Tale of Two Wastelands: Over-Encumbered Edition

Summary

This is a working work in progress. The game is stable and playable. There may be a few bugs, conflicts, errors, etc.


This is an attempt to make the ultimate Tale of Two Wastelands experience. Enhancing most parts of both Fallout 3 and Fallout New Vegas. Including graphics, quests, locations,interface, immersion, and gameplay.

This guide was created out of a desire to have a stable and heavily modded Fallout game, that once it was installed could take two of my favorite games and make them one story, turning two games into one epic one. It takes many cues from Skyrim Revisited by Neovalen. One of the mostthorough modding guides around, and an excellent Skyrim guide.

After following TTW:Worlds of Tomorrow by Adonis_IV and some of TTW Core by Hushpiper (also TTW+), it inspired me tomake my own version. My original guide can be found here. Any questions or feedback can be posted on TTW:OEE forum post here

This is much the same as the above guides but borrows elements from all of them. If you are uninterested in quests/locations, and UI enhancements you may prefer to try Worlds of Tomorrow as it is a bit more condensed. It features less mods, and is made by a very experienced TTW mod maker.

There are other guides that have also been used in creating this guide. Clear and Present Danger by Kelmych, and Fear and Loathing in New Vegas by EssArrBee, are both great modding guides if wanting to mod either game separately. They are bothvery well written, and provide a great game. This guide will have many similarities to the above guides, and certain elements have been borrowed from them.

Is Tale of Two Wastelands the best option for you?

Tale of Two Wastelands brings Fallout 3 into the New Vegas engine, bringing all the feature and engine upgrades (reputations, crafting, iron sights, hardcore, survival skill) from New Vegas to the Capital Wasteland. It provides a bridge to connect the stories in a logical fashion.

However it does have its short comings. Fallout 3 voice modulation does not work without the user re-encoding the audio. The Rock-it-Launcher does not work as seamlessly as in Fallout 3. Grass distance is reduced due to a New Vegas engine bug (may be overcome with NVAC). Many Fallout 3 mods need a lot of work to be converted (e.g. Mothership Zeta Crew). Additionally patches need to be made for Fallout New Vegas mods to extend functionality to the Capital Wasteland. Balance is completely different as starting in Goodsprings at level 1 is very different than starting at level 30. Those are a few of the snags of playing Tale of Two Wastelands.

If the downsides outweigh the benefits for you, Tale of Two Wastelands may not be for you. otherwise proceed with the guide, the following will set up the rest of the guide, so follow along closely. Happy modding!

Guide Instructions

This section is very important as it will lay out how this guide will be structured. There is a certain way things will be presented and I will demonstrate them here.

Guide Key

For example, text with information about what exactly you are doing and why, as well as guide narration will be presented just like this.

And instructions will be presented like this.
These must be followed as presented.

This means important.

Important things to note are placed within a red banner.
Oftentimes instructions will follow a red header.

This means INI edits.

Edits that need to be done to configuration files follow a blue header.
Oftentimes they look something like this:

[Section Name]
SomeSettingName=####

There will be specific instructions to follow on where to place the edits.

This means mod merging.

Mod merging instructions follow a pink header.
There will be specific instructions on which mods to merge and what to do after they are merged.

This means in game settings.

In game settings follow a yellow header.
They will look like this:

Setting Section

Setting Name
• Setting


External programs are purple.

Fallout 3 mods are green.

Fallout New Vegas mods are orange.

TTW mods are blue.

Author: Author(s).

Version: Main/Update files name/version number, install in order listed.

Optionals: Optional files name/version number, install in order listed.

Installation: Some mods have special installation instructions.

They will appear the same as other instructions.
They can include all of the previous types listed.

Mod Notes: Information about the mod, or things to note in game or here.

Mod Dependencies: Any mods that need to be installed prior to installing.

Plugin Limit

The game engine for Fallout New Vegas has quite a few issues, but instead of working to solve those problems, a limit on the number of plugins was instituted during one of the patches. There is now a ~140 plugin limit, which will cause issues or just not load at all if this number is reached. In addition to that, the stability of New Vegas will decrease as the number of plugins start to approach 140.

The goal will always be to have, at most, 135 plugins. If adding mods on top of the guide, be aware of the plugin cap and learn to use the FNVEdit merge script to lower the count. This is also the reason that Wrye Flash NV is so essential, since the Bashed Patch will lower plugin count.

At this time this guide is over 135. Merges will be added soon.

Tools

7-Zip

Author: Igor Pavlov

Version: 9.20

Mod Notes:The function of this tool is to open archives manually when not using other tools as it handles most modern compression schemes and is free to use.

DDSOpt

Author: Ethatron

Version: 0.8.0.upd4

Installation:

You must configure as below before using!

The program is portable so it should be extracted to a folder that is easy to access.
Run the program as Administrator and set it up using the pictures found here.
Use both sets ("Main Menu Settings" and "Behave Menu Settings").

Do not be concerned about the double instructions for the "Constraints" tab this will be addressed later.
Simply use the one labeled "Constraints" for now.

Leave [Behave] > [Raise foliage-map opacity each mip level] unchecked, as it is only used for vanilla textures and not for mods.

Overwrite the ddsopt.ini in the DDSOpt folder.

Copy paste the ini file found here.
Overwrite everything in the current ini.

Mod Notes:The function of this tool is to optimize and re-mip textures.

FNVEdit aka xEdit (FO4Edit PreRelease Alpha)

Author: ElminsterAU

Version: 3.1.3

Installation:

The TES5Edit.exe must be renamed to FNVEdit.exe, follow instructions:

Create a FNVEdit folder in the Fallout New Vegas root folder (NOT Data folder).
Place the contents of the FO4Edit zip within the folder.
Rename the "TES55Edit.exe" to "FNVEdit.exe".

This video can be applied to any xEdit version.

Mod Notes: The function of this tool is to remove Identical To Master(ITM) records, Undelete Deleted Records(UDR), and clean dirty edits as specified by the guide the ESMs and ESPs that Fallout will be loading.

Merge Plugins xEdit Script

Author: matortheeternal

Version: 1.9

Installation:

Extract the archive directly to the FNVEdit folder.

Mod Notes:The function of this add on is to give FNVEdit the capability to automatically merge plugin files.

TTW xEdit Conversion Script

Author: Jax Firehart

Version: "JaxFirehart/conversionpack.zip"

Installation:

Extract the archive to directly the the FNVEdit folder.

Mod Notes:Makes converting Fallout 3 mods for TTW much easier.

Bash Tags Generator

Version: "Generate Bash Tags.pas" file

Installation:

Download the "Generate Bash Tags.pas" file.
Navigate to the FNVEdit\Edit Scripts folder on your computer and move the .pas file there

Mod Notes: Analyzes plugins and recognizes the correct bash tags to apply to them.

Merge Plugins Standalone

Author: matortheeternal

Version: 2.1.3

Mod Notes:This is a standalone version of the merge plugin script. Makes the other one obsolete, but it is still included for now.

LOOT

Author: LOOT Team

Version: 0.8.1

Mod Notes:The function of this tool is to provide a default ESM/ESP file ordering between various mods, help identify mods that require cleaning with FNVEdit, and provide bash tags. Guide found here.

Wrye Flash NV

Author: valda and Sharlikran

Version: 17.3(Wrye Flash 17_3 - Standalone Executable)

Installation:

Open up the Wrye Flash 17_1 - Standalone Executable archive.
Extract the entire contents to the "...\Steam\steamapps\common\Fallout New Vegas" folder, not the "Data" folder.

Launch Wrye Flash NV.
From the Mods tab, right click the File on the top bar and make sure Lock Times is UNTICKED.

Mod Notes:The function of this tool is to merge mods or parts of mods to increase compatibility while using many mods, called "Bash" patches.

Mod Organizer

Author: Tannin

Version: 1.3.8 (Installer version)

Installation:

To use MO for multiple games it must have multiple installs in different locations.
It is recommended to put each install of MO into the game directory of each game that it will be installed for. We will only be managing Fallout New Vegas.
For New Vegas, it should go into .../Steam/steamapps/common/Fallout New Vegas.

In the installer, check "Handle NXM Links".
This allows direct downloading of mods using the "Download With Manager" button on Nexus mod pages.

For more information see the Mod Organizer Guide or watch the Official STEP Mod Organizer Video Series.

Mod Notes:The function of this tool is to manage mods and is the mod manager of choice for this guide.

Setting Up

Configure Fallout: New Vegas

If this is not a clean installation of Fallout New Vegas and you have modded prior perform the following:

Delete everything in the New Vegas folder except the Data folder.
Open the Data folder and delete everything that is not a vanilla ESM or BSA from New Vegas or the DLCs.
If you have previously "cleaned" the base game ESMs, delete those as well, as TTW requires them uncleaned.

Go to New Vegas in Steam, right click, and select [Properties].
Navigate to [Verify Game Cache] option and Steam will download all the necessary files.

Optional Tip: Making a archive of the clean game installation with 7Zip is handy for reinstalling Fallout.

To ensure the INI files are the vanilla INI files perform the following:

Navigate to My Games/Documents and delete the following files:

Fallout.ini
FalloutPrefs.ini

This will allow the INIs to revert back to vanilla when the game is launched.


Steam overlay can cause some visual problems with some mods and ENB. If it is not needed, it is recommended to turn it off.

Launch Steam, and proceed to Library.
Right-click "Fallout: New Vegas", and click [Properties].
In the [General] tab, uncheck the [Enable Steam Overlay...] box.
Click close.

It is important that the games is configured through the launcher and any in game settings, and base graphics options are applied and written to the INI file. This is done by launching the game.

Start Fallout New Vegas through Steam.
Click "Options"
Click the [Ultra] push button.
Set resolution to your moniters resolution.
Click "Ok"

NVSE and 4GBFNV

The following mods are very important to a any modded Fallout. The first mod, New Vegas Script Extender (NVSE) allows for many game changing things to be added into the game, while the 4GB New Vegas Loader (4GBNV) allows for more memory to be used by the game, which allows for better graphics and more things to be going on at once.


New Vegas Script Extender (NVSE)

Author: ianpatt, behippo and scruggsywuggsy the ferret

Version: 5.0b3

Installation:

Install only the following files to the main FalloutNV folder:

nvse_1_4.dll
nvse_loader.exe
nvse_steam_loader.dll

The rest will be installed later, during the ModOrganizer setup.

Mod Notes: 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. Without NVSE, many mods that add incredible features to Fallout New Vegas cannot be used. This is an essential mod for any gamer.

4GB Fallout New Vegas Updated

Author: MonochromeWench - Hendricks266 - Roy Batty

Version: 1.9

Installation:

Install only the following files to the main FalloutNV folder:

Source folder.
fnv4gb_helper.dll
fnv4gb.exe

Mod Notes: Fallout New Vegas only allows for 2 GB of RAM to be accessed by the FalloutNV.exe, so this will allow 4 GB of RAM to be accessed by setting the LAA flag.

These mods are not completely installed yet! Installation will be finished in the following sections.

Configure Mod Organizer

Now that the base game is properly configured, the next step is to set up our mod management utility.

Mod Organizer is the mod manager of choice for the following reasons:

1) Profiles allow multiple configurations set up per character and/or playthrough.

2) Mod Downloads via NXM allows downloading of mods directly using the "Download With Manager" button on the Nexus site.

3) Mod Version Tracking uses the power of the Nexus site to track major mod updates. However, this is not a replacement for the track file option on the actual Nexus site for optional downloads!

4) NMM Installer Compatibility allows the use of Nexus Mod Manager installers.

5) Manual Installation Option allows modification and selection of the data folder in an archive manually, allowing fixes of path problems at install time.

6) Virtual File System allows a clean base Fallout installation without the mess of moving files. Additionally extends this file system to other tools such as LOOT, FNVEdit, and Wrye Flash NV.

Setup a Vanilla Fallout: New Vegas Profile

Start Mod Organizer.
If this is the first run, Mod Organizer will prompt to select which game to manage, select Fallout New Vegas.

