"Lore Friendly" FO3 mods

DevilTakeMe

Where'd That 6th Toe Come From?
It's been awhile since I've seen an updated mod list for Fallout 3, so I thought it would be a good time to take a look at some mods for this older game. There's plenty of lists out there, but some are outdated, or have mods that have been discontinued.

Fallout 3 wasn't perfect, but even Obsidian has accepted that it is at least, partially acceptable within the Fallout universe, and tried to explain away why some things were different.

This isn't just another list of mods which I think are "Awesome", but those that at least make the attempt to convey a more reasonable, yet crapsack sort of environment.

It's an exercise in futility, but I don't think it's too bad an idea to try, and it's something to do while I take a break from New Vegas.

If you've seen a mod that doesn't feel too powerful, feel free to add it here.

Required Stuff
Fallout Mod Manager – The link is to the Fallout New Vegas nexus, but don't worry, FOMM is your one stop program, and this link is for the most updated versions.
Fallout Script Extender aka FOSE
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Universally Recommended Mods
Fallout Wanderer's Edition - A very large and inclusive mod, FWE adds a great deal to the Capital Wasteland and adds a lot to help immersion.
Energy Visuals enhanced - EVE adds more details to energy weapons, from the models to the effects. I personally don't use it these days (I haven't been able to track down a mod conflict), but for those who can, this adds some more color to the otherwise simplistic energy weapons in the game.
Mart's Mutant Mod - Adds more variety to the creatures encountered in the Wasteland, from dogs and lizards to Enclave super mutants to Wanamingoes.
Project Beauty - Gives a ton of NPCs a makeover and make them look a little bit better.
Weapon Mod Kits - Adds modifications to various weapons, an idea that was taken and ran with in Fallout new Vegas. I just don't like the interface all that much, myself.
Fallout Interoperability Project - For making the above mods play nice with each other.

Classic Fallout
Killable Children - Let's face it, the Post-Apocalypse is not a nice place, even children. Fallout 3 likes to toy with the idea that children are fair game, but fails to implement it. This mod makes them mortal, and it's quite helpful when dealing with those little pricks from Little Lamplight, if you want to bother with it.
0ne Familiar Friend - The Pip-Boy 2500 Pipboy - While not exactly the Pipboy 2000 we remember, the 2500 model is a great throwback to the old Pipboy and a step up from the silliness of the 3000 model. I would compliment this by disabling the pipboy glove through console commands or another mod like Disable Pipboy glove or Remove That Glove as sometimes the glove will return. The Readius is a similar mod, but a little too "modern" for some tastes.

Weapons
RH_Ironsights - Adds Iron Sights to many weapons (not all) in the Vanilla game, and several weapons from various mods are compatible, though not all are.
Apocalypse Armory - Lore-friendly weapons mod.

Visual Adjustments
Fellout - A lighting and color adjustment, removing the horrible green tint to everything.
NMCs Texture Pack - a texture replacer which improves the look of the capital wasteland by improving upon the base game's rather disappointing graphics textures.

Immersion Mods

General
Crowded Cities v. 2 - spawns a few more NPCs in the various "cities" around the Wasteland to actually make them feel like they're bigger than the 5-6 people around.
Enhanced Weather - Rain and Snow v2 - Adds Rain and Snow to the Capital Wasteland (and even sounds when inside some interiors)
DC Interiors Project - Adds interiors to a lot of the boarded up buildings around the wasteland. A lot of people go on about how Fallout 3 has great exploring, but really kind of falls flat in a lot of areas in that regard. There's lots of buildings with nothing to do with them. This adds interiors and at least makes it feel like the city is broken down, yet there's still stuff laying around, much of which has been picked through.
Intro Street Bus and Dupont Alignment - Just adds the street and the bus from the opening animation to Chevy Chase and aligns it properly to make it look like the intro movie.

Brotherhood of Steel
GNR Building Redux - Remodels the GNR building so that it is more of an actual outpost from which Brotherhood ops can be carried out. Also has a modest little player home where the Lone Wanderer can crash when he's in Three Dog's area. Even better after you kill the smug bastard.
Washington Monument BoS Outpost - does something similar with the Washington Monument. It simply sets up the Monument as a place for the Brotherhood in the area to take a moment and relax and look down at the Mall.

