Arwen's Fallout 3 Journal
Updated April 02, 2014
The mods in this section make graphical changes to the appearance of game characters, clothing, armor, weapons and the appearance of the environment. They also add to and change the appearance of NPCs, and add items (like more clothing) to the game world. Unless otherwise noted, none of these mods change the stats of any of the vanilla items.
(These mods do not include expansion mods.)
I've also included my own Blood and Gore Reduction mods that reduce the amount of blood and gore in the game.
This project is my attempt to improve upon all of the characters in Fallout 3. It's a lengthy project and it is a complete redesign of named characters, raiders, Talon Mercs, children, etc. The title of the mod is called 'Project Beauty' but it is actually not a beautification mod. When I first started this project, it first began with women, but as time went on, I began to focus more towards making each character fit the lore of the game. This mod attempts to make each character in Fallout 3 to look more realistic, and to 'look the part'. In fact, some folks such as Raiders, Talon Mercs, and Regulators may look uglier, grittier and tougher than they normally were.
Arwen Note: I personally prefer the appearance of my character using this female face texture mod. See above screenshot comparison. I also highly recommend installing the "HD Hair textures by GabbyStardust" (which comes with the Project Beauty archive file). Note that this mod is also an NPC replacer, which replaces a large number of the default game characters custom appearances (currently 456 NPCs).
Install: You need to repackage the archive for it to install correctly, as there are several optional folders. Unzip the archive into a temporary folder and then re-zip the version that you want to install with FOMM.
Arwen Note: I used the following three mods for quite a while to enhance my character's appearance, but I'm now using just Project Beauty HD, with the optional HD hair textures by Gabby Stardust. See above screenshot comparison.
Female Texture Mod v.1.4 (1/20/09) - by thecaptainhere:
"A texture mod that replaces adult female body and face textures which effects player characters and most NPCs in the game. It doesn't replace raider/scavenger or child textures. For this mod I was aiming to make the female faces prettier and more feminine looking."
Adds 24 new female, and 14 male hair styles; and some new eye colors (imported from Oblivion mods).
Arwen Note: The default hairstyles didn't give me nearly enough choices. This mod adds a bunch more.
Optional Download: HairPackCompSaramHM (5/11/09) - master file and plugin file, that is compatible with Saram's Hair Mod
"This plugin assigns varying heights to most of the NPCs by
altering the scale of their in game reference markers. It was done
manually, so in general men are taller than women, and I tried to
fit the height to the character, so when Ymir says, "You're so...
small" it actually makes some sense.
Arwen Note: adds realistic variety to the NPCs . . . now everyone is not the same size.
Hair Pack Retexture v.1.0 (3/04/09) - by necKros:
"This is just a retexture of YoshikinaKota's Hair
Pack, or more like a remix, as no new content was added, except for
the alpha mask. It puts Kozaburo's hair texture in Ren's, which is
more messy and fitting for the wasteland, and adds a new alpha
(transparency). It also modifies the hair accessories with bits of
vanilla textures to match colors
"Original textures and alpha didn't work so well to begin with, specially in the longest hairs. This quite fixes the problem, but I dunno, they will still look like they wear half a ton of hairspray."
Arwen Note: this is an add-on/texture change for YoshikinaKota's Hair Pack . . . you still need the Hair Pack installed for this mod to work: then install this mod after, overwriting the files. My only complaint is that hese textures make the hair rather stiff lookin.
Cosmetic Changes for Companions
Dogmeat Husky v.0.9 (3/16/09) - by Maylena:
"A simple texture mod making Dogmeat look more like a Husky."
Arwen Note: I love being able to have a Husky companion. My only complaint is that all the wild dogs that the Dogmeat was a copy of - are now also Huskies. I would much prefer that Dogmeat had a unique appearance (but this is probably hard-coded into the game).
Missing Unique Armor and Clothing v.2.06 (2/16/09) - by Galahaut and Sanguine Assassin:
"Adds 31 pieces of Bethesda-created unique armor
and clothing (that were not used in-game) to appropriate locations
throughout the Wasteland."
Load Order: The MissingUniqueArmorClothing-Base.esp, is fully compatible with my Realism Tweaks mod . . . just load it BEFORE my Arwen_Realism_Core.esp. See my load order section.
"Adds a separate female mesh for all vanilla power armors and the t-51b helmet."