Click the [Configure Profiles] button at the top of the window. The icon looks like an ID card.
Verify "Automatic Archive Invalidation" is checked.
Click [Create] and type "Fallout New Vegas" in the text box.
Verify that "Default Game Settings" is unchecked then click [OK].
Select the "Default" profile and click [Remove]. Select [Yes] when prompted.
Close the dialogue by clicking [Close].

Verify that "Fallout New Vegas" is the currently selected profile in the "Profile" drop-down above the left-pane of the Mod Organizer window.

Configure ModOrganizer Settings

Next the ModOrganizer settings will need to be configured.

Click the [Settings] button at the top of the main Mod Organizer window. The icon looks like a screwdriver and wrench.

In the "Settings" dialogue, click the [Nexus] tab.
Check "Automatically Log-In to Nexus" and input a valid nexus username and password.

In the "Settings" dialogue, click the [Plugins] tab.
Select "Basic Diagnosis Plugin" in the left pane.
In the right pane, double click on the value to the right of "check_modorder" and select "false".

In the "Settings" dialogue, click the [Workarounds] tab.
Verify that NMM Version is at least 0.52.2, if it is not then update it to this value.

Close the window by clicking [OK].

Setup Executables

We will now add all of the previously downloaded Tools to the Mod Organizer executable menu. Follow the directions below to access the "Add Executables" menu.

Click the [Executables] button at the top of the main Mod Organizer window. The icon looks like a pair of cogs.

If all prerequisites were installed correctly, some software such as NVSE should appear already configured in the list. To add the executables we will be using this menu.

Follow directions below, some of them have specific instructions. FNVEdit, LOOT, FNV4GB Launcher and Wrye Flash NV will be added.

In the "Title" text box type the name of the executable being added.
In the "Binary" text box select the .exe by using windows explorer by pressing the [...] button.
Do not select any of the optional check boxes.
Click the [Add] button. The executable should appear in the list.
Repeat this process for each one.

FNVEdit will need to be added three more times, rename each one as follows:

1. "FNVMasterUpdate"
2. "FNVMasterRestore"
3. "FNVLODGen"

These will all be used throughout the guide, be sure to remove quotations.

Select the executables listed below and input the text into the "Arguments" box.

Remove the outer most quotations marks, and click [Modify] after each one:

LOOT:"--game=FalloutNV"
FNVLODGen:"-lodgen -o:"C:\FNVLODGenOutput" (this folder will be created later)
FNV4GB: "-laaexe .\FalloutMO.exe"

Then close the dialogue by clicking [OK].

ModOrganizer and BSAs

Bethesda Software Archives (BSA) can be used to store mod files to reduce file sizes. The added benefit is the reducing in file system fragmentation caused by having many loose files. Sometimes extracting the contents of a BSA is necessary for various reasons, such as: not wanting the entire contents of the BSA, to optimize textures within the BSA, or just to view the contents of it.

Mod Organizer manages these archives, follow the steps below to ensure proper loading:

Go to the Archives tab on the right pane of Mod Organizer.
Ensure that “Have MO Manage Archives” is checked.
Note: Greyed out BSAs will be checked no matter what due to their plugin requiring that BSA to load. Make sure that all BSAs in the list are checked, this allows MO to read their contents.

Ensure "Fallout - Invalidation.bsa" is the top file in the list, just under data. Otherwise many mods will not function properly.


Throughout the guide BSAs may need to be extracted. Configure Mod Organizer as follows, so it will ask if you would like to extract BSA's anytime there is a BSA within a mod.

Click the [Settings] button at the top of the main Mod Organizer window. The icon looks like a screwdriver and wrench.
Click the [Plugins] tab.
Select BSA Extractor plugin and change false to true.

Sort The Base Game Plugins

By default the install and plugin load order in Mod Organizer is slightly scrambled. To fix the install order, perform the following steps:

In the left pane of Mod Organizer drag and drop the "Non-MO" category mods that represent the DLCs to the following order:

*FalloutNV
*DeadMoney
*HonestHearts
*OldWorldBlues
*LonesomeRoad
*GunRunnersArsenal.esm
*CaravanPak
*ClassicPack
*MercenaryPack
*TribalPack

The plugin order can be fixed by running LOOT to do a quick sort. Perform the following steps:

Ensure all ESMs in the right pane are checked.

Select "LOOT" from the drop-down above the right pane of the Mod Organizer window.
Click the [Run] push button.
Find the icon that looks like a horizontal bar graph (mouse over text should state "Sort Plugins") and click it.
After some processing, the calculated load order is displayed in the right pane of LOOT. Click the [Apply] button to apply the load order.
Click the [X] on the title bar to close LOOT.

This process loads LOOT through the ModOrganizer interface to sort the current ESMs/ESPs in the virtual data folder. For now this only consists of the base game and DLC ESM/ESP files. Note in the Mod Organizer window the load order has been corrected to match the output from LOOT.

Create the Tale of Two Wastelands: Over-Encumbered Profile

Now that an established clean "Fallout New Vegas" profile has been created an unmodified New Vegas may be run at any time. However, the goal of the guide is to mod Fallout and so a new profile must be established, perform the following.

Click the [Configure Profiles] icon at the top of the main Mod Organizer window. The icon looks like an id card.
Select "Fallout New Vegas" then click [Copy].
Type "TTWOverEncumbered" in the text box and hit [OK].

ModOrganizer just copied the "Fallout New Vegas" profile into a new profile named "TTWOverEncumbered". In the Prerequisites section, NVSE was installed without the required script files. This kept the FalloutNV/Data folder clean. But NVSE will not function properly without the supplied scripts. Perform the following to install the scripts.

Launch ModOrganizer
Click the small screwdriver and wrench icon adjacent to the "Profile" drop-down and select "Install Mod...".
Navigate to the downloaded NVSE archive and click [Open].
In the file tree, navigate to the "Data" folder inside the archive, right-click and select "Set Data Directory". Only the nvse folder should be visible and checked.
Click [OK].

The mod will now be displayed with an empty check box in the mod window. This mod is now installed but not yet enabled for use by the game. Checking the box will enable it for use within the game.

Next, Tale of Two Wastelands will be installed into this profile. Navigate to the mods download page below, and download the latest version (2.9.4b currently), as well as any hot fixes. Instructions are included as part of this guide so no need to use the ones found on the download page for now, just know that they are there.


Tale of Two Wastelands

Author: TTW Team

Version: 2.9.4b

Optionals: Load time hotfix, Shot gun hotfix (fixes shown above the main files)

Installation:

The following steps will take the files from both games and create a Tale of Two Wastelands FOMOD, which then will be installed via ModOrganizer.

Launch the installer .exe file by right-clicking on it and choosing "Run as Administrator"
When the installer loads, make sure it has found the correct location of both your Fallout 3 and, Fallout New Vegas Installs. If not use the browse button to navigate to the correct game directories.
In the install location field, use the browse button to navigate to your preferred TTW installation directory DO NOT INSTALL DIRECTLY TO YOUR FNV DIRECTORY.
Click "Install". The installer can take between 10 to 30 minutes.
Click yes when asked to make a FOMOD.
Launch ModOrganizer install the "TaleOfTwoWastelands_Main" FOMOD.
It may take a while.
Once installed, install the two bugfix files renaming each to "Tale of Two Wastelands - Main Files" and selecting [Merge] when prompted.
Note that after creating the FOMOD and installing Tale of Two Wastelands Fallout 3 can be uninstalled if desired.

Next, install the "TaleOfTwoWastelands_Options" FOMOD. Check the following optionals.

MCM Optionals
Outcast Trading
Skill Based Speech Challenges
Wild Wasteland

The following ini tweaks are required in order to start in the Capital Wasteland, and for Tale of Two Wastelands to work.

Launch ModOrganizer
Click [Tools]>[Edit Ini] at the top of the window.
Make following changes to both ini files.
Click [Save] and close the window when finished.

TTW INI Tweaks (sIntroMovie is intentionally blank)

[General]
SCharGenQuest = 001FFFF8
sIntroMovie =
bLoadFaceGenHeadEGTFiles = 1

If you would like a clean save file in order to skip the long introduction quest I have uploaded one to the Nexus. This can be downloaded and re-used. You will have the opportunity to customize the character.


Clean Save TTW

Author: themagicteeth

Version: 1.294b

Mod Notes: Clean save starting at Valut 101 exit, for TTW 2.9.4b. The +10 medicine bobblehead has been gotten, and the Courier Stash Packs were used.

Cleaning Bethesda ESMs

Tale of Two Wastelands currently does not advise cleaning the Bethesda ESMs. It can cause problems, as the mod requires some of those files to be present. If you have previously cleaned your ESMs it is VERY IMPORTANT that you restore them to their vanilla state.

Optimizing Bethesda Textures

Both vanilla and modded texture packs are often composed of textures saved in an inefficient compression format. This translates into textures often being 2x larger than necessary or worse due to inclusion of redundancies that add no useful information. The effect is that more memory (both RAM and VRAM) is required to render these 'bloated' textures, which in turn costs valuable resources and hampers performance.

In addition to bloat, improperly-formatted textures may also lack important information in the form of mipmap levels required for scaling the texture in game. What are mipmaps? They are smaller copies of a texture that are used for rescaling object details in game as one moves away from them and they get smaller (i.e., rather than dynamically resizing, which would create aliasing artifacts and require more resources).

Downloading the following files and installing them via ModOrganizer is quicker than manually optimizing the textures. If manual optimization is preferred, follow the Fallout Quick-Start Guide found on STEP.


Fallout 3 Textures Optimized

Author: Worried Walrus

Version: 1

Installation: Follow the instructions below:

Create a new folder called "Fallout 3 Optimized Textures"
Extract files in the following order, overwrite when asked.

Fallout 3
Operation Anchorage
The Pitt
Broken Steel
Point Lookout
Mothership Zeta

Fallout New Vegas Textures Optimized

Author: Worried Walrus

Version: 1

Installation: Follow the instructions below:

Create a new folder called "Fallout 3 Optimized Textures"
Extract files in the following order, overwrite when asked.

Fallout New Vegas Dead Money
Honest Hearts
Old World Blues
Lonesome Road
Mini DLC
Gun Runner's Arsenal

Placing the folder in the ModOrganizer/mods directory will make ModOrganizer recognize them as mods upon launch.

Close Mod Organizer (if open) and move both folders into the ModOrganizer/mods folder.

Launch ModOrganizer
In the left pane, drag and drop "Fallout 3 Optimized Textures" and "Fallout NV Optimized Textures" so that they are after "Tale of Two Wastelands - Optional Files".
Enable both mods in the left pane.

Order should be:
Tale of Two Wastelands - Optional Files
Fallout 3 Optimized Textures
Fallout NV Optimized Textures

Initial INI Tweaks

The following INI tweaks tweak the games engine to enhance visuals, stability, and performance.

NVSE.ini

The NVSE.ini first must be created:

Right-click NVSE in the Mod Organizer left pane.
Select "Open In Explorer".
Enter the "nvse" folder.
Create and open a text file.
Once this file is open and able to be edited, paste in the following:

Memory Allocation

[Memory]
DefaultHeapInitialAllocMB=400

Note: must be between 200 and <500. 400 seems to be the best value, but play around with it a bit.

Click "File/Save As..."
Type "nvse_config.ini" into the "File Name" field.
Change the "Save as Type" field below so it reads "All Files"
Click "Save"

Fallout.ini

Open Mod Organizer.
Click [Tools]>[Edit Ini] at the top of the window.
Verify fallout.ini is selected and input the tweaks in the following subsections.
Click [Save] and close the window.

Allow AI Threading

[General]
bUseThreadedAI=1
iNumHWThreads=2 (Add this line)

Remove Mouse Acceleration

[Controls]
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0

Light Distance Fade

[Display]
fLightLODDefaultStartFade=10240.0
fLightLODRange=10240.0
fLightLODMinStartFade=10240.0
fLightLODMaxStartFade=10240.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=10240.0
fSpecularLODRange=10240.0
fSpecularLODMinStartFade=10240.0
fSpecularLODMaxStartFade=10240.0

Extending LOD

[LOD]
bDisplayLODBuildings=1
fLODFadeOutMultItems=15
fLODFadeOutMultObjects=15
fLODFadeOutMultActors=15

Remove Intro Splash Screen

[General]
SMainMenuMovieIntro=0

FalloutPrefs.ini

Open Mod Organizer.
Click [Tools]>[Edit Ini] at the top of the window.
Verify falloutprefs.ini is selected and input the tweaks in the following subsections.
Click [Save] and close the window.