Canterbury Commons
Canterbury Commons Guards - Adds extra guards to what's supposed to be a trading hub.
Canterbury Commons Interiors - Makes Canterbury Commons a bit more lively with more buildings and characters.

Little Lamplight
Skip Little Lampshit - I hated Little Lamplight. The place never made a lick of sense to me, and short of killing all the kids, I didn't find it added anything of worth in there. There's no fixing that place in lore or intelligent level design. Luckily, Matty123456 made this mod that skips Little Lamplight entirely and goes straight to Murder Pass.

Megaton
Church of Atom Mutant edition - I was always annoyed by Confessor Cromwell standing knee deep in radiated water all day and never showing signs of harm. This mod makes this cult look like they've been burned by the power of the atom.
Pwinkle Take Burkes Home - If you successfully complete "The Power of the Atom" by disarming the bomb, Lucas Simms gives you the key to a huge, empty house in Megaton which you can decorate in a variety of pretty silly ways. Pwinkle thought it was dumb too, and made this mod which gives you Burke's House - he disappears anyway, and it's not a huge "My Megaton Mansion" place. You can still upgrade it at Moira's, but it's not a massive home complete with your own personal robot.
Megaton Tweaks - Sniper edition - Adds Crow's nests to Megaton for scouting out the wasteland. Adds a few snipers to help out Stockholm and keep an eye out for trouble.
Moriarty's Saloon Enhanced - The vanilla Moriarty's is hardly a place I'd go to for a drink, even the Brass Lantern feels a bit more bar-like than the Saloon. This mod changes the lighting, adds a jukebox, and an optional slot machine to make it more of a seedy location and a place where more people would "hang out" and have a drink.

Point Lookout
Point Lookout made easier - The most annoying part of this otherwise okay-ish DLC is that the NPCs have an unrealistic ability to do extra damage for no reason other than to make it harder for otherwise overgeared higher-level players. This particular mod simply disables the unnecessary extra damage. Now if we could only get rid of the silliness of the Krivbeknih.

Rivet City
Rivet City Merchants - Adds 4 more merchants to the Rivet City marketplace. Along with Crowded cities, makes the place feel a bit more alive.
Better Rivet City Church - Gives the church in Rivet City a more appropriate look, including giving Father Clifford appropriate vestments.

Underworld
A Clean Museum - Cleans up the entrance area to Underworld and adds a small resting room. It never made sense that all those Ghouls lived there, free of the Super mutants, but never bothered to clean up the entrance? This mod fixes that. Compatible with Broken Steel (and makes it's addition more sensible as well).

Vault 101
Vault 101 Revisited - Finishing "Trouble on the Homefront" in a positive way lets you know that the Vault Dwellers are open to the idea of establishing contact with the outside. It's even possible for some characters to be encountered out in the Wasteland (like Butch for instance). This mod allows you to continue the story of vault 101, and have a part in making contact outside as well as making peace with those who wrongly blame you for the Vault's troubles. Fixes the stupidity of trying to recycle the ending of Fallout 1.

"Player Homes" - Those that don't fit anywhere else.
The Maintenance Shed - A simple, lore friendly beginning home in the Wasteland that doesn't do too much and fits in just fine with the rest of the wasteland. Not overpowered at all, some old lockers as storage with just some cardboard as a bed.

Miscellaneous
Paradox Ignition presents The Mergers - These are simply merged versions of popular mods, such as Fellout and EVE, in condensed format to reduce load order and allow you to run a few more mods.

Other Recommendations
These other mods are of questionable friendliness to lore, but I don't find anything particular wrong with them and their inclusion would not make you stab your own brain.

Armor and Clothing
Police Uniform - For the life of me I can't find it inside Germantown Police Station, but I just like the look of this old-style police uniform and it fits with the urban setting of DC.
Classic Midwestern Power Armor - Strictly YMMV regarding your feelings towards Tactics and the eastern Brotherhood of Steel. There's at least two other versions of this armor on the Nexus, but I think this one looks the best of them all. I believe it's also the version that is in Project Nevada for New Vegas. This even adds the armor to some members of the BOS. Say what you will about Tactics, but the East Coast Brotherhood is very likely to have travelled from the Midwest and picking up some of this armor would not be out of the question.