- T-51b helmets may appear small when next to another
character, I decided it was better to have them a tiny bit too small
than way too big.
Load Order: This is not currently 100% compatible with my Realism Tweaks mod, but the to mods will work together ok, as long as you load Feminized Power Armor AFTER my Arwen_Armor.esp (or my Arwen_FULL_Tweaks.esp). You will merely lose a couple of minor changes that my Tweaks make to some of the individual power armor (which will just revert back to their default values). See my load order section.
This mod adds a bit of visual immersion when wearing sunglasses and reading glasses. This was done by attaching unique visual Effects (my own ImageSpace Modifiers) to all the default eyewear.
Wear Eyewear with Helmets: As a bonus, I also added the ability to wear most eyewear in combination with most helmets and hats.
I Need my Shades . . . Because the Wasteland in a very harsh place (even the lighting is harsh).
(I wish my character would smile a bit more . . . she always looks sooo serious!)
For Best Results:
assign a Hotkey to your sunglasses, so you can put them
on and remove them without having to go to the PipBoy menu.
Known Issues or Bugs:
Arwen Note: If you are using my Realism Tweaks, you should not install my VisionFX mod, as a special updated version of this mod is now part of my Realism Core module's optional Visual FX.
Load Order: Load AFTER any mods that change the lighting ... such as Fellout, or any other weather/lighting mods.
Hi-Res Weapons and Ammo Textures v.1.2.0 (7/15/09) - by Quarn:
"This mod simply makes all weapons and ammo use their already existing high resolution 1st person textures all the time."
- As with any high resolution textures expect a
slight performance decrease.
With Version 1.2, Operation Anchorage\The Pitt\Broken Steel\Point Lookout weapons and ammo will also use their high resolution 1st person textures.
Arwen Note: this little mod makes the weapons look a lot more realistic in the 3rd person view.
"The pistol mesh is changed to that of a pistol from a mod by Heroin Zero. I also changed the sound of the gun to that of the magnum to fit the look a bit better."
Arwen Note: this mod changes the ugly appearance of the default 10mm, into a much sleeker looking, hi-rez version . . . plus it sounds pretty cool. (The mod by Heroin Zero added 2 new guns ... this one is a replacer mod.)
[Updated 4/2/14: This mod is no longer available. Here's an alternative: SW Model 5906 10mm Pistol replacer by Luguberos]
Compatibility with my Realism Tweaks: requires my Arwen_10mmReplacer_Patched.esp
The only change from the original is that this version works with my Gunshot Weapon Effect (so it has my Realism Core as a required master).
To use this patch:
Updated July 13, 2011: This update is required if you are using version 5.6 or later of my Realism Tweaks (since it now requires my new Master Core esm).
NOTE: Since this is a direct download, you have to Right Click on the above link, and then select "Save File As" [or "Save Link As," depending on your browser].
"This takes the work of PurpleFire's Duracell and Energizer textures to it's logical conclusion. . . .The Fission Battery and Small Energy Cell are 512x512 in size, default games textures are 128x128. In addition, I flipped the text on the Duracell Microfusion Cell so that it appears upright now when seen in a Laser Rifle."
Included in this pack are texture replacements for:
Optional Textures: Currently the Duracell versions are applied as a default, to use the Energizer versions copy the file from the Master Folder to default folder location. Mix and match between the 3 battery types as you please.
Version 1.3 Changes:
Version 1.1 Changes:
Arwen Note: This mod gives the Small Energy Cells, Microfusion Cells, and Fission Batteries new, higher res textures.
Compatibility: Must be installed after installing EVE (if already installed: just open FOMM's Package Manager: deactivate "Batteries Plus" and activate it again . . . click Yes when asked to overwrite files).
"This is a re-animation project for Fallout 3 that
I began in my spare time. While playing though the game I felt that
the poses and animation just didn't suit my taste, and kind of took
away from my experience. Not to say they are poorly done, however
they just weren't my style. So I began looking at how to get
animations into Fallout 3, and this is my result.
Updates: Idle Revisions2 - Fixed:
- Neck Issues Fixed. Update to non weapon idles.
Version 2.2 Changes:
- 35 animations added (mostly for rifles)
Arwen Note: This mod gives your character a bunch of cool new (mostly weapon related) more realistic animations - I highly recommend it!
Compatibility: This mod is NOT currently compatible with EVE - Energy Visuals Enhanced, so you should only use one of these mods at a time.