Allow AI Threading

[General]
bUseThreadedAI=1 (Change from 0->1)
iNumHWThreads=2 (Add this line)

Allow Additional Plugins

[Launcher]
bEnableFileSelection = 1

Increase Grass Render Distance

[Grass]
fGrassStartFadeDistance = 17000

Double LOD Distance

[TerrainManager]
fBlockLoadDistanceLow=100000.0000

Screen Resolution

[Display]
iSize W=1920 <-- Monitor horizontal resolution
iSize H=1080 <-- Monitor vertical resolution


Note: This should already be configured from the launching the game earlier, if it is not adjust the values. Keep in mind where this is located as lowering resolution can greatly improve performance, if needed later on.

Fixes and Extensions

JIP NVSE Plugin

Author: jazzisparis

Version: 27.00

Mod Notes: NVSE plugin that adds 250+ new functions which can be used in scripts.

Mod Dependencies: NVSE

Lutana NVSE Plugin

Author: Luthien Anarion

Version: 16.2

Mod Notes: NVSE plugin that adds some useful script functions.

Mod Dependencies: NVSE

NVAC - New Vegas Anti Crash

Author: Queue

Version: 7.2.1.0

Mod Notes: This mod helps with some of the offsets and structures the exception handling of New Vegas to reduce crashes for the supported addresses. The Grass Rendering Distance INI tweak will not work without this mod.

Mod Dependencies: NVSE

New Vegas Stutter Remover

Author: SkyRanger-1

Version: 4.1.36

Installation:

During install right click Data and select [Set data directory].

This mod has an INI file, configure as follows:

Changes should made by right clicking NVSR in the left pane of MO and selecting [Information..]
Pick the INI-Files tab.
"NVSE/plugins/sr_New_Vegas_Stutter_Remover.ini" should be listed in the top left box, click it.
Input the following changes:

Master section

Master = {
_comment = You can turn on or off each distinct feature from here.
bManageFPS = 1
bHookCriticalSections = 1
bHookLightCriticalSections = 0
bHookHashtables = 1
bReplaceHeap = 0
bReplaceGetTickCount = 1
bLogToConsole = 0
bFastExit = 1
bFlushLog = 1
iSchedulingResolution = 1
bReplaceRandom = 0
bExperimentalStuff = 0
iMainHookPoint = 1 }

FPS Management section

FPS_Management = {
bInject_iFPSClamp = 1
fMaximumFPS = 60
fMinimumFPS = 20
iFPS_Report_Period = 15000
fExtraSleepPercent =0.05 }

Mod Notes: Fixes the stutter bug, as well as many more advanced things. Check the readme for more info.

Mod Dependencies: NVSE

TTW Fixes

Author: uUF3P Team, YUP Team, NVEC Team, TJ, Roy Batty

Version: 2.2.2

Installation:

Post installation, in the right pane of ModOrganizer move "TTWFixes.esm" so that it is after "TaleOfTwoWastelands.esm".

Mod Notes: This is a merge of a few different bugfix mods, specifically for TTW.

Mod Dependencies: Tale of Two Wastelands

Reload Speed Game Start Fix

Author: serglac

Version: 2

Mod Notes: Fixes a problem with reload speed when game starts.

Mod Dependencies: NVSE

REPCONN Test Site Fixes

Author: Yukichigai

Version: 0.2

Mod Notes: Left out of YUP, which is part of TTW Fixes.

Collision Meshes

Author: KaneWright

Version: 1.4.1

Optionals: BetterBoozeFix, Busworld fix, FalloutFoodPackageRetextureCompilationFix, and PrecisionCollisionClutterFix

Installation:

During installations rename all files to "Collision Meshes FO3".
Select [Merge] not [Replace] for all files.

Mod Notes: No more bullets being stopped when they shouldn't be.

Collision Meshes

Author: KiCHo666

Version: 1.4.1

Mod Notes: Fallout New Vegas Collision Meshes.

Ragdoll Overhaul FO3 Edition

Author: KiCHo666

Version: 1.1 ( Ragdoll Overhaul FO3 ULTIMATE NO COLLISION)

Ragdolls

Author: KiCHo666

Version: 2.0


Installation:

Install the Fallout 3 version, rename to "Ragdolls TTW".

Install the New Vegas version, rename to "Ragdolls TTW".

Post installation set the "RagdollOverhaulFo3.esp" to optional.

Mod Notes: This mod overhauls all important ragdolls (skeleton.nif) in game.

Mod Dependencies: NVSE, MCM

Project Nevada

Project Nevada

Author: PN Team

Version: 2.5

Installation:

Install all modules.
Post Installation be sure to enable in the left pane before proceeding.

Mod Notes: Major overhaul of Fallout New Vegas gameplay and equipment. Adds many new features from sprinting to nightvision.

Mod Dependencies: NVSE

Project Nevada - Extra Options

Author: Gribbleshnibit8

Version: 1.3

Installation:

During the installer, DO NOT tick the Equipment module.

Mod Notes: Further extension of Project Nevada features. Also, includes a merged DLC patch.

Mod Dependencies: NVSE, Project Nevada

Project Nevada w/ Extra Options TTW Patch

Author: Thatchor, Jax, Puppettron, Roy Batty

Mod Notes: Extends Project Nevada features to the Capital Wasteland.

Mod Dependencies: NVSE, Project Nevada

User Interface

DarNified UI NV

Author: DarN

Version: DUINV Test version 4

Installation:

Open Mod Organizer.
Click [Tools]>[Edit Ini] at the top of the window.
Input the following into "fallout.ini" as well as "falloutprefs.ini"
Click [Save] and close the window.

Post installation make the following ini tweaks to both the fallout.ini and the falloutprefs.ini:

[Fonts]
;sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
;sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
;sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
;sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
;sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
sFontFile_9=Textures\Fonts\NVFont_Test.fnt

Mod Notes: Great UI Replacement mod.

Many of the mods installed next need to 'see' DarnUI when installed, but the correct file priority with UIO will be with DarnUI loaded after "The Weapon Mod Menu" instructions will be presented later.


JIP Selective-Fire

Author: jazzisparis

Version: 1.21

Installation:

Download the patch from here.
Then select "TTW_JIPSelectiveFire_Support.esp" file.
Place the ESP within the ModOrganizer/mods/JIP Selective-Fire folder.

Mod Notes: Changes the firing mode of the guns in game. It is compatible with any gun added by mods,and has an MCM menu to customize the options.

Mod Dependencies: NVSE, JIP NVSE Plugin

The Mod Configuraton Menu

Author: Pelinor

Version: 1.5, and MCM Bugfix 2 Update file

Mod Notes: This mod will allow other mods to have advanced functionality by accessing the in game menu for customizable settings. Project Nevada has its own version of this mod so it should be installed before this mod.

The Weapon Mod Menu

Author: Pelinor

Version: 1.2

Mod Notes: Opens up new features to the weapon modding interface used in game, so it is more intuitive.

Mod Dependencies: NVSE, MCM

Follow instructions below to ensure proper installation of UI mods.

In the left pane of ModOrganizer select Darnified UI NV.
Drag it so it is below "The Weapon Mod Menu"


OneHUD - oHUD

Author: Gopher

Version: 1.1

Optionals: DarnifiedUI Patch

Mod Notes: This mod combines ImmersiveHUD, AdjustableHUD, and Primary Needs HUD into one version for easy installation.

DYNAVISION 3

Author: MyGoodEye Marcurios and Gopher

Version: 1.1

Mod Notes: Used instead of ENB. Provides similar effects and is more easily tweaked, also improves framerates compared to ENB.

Mod Dependencies: MCM

Flashlight NVSE

Author: vivanto

Version: 1.22

Installation:

Post installation, download the patch by RoyBatty from here.

FlashlightNVSE TTW Merge

Launch FNVEdit from ModOrganizer executables.
Right click, click [Select None]
Select:

FlashlightNVSE.esp
TTW FlashlightNVSE.esp

Click OK
Right click on any plugin in the left pane and select Other > Options
Uncheck the "[FO3/FNV] Sort FLST" option and click OK.
In the left pane expand "TTW FlashlightNVSE.esp", then expand "Script".
Click 0D00144B.
IN the right pane whereever there is yellow in the "FlashlightNVSE.esp" column drag the record from the "TTW FlashlightNVSE.esp" to merge them.
Click "Yes I am Absolutely Sure" when the warning pops up.
Once it is all green close FNVEdit and save only "FlashlightNVSE.esp", ensure Backup plugins is unchecked.
Move "TTW FlashlightNVSE.esp" to optional esps.

Be sure to relaunch FNVEdit and re-check the "[FO3/FNV] Sort FLST" option.

UIO - User Interface Organizer

Author: jazzisparis

Version: 1.31

Mod Notes: HUD management mod. There may some files or folders in the Overwrite folder after exiting the game or after a crash. This is not a problem, those files can be ignored or deleted without issue.

CASM with MCM

Author: Cipscis and Gribbleshnibit8

Version: 1.51

Mod Notes: Autosave ability to prevent losing progress if game crashes. Use MCM menu to customize.

Misc Item Icons - New Vegas

Author: The 3rd Type and DekoMan91

Version: 0.9

Installation:

During installation right-click "Data" and set as data directory.

Mod Notes: Replace many of the icons in the Pip-Boy menu for more diversity.

Traits Menu DarNified

Author: DarN and Mama Stankum

Version: 1.0

Mod Notes: Extends the DarnUI to the traits menu.

cellHUD

Author: Celeres

Version: 1.1 (Both Main files + Updates file)

Installation:

Install the cellHUD main file.

Open the "cellHUD HP-AP icon version" file.
Place the "interfaceshared0.dds" file into the "cellHUD/Textures/Interface" folder, overwriting the current file.

Install the "cellHUD Radiation-Message textures" update file.
During installation rename to cellHUD.
Select [Merge] not [Replace].

Mod Notes: Great looking HUD replacement for DarnUI, makes the UI more icon based instead of text. I prefer the way this looks, but it is personal preference. It can be tested and uninstalled with no ill-effects.

Now would be a good time to launch the game and ensure that the UI is functioning properly. Follow these instructions:

Start the game, and load a clean save.
Try the menu and if there is a pop-up message saying there is a problem with MCM or DarnifiedUI, then check if the install has been followed correctly.

Added Content

Sandbox6 Mods

Cut Sewers Restored

Author: Sandbox6

Version: 0.2

Mod Notes: Adds two sewers cut from the game.

No more giant manhole covers

Author: Sandbox6

Version: 1.01

Mod Notes: Makes the big sewer openings into grates since water does not flow through a big manhole. The collision is off on the grates, so do not run into them.

Strip Wall Billboards

Author: Sandbox6

Version: 1.0

Mod Notes: Restoration of The Strip wall billboards.

Uncut Wasteland

Author: Sandbox6

Version: 0.91(Uncut Wasteland version)

Optionals: Uncut Extra Collection, Uncut Skeletons

Mod Notes: Adds back in tons of little things left out of the game that were not very performance friendly years ago.

Merging Sandbox6 Mods

Run Merge Plugins Standalone through Mod Organizer, select the FalloutNVProfile and click [OK], select [OK] on the next popup to load all mods.
Wait for the bottom left corner to say "Background loader finished".

Click the gear for "Options" at the top, and click the integrations tab, ensure the "Copy General Assets" box ia ticked, and close the window.

In the left pane, hold "Ctrl" and select all the mods below:

Cut Sewers Restored.esp
No more giant manhole covers.esp
Strip Wall Billboards.esp
Uncut Wasteland.esp
Uncut Extra Collection.esp
Uncut Skeletons.esp

Right click one of the highlighted plugins and go to "Add to merge", then select "".
In the popup, in the name field type "Sandbox6 Merge".
In the Filename field type "Sandbox6 Merge.esp", and click [OK].

Open the Merges tab and right click merge and go to "Plugins" > "Check plugins for errors".
Right click again and select "Build Merge".
When complete click [Close], then close Merge Plugins Standalone and ONLY save the created plugin.
The mod now resides in the [Sadnbox6 Merge] folder.