Companions
Sarah Lyons Companion - At the end of Broken Steel, Sarah might tell you that she'd like to hang out with you more often if things were different. This mod simply gives you the chance to work with Sarah and turn her into your companion. You can still do work for the Brotherhood with her, afterall.
Lucy West Companion - Turns Lucy West into a companion after successfully completing "Blood Ties."
Brianna Companion - One of the Family can be recruited as a Follower, and there's some choice in the matter as well.
Sydney Follower - Turns Relic Hunter, Sydney into a follower. It's a pretty robust mod, and adds another personality.
 
Il have got get some of these when I get on FO3 again. My little bro is gona love the KillingKids one, He f**king dispised Brian Whiks. He used to spend ages shooting at him and trying to push him off things ect.
 
Thanks. I've already tried several of these, but you pointed out a couple that I had overlooked.
 
Is there a mod that gives you the companion "menu" from NV? Or something similar. Like trading and wait here on a wheel :P
 
After 10 months, an update for this would be necro-posting, but warranted for those looking for a few more items that would help smooth over the inconsistencies.

@Makta, I haven't found anything like that for FO3 yet, sorry to say.

General
No more Explosive Cars from NMA - exploding cars are not realistic after two hundred years, so why should so many of these cars and buses be ready to explode after so much fighting there in the capital Wasteland? This mod turns them off. (*note: you will either have to save and disable this mod when initially going to GNR or else the Behemoth will get stuck bethind the two buses, since they won't explode, or use the console to disable said buses).

Busworld is a mod that turns all those buses that are lying around into interiors that you can enter and explore. Some are useful for temporary shelter, others for some loot, etc. It's a great piece for immersion. The better english patch is found here.

F3ProjectRealityMkI - a lighting and weather mod that I use now instead of Fellout. Radioactive rain and other features like heat Haze.

Player Housing
Undiscovered Capital is a relatively new and still unfinished home and quest mod, but so far is easily one of the best combinations of thoughtful design and scripted events I've encountered in a very long time. I'm listing it now because the optional related quests are very appropriate and lore-friendly. The quests are based around unlocking different features, including a personal Vault (which is borederline lore-friendly, but not overpowered). However, again, even having this is optional, so you can actually use just the original personal shelter, which is very appropriate.

Firefly Ranch – Scary Quest edition is another great player home which starts as lore-friendly, but becomes lorebreaking with the push of a button. The home itself is well defended with a big gate and a fence, but isn't immediately overpowered. The Scary Quest attached to the mod is to unlock a personal Vault, which is questionably lorebreaking.
 
That is an impressive list, and if I had the desire to play FO3 right now, I might just consider grabbing most of these! =D About the only issue I've ever had with mods in general is when the cosmetic ones ignore balance/function- like allowing for more companions at once, without changing their stats, for instance (I don't like the prospect of taking an easy game and making it even EASIER). I know the question doesn't quite belong here, but do you have any such list for FONV?
 
It's very easy for mod makers to go overboard with tweaking weapons and such, so it's often difficult to pick out the ones that don't make an easy game easier.

I don't currently have a list of "Lore Friendly" mods for New Vegas, because NV is a little bit more civilized and developed and less of an overall hellish wasteland like FO3 was trying to be. thus, I have a tendency to give NV mods more leeway.

There are a few mods that I can recommend for the purposes of feeling more like "Fallout" - the Pipboy 2500, for instance, has an NV version, etc.
 
Oh yeah, the 2500 mod is on my personal list for when I mod up FONV. =)

But looking over this one, the "crowded cities" mod caught my eye, because the issue it addressed was absolutely one I felt plagued both games- especially The Strip in New Vegas. That place didn't feel lively AT ALL...
 
Thanks for the mod list, there is some usefull stuff there.
 
