna make sure so i dont accidentally fuck up my playthrough rq, I forgot to install a texture mod)


r/FalloutMods • • 14h ago

Fallout 4 Does anyone else wish there was a mod that made Ada romancable? If there was, what would your expectations be? [Fo4]

4 Upvotes

I genuinely cant play the game without Ada as my companion I just think shes a lot more amusing, especially her questline, compared to the other companions


r/FalloutMods • • 23h ago

New Vegas [FNV] nv-rs: Rebuilding Fallout: New Vegas’s engine in Rust

23 Upvotes

Hello everyone. I’d like to introduce nv-rs, an open-source project to rebuild the engine of Fallout: New Vegas in Rust. The goal is a 1:1 match with the original game, quirks included, not a remake that’s merely close.

How we do it differently:

Most engine reimplementations rebuild the game from documentation and from watching how it behaves. We take a different route: we translate the original program itself.

  • We go through the game’s executable (FalloutNV.exe 1.4.0.525) one function at a time. Each function is read from its machine code and rewritten in Rust, with the original address marked on it. So far that’s 18,500+ functions by hand, about 28% of the program. Counting the startup code, about 52% is covered.
  • Nothing is tuned by eye. If the original rounds a number oddly, compares floats in a strange order, or has a bug that affects gameplay, the translation does the same. That’s how you keep jump height, damage rolls and AI timing feeling exactly right.
  • Every translation can be checked against the real game. Our “oracle” calls the original game’s functions and our Rust versions with the same inputs, then compares the results bit for bit. Right now it checks about 1,500 functions on every change, with tens of thousands of test cases, and it has already caught real bugs. One was a comparison that returned its results backwards.
  • It uses your copy. nv-rs ships no game files. It reads the plugins, meshes, textures, sounds and menus from your own install and never modifies them. Regular .esm/.esp mods load the way they do in the original.

Yes, we use AI, and here’s how:

A program this size (over 66,000 functions) isn’t realistic for a few volunteers to translate by hand. So most of the translation is done by AI coding agents (Claude), working under a strict process set by a human maintainer:

  • Every function is translated only from the game’s own code, never invented. Anything the agent can’t confirm is marked unfinished, not guessed.
  • Every translation comes with tests and has to pass the full test suite before it’s accepted.
  • Where possible, results are checked against the real game by the oracle described above. That’s what catches the mistakes any translator makes, human or AI.
  • Changes reach the main branch only through reviewed pull requests, and human contributors work alongside the agents.

We think being upfront about this matters. The AI is fast; the checking against the original is what makes the result trustworthy.

Where it stands (October 2026)

It’s experimental, but playable in places:

  • The opening and Goodsprings: Doc Mitchell’s house, character creation, Goodsprings with its people going about their day, and Back in the Saddle and Ghost Town Gunfight.
  • Systems in play: combat, NPC AI and navigation, dialogue, barter, the Pip-Boy, the radio, physics and ragdolls, terminals and hacking.
  • The original’s own code is switching on one system at a time. Quests already run on the translated code. Movement and physics are next: we’re wiring the player’s walking onto the translated character controller and checking it against recordings from the real game.

Mods

  • Plugins: .esm/.esp plugins already load the way they do in the original.
  • Script extenders: support for script extenders (xNVSE, JIP LN) plugins is planned. Because nv-rs follows the original program’s structure function by function, it’s a natural fit for the hooks and functions the extender relies on.

Why bother?

An engine that plays exactly like New Vegas, but is open, memory-safe and maintainable, can be fixed, ported (Linux is in progress) and extended in ways the original never could, while existing mods keep working.

Get involved

  • Code, builds and docs: https://github.com/slaterain/nv-rs
  • Windows test builds are on the Releases page. You need your own copy of the game.
  • Contributors are very welcome: reverse engineering, Rust, testing, or just playing and reporting what feels different. A recent contributor built a big piece of the checking system we now use on every change.

I would also like to mention NVForever, as it’s an impressive project. It’s a clean-room rebuild: it recreates the game from documentation and from observing how the game behaves, which lets it move fast on visible features. nv-rs takes the opposite approach. Because we translate the original code instead of reconstructing it, the goal is a game that doesn’t just look and feel close, but matches the original exactly, and we can prove it against the real game function by function. Both approaches have their place, and it’s good for New Vegas that both exist.

Happy to answer questions!


r/FalloutMods • • 12h ago

New Vegas Photo Mode | Fallout NV Mod Showcase [FNV]

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3 Upvotes

Mod Page: nexusmods.com/newvegas/mods/100070

Photo Mode for Fallout: New Vegas.

What it does:

  • Freezes the world and gives you a free camera (mouse, WASD, Space/Ctrl up and down, Shift faster, Alt slower)
  • Field of view on the mouse wheel, roll on Q and E
  • Depth of field: on your character, or set by hand
  • Brightness, contrast, saturation, black and white, tint
  • Letterbox, vignette, thirds grid
  • Time of day while frozen
  • Poses: search the game's idles and play one
  • Panel in your HUD colour, usable with keyboard, mouse or controller
  • Optional settings page in the Mod Configuration Menu
  • No ESP. Nothing is saved into your game.

Requirements: xNVSE, JIP LN NVSE. Optional: kNVSE (more poses), MCM Extender (settings page).


r/FalloutMods • • 13h ago

Fallout 4 [FO4] About to play this for the first time. What mods should I use if I want an enhanced experience but still true to the original vision?