Click the small tool icon dropdown above the left panel in Mod Organizer and select "Refresh".
Untick all the mods that were merged.
Ensure "Sandbox6 Merge" is loaded after "Uncut Wasteland" in the left pane, and enable it.

Exploration

TTW Burger Bunker FO3 Resources

Author: Prodimen

Version: 1

Installation:

Right click TTW Burger Bunker FO3 Resources/data folder and set as data directory.

TTW Burger Bunker Fallout NV Resources

Author: Prodimen

Version: 1.1 (TTW Burger Bunker FNV Resources, and TTW Burger Bunker Plugins ESM Versions)

Installation:

Right click /TTW Burger Bunker FNV Resources/data folder and set as data directory.

Right click TTW Burger Bunker Plugins ESM Versions and set as data directory, uncheck screenshots folder.

Right click the mod and go to Optional ESPs. Move all but TTW burgerBunker2BoysSniperPDinner.esm to Optional ESPs.

Mod Notes: Introduces two new buildings outside Paradise Falls: The Burger Boy giant statue and Burger Bunker Diner.

Sortomatic - Modders Resource

Author: tunaisafish and Gribbleshnibit8

Version: 1.3

Mod Notes: This mod sorts inventory into separate containers for houses that support it.

Mod Dependencies: NVSE

A World of Pain F03

Author: Dj Mystro, Roy Batty

Mod Notes: This mod adds loads of new and detailed interior locations with new enemies to battle, several main quests, new companions, new items to collect, loads of notes and loads more tricks and traps.

A World of Pain NV

Author: DJ Mystro, Athelbras, Roy Batty

Version: 5.4 (A World of Pain and AWOP Dead Money)

Optionals: AWOP Compatibility Patches

Installation:

During Installation of Compatibility Patches select only the following files:

Sortomatic

Click "Install".

Mod Notes: nAdds 114 locations to the wasteland filled with enemies and loot. From small Gas Stations to huge maze-like sewers and derelict factories.

Busworld

Author: summel, Gribbleshnibit8, pintocat

Mod Notes: Gives many buses interiors to explore.

Kentbury Way

Author: WastelandLoner, Roy Batty

Mod Notes: Adds interiors to a few houses in the Wasteland.

Metro Carriage Interiors - TTW

Author: WastelandLonder, Adonis_VII

Version: 1.0

Mod Notes: Gives many train cars interiors to explore. Most likely some conflicts with Busworld, but so far it has not been a problem. May build a patch.

Point Lookout Reborn

Author: jcro25

Version: V2.4

Optionals:

Installation:

Replace the ESM with one one found here by Roy Batty.

Mod Notes: Overhaul of Point Lookout to make it more enjoyable, level friendly and to make exploration more rewarding. Contains many lore friendly changes and improvements that fit in with Point Lookout’s environment. Those who take the time to explore will be rewarded with over 50% more additional content and around 2-3 hours of extended game play on top of the original 8 hours expected to complete everything.

Rivet City Realignment

Author: Alystin, RoyBatty, Adonis_VII

Mod Notes: Realigns the interior cells of Rivet City into a more logical layout, matching the exterior.

Museum Halls of Today

Author: Wastelandloner, RoyBatty

Version: V2

Installation:

Download this replacement ESM by RoyBatty.
Move the "Museum.esp" to optional esps.

Mod Notes: Adds four new cells in the Museum of Technology's Halls of Today wing.

New Mall - Franklin Mall

Author: General Walrus II, senterpat

Version: 2 (Franklin Mall)

Mod Notes: A shopping mall in the Pennsylvania Avenue area with enemies, and five different areas to explore

Shadows and Dust - Volume 1

Author: DonLemonade, senterpat

Version: V1

Installation:

Use this replacement ESP.

Mod Notes: Adds eight new interconnected interiors to explore, filling out some of the boarded-up buildings near the Nuka-Cola Plant and Bailey's Crossroads

Shadows and Dust - Volume 2

Author: DonLemonade, senterpat

Version: V1.1

Installation:

Use this replacement ESP.

Mod Notes: Adds seventeen new interconnected interiors to explore, filling out some of the boarded-up buildings in Dupont Circle, Georgetown, near Farragut West Station, and Arlington South.

TTW Interiors Project

Author: chucksteel

Version: TTWInteriors Core v3.5 + TTWInteriors Combo AWOP v5.4.1

Optionals: TTWInteriors Sort-O-Matic v1.1, TTWInt-RWLe Patch v1.2, TTWInt-Streetlights Patch v1.1

Mod Notes: Merge of DC Interiors, NV Interiors, and a couple others into one esp made for TTW.

NMC NVInteriors Compatibility Patch

Author: chucksteel, Bigcrazewolf

Optionals: NMC_NVInteriors Compatibility patch Medium

Mod Notes: Fixes a couple textures that have issues with NVInteriors.

Puce Moose Quests

This series of five Fallout 3 mods was made by Puce Moose, they require lots of reading and actually paying attention because there are no quest markers. Lots of detail is added to these mods and it is quite easy to overlook a lot of it, so keep an eye out. They add a number of useful recipes and associated items, and some new weapon types that are fairly unconventional. It is recommended that all the Puce Moose quests be done in order as discussed below.
When you are in a Puce Moose interior location turn off all radio stations except when following the Mantis mod, and then use only the radio station from the Mantis mod. A significant part of these mods are the audio clues and environmental sounds, which add a great deal of immersion to the quests and are important in solving the quests.

Largely un-navmeshed and not optimized, recommended to leave companions behind.


A Note Easily Missed

Author: Puce Moose

Version: 1.07

Installation:

Delete the folder:

data/sounds/voice/notsofast.esp

Then install these replacement files

Mod Notes: This is the first of the Puce Moose quest mods, and it is best to complete this quest before starting the next Puce Moose quest mod. It is also recommended that this quest be completed fairly early in the game so some of the items will be available for use during the rest of the game.

An Evening with Mister Manchester

Author: Puce Moose

Version: 1.81

Installation:

Delete the folder:

data/sounds/voice/HeirApparant.esp

Then install these replacement files
Post installation, move "FasterMorePowerfulMines.esp" to optional ESPs

Mod Notes: This is the second of the Puce Moose quest mods, and it is best to complete this quest before engaging in the other Puce Moose quest mods. It is also recommended that this quest be completed fairly early in the game.

To Sleep - Perchance to Dream

Author: Puce Moose

Version:1.061 (Main file + Update)

Installation:

Use this replacemet ESP

Mod Notes: It is recommended to do this mod fairly early as it doesn't involve challenging combat and one of the objects from the quest needs to be used for a while to gain full capabilities. This quest can take a while to complete and typically requires coming back to the quest location several times.

In the Shadow of the Swamp

Author: Puce Moose

Version: 1.08

Installation:

Install this replacement ESP.
Post Installation move "PLFewerItems.esp" to optional ESPs.

The Mantis Imperative

Author: Puce Moose

Version: 1.071 (The Mantis Imperative v1071 + The Mantis Imperative v108 UPDATE ONLY Update file)

Installation:

Delete the folder:

data/sounds/voice/TheMantisImperative.esp

Then install these replacement files

Move all ESPs to optional except "The Mantis Imperative - Jello.esp" and "The Mantis Imperative - Mantis.esp"

Mod Notes: This includes two separate quests, the Mantis Lab quest and the relatively short Jello quest. The next to last Mantis Lab subquest is frustrating because of some limitations of the Fallout engine as it was designed for creatures with vanilla combat capabilities vs. the modified combat capabilities added by mods like MMM; it can take many tries before succeeding.

Fallout 3 Quests

A Trail of Crumbs

Author: Mike Hancho, RoyBatty

Mod Notes: Conversion of the original mod for TTW. The quest encompasses 10 separate locations to explore where you will find a hidden key and a modest amount of loot. Once you find the key, you will receive the coordinates to the next location to explore to find the next key and so on.

A Reasoned Argument

Author: Various Authors, senterpat

Version: 2 (A Reasoned Argument)

Mod Notes: This story is about the staff of Nuclear Silo #1937 and their actions. There is no forced combat but entering the silo with very low health would, pose a challenge.

Alton IL

Author: Elijah Houck

Version: 2.0.3 (Main file + Update file)

Installation:

Install "ttw_alton_il_reloaded_1.1.rar
In the left pane of ModOrganizer, right click on "Alton IL", and select "Open in Explorer".
Delete the folder:

meshes/Alton

Close explorer and return to ModOrganizer.
Install "meshes_1.rar" (Update File).

Mod Notes: Expansive and highly immersive quest in which you try to find your way home after ending up in post-apocalyptic Alton, Illinois. The main quest will have you choose which faction you will side with for the rest of your stay, affecting the story prgression.

Follow the below instructions to fix NavMesh issues with Fallout 3 quest mods that are saved as ESP files. This fix is currently still being tested.

Select and right-click all plugins in the right pane, select "Disable all plugins".
Activate the following plugins:

NotSoFast.esp
HeirApparent.esp
Shadows and Dust - Volume 2.esp
Shadows and Dust - Southwest DC - Public.esp
The Mantis Imperative - Jello.esp
The Mantis Imperative - Mantis.esp
PLweightadjust.esp
AReasonedArgument.esp
NewMall.esp
IntoTheDeepWoods.esp

Launch "FNVMasterUpdate" from the ModOrganizer executable menu.
Wait for the script to complete and close the window.
Enable all plugins in the right pane.

Now these ESPs are flagged as master files, this will help fix any NavMesh issues present in the ESP.
To return the ESPs to their original state launch the "FNVMasterRestore" executable through ModOrganizer with only the ESPs enabled that need restoring.

Fallout New Vegas Quests

Afterschool Special

Author: Mike Hancho

Version: 2.01 (Afterschool Special V 2O1 - Sortomatic V4 Full)

Installation:

During the install, expand "Afterschool_Special_V201_Sortomatic_V4" and right click "DATA"
Select "Set data directory" and click [OK].

Mod Notes: A quest to complete a makeover of the Schoolhouse in Goodsprings.

Mod Dependencies: NVSE, Sortomatic

Beyond Boulder Dome

Author: The Beyond Boulder Dome Team

Version: 1.2 (All Main Files + Update file)

Mod Notes: A separate worldspace in Colorado with tough enemies and lots of radiated areas.

D.E.I.M.O.S.

Author: Alexander J Velicky

Version: 1.05

Mod Notes: Nice, short quest with good voice acting and story. Do not take companions and take a shotgun and energy weapon.

The New Bison Steve Hotel and Lucky Casino

Author: Mike Hancho

Version: 107 (New Bison Steve Version 107 MASTER FILE VERSION)

Optionals: New Bison Steve Version 107 - SORTOMATIC VERSION

Installation:

During main file install, expand "New_Bison_Steve_V107_Master", then right click "Data" and select "Set data directory" and click [OK].

During optional file install, expand "New Bison Steve Hotel - Sortomatic->ESM version", then right click "Data" and select "Set data directory" and click [OK].

Mod Dependencies: NVSE, Sortomatic

The Someguy Series

Author: someguy2000

Version: 2.0

Optionals:

Installation:

During the install, expand "Someguy Series 2.0" and right click "DATA", then select "Set data directory" and click [OK].

Mod Notes: This is a master file that lets all the someguy2000 mods work together. NV Bounties I & II are the only ones in this guide so far.

New Vegas Bounties I

Author: someguy2000

Version: 1.55

Mod Notes: Set of voice acted bounties.

Mod Dependencies: The Someguy Series

New Vegas Bounties II

Author: someguy2000

Version: 1.47

Installation:

During the install, expand "NVBII Version 1.46" and right click "DATA", then select "Set data directory" and click [OK].

Mod Notes: Picks up immediately after the uncertain ending of the first episode. Has a lot more choice than the first.