These mods also make graphical changes to the game environment. These mods include weather, flora, environmental lighting, and sky (sun, moon, stars) changes.Fellout - The Fallout 3 Weather Overhaul v.1.23 (11/04/10) - by Hattix:
"The most major change of Fellout is the total removal of the green
tint to everything. However, that's not all to be aware of. Some nights
get realistically dark. That is, VERY dark. When it's cloudy and the
moon is behind the clouds, expect to have trouble seeing the end of your
gun. Fellout will have a small impact on performance, usually
increasing framerates slightly because Fellout reduces the amount of
work the HDR shaders have to do.
Version 1.23: "Fixes the seam issue many of you had. This is version 1.23.456.789. You need the 1.21R2 full download first, overwrite it with this. ALL USERS OF 1.21, 1.21R2 AND 1.22 NEED THIS."
- DLC Support (07/29/10): "Mandatory if you have Broken Steel
installed. Also includes add ons for Point Lookout and Operation
Anchorage. Compatible with Fellout 1.1.17 and above."
Arwen Note: I never liked the greenish tinged lighting in Fallout (which was not even in Fallout 1 or 2), nor the nights that never got all that dark. So this mod was just what I had been looking for. After all, the nuclear attack happened 200 years ago, so by now the air should be clear again.
Load Order: Mods like EWR need to load before Fellout. If you use an environment mod like SummerV2 or Green World, they also need to load before Fellout. EWR is a special case. If you are using EWR, see load order under Enhanced Weather - Rain. See my load order section.
Compatible Lighting Mods:
Megaton Lighting Overhaul was made to work with Fellout and
works very well. Have this mod lower in the loading order than
"This mod adds rain and snow to Fallout. It is made of a
needed esm which manages rain and snow a needed esp which adds rain and
snow to the game (there are two of this esp, one in the main folder, the
other in the No Pitch Black Night folder, as you can understand the main
folder one has very dark nights, recommended if you use HDR, the other
hasn't, recommended if you use Bloom), a mod which makes rain and snow
radioactive, and a folder where you can find the sounds used by the mod
encoded to have 16000 Hz instead of normal 44000 Hz, this should
increase performance (and have the side effect of lower sound quality of
course), use them only if you notice a big FPS loss."
What's new in version 2.0b
What's new in version 2.0:
Load Order: Normally, EWR has to
come after other weather mods since the other mods don't have rain
enabled. Fellout does have rain enabled! Not only that, but Fellout has
contributed a weather mode to EWR. Hence, both EWR and Fellout are fine
with being used together. So it's your choice and here's the deal:
"This mod adds rainbows to Fallout. As it is in the real world, the rainbows will appear when the weather changes suddenly from rainy to sunny, during the day; but it won't happen always, the rainbows have a chance to appear, by default it is 50% but you can change it via-console with the command "set RainbowChance to x", without quotes, where x is a number from 0 to 100 which represents the chance."
Rainbows will last a little more than an hour, then will disappear, they will also disappear if clouds obscure the sun.
If you can't wait to see the rainbow just type in the console "startquest
testrain" without quotes.
"This mod is a high-resolution texture replacement for in-game all
visible Moon phases. Replacement Moon is much brighter, more like
real Moon, and uses 1024x1024 texture size instead of vanilla 512x512.
Images for textures were taken from open-source space simulation program
"After not bothering trying to find a solution for months I
finally sat down and kept my promise and re-worked the whole formula.
New meshes and textures made by me where a great answer; now Evergreen
looks better than ever! It also created a mostly bug free environment
and as such trees don't stick through other environment pieces. I also
have never yet seen a floating tree in many hours play. Trees do not
pop, bar loading into an area (natural behaviour). And the LOD (Level of
Detail) works very well. Hope everyone
Arwen Note: I have not yet tried this new version in my game (I'm still using Fractured Nature). The author said that he fixed the popping affect that initially turned me off to the previous version.
Load Order: Load before Fellout.
"Using Realistic Interior Lighting by Scarecrow23
(http://www.nexusmods.com/fallout3/mods/9250) as a very
solid foundation, Darkened Interiors presents my own take on a darker
interior lighting mod.
Arwen Note: The lighting in this mod gives me exactly what I was
hoping for. I tried Realistic Interiors (Scarecrow's mod) a long time
ago, but found that interiors often became so dark that it was
impossible to find find my way without my PipBoy light always on.