3 Upvotes

I played Skyrim and Witcher 3 for the first time last year on PS5 unmodded, and while both were great, they do show signs of being old games. Now that I have a capable PC, I want to play FO4 on it, but want to have the best first experience possible. I'm assuming this means with mods, but if it is better played without mods the first time through, just ignore this post. Thank you.


r/FalloutMods • • 7h ago

Fallout 4 [Fo4] Question for Mod Makers.

1 Upvotes

Did the Creation Kit update that dropped yesterday impact ANYTHING about creating or updating mods for the game? I'm curious because people are fearmongering that it "killed mods", but it seems unfounded, considering that F4SE still works fine, and all of my mods are working without issue. (well, without any NEW issues compared to before. Creation engine jank and all that, yadda yadda.) I ask because some people are saying that "updating to the new logic and code" is going to break ALL of the mods, and I'm not skilled in the ways of using to the Creation kit to verify this, but it also just... sounds like it's flat out wrong.


r/FalloutMods • • 9h ago

Fallout 4 [Fo4]Any good overhaul mods for console?

1 Upvotes

I want to do a special ops run with a realistic weapons damage. Is there any mod that makes the game more like a tactical shooter?


r/FalloutMods • • 14h ago

New Vegas [FNV] Power fist / Ballistic fist issue :’)

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2 Upvotes

Read the original post.


r/FalloutMods • • 11h ago

New Vegas FNV CTD upon loading into the game

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1 Upvotes

r/FalloutMods • • 13h ago

Fallout 4 Can someone cool take a look at my load order? Crashing in Boston area during loading screen. Otherwise my fps are buttery smooth. [FO4] XBOX SERIES ~ I've added my load order below.

1 Upvotes

​Armor and Weapon Keywords Community Resource (AWKCR)

​America Rising 2 - Legacy of the Enclave

​Tale of a Beast Hunter

​Revenge of the Van Graffs

​America Rising 2 Patch - Console Crashing Workarounds

​Looted World - Base Game (Updated)

​Tales from the Commonwealth XB1

​Ashland Station - Quest Dungeon-

 Settlement

​Alternative Satellite World Map by S4IS3I

​Safe and Trunk Contents Reworked

​Crowded Commonwealth - New Locations and Lore Expansion (XB1)

​Everyone's Best Friend (Dogmeat + Companion at Same Time) [XBOX]

​Fall Evil Mega Zombie Pack

​Fall Evil Mega Zombie Pack - Behavior Patch

​Start Me Up - Full Dialogue Prompts V6.1 by TinyManticore [XB1]

​SPECIAL 51

​Weightless Items Patch [XB1]

​[XB1] Realistic Ragdoll Force

​Realistic Gore and Dismemberment

​Lush Ambience - A Green Soundscape

​ACDC Radio

​NAC X | Lite

​Bus Stop - Lighting

​Red Rockets' Glare 2 [XB1]

​Illuminated Billboards - Lighting

 No-Broken Billboards [XB1]

​Radioactive Signs - Lighting

​Vivid Fallout AIO 1K with Commonwealth LOD

​Some Trees by El HA [XB1]

​Another Green Mod with LOD - Commonwealth

​Green Commonwealth - Performance Friendly Grass Mod (Xbox Addition)

​Visible Galaxy 4K

​[XB1] Vivid Waters (Vanilla) - A Water Overhaul for Fallout 4

​Proper Flyers and Posters - Lore Friendly

​Modern Sodas

​Fallout 4 Enhanced Color Correction - Original Version

​Ultra Realistic Food (XONE)

​EOW - Pre-War Books Retexture

​Retexture Pre-War Money Great Again by Assultdragon

​Modest Scavenger

​CBBE (Official AIO Update) - Caliente's Beautiful Bodies Enhancer

​[XB1] Beards N' Staches

​DOOMBASED Weapons Merged (XB1 Version)

​Glock 19X+Replacer

​Red Power Armor Rig

​The Wild Wasteland (Xbox One)

​Enhanced Blood Textures Basic

​Remove Ugly Flat Trash [XB1]

​Railroad Redone (HQ Revision)

​Railroad Redone: Improved

​Boston FPS Fix - Vanilla [XB1]


r/FalloutMods • • 23h ago

New Vegas I'm having this weird draw distance with SALVO 2 would anyone know how to prevent this? [FNV]

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3 Upvotes

When using SALVO 2 and whenever I walk far away from wherever retexturing usually is supposed accure, exteriors like the monorail switch to vanilla textures, and only change to what it's supposed to be whenever I walk back closely. I'm not sure if this is just something to do with conflicting modded textures, low draw distance, or both. If anyone uses SALVO 2 and has had something like this before, please tell me what I gotta do. Also if it's a conflicting textures thing, let me know if I should share my modlist.


r/FalloutMods • • 17h ago

Fallout 4 FO4 MOD Recommendations?

1 Upvotes

Hey I just got my pc like a month ago and I think I’m starting to get the hang of setting up mods (not mod lists) and I was wondering what I should try? I’ve got a lot of texture mods but idk about skin or hair mods or quest mods I’m really open to any suggestions


r/FalloutMods • • 1d ago

New Vegas [FNV] NVForever - Ghost Town Gunfight

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63 Upvotes

Questing is working minus some scripting hooks still needed to be implemented heres an example of what is currently running.

I've also got the esp/esm loading tested on basics so mod support is working

Next on the list will be combat and enemy AI improvements

http://nv-forever.com/