Mod Dependencies: The Someguy Series

Tales from the Burning Sands

Author: Puce Moose

Version: 1.31b ("Tales from the Burning Sands 1.31b FULL version - all three chapters" main file ONLY)

Installation:

This mod requires cleaning:

Select FNVEdit from the executable dropdown in Mod Organizer.
When FNVEdit loads, right click the mod list and choose "Select None".
Tick the check box for "Tales from the Burning Sands.esm" then click [OK].
After FNVEdit finishes loading, right click anywhere on the left pane and select "Apply Filter for Cleaning".
Right click and select "Undelete and Disable References" when that is completed, right click the mod again and select "Remove Identical to Master Records"
Close FNVEdit and when asked save the plugin that was just cleaned ensure that "Backup Plugins" is unchecked and that only the cleaned plugin is selected, and click [OK].

Mod Notes: Lore-friendly, serialized adventure which evolves through chapters. Each chapter will introduce a new character, story line, and/or location. This is Puce Moose mod, and like the ones for Fallout 3 have a lot of notes and hidden things around.

New Vegas Railroads

Author: Trainwiz

Version: 1.2

Optionals: AWOP Patch, TTW-PN Patch

Installation:

Merge instructions coming.

Mod Notes: The player may travel to the town of Bullhead, the major NCR railroad hub in the Mojave, and help them get New Vegas' railroads back up and running.

World Enhancement

General Enhancement

The following mods are an attempt to cover both Wastelands with better textures. These are the biggest texture packs that will be installed and they cover a majority of items in the game. More items and other details will be covered in later sections. If you want to install the least amount of things but still have a good experience, installing just these packs will get you there.


Essentials Redux

Author: weijiesen

Version: 0.2 (All three main files)

Mod Notes: Retextures ammo boxes, medkits, motorcycles, and footlockers.

Better Clutter and furniture pack

Author: macintroll

Version: 0.1.2 (Both main files)

Installation:

Install New Clutter Pack, rename to Better Clutter and Furniture Pack.
Right click and select "Create directory..." and name it textures.
Move clutter folder into the new textures folder. Click OK.
Install New Furniture Pack, rename to Better Clutter and Furniture Pack.
Right click [data] and select "Create directory..." and name it textures.
Move clutter folder into the new textures folder. Click OK.
Select Merge.

Post installation perform the following to fix an error with the textures:
Right-click click on the mod in the left pane and select "Open in Explorer".
Navigate to the textures/clutter/junk folder and delete the four textures beginning with "aislesign".

Mod Notes: Replaces most of the default clutter and furniture textures with new or modified ones.

Retextured Clutter Collection

Author: ObsidianStag

Version: FINAL

Installation:

Mod Notes: Replaces several Clutter textures with much larger, more detailed versions.

Hall of Equipment - Fallout 3

Author: Deblazkez

Version: V.2

Mod Notes: Improved armor and clothing textures for Fallout 3.

Hall of Equipment - Fallout New Vegas

Author: Deblazkez

Version: X2

Optionals: All optional files.

Installation:

While installing all parts, renames to "Hall of Equipment - Fallout New Vegas"

Install main file.
Install Dead Money file, Honest Hearts, Old World Blues, and Lonesome Road file.

Mod Notes: Improved textures of any armor and any clothing, the goal is not to completely change the texture, but just to give them more depth.

MG's Neat Clutter Retexture

Author: Mental Gear

Version: 7.0 ("MGs NCR Pack Ojo friendly 7" main file only)

Mod Notes: Retextures glasspitcher, flour pack, pillow, reloading bench, crates, the list goes on and on...

UHQ Terrain Overhaul

Author: printerkop

Version: 2.0 ("HQ Terrain Overhaul v2" main file only)

Mod Notes: Complete Terrain overhaul, most textures are made from photographs.

Download the following files and then proceed with instructions.

NMC Texture Pack – Fallout 3

Author: NeilMc_NMC

Version: 1.0 (NMCs Texture Pack LARGE Pack SINGLE FILE FOR NMM and NMC_FO3_Texture_Pack_Large_Patch Update file)

NMC Texture Pack – New Vegas

Author: NeilMc_NMC

Version: 1.0 (NMCs Textures NV MEDIUM Pack for NMM, Parts 1 – 3 and NMC_Large_Texture_Pack_NV_Patches Update file)

Optionals:NMCs Texture pack WASHEDOUTWASTELAND Large and Medium

NMC Textures Combined - TTW

Author: RoyBatty


Installation:

Create a work folder.
Create a folder in your work folder and name it "NMC Textures - TTW".
Extract the Fallout 3 pack, the New Vegas Pack (Extract all three main into the same folder), and Washed out Wasteland pack into separate, easily identifiable folders.
Extract the script package.

Select the script that corresponds to the Fallout 3 pack you downloaded and copy it into the “textures” sub folder of the extracted pack.
Double click on the script to execute it.
When the script has finished, delete it.
In the extracted Fallout 3, select and copy the textures folder and paste it in the "NMC Textures - TTW" folder.

Select the script that corresponds to the New Vegas pack and copy it into the “Textures” sub folder of the extracted pack.
Double click on the script to execute it.
When the script is finished, delete it.
In the extracted Fallout New Vegas folder, select and copy textures folders and paste it in the "NMC Textures - TTW" folder, select merge and overwrite when prompted.

Extract the Large Texture Pack Patches download and copy the “Textures” sub folder to the New Vegas pack directory where the other extracted New Vegas textures are.
Copy the "meshes" and "textures" folders of the combined cleaned New Vegas pack to the "NMC Textures - TTW" folder and select merge and overwrite when prompted.

Select the script that corresponds to the Washed out Wasteland and copy it into the “Textures” sub folder of the extracted pack.
Double click on the script to execute it. When the script is finished, delete it.
Rename the folder “NMC Washed Out Wasteland”.

Close ModOrganizer, and navigate to "ModOrganizer/mods" folder, copy the "NMC Textures - TTW" and the “NMC Washed Out Wasteland” folders and paste them it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable NMC Textures - TTW and NMC Washed Out Wasteland in the left pane.

The "NMC Washed Out Wasteland" folder is enabled during the Fallout 3 portion of Tale of Two Wastelands and disabled for the New Vegas portion.


Mod Notes: These are the main texture packs for the Fallout series. Combined they will provide a very solid base of textures for both Wastelands, greatly enhancing visual quality.

POCO BUENO Texture Pack

Author: Ojo Bueno

Version: 5

Optionals: PocoBueno Skeleton Transparency Fix

Installation:

Post installation, right click on POCO BUENO Texture Pack and select [Open In Explorer]
Delete the following textures somewhere in the texture files:

* StreetLitter01.dds
* streetlitter01_n.dds

Mod Notes: This is a compilation of all currently released Ojo Bueno textures. In my game the newspapers on the ground appear as pitch black in certain lighting. Have moved the textures to optional files.

Mothership Zeta DLC Retexture

Author: weijiesen

Version: 1.0

Installation:

Right-click "Open This".
Select "Set as Data directory.."

Mod Notes: Retextures all of Mothership Zeta, some will be overwritten later.

Quazar X DLC Retextures

QuazarX aka MagnesiumFire has created a set of mods which provide high quality replacements for the landscape and architecture models in the five DLC, some of the textures from NMCs_Texture_Pack_for_FO3, as well as most of the robot textures in the game. The models are intended to complement and be used with the NMCs_Texture_Pack_for_FO3. For the most part the textures and meshes in these mods are ones not provided by any other mod. The mods can be downloaded using the links provided.


The Pitt Retexture

Operation Anchorage Retexture

Broken Steel Retexture

Point Lookout Retexture

Mothership Zeta Retexture

Author: QuazarX aka MagnesiumFire

Installation:

Download all of the following files below and install each as their own mod. Install the normal resolution of each mod.

Landscape and Environment

Citadel Retextured

Author: xclear

Version: 1.0 (Medium Res Pack)

Mod Notes: Retextures the Citadel.

Gas Pumps of New Vegas

Author: EdibleGrenade12, Thaiauxn & MonoAccipiter

Version: 1.5 (Main file + Update file)

Installation:

Install the main file first.
Install "Gas Pumps of NV Update 1.5" and click [Merge], not [Replace].

Mod Notes: Adds gas (coolant) pumps to the various fuel stations around New Vegas.

HD Mist

Author: Ramccoid, Adonis VII

Version: 1.0 (HD Mist 2k)

Mod Notes: High quality mist retexture.

Hectrol FX Dustorm Deluxe

Author: Hectrol

Version: 1.0

Installation:

Expand "Hectrol_FX_Duststorm_Deluxe_HighRes_Retex" and then right click "2048" and select "Set data directory".
Click [OK].

Mod Notes: Replaces the default sand storm texture with a more real and dramatic one.

Hectrol Tumbleweed

Author: Hectrol

Version: 1.0 (Hectrol Tumbleweed Deluxe 1024 Retex Optional only)

Mod Notes: Modifies the default boring tumbleweeds to resemble more realistic tumbleweeds.

Improved LOD Noise

Author: Cyberlazy

Version: 1.00

Mod Notes: This increases the resolution of the noise map overlayed on terrain LOD, giving illusion of higher detail.

Download the following files and then proceed with instructions.

Lauren's Bathroom Poetry - Fallout 3

Author: lauren_dr

Version: v1

Lauren's Bathroom Poetry - Fallout New Vegas

Author: lauren_dr

Version: v1

Lauren's Bathroom Poetry - TTW

Author: Adonis VII

Version: v1


Installation:

Create a work folder
Create a folder in your work folder and name it "Laurens Bathroom Poetry - TTW"
Extract the Fallout 3 textures and meshes to the "Laurens Bathroom Poetry - TTW" folder that was created.
Extract Fallout New Vegas textures and meshes to the "Laurens Bathroom Poetry - TTW" folder that was created.
Extract the TTW replacement ESP to the "Laurens Bathroom Poetry - TTW" folder that was created.
Close ModOrganizer, and navigate to "ModOrganizer/mods" folder, copy "Laurens Bathroom Poetry - TTW",and paste it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable Laurens Bathroom Poetry - TTW in the left pane.
Ensure it is loaded before Interior Lighting Overhaul in the right pane.

Mod Notes: Adds beautiful poems to bathrooms across both Wastelands.

Raider Grafitti Re-done

Author: Macintroll

Version: 0.1 (Raider grafitti)

Mod Notes: Retextures the Raider grafitti to be of higher quality.

Taller DC Skyscrapers

Author: naugrim04, DarkValor

Version: Taller DC Skyscrapers v3.0-ttw

Mod Notes: This mod adds skyscrapers to the DC City Ruins adding a tremendous amount of atmosphere to the game (and makes it ACTUALLY feel like a gods-for-honest city).Original can be found here. This is still in testing and has a few LOD issues.

Textures Over Time

Author: DonKnotts

Version: 1.0 (FlagStoneWalls, HH_Sandstone, and Sandbags)

Mod Notes: Great retextures of Flagstone Walls, Sandbags, and the Sandstone throughout the Mojave.

Vurt's Flora Overhaul

Author: Vurt, enneract

Installation:

During installation select the following:

Fallout 3:
*Dead Edition

Fallout New Vegas:
*Fertile Wasteland

LOD Patches (New Vegas):
*NMC

Click [Install].

Post installation make the following ini tweaks to both the fallout.ini and the falloutprefs.ini:

[Grass]
iMinGrassSize=40
iMaxGrassTypesPerTexure=6 (Yes, it's spelled "texure")

Mod Notes: This is a merge of Vurts Flora Overhaul for Fallout 3 and for New Vegas. This mod adds foliage including trees, shrubs, and grass to both Wastelands.

Vault 22 Flora Overhaul

Author: Macintroll

Version: 1.1

Installation:

When the installation window pops up, expand "Vault22FloraOverhaul-mod".
Right click "data" and select Set data directory and click [OK]

Remove the following forms from vault22FloralOverhaul.esp:

Remove the following forms from vault22FloralOverhaul.esp:

XX00554F (D.C. Journal of Internal Medicine)
XX00554F (Lying, Congressional Style)
XX005551 (Pugilism Illustrated)
XX00AE3D (D.C. Journal of Internal Medicine)
XX00AE3F (Dean's Electronics)

Mod Notes: Adds more plants to Vault 22 making it fit in with the quest. Also adds some new encounters and loot, may need a patch for TTW.

Effects

Better Gas Leak Effect

Author: KiCHo666

Version: 1.0

Mod Notes: Adds a more pronounced effect to gas leaks including from machines, robots and the like.

