Arwen's Fallout New Vegas Journal

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(updated September 10, 2013)

Arwen's Mod List
part one

Page Menu: Utilities | Interface | Rebalancing & Leveling | Quest Fixing & Patches

Mod Utilities

FNV Edit v.3.0.21 Experimental (06/15/11) - by ElminsterAU:

"This is a very early and highly experimental release of FNVEdit. If you don't know what FNVEdit is, you probably shouldn't be using it yet."

Version 3.0.19 contains improved record definitions to handle DeadMoney.esm better

Both the detail view and the record list use the same color coding to signal the conflict state of individual fields (in the detail view) and the record overall (in the record list).

Background color: White - Single Record; Green - Multiple but no conflict; Yellow - Override without conflict; Red - Conflict

Text color: Black - Single Record; Gray - Hidden by Mod Group; Purple - Master; Gray - Identical to Master
Orange - Identical to Master but conflict Winner; Green - Override without conflict; Orange - Conflict winner
Red - Conflict loser

Arwen Note: this utility has been a huge help in my mod testing . . . and in making my own mods.  It enables me to look at exactly what a mod changes . . . AND how those changes may conflict with other mods. In some cases, small edits will eliminate most of the incompatibly between two mods.


Fallout New Vegas - Garden of Eden Creation Kit [G.E.C.K.] v. (07/26/11) - by Bethesda

"The G.E.C.K. provides the community with tools that will allow players to expand the game any way they wish. Users can create, modify, and edit any data for use with Fallout: New Vegas, from building landscapes, towns, and locations to writing dialogue, creating characters, weapons, creatures, and more."

Arwen Note: this is the Construction Set for Fallout New Vegas, and you need to update to this current version to mod for v.1.3 (patched 4/25/11) of the game.

There's no spell checker in this version (which I sorely missed), but this can be fixed if you have the FO3 version installed: just copy the Lex folder from your Fo3 directory to your FNV directory.

FNV - Garden of Eden Creation Kit

The GECK 1.4 PowerUp for Fallout New Vegas: v.0.1.6 (07/07/11)

- Script compiler warnings will now be displayed. Scripts will no longer silently fail to compile.
- Adds a special Marker hack which makes RoomMarkers and PortalMarkers visible and transparent in the render window [since 0.1.3]. Unfortunately, cannot make them completely invisible as they should be, but it's better than having to move them all away just to see the cell.
- You can now save scripts without compiling them (useful if you want to save your script and finish it later).
- The spell checker can now be enabled and disabled at runtime.
- Fixed the bug which caused the GECK to crash when user double-clicks on empty space in Form List Editor.
- The "Edit" menu item in Form List editor will now work.
- All MessageBoxes will now be in English, regardless of your system's language. This also means that "Cancel" will be replaced by - "Yes to all" where intended by GECK developers. [since 0.1.2]

The PowerUp does not modify any files on the disk. It loads the GECK and applies all patches in RAM. It also does not
alter plugin files you create, they remain completely normal.

GECK 1.4 PowerUp

Fallout Mod Manager - FOMM v.0.13.21 (11/25/10) - by Q and Timeslip:

"This version of FOMM is the first step in expanding the scope of the mod manager. Instead of having two different managers, one for Fallout 3 and another for Fallout: New Vegas, FOMM is able to manage mods for both games from a single install. This ensures that all new features that are added to FOMM will be available for both games. Further, the folders that FOMM uses to store install info and FOMods are now configurable, allowing you to place them wherever you have disk space, rather than wherever FOMM is insalled."

"Because FOMM is no longer a mod manager for a single game, the recommendations for where to install it have changed since 0.12.x and older versions. Whereas it was usual and recommended to install FOMM in the Fallout game folder, that is no longer the case. While you are free to install FOMM wherever you like, the recommendation is to let FOM install itself in the Program Files directory. This is also true for users running Vista/Win7 with UAC.

When you run FOMM for the first time, you will be asked where you would like to store your FOMods, as well as where you would like to store FOMM mod installation information. The default locations are recommended, but you can specify alternate locations if you wish: for example, if you have a separate drive dedicated to FOMods. The only restriction is that you not set the directories to Fallout's game folder."