SnapSlav said:
But looking over this one, the "crowded cities" mod caught my eye, because the issue it addressed was absolutely one I felt plagued both games- especially The Strip in New Vegas. That place didn't feel lively AT ALL...

I have noticed an issue with the Crowded cities one. The pathing in Megaton is kind of narrow, and so the extra npcs will sometimes get stuck and mob together on top of the Clinic. Otherwise it's been okay. I just use the Snipers for now.

Last time I messaged Pwinkle, I suggested turning the old Megaton House into another common house since you're taking Burke's place, and giving the old house to more people. I think it would be a good step if I were to encourage Megaton's prosperity and give off the vibe that there can't be anyone else moving into Megaton.
 
DevilTakeMe said:
Classic Midwestern Power Armor - Strictly YMMV regarding your feelings towards Tactics and the eastern Brotherhood of Steel. There's at least two other versions of this armor on the Nexus, but I think this one looks the best of them all. I believe it's also the version that is in Project Nevada for New Vegas. This even adds the armor to some members of the BOS. Say what you will about Tactics, but the East Coast Brotherhood is very likely to have travelled from the Midwest and picking up some of this armor would not be out of the question.
This is mandatory with this armor:

Classic MEC Gauss Minigun, in fact is from the same guy. He has more classic stuff in his profile.
 
Good find. Most of the classic weapons are bundled together in Apocalypse Armory, but it appears that particular mod is under review and locked for the time being.

I'm currently taking a look at A World of Pain for Fallout 3 - which is a FO3 version of a New Vegas mod of the same name. It adds a multitude of new locations with more enemies and loot, and such, and is compatible with DC Interiors, so you'll have even more places to explore.
 
You have some good choices there. I've played Busworld and it adds a number of buses to the Capital Wasteland that are not in the vanilla game. You will notice one right at the beginning of the game in Springvale that wasn't there before. The F3ProjectRealityMkI is a very well done weather mod. I've looked at Undiscovered Capitol, but I haven't tried it since it's unfinished. It looks like a cool concept though.
 
Richwizard said:
You have some good choices there. I've played Busworld and it adds a number of buses to the Capital Wasteland that are not in the vanilla game. You will notice one right at the beginning of the game in Springvale that wasn't there before. The F3ProjectRealityMkI is a very well done weather mod. I've looked at Undiscovered Capitol, but I haven't tried it since it's unfinished. It looks like a cool concept though.

I did notice that Bus World can mess up your pathing if you're following a quest through the Downtown area (your Pipboy will point you to a subway car instead of your quest target, but only in the Metro Tunnels).

As for Undiscovered Capital, the great thing about it is that the base "house" mod is it's own .esm and the quest is a separate .esp, so you can just use the house (which is very lore friendly in it its base form).
 
I like that armor. Very fitting. Good find, though it hasn't been really integrated into the game aside from the one you find.

Compilation and Error Fixes

Fallout Remastered - This mod makes a large number of changes to the game to reduce the number of errors and bugs present in the game (other Error correction mods aren't necessary), while simultaneously making some changes for the sake of logic.

Some features include:
- All of the DLC now have a context in order to start them. In order to start Operation Anchorage, the quest is no longer automatically added, and you'll now need to find and locate the radio signal and listen to it before you get the quest. For Point Lookout, you'll have to find Catherine (who is no longer at the Dock) before you can get the quest.
- The checkout stands in the Super Duper Mart no longer bleed. (WTF?!?)
 
I'm not sure if this is the right place but, can anybody recommend mods that plug up some pretty annoying plotholes? Mostly to do with the Enclave and your father. Like his completely moronic "Sacrifice" at Project Purity. just soem things to amke the whole main quest make more sense.
 
Yeah, not really the topic for it. This is about mods that add or alter content WITHOUT changing the story or conflicting with it in any way. The longstanding issues with FO3's plot holes and overall canon-conflicting details are irrelevant to the aim of this thread.

Besides, it sounds like what you're asking for isn't so much a mod as it is new cutscenes entirely. James' sacrifice is also one of the few GOOD moments in the game; he was a dead man no matter what he did, so at least he stalled for time, took a few Enclave with him, and managed to let your character escape.
 
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