Better Gas Leak Effect Fixes

Author: Jax765

Version: 1.0

Mod Notes: Fixes a few things that had errors with the effect.

Enhanced Blood

Author: dDefinder

Version: 2.22c

Optionals: Alternate Textures, and Low Res Textures

Installation:

Install the main file first.
Extract "Low Res textures" file into ModOrganizer/mods/Enhanced Blood, merge and overwrite.
Open downloads folder in windows explorer to find Alternate Textures-34917.rar and extract Alt Blur Screen Blood.zip and Alt v2.0 Blood splatter.rar to download folder.
Extract Alt Screen Blood Blur to ModOrganizer/mods/Enhanced Blood, merge and overwrite.
Extract Alt v2.0 Blood splatterextract to ModOrganizer/mods/Enhanced Blood, merge and overwrite.

Mod Notes: Very nice retexture of blood effects.

HD Smokey Fire and Explosions

Author: Deanoman with assets by Rheadude

Version: 1.0

Mod Notes: Retextures smoke, fire and explosion textures.

New Vegas Enhanced Camera

Author: LogicDragon

Version: 1.4b

Mod Notes: This is a NVSE plugin that enables a visible body and player shadows when in first person. Also, any points where the game force switches to 3rd person (sitting down, getting up, knockout/death, etc.) are now in 1st person.

Mod Dependencies: NVSE

Clutter and Miscellaneous

Audley's Misc Textures

Author: Audley

Version: 1.0 ("Audleys Misc Textures - Fear and Loathing" Optional file only)

Mod Notes: We only use a few textures from this pack namely a few different kinds of eggs, cigarretes and the shovel.

Acoraito HD Textures Pack

Author: Acoraito

Version: Acoraito HD Textures Pack 2k

Mod Notes: A few re-textures, a couple flags and miscellaneous clutter.

Better Booze

Author: CptJoker and odin_ml

Version: CLASSIC PACK, BOTTLE MESH ADDON, WINE PACK

Mod Notes: Replaces the default booze bottles with classy real-world replicas.

Bear Trap Retextured

Author: konji

Version: 1.00

Mod Notes: New texture for the Bear Trap, using a rust texture as a base.

Fallout Food Package Retexture Compilation

Author: majormodder

Version: 3.0 (Food compilation dirty set uncompressed 3 point Oh and Steakbox fix for 3 point Oh-for clean or dirty files)

Installation:

In Fallout Food Package Retexture Compilation delete the following file:

meshes/clutter/junk/abraxo.nif

Post Installation move "Majormodder's Junk Food to Barbeque Chrisps.esp" to Optional ESPs.

Chrysalis Billboard

Author: Autan Waspeez

Version: 1.0

Mod Notes: Retextures the Chrysalis Billboards...

Germantown Sign Texture

Author: Deanoman

Version: 1.0

Mod Notes: A simple retexture of the sign for the Germantown Police HQ.

Hectrol Lockinterface Deluxe

Author: hectrol

Version: 1.0

Mod Notes: Re-texture of the lock picking interface, sharper and with more detail.

Hectrol Mailbox Deluxe

Author: hectrol

Version: 1.0

Mod Notes: Retextures the default mailbox to be more realistic.

HI-RES Chems and Health Re-Texture

Author: clintmich

Version: 1.2

Mod Notes: Re-textures all health items and chems for Fallout New Vegas in 1024x1024 texture maps. Blood pack says New Vegas on it, will find alternative to fit better with DC.

Urban Food and Chems Re-tex

Author: clintmich

Version: 1.1

Installation:

In Urban Food and Chems Re-tex delete the following folders:

textures/architecture

Hi-Res Lunchbox

Author: Dazington

Version: 1.0

Mod Notes: Replaces the standard 256x256 lunchbox texture with a higher resolution 1024x1024.

Holodisk (Holotape) Retex

Author: Aogara

Version: 1.3 (AoT - Holodisk Retex - Dirty)

Optionals: AoT - Holodisk Glow

Installation:

Change Name to Holodisk Retex
Select [Manual]
Uncheck meshes, Preview.png, and README.txt
Expand @option - smaller and drag the meshes folder onto [data]. This will bring the folder out, leaving you with two meshes folders, one checked and one unchecked.
Uncheck @option - smaller.
Click [OK]
Click [Merge]

Mod Notes: Makes the Holodisk glow in the dark, also re-textures it.

Magazine Redux

Author: razzy1319

Version: 1.0 (MagRedux 1024x1024 and MagRedux QuickFix Update file)

Mod Notes: High Quality, although grunged up to fit the lore, Magazines.

Minimod - High Resolution Newspapers

Author: Tagaziel and LadySinestro

Version: 1.5

Installation:

During install, right click "data" and select "Set data directory", then click [OK].

Mod Notes: Higher resolution textures of the newspapers found hanging in casinos.

Money Higher Quality Retex

Author: Lord Inquisitor

Version: 1.2

Mod Notes: Re-textures various currencies - Bottle Caps, NCR Notes, Legion Coins, and Sunset Sarsaparilla Caps.

Neglected Clutter

Author: aogara

Version: 1.4 (Both main files)

Mod Notes: Some clutter retextures that were neglected by other modders.

New Toys - Cars

Author: Ranx31

Version: 1.0

Installation:

Right click on New Toys - Cars in ModOrganizer left pane.
Select "Open in Explorer", and delete the following files:

New Toys - Cars.esp

meshes/RNX folder
textures/interface folder

Navigate to textures/RNX/toys and delete the following files:

ToyCar01.dds
ToyCarA.dds
ToyCarA_n.dds
ToyCarB.dds
ToyCarB_n.dds
ToyCarC.dds
ToyCarC_n.dds
ToyCarD.dds

Navigate to textures/RNX/toys and rename

ToyCar01-Dirty.dds --> ToyCar01.dds

Mod Notes: Toy Cars get a high quality re-texture, complete with scuffs and scratches to fit the lore.

OJO BUENO NUKA-COLA MACHINE

Author: tapioks and weijiesen

Version: 2KL5 (Ojo Bueno Nuka-Cola Machine 2K Lite)

Installation:

Download the patch by Adonis VII from here.
Place in "OJO BUENO NUKA-COLA MACHINE" mod folder.

OJO BUENO NUKA-COLA MACHINE TTW Merge

Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

NukaCola-Ojo.esp
NukaCola-Ojo-TTW.esp

After FNVEdit loads, right click on NukaCola-Ojo-TTW.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "OJO BUENO NUKA-COLA MACHINE - TTW Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "OJO BUENO NUKA-COLA MACHINE - TTW Merge" and activate it.
Move the ESP's that were merged to Optional ESP's.
Post merge rename the output file to NukaCola-Ojo.esp.

Mod Notes: Retextures the Nuka Cola Machines across both wastelands, and even adds some animations to it.

Pre-War Money Retexture

Author: edRoomService

Version: 1.2

Installation:

Choose "$5 Light Distress" during the installer.

Mod Notes: Time-frame accurate textures, so the bills should fit in well with the atmosphere of the game.

Skykappas Water Bottles

Author: Skykappa, Johssy

Version: Water Bottles No Esp

Mod Notes: Dirty and Purified Water re-textures.

Skill Books Hi-Res Retexture

Author: 6IX

Version: 1.0 (Main file + Paradise Lost - Unique Texture and Icon and Wasteland Survival Guide Hi-Res Retexture Update files.)

Installation:

Download TTW Unique Paradise Lost v1 by Adonis VII from here.
[Merge] all files.
Move "Paradise Lost - Unique Texture and Icon.esp" to optional ESPs.

Mod Notes: High resolution textures (including normal maps) made from scratch for all 13 skill books, Wasteland Survival Guide, and Paradise Lost unique.

Smaller Holotapes

Author: Pepsi7

Version: 0.1

Mod Notes: Reduces the mesh size of Holotapes so they would more appropriately fit inside the PipBoy. It is intended to be installed with Holodisk Retex, and can be difficult to see without it.

Tweaked Automat

Author: Lord Inquisitor

Version: 1.2

Installation:

Post installation move "AutomatScriptRemoved.esp" to Optional ESP's.

Mod Notes: Made more 3D with grills and Lourves added. Closing animation added.

Tweaked Cashregister

Author: Lord Inquisitor

Version: 1.0

Mod Notes: Cash register made more 3D, added buttons, two grills, and other details.

Tweaked Chems Replacer

Author: Lord Inquisitor

Version: 1.0

Mod Notes: Tweaked meshes and also new textures for Mentats, Rebound Turbo & Jet.

Tweaked Coffee Maker

Author: Lord Inquisitor

Version: 1.0

Mod Notes: Makes it so its less flat. Adds "wings", switches and grilles. Still the same vanilla texture.

Tweaked Generator

Author: Lord Inquisitor

Version: 1.0

Mod Notes: Replaces the vanilla generator mesh (generator01.nif) with a slightly up meshed version.

Tweaked Intercom

Author: Lord Inquisitor

Version: 1.0

Installation:

Expand "Intercom01 14-11-2009" then expand "Lord inquisitor", then expand "NIF".
Right click on "NIF" and create 3 directories called "Meshes", "Clutter" and "Consoles".
Drag the intercom01.nif file into the Consoles folder.
Drag the Consoles folder into the Clutter folder then drag the Clutter folder into the Meshes folder.
Set the NIF directory as data directory and complete the MO installation.

Mod Notes: Makes the intercoms more 3D.

Tweaked Wrench

Author: Lord Inquisitor

Version: 1.0

Mod Notes: Tweaked to be more 3D with hollow handle, hanging hole and adjuster.

Urban Food Re-Tex

Author: clintmich

Version: 1.0

Mod Notes: This mod re-textures all Urban Food Items to be more visually appealing, detailed, and realistic.

Cherry Bomb HD retexture and remodel

Author: legandalfo & Jokerine

Version: Not specified

Optionals: "Round mesh for cherry bomb" optional file

Installation:

While installing right click on "default" and select Set data directory, then click [OK].
If the BAIN installer is used simply select the Default option.

Install the "Round mesh for cherry bomb" optional file.
Select [Merge and Replace]

Vertibird Re-Textured

Author: Macintroll

Version: 0.1 (Vertibird re-textured Main File only)

Installation:

Post installation perform the following:

Right click the mod in the left pane and select "Open in Explorer"
Create a new folder named "textures"
Move the vehicles folder into the textures folder.
Close the Explorer window.

Mod Notes: Rotors, motors and wires have been redone, many rivets added, and small markings added. Other minor improvements on the structure and the wheels have also been done.

Creatures of the Wasteland

Improved Robots Textures

Author: Tau34RUS

Version: 1.0 (Improved Main Robots Textures, Improved OWB Robot Textures, and Improved LR Robot Textures main files)

Installation:

All three files are packaged incorrectly.
During install of all files, right click "Data" and select "Set data directory", then click [OK].

Mod Notes: Improves textures of robots across the game including DLC.

It's a Dogs World - Dog Texture Overhaul

Author: Nivea

Version: 1.0 (DogsWorldTextureOverhaul_Optimized_V1_0)

Mod Notes: Higher res, and much higher detailed textures for the Normal dog, Rex and the Cyber dog's from Old World Blues. The textures were made by hand using photos and hand drawing.

Robots HD Retexture

Author: Magnesium Fire aka QuasarX

Installation:

Click the link above.
Once the page loads click the green button toward the top right that has the word "Download" in it.
On the next page there will be a paragraph with two grey buttons underneath, click the left button, login will appear below.
Enter the following login information:

Username: ttwoee
Password: fallout3nv

Click the button on the bottom center of the page.
Proceed back to the download page and download the file.


First install the Data folder which provides the main mod. Then install the same mod again but this time choose the DC Interiors Patch (which provides high quality retextures of the robotic toys in DCInteriors Project. Install this using [Merge] to combine this with the previously installed main portion of the mod.

If desired, this step can be repeated to install a 4kx4k Liberty Prime replacement, but most users who want to use this option will want to first reduce the size of the textures with DDSopt before installing. If you wish to install the Liberty Prime replacement, select "no" when asked to install as a bain installer, then expand "Liberty HD Retexture" and right click on "Либерти 4096" and choose set as the data folder.

Mod Notes: Retextures many of the Fallout 3 robots.