Arwen Note: I highly recommend using this to install and manage all your Fallout mods.

Fallout Mod Manager - FOMM

New Vegas Script Extender (NVSE) v.2.0 Beta 12 (10/25/11) - Ian Patterson, Stephen Abel and Paul Connelly
(ianpatt, behippo and scruggsywuggsy the ferret):

"The New Vegas Script Extender, or NVSE for short, is a modder's resource that expands the scripting capabilities of Fallout: NV. It does so without modifying the executable files on disk, so there are no permanent side effects."

1. Copy the .dll and .exe files to your Fallout NV directory. This is usually in your Program Files folder under Steam\SteamApps\common\fallout new vegas\. If you see files named FalloutNV.exe and FalloutNVLauncher.exe, this is the correct folder. Do not copy these files to the Data folder as with a normal mod. The "src" folder is only useful for modders, most users can ignore it.
2. Launch NV as you normally would via Steam. Note that the "Enable Steam Community In-Game" option must be enabled in the "In-Game" tab of the Steam options for NVSE to work correctly."

Compatibility: New Vegas Version Supported:  We also support the v. version of the NV GECK.

Arwen Note: the NVSE enables modders to do all sorts of cool things with scripts in their mods, which were not possible in the vanilla game. Any mod that has [requires NVSE] needs to have this utility installed on your computer. If you are using the FOMM, the Launch button text should be changed to "Launch NVSE, after installing NVSE. You can also check if it is installed correctly, by entering "GetNVSEVersion" into your console. It should give you the installed version number.

New Vegas Script Extender (NVSE)

New Vegas Stutter Remover (NVSR) - [requires NVSE] - v.4.1.30 (09/22/11) - SkyRanger-1:

"New Vegas Stutter Remover (NVSR) is a port of Oblivion Stutter Remover / Fallout Stutter Remover to Fallout: New Vegas.
This removes some microstutter, particularly at high framerates."

1. Make sure that the file sr_New_Vegas_Stutter_Remover.dll from the zip ends up in Data/NVSE/Plugins. If you do not have a Data/NVSE folder then create it (likewise for Data/NVSE/Plugins)
2. If you have an old ini file for the Stutter Remover then delete it so that the Stutter Removeer will generate a new one with the new default settings.

Compatibility: New Vegas Version Supported: 

Arwen Note: the NVSR has fixed most of the annoying stutters that I was having . . . if you have decent frame rates, but are experiencing frequent stutters (pauses), I highly suggest that you give this utility a try.

New Vegas Stutter Remover (NVSR)

Page Menu | Utilities | Interface | Rebalancing & Leveling | Quest Fixing Patches

DarNified UI NV - DUINV Test version 4 (11/07/10) - by DarN:

"Here I am again with a new UI overhaul. This one will be more or less identical to DUIF3, with FONV's extra menus DarNified as well."

Arwen Note: If you're on a PC and not using Darn's mod, you are really missing out on a Great UI! See the thread/download link for many more details. I highly recommend this mod. Even though this DarN still considers this a test version, it works GREAT in my game.

IMPORTANT! Make sure that you edit the Fallout.ini, with the font changes, as shown in the download thread!

How to Tweak your HUD (Settings can be found in Data\menus\prefabs\DUIF3Settings.xml):

Turn off Quest Markers & Landmarks: I like to discover things myself so I have these turned off in my game.