"This mod gives you an invisible, hands-free flashlight. The
flashlight is a light beam that follows your line of sight. It's
effective up to 1000 units away. (For reference, an average player
character about 125 units tall.) The beam magically comes out of your
player's face, so in that sense it's not really a flashlight. This light
is not connected to your Pip-Boy light; your Pip-Boy light will continue
to work as normal."
Compatibility: Documn used my Realism Tweaks changes to the PipBoy's light color, so the two lights match perfectly.
Arwen Note: I had tried Pelinor's Directional Piplight a long time ago, but it never worked very well for me. This one works great! If you're using a darker interior and/or a darker night mod, you should give this mod a try. The effect is MUCH more immersive than using your PipBoy light.
Arwen Note: These next two mods add some really nice immersive atmosphere to the nights. If you have Fellout or another darker night mod installed, these two mods are even more impressive (and in my opinion . . . necessary).
Fallout Street Lights v.2.0 (8/09/10) - by SpeedyB64 and RW2112:
"This mod adds lights and FX beams (some flickering ones too) to most of the street lights and signs in the DC ruins. I made a bunch of animated flickering lights with corresponding flickering light beams, also added glow maps to some things like metro escalators."
v.2.0: The whole wasteland is now lit, along with other upgrades, such as glowmaps for the lights. (This update makes 'Fallout Street Lights - Wasteland' obsolete.)
Compatibility: If you have Broken
Steel DLC you should have Street Lights before it in your load order.
"Adds Real lighting to Megaton. Non-modded Megaton lights only
have light beams but they don't actually generate light. This mod makes
the lights more noticeable, realistic and more attractive by making them
generate light ! You now can walk around town and see all the shops lit
Load Order:Load after Fellout. See my load order section.
These mods also make graphical changes to the game textures. These mods include landscape (rocks and ground cover), urban (Megaton and Rivet City), and retextures to misc. items.
A year (part-time!) in the making, a LOT of work went into making
this Mod- but here it is at last. Some of you may already know my other
mods for Fallout 3, but this is the big one! I felt that Fallout 3, as
one of the best games ever, deserved a graphics boost especially with
the new graphical-behemoths currently being released. In making this
mod, I attempted to stay faithful to the original art direction, but
aimed to increase the sense of destruction and decay and detail in the
visuals of the Fallout world.
This mod now replaces all NeilMc's other texture packs, so I've removed them from my list, since this is a much improved version of his older texture packs. I'm currently using the Maximum version.
Installation: You need to carefully follow the installation instructions on the download page.
"Changes the orientation of the Rivet City interior cells to match the exterior cells."
"Normally in the game, the outside of Rivet City goes East-West but inside it actually goes North-South. This mod fixes this problem. It also changes where the various levels are. Normally the upper deck is on the same level as the marketplace but that level on an aircraft carrier is all hangar deck so I moved all living quarters below the hangar deck level (and added an aft hanger). Also the stair well had the entry from outside to low and was raised."
Version 5.2 update: "Minor
changes. One wall & one door slightly misaligned."
"Higher-Res Clutter Retextures - Here is the collected retextures that I have done thus far(or will ever do). Replaces several Clutter textures with a much larger, more detailed versions. Some include variants, simply rename them the default texture name to use, same applies if said texture has a unique normal map. Also included are a few new textures, for wooden and metal shelves. "
Items include Blueprint, Briefcase Detonator, Camera, Clock, Coffee Maker, Fire Extinguisher, First Aid Kit, Globe, Hamradio, Holotape, Metal Desk, Military Pamphlet, Stealth Boy, Telephone, Television, Vacuum Tube Light, and Vintage Radio.
Arwen Note: These changes are amazing and the redone items now look much more realistic . . . the low-res blurriness is no more. I created my own installation archive of this mod before installing it with FOMM, where I removed any items that were also included in NMC's Texture Pack for FO3, in order to keep the two fomods independent (as in being able to remove one without affecting the other).
MGs Neat Clutter v.1.0 (08/24/12) - by Mental Gear:
"Do you use highres textures but always missed better textures for all the countless clutter items with mushy surfaces that are not covered by any other texture pack? Thinking of eyesore like the glasspitcher, flour pack, pillow, crates, the list goes on and on... Then this is for you. Pack contains textures and normal maps for more than 100 objects. Port of my NV texture pack."