Fawkes Retexture Hi-Res

Author: Macintroll

Version: 0.1

Mod Notes: This is a re-texture of the Fawkes clothes: shirt, pants and shoes. It's exactely the same clothes but with better textures.

Fallout 3 Hirezd

Author: EmeraldReign

Version: 1.22 (Supermutants main file only)

Optionals: Supermutants - 4k Fawkes

Mod Notes: 2k Skin textures for Supermutants & Overlords, 4k for Behemoth, and 4k for Fawkes.

Ghouls Hires retexture

Author: Macintroll

Optionals: 1.3 ("Ghoul retexture for Breeze Male Body replacer" optional file only)

Mod Notes: This is a retexture for the female and male human Ghouls with more natural pink flesh and brighter eyes.

Swampfolk Backwater Retexture

Author: Deathclaw Alpha

Version: 1

Mod Notes: This retexture will make the Point Lookout Swampfolk look more realistic, and some more frightening.

KDS Feral Ghoul Retextures

Author: KDStudios

Version: 1.0 (KDSFeralGhoulRetexture2048)

Installation:

Post installation, move "FeralGhoulTest.esp" to Optional ESPs.

Mod Notes: High resolution retexture of Feral Ghouls to make them more crisp looking.

Robot Revolution HD - Protectron

Author: OpenSaucer

Version: 1.1

Mod Notes: A 2048x re-texture of the Protectron

Vandr HD Creatures

Author: Vandrerer

Version: 1.0

Mod Notes: Retextures many of the different creatures across the Capital Wasteland.

aMidianBorn NV Book Of Water

Author: CaBaL

Version: "BOA NV The Book Of Flesh" main file only.

Mod Notes: Retextures the creatures of the Mojave: Bighorner, Blowfly, Cazadores, Centaurs, Deathclaws, Geckos, Mantis, and Radscorpions currently.

Feral Ghoul Retexture

Author: Koldorn

Version: 1.0

Mod Notes: The Ghouls will now look much more like rotting, radiation ridden zombies.

Hectrol ED-E Deluxe HR Retex

Author: Hectrol

Version: 1.0

Installation:

During the FOMOD installer choose High Res [2048x2048] and Spooky ED-E by archerarcher.

Mod Notes: This skin modifies the aspect of our dear ED-E and his two upgrades, significant deviation from original appearance.

Super Mutant Mesh Replacer

Author: TheNeglected

Version: 1.3

Mod Notes: Much better meshes for the Super Mutants.

Securitron Hires retexture

Author: Macintroll

Version: 1.0

Mod Notes: Who said Securitrons couldn't look old, comical and badass all at once?

Mart's Mutant Mod

Author: Martigen

Version: 1.0RC6.1 (Only grab the "Marts Mutant Mod 1-RC61" file)

Mart's Mutant Mod - TTW

Author: deadboy

Version: Martigen's Mutant Mod w/MCM for TTW v2.9.2 - Even Deadlier-er


Installation:

Create a work folder called "MMM - TTW".
Extract MMM 1-RC61 and move the meshes, sounds and textures folders into "MMM - TTW".
Extract converted files into "MMM - TTW", overwriting when necessary.
In "MMM - TTW" navigate to "meshes\creatures\smspinebreaker" and delete the following files:

smcaptain.nif
smspinebreakerbare.nif
smspinebreakerbare2.nif
smspinebreakerheavy.nif
smspinebreakerheavy2.nif
smspinebreakerheavy3.nif
smspinebreakerlight.nif
smspinebreakerlight2.nif
smspinebreakerlight3.nif
smspinebreakermedium.nif
smspinebreakermedium2.nif
smspinebreakermedium3.nif

Close ModOrganizer, copy "MMM - TTW", and paste it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable MMM - TTW in the left pane.

There's an ESP included labeled Merge Patch Helper. You can uncheck it in the right pane of Mod Organizer, you will not need this for playing the game. It is used for making patches.

Marts Mutant Mod HD Textures

Author: TJ, macintroll, id2301, cancausecancer, sinvence, pogo29, KDStudios

Mod Notes: High resolution retextures of the Mutants in Marts Mutant Mod.

Mod Dependencies: Marts Mutant Mod

People of the Wasteland

Download the mods below, then proceed with instructions, testing still.

MTC Wasteland Travelers

Author: MauTheCrusher

Version: 2.2

MTC Wasteland Travelers - TTW

Author: RoyBatty

Version: Click "Download MTC Wasteland Travelers"


Installation:

Install the Fallout 3 version.
Move all of the esp's to optional. and replace with TTW esp.

Mod Notes: Adds travelers to the Capital Wasteland cities, and world. Still in testing, may cause bugs or errors.

Authentic Burned Man

Author: Rocket

Version: 1.0

Installation:

Requires cleaning with FNVEdit.

Mod Notes: This replaces the textures of Joshua Graham, a.k.a. The Burned Man, with ones that better reflect the character art.

Better Posture

Author: JW1

Version: 1.0

Installation:

During install, right click "Data" and select "Set data directory", then click [OK].

Mod Notes: Replaces the standing idle animation for the player and NPCs.

TTW Redesigned

Author: Dracomies, RoyBatty

Version: TTW Redesigned (NOT Project Beauty)

Mod Notes: This is a merge of "Project Beauty" for Fallout 3 and Redesigned 2 for Fallout New Vegas.

Beards

Author: Drumber

Version: 1 ( HQ Beards 512x512)

Mod Notes: Nice beards.

Distributed Necklaces and Chains Neck Seam Concealer (MCM and JIP NVSE) (DLC and TTW Support)

Author: AcidicMind, Gallahorn, TJ, arkngt, darthbdaman, thaiusmle t

Version: 2.6

Mod Notes: Getting rid of neck seems with the power of NVSE.

Mod Dependencies: NVSE, JIP NVSE Plugin

Armory of the Wasteland

Armors

Download and install mods below, for each mod installed, name it "The Book of Steel - TTW" and select [Merge] when prompted.

Bornagain Outcast Power Armor

Author: CaBaL

Version: Bornagain Fo3 outcast MAIN, helmet fix

Bornagain Outcast T-45d Power Armor

Author: Cabal120

Version: 1.0

Bornagain FO3 T45d Power Armor

Author: CABAL

Version: 3 ("bornagain fo3 t45d 2048 mid v3" Optional file only)

aMidianBornNV Book of Water

Author: CaBaL

Version: omni2 ("nov 2011 book of steel" only)

Bornagain Combat Armor

Author: EmeraldReign and Cabal120

Version: 1.03 ( Lite Version - BornagainCombatArmor2048 + BornagainCombatArmor4096EnvironmentMaps Update)

Optionals: BornagainAnchorageCombatArmor2048, BornagainGhoulCombatArmor4096B, BornagainZetaCombatArmor4096

Bornagain Combat Armor

Author: EmeraldReign and Cabal120

Optionals: 1.0 (BornagainFNVCombatArmorLonesomeRoad4096 Optional file only)

The Book of Steel - TTW

Author: darthbdaman

Version: 1 (Book of Steel - TTW, v1.0)

Mod Notes: A patch for Cabal's aMidianBorn Book of Steel textures, to make them compatible with TTW. the original ESP's made very strange edits to the game, that caused incompatibilities, which were unnecessary for a texture mod. All of these have been removed, and the only changes are made to make the armors display correctly.


Installation:

Move ALL ESP's to Optional except Book of Steel.esp & Book of Steel - TTW.esp

The Book of Steel TTW - Merge

Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

Book of Steel.esp
Book of Steel - TTW.esp

After FNVEdit loads, right click on Book of Steel - TTW.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "The Book of Steel TTW - Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "The Book of Steel TTW - Merge" and activate it.
Move the ESP's that were merged to Optional ESP's.
Post merge rename the output file "The Book of Steel TTW - Merge" to "Book of Steel.esp".

Mono's Updated ADAM Package

Author: MonoAccipiter, EssArrBee & darthbdaman

Version: 4.3 (ADAM All-in-one Installer 4.3 main file)

Installation:

Select the "Complete Version", and "No" to the NCR Trooper module.

Mod Notes: The original versions have ridiculous package structure that makes installation difficult. Pretty much the go-to overhaul for the game's most iconic equipment. The linked version includes improvements upon AI99's updated version and a FOMOD installer.

ALR - Aptoms Legion Retextured

Author: sukayoupt aka Aptom

Version: 1.1

Mod Notes: Better gear for Legion.

Enclave Power Armors Retextured

Author: d_seven aka id2301

Version: 1 (EPA and Hellfire)

Mod Notes: Enclave and Hellfire Power Armors retextured.

NCR Civilian Clothing

Author: Darziak

Version: 1.0

Mod Notes: Makes nice tweaks to the NCR clothing and brings a bit of color to the their wardrobe.

NCR Trooper Overhaul_beta

Author: Emerald Reign, nekronom, cabal, wjs, dragbod

Version: version beta (Main File Beta 7_2 and Sapper Leg Fix)

Installation:

Post installation move the "NCRTrooperOverhaul.esp" to the Optional ESPs box.

Mod Notes: This is much like ADAM except that it covers the NCR troopers.

NCR Trooper Overhaul - Distributed

Author: pwinkle

Version: 1.0

Mod Notes: This mod takes the added trooper models and textures from NCR Trooper Overhaul and distributes them across the wasteland.

Mod Dependencies: NCR Trooper Overhaul

Omnis Hi-Res Pip-Boy 3000

Author: OmniDeath

Version: 1.0

Installation:

During install, expand "omni's hi-res pip-boy 3000 v1.0", then right click "Data" and select "Set data directory" and click [OK].

Mod Notes: Better looking Pip-Boy without straying from the original design, completely remade the base texture and added tons of details.

SuperMutant Armor Retextured HiRes

Author: Macintrol

Version: 0.02

Mod Notes: Complete Retexture of the Super Mutants.

Tesla Power Armor DX

Author: Weijiesen

Version: 0.5

Mod Notes: Revamped Tesla Armor with more detail, and effects.

The Legacy of X13 - An Armor Overhaul

Author: Emerald Reign

Version: 3.2 (Dead Money Assassin Suit, FULL - Old World Blue, 3-2 Patch)

Optionals: Type 3 Mesh

Mod Notes: An armour overhaul project for the Assassin Suit from Dead Money and Stealth Suit from Old World Blues.

Tribal DX

Author: weijiesen

Version: 1.0 (Tribal DX - 2048 res -)

Installation:

Post install move Tribal_DX.esp to optional esps.

Mod Notes: A high res and much better Tribal armor with more details.

Wasteland clothing Hires retexture

Author: Macintroll

Version: 1.3A (Wasteland Clothing HD V1-3 FULL PACK AND Wasteland Clothing HD V1-3 POWDERGANG FIX -IMPORTANT-)

Installation:

During main file install, expand "wastelandclothing-HD-v1.3", then right click "data" and select "Set data directory", click [OK].
During update file install, expand "wastelandclothing-HD-Powdergang-FIX", then right click "data" and select "Set data directory", click [OK]

Mod Notes: High res retexture of the clothing from the Mojave.

Weapons

Download the mods below, then proceed with instructions.

EVE - Fallout 3

Author: weijiesen and Cipscis

Version: .99

EVE - New Vegas

Author: weijiesen and jonnyeah

Version: Version: 1.17 - Alternate (Testing, otherwise grab EVE v1.16.2 - MO under the old files section)

EVE - TTW

Author: RoyBatty

Version: 1.16.2 (EVE TTW and EVE 1.16.2 Update)


Installation:

Create a work folder
Create a folder in your work folder and name it "Energy Visuals Enhanced - EVE TTW".
Extract the contents of the four downloads into separate folders, naming them so they are easily identifiable.

In the extracted Fallout 3 EVE folder, select and copy the meshes, sound and textures folders and paste them in the "EVE - TTW Edition" folder that was created and select merge and overwrite when prompted.