To disable these Markers: open the DUIF3Settings.xml (I use Notepad++) and make the following edit (the 0, was set at 1 by default)

(Line 130) <!--~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Compass ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-->
<_HUDShowCompass> 1 </_HUDShowCompass> <!-- [1] Show compass? -->
<_HUDDetachCompass> 0 </_HUDDetachCompass> <!-- [0] Detach compass from HP Info? -->
<_HUDCompass_X> 649 </_HUDCompass_X> <!-- [649] Compass position when detached - -->
<_HUDCompass_Y> -900 </_HUDCompass_Y> <!-- [-900] Rel. HPInfo position -->
<_HUDCompassFrame> 1 </_HUDCompassFrame> <!-- [1] Draw compass frame when detached? -->
<_HUDShowQuestMarkers> 0 </_HUDShowQuestMarkers><!-- [1] Show Quest and Player markers? -->
<_HUDShowLandmarks> 0 </_HUDShowLandmarks> <!-- [1] Show landmarks/locations? -->
<_HUDShowNPC> 1 </_HUDShowNPC> <!-- [1] Show friendly npc's? -->
<_HUDShowEnemies> 1 </_HUDShowEnemies> <!-- [1] Show hostile npc's? -->
<_HUDMarkEnemies> 1 </_HUDMarkEnemies> <!-- [1] Differentiate between enemy/friendlies?-->

Turn off Sneak Messages: I personally found the sneak messages to be annoying, and not at all realistic (after all, my character really shouldn't have a pop-up message telling her when she was hidden). DarN's combat indicator works so much better for me.

To disable the Sneak messages: open the DUIF3Settings.xml and make the following edit (the 0, was set at 1 by default)

(Line 159) <!--~~~~~~~~~~~~~~~~~~~~~~~~ SneakMeter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-->
<_HUDShowSneak> 0 </_HUDShowSneak> <!-- [1] -->
<_HUDSneak_X> 0 </_HUDSneak_X> <!-- [0] Rel. original position -->
<_HUDSneak_Y> 10 </_HUDSneak_Y> <!-- [10] -->
<_HUDSneakFont> 6 </_HUDSneakFont> <!-- [6] -->

IMPORTANT! The below Combat Indicator does NOT yet work, as it uses NVSE functions in the script . . . and some of the NVSE menu functions are not yet available.  (Once it it released, I'm assuming that the Combat Indicator will be added to the DarN UI options.)

Enable Combat Indicator: DarN was nice enough to add a handy little Combat Indicator at my request to his Fallout 3 DUI. I never liked the psychic sneak awareness indicators, such as [HIDDEN], [DETECTED], [DANGER]. Knowing that I'm visible or hidden from the enemy is NOT very immersive, so I turned the Sneak Meter off in my own game.  But my Realism Tweaks add a few things that can make game play really frustrating, if you do not know when your are "in combat" (when the combat flag is on . . . even if you are not yet visible to the enemy). DarN's Combat Indicator is a tiny little red icon that appears at the very top of your screen to let you know when you are "engaged" in combat. I think of it as my "spider sense" (my intuition) . . . sort of how you feel that someone is looking at you. The really cool thing is that you don't even have to be in sneak mode! Anyhoo, if you want to give this a try, you have to turn it on (as it is off by default):

open the DUIF3Settings.xml and make the following edit (the 1, was set at 0 by default)

(Line 234) <!--~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Combat Indicator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~-->
<_HUDShowCI> 1 </_HUDShowCI> <!-- [0] Show Combat Indicator (FOSE) -->
<_HUDCI_X> 0 </_HUDCI_X> <!-- [0] Rel. center screen -->
<_HUDCI_Y> 5 </_HUDCI_Y> <!-- [5] -->

DarNified UI NV

Page Menu | Utilities | Interface | Rebalancing & Leveling | Quest Fixing Patches
Rebalancing & Leveling (in addition to the big overhaul mods)

Placeholder only (for future mods)


Page Menu | Utilities | Interface | Rebalancing & Leveling | Quest Fixing Patches
Quest Fixing & Patches

Official Fallout: New Vegas Patch - Version 1.4 (v.