Arwen Note: I installed this mod before NMC's Texture Pack, and then let NMC's textures overwrite any that were in common.
"Fixed the UV mapping of all book meshes, so that the books can have a different texture on the back side of the book. Adjusted the collision of all book meshes so that they do not float as much. added double the book textures so as to see less repeating books. This mod replaces the default generic/burned book textures/meshes with more accurate versions. "
Arwen Note: This mod greatly improves the appearance and variety of all the pre-war books.
Better HiRes Skill Books v.1.0 (2/10/09) - ObsidianStag:
"This is a complete, from the ground up, retexture of all skill books. This mod replaces the skill book textures with larger, more detailed versions. I enlarged the textures and normal maps to 512x512. Some books retain the "feel" of the original, while being a completely overhauled texture, while others are a complete re-imagining. All books have been weathered and aged, and some even have random spattering of blood here and there."
Optional File: WastelandSurvivalGuideRedone - (2/12/09) Complete Survival Guide Retexture
Arwen Note: This mod greatly improves the appearance of all the skill books.
The mods in this section are what I call my "Comfort Level" mods. I have some real issues with blood and violence, and that sort of thing, which is a MAJOR hindrance for me in being able to enjoy RPGs that contain too much graphical violence. Yes, I did understand that a futuristic post-apocalyptic RPG was going to contain some not-so-pleasant stuff. But I soon found all the blood and gore in Fallout 3 to be a bit more than I could handle. And I really do understand that is "just a game" and that it isn't real or anything . . . but it still freaks me out (way more than I like to admit). Let's face it, Fallout combat was designed to be unrealistically gory . . . which may appeal to some, but it isn't for everyone . . . I wanted to play my game without exploding body parts, dismemberment, and excessive blood.
Anyhoo (now that you all think that I'm a total wimp), I tried a number of mods that each removed some of the excessive gore, but I was never totally happy with the results. So I decided to try creating my own mod . . . and it actually worked. After play testing my mod for a few days, I decided to make it available to others. The result was my Gore No More mod, which removed most of the game's excessive gore.
Then I decided to try to reduce the amount of blood. This was more of a challenge, as I had to find a way to reduce some of the blood effects and had to learn how to edit textures (and how to create texture maps). Creating version 1.0 of Less Blood took me nearly a week (and consumed most of my spare time), but it was worth it for the improvements that it made to my own game. Sometimes you just have to take the initiative to fix things yourself.
Gore No More v.1.1 (9/07/09) - by Arwen:
"This is my first Fallout 3 mod. It removes most of the excessive gore from the game. And it comes in three flavors."
"Does playing Fallout gross you out a bit too much? Are you finding it difficult to play the game with your eyes closed? Gore_No_More is your one-step solution to making your gaming experience more enjoyable and much less stomach-retching. No more Raider Gore, Mutant Gore, Exploding body parts, combat dismemberment, or Blood Screen Splatters."
Version 1.1 changes:
Optional Files (download INSTEAD of
the Main file):
Arwen Note: I made this mod for myself by combining and editing a couple of other mods, including a German mod that gave all the edited locations and doors German names (my version is totally in English). After obtaining permission from the creators of the original mods, I uploaded my little mod, as I knew that others shared my gore issues.
Load Order: Load the Gore_No_More.esp after my Realism Tweaks (Localized Damage Module) and any mods that change Raider and Mutant Gore, change combat gore, or that change screen blood splatters (Use FOMM to move the esp near the bottom).
Less Blood - Better Decals v.1.0 (7/02/09) - by Arwen:
What this Mod does:
Optional ini Edits:
Note: wound decals will disappear when you change apparel, move to a different cell, or load a saved game. And wounds that you receive while in first person will not appear when when you change to third person view (and vice versa).
Arwen Note: People often totally don't understand what my mod does ... many seem to think that it totally removes the game blood (which is not at all true), and don't get that it mostly just reduces the physical size of the blood decals (which were unrealistically large). Less Blood was made to work along with my Gore No More mod, but these two mods can also be used independently.
Load Order: Load the Less_Blood.esp after any mods that alter the size of blood splatter decals, alter the amount of blood spray, or alter the size of blood wound decals. If you are also using my Gore_No_More mod, put the two esps next to each other in the load order (but it doesn't matter which one loads first).
Page Menu: | Character | Clothing & Armor | Weapons | Environment | Other Textures | Gore Reduction