Version 1.3 Changes (from Steam):

Guns Changes:
- Automatic Guns - SMGs, the Assault Carbine, and the LMG are more accurate across the board. They're also more durable. 12.7mm SMG mag capacity increased to 21.
- Shotguns - Buckshot has received a x1.2 inherent DAM mod. This slightly incentivizes using buckshot over slugs when enemy armor is not an issue. Magnum buckshot has a x1.3 DAM mod and a small amount of DT bypass. Spread for many shotguns has been lowered.
- Hunting Rifle, Anti-Materiel Rifle - Hunting Rifle and AMR now have the lowest spread of all rifles. Hunting Rifle RoF increased, Crit Chance set to x2. Anti-Materiel Rifle's Crit DAM has been raised from 80 to 110 to make it more viable when compared to the Gobi.
- Sniper Rifle, Gobi Campaign Scout Rifle - Sniper Rifle and Gobi now have a higher RoF and lower AP cost. Both have x2 Crit Chance. Gobi has increased DAM and much higher Crit DAM over the Sniper Rifle.
- That Gun - That Gun is now a slow-firing hand cannon that does huge DAM firing 5.56mm out of a short barrel.
- Hunting Revolver - RoF increased.
- Service Rifle - DAM slightly lowered, firing animation changed to the one used by Marksman Carbine, RoF dramatically increased. Spread decreased.
- Silenced .22 Pistol, SMG - Crit DAM and Crit Chance significantly increased.- 5mm Ammo - Base ammo has 10 points of DT bypass. AP variants have 25 points of DT bypass. This affects the Assault Carbine, Minigun, and CZ57 Avenger.
- .308 JSP - DAM mult reduced from x1.5 to x1.3. x2 CND degradation effect added.
- Lever-Action Rifles - Cowboy Repeater, Trail Carbine, Brush Gun - RoF has been slightly reduced, AP costs have been significantly increased, and spread has been slightly increased. Cowboy Repeater Custom Action RoF increase has been reduced. La Longue Carabine spread has been significantly lowered.

Explosives Changes:
- Dynamite - Larger explosion radius.
- Frag and Plasma Grenades - DAM increased.
- 25mm Grenades - Slightly increased DAM on the explosion.
- 40mm Grenades - Significantly higher DAM on the explosion.
- Missile Launcher / Fat Man - Now have much better zoom FoV and good accuracy. Missile and Fat Man projectiles (not the explosion) have a large base DAM. Both are extremely effective on direct hits, but still potent even if a direct hit is not scored. N.B.: Listed DAM on weapons assumes a direct hit!

Energy Weapons Changes:
- Gatling Laser - Base DAM is higher. Against heavily armored targets, this is still a poor weapon. Against lightly armored targets, especially with Over Charge or Max Charge ECPs + Focus Optics + Laser Commander, it has extraordinary DPS.
- Tesla Cannon, Tesla-Beaton Prototype - These now consume far less ammo per shot and can be fired several times before a reload. DAM is beefy with an additional 2 second DoT.
- Pew-Pew - Lower ammo capacity, consumes far fewer ECs per shot. Still a two-shot weapon.

Melee Weapon and Unarmed Changes:
- Ripper, Chainsaw, Thermic Lance - DAM lowered, all ignore DR/DT.
- Bladed Gauntlet, Mantis Gauntlet - Ignore DR/DT flags removed (were not supposed to be marked as such). Mantis Gauntlet animation/sound fixed.

Perk Changes:
- Splash Damage - Functions properly.
- The Professional - 10mm Pistol, SMG added to perk list.

Arwen Note: If you are using my Realism Tweaks, some of these changes will be a bit different, since many of the weapons were already adjusted in my Realism Core module; and the two Perks were fixed in my Hard-Core module.  I will be making a few changes in v.2.2, so that my Tweaks will be a somewhat closer match with the latest patch's changes.

Community Compiled Patch - [requires NVSE] - v.6.0 (11/30/10) - Nexus Community:

"A community driven project to fix a large multitude of bugs/glitches that Fallout: New Vegas had."

Compatibility: fully compatible with my Realism Tweaks, if loaded before my Tweaks.

Arwen Note: This is an older patch, but its changes are still relevant.  Many users have switched to Mission Mojave - Ultimate Edition (MMUE), but MMUE requires all the DLC.

Community Compiled Patch

Page Menu: Utilities | Interface | Rebalancing & Leveling | Quest Fixing & Patches

next: arwen's mod list - part two

graphic mods

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