In the extracted Fallout New Vegas EVE folder, navigate to \EVE v1_16_2\, and Select and copy the meshes, sound and textures folders and paste them in the "Energy Visuals Enhanced - EVE TTW" folder that was created and select merge and overwrite when prompted.
Navigate to Data\meshes\weapons\2handhandle and delete flamer.nif and flamergo.nif

In the extracted TTW EVE folder select and copy the textures and the meshes folder and paste them in the "Energy Visuals Enhanced - EVE TTW" folder that was created and select merge and overwrite whenprompted.
In the extracted TTW EVE ESP Update folder (the TTW EVE Update mod that was downloaded), select and copy the EVE FNV - ALL DLC.esp, paste to the "Energy Visuals Enhanced - EVE TTW" folder you created.

Close ModOrganizer, and navigate to "ModOrganizer/mods" folder, copy "Energy Visuals Enhanced - EVE TTW", and paste it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable Energy Visuals Enhanced - EVE TTW in the left pane.

Mod Notes: Retextures many of the visuals and some weapons in game. Including energy weapons, energy visuals, particle and impact effects, and more. It has been made compatible with TTW, and has someenhanced features.

TTW MMM + EVE + Redesigned Patch

Author: RoyBatty

Version: TTW MMM + EVE + Redesigned

Fallout 3 Hirezd

Author: Emerald Reign

Version: BB Gun, Grenades, Knuckles, Lincolns Repeater, Mines

Mod Notes: High resolution retextures of a few of the Fallout 3 weapons.

Fire Axe - Retextured

Author: id2301

Version: 1 (Both Main files)

Mod Notes: New high quality textures replacer for all fire axes in Fallout New Vegas.

HD One Hand Melee

Author: InsanitySorrow, 2cooldays

Version: 1.0 (One Hand Melee HD)

Optionals: Gun Runner Box HD

Mod Notes: This mod retextures many melee weapons including: Machete, Combat Knife, Chance Knife, Kitchen Knives, Cleaver, Chopper (unique cleaver), and Police Baton.

LAER Retexture

Author: The Riff

Version: 1.1

Installation:

During install, right click "data" and select "Set data directory", untick "before.png" and "after.png", then click [OK].

Mod Notes: Attempts to bring the rifle to the original concept, changes almost all the textures.

MFC Grenade Texture Fix

Author: Adonis VII

Version: 1.0

Mod Notes: The MFC Grenades and MFC Grenade Clusters added with GRA have duplicate textures of the base game. This alters the meshes to point to base MFC textures so that texture replacers for MFC will now also properly retexture grenade variants.

Retextured Fallout Ordnance - RFO

Author: Emerald Reign

Version: 0.2

Mod Notes: Retextures many of the weapons that bigger texture packs have missed.

Shishkebab the Retexture

Author: Macintroll

Version: 0.1

Mod Notes: Retexture of the Shishkebab the "flaming sword" that can be constructed from schematics. Makes it less blurry.

Weapon Enhancement Project

Author: Christopher Wallace and MadCat221

Version: 1.0

Mod Notes: A texture replacement pack for several of the Fallout 3 weapons including some uniques, with several fixes over previous releases.

Download and install the mods below. For each mod installed, name it "Weapon Retexture Project" and select [Merge] when prompted

Weapon Retexture Project

Author: Millenia

Version: 1.95 + "New 12_7mm SMG" Update file

357 Revolver Reretextured

Author: Millenia

Version: 1.2

Single Shotgun Reretexture

Author: Millenia

Version: 1.0

Bozar Retexture

Author: Millenia

Version: 1.1 (Bozar_retexture_2k_maps)

GRA WRP Unofficial Patch V2

Author: millenia and micalov

Version: 2.1


Installation:

Post installation move "singleshot_retex.esp", and "357retex.esp" Optional ESP's.

Mod Notes: A very large set of texture packs that retexture most of the base game weapons.

Download the mods below, then proceed with instructions.

Weapon Mods Expanded

Author: Antistar

Version: 1.1.4

optionals: WMX Modern Weapons 1.0.7, WMX DLC v1.0.1, WMX - Weapon Retexture Project compatibility v1.2.3, WMX - EVE Compatibility v1.0.8

Weapon Mods Expanded - TTW

Author: RoyBatty

Version: WMX TTW + WMX TTW Update 1


DO NOT install "WMX - Weapon Retexture Project compatibility v1.2.3" or " WMX - EVE Compatibility v1.0.8 " at this time.

Create a work folder, and create a folder inside of it called "Weapon Mods Expanded - TTW".
Place all downloaded archives inside of your work folder, and extract the contents into seperate folders,naming them so they are easily identifiable.

Navigate to the Weapon Mods Expanded folder you extracted and copy the meshes and textures folders, paste them inside the "Weapon Mods Expanded - TTW" folder.

Navigate to the WMX Modern Weapons folder you extracted and copy the meshes and textures folders, paste them inside the "Weapon Mods Expanded - TTW" folder and select merge and overwrite when prompted.

Navigate to the WMX DLC folder you extracted and copy the meshes and textures folders, paste them inside the "Weapon Mods Expanded - TTW" folder and select merge and overwrite when prompted.

Navigate to the TTW WMX folder you extracted and copy the meshes folder, paste them inside the "Weapon Mods Expanded - TTW" folder and select merge and overwrite when prompted.

In the TTW WMX - Update 1 folder there are two folders, withPOP and withoutPOP, if you have the Pre Order Packs then select withPOP , if you don't then select withoutPOP
Select and copy the WeaponModsExpanded.esp in the folder you selected in the previous step, and paste inside the "Weapon Mods Expanded - TTW" folder and select merge and overwrite when prompted.

Close ModOrganizer, and navigate to "ModOrganizer/mods" folder, copy "Weapon Mods Expanded - TTW", and paste it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable Weapon Mods Expanded - TTW in the left pane.

Install "WMX - Weapon Retexture Project compatibility v1.2.3", while installing rename to "WMX - WRP Patch".Post installation ensure it is loaded after Weapon Mods Expanded - TTW.

Mod Notes: Adds many new weapon mods for guns and melee weapons. Also, the optional Modern Weapons add-on has new weapons that fit in well.

AWOP FO3 - AWOP NV - WMX - EVE Compatibility Patch

Author: RoyBatty

Version: AWOP FO3 - AWOP NV - WMX - EVE

Installation:

Create a work folder, and create a folder inside of it called "AWOP FO3 - AWOP NV - WMX - EVE Patch"

Extract "WMX - EVE Compatibility v1.0.8" (downloaded previously), copy the "meshes" folder, and paste them inside the "AWOP FO3 - AWOP NV - WMX - EVE Patch" folder.

Extract "AWOP FO3 - AWOP NV - WMX - EVE", copy the ESP, and paste it inside the "AWOP FO3 - AWOP NV - WMX - EVE Patch" folder.

Close ModOrganizer, and navigate to "ModOrganizer/mods" folder, copy "AWOP FO3 - AWOP NV - WMX - EVE Patch" folder, and paste it into the "ModOrganizer/mods" folder.
Close explorer, launch ModOrganizer, and enable AWOP FO3 - AWOP NV - WMX - EVE Patch in the left pane.
Ensure that it is loaded after WMX - WRP Patch.

Half Hansified Holorifle - WMX Patch

Author: MadCat221

Version: 1 (Half Hansified Holorifle WMX DLC only)

Mod Notes: Ensures that Half Hansified Holorifle is compatible with WMX.

Lights and Sounds

Lights

Interior Lighting Overhaul

Author: Sarge198 and Killergrimm

Optionals: 6.9 (Mod Organizer version)

Installation:

Merge instructions coming.

Mod Notes: Enhances much of the interior lighting to make it more realistic.

Old World Blues Path Lighting

Author: Sarge198

Version: 1.1

Installation:

Post installation move "OWB-Path Lights - Darker Nights.esp" to Optional ESPs.

Mod Notes: Turns on all the blue Garden Lights in Old World Blues, along with the spotlights around the Think Tank.

Realistic Interior Lighting

Author: Scarecrow, CourierSix

Version: tw_ril.7z

Merge instructions coming.

Mod Notes: Enhances much of the interior lighting in Fallout 3.

Realisitic Wasteland Lighting Enhancement

Author: xCamoLegend and Sal203 and RoyBatty

Version: 0.96 (TTW Realistic Wasteland Lighting - Enhancement only)

Optionals: RWLE - Someguy's Mods Patch Collection

Mod Notes: Adds weather and lighting effects to both wastelands.

Street Lights

Author: Speedyb, Dekoman91, TJ, RoyBatty

Version: 1.4 and TTW Streetlights NMC Patch

Mod Notes: Street Lights v2, Simple Streetlights, Billboard Lighting and other enhancements merged for TTW.

Sound

Ambient Wasteland 2 - Fallout New Vegas

Author: Leviathan1753

Version: 1.1 (OGG Edition)

Mod Notes: Adds many new ambient sounds to the Mojave.

Sounds From The Wasteland (aka eerie ambient)

Author: ncrlover

Version: 1.2

Mod Notes: This mod adds hundreds of new ambient noises to the Capital wasteland as well as dungeons, buildings and cities etc...

Music Recovery

Author: MadCat221

Version: 1.0.1

Mod Notes: There appears to be a lot of unused music in the content archives. There is a distinct music set for Freeside, Jacobstown, and The Fort that are simply not used and are instead just replaced with a generic ambient tune from older Fallout games. This puts it back in.

Gameplay

Additional Perks

More Perks for TTW

Author: Dree, deadboy

Version: All 4 files

Installation:

Post installation select all locked mods in the right pane and select "Unlock load order".
Change load order so the Pre-Order Packs are below Zeta.esm.
Should look like this:

Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
TTWFixes.esm

Mod Notes: This is a complete merge of all the Dree "More Perks" mods for FO3 and FNV.

Legendary Bloatfly Reward Perk

Author: Adonis VII

Version: 1.0

Mod Notes: Killing the Legendary Bloatfly leaves something to be desired. This mod adds a perk as a reward for killing it.

Perks For Challenges

Author: Gribbleshnibit8

Version: 1.0

Mod Notes: Gives some of the levelup perks as rewards for completing challenges.

Snow Globe Perks

Author: ZerroDefex

Version: 1.4

Mod Notes: The purpose of this mod is to make the snowglobes even more collectable by adding a perk to each one. Perks are applied whenever the player picks up a snowglobe and remain even after selling them to Mr. House.

Extra Perks TTWOEE Merge

Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

LegBloatflyPerk.esp
More Perks Patch.esp
More Perks - EVE compatibility patch.esp
Perks for Challenges.esp
SnowGlobePerks.esp

After FNVEdit loads, right click on SnowGlobePerks.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "Extra Perks TTWOEE" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "Extra Perks TTWOEE" and activate it.
Move the ESP's that were merged to Optional ESP's.

User Experience

Centered 3rd Person Camera

Author: Jahandar

Version: v5

Quote from Nexus site on v5: "By request, I've included a version that does not raise the camera/crosshair. The "unraised" version includes only the centered camera and the increased max camera distance (the crosshair will float roughly at your character's neck). Both ESM files are included in the download, just choose which one you want."

TLDR: Move one ESP to optionals.

Mod Notes: Centers the camera behind the character while in 3rd person, instead of being off to the side.

Faster Dialog Zoom

Author: ZaAl

Version: 1.0

Mod Notes: Dialog Zoom In and Zoom out speed increased.

Faster Terminals

Author: ZaAl

Version: 1.0

Mod Notes: Speeds up terminal type rate. No more waiting for login and text display.

More Map Markers (F3 Conversion)

Author: Xyx, frootzcat

Version: moremapmarkersttw.esp

Mod Notes: An additional map marker mod to cover the unusual sights/locations that are otherwise not marked natively.

New Vegas Extended Map Markers

Author: Impact88

Version: 1.5

Mod Notes: Adds new markers for some locations that are without markers currently.

Sit Anywhere

Author: bluebellfairy

Version: 1.0

Mod Notes: Press 'X' to sit anywhere. Hold 'X' to change the key binding.

TTWOEE UX Merge

Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

Centered 3rd Person Camera.esp
FasterDialogZoom.esp
Faster Terminals.esp
moremapmarkersttw_0.esp
NewVegasExtendedMapMarkers.esp
Sit Anywhere.esp

After FNVEdit loads, right click on Sit Anywhere.esp.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "TTWOEE Experience Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "TTWOEE Experience Merge" and activate it.
Disable all mods listed above, leaving only the merged mod enabled.

Gameplay Changes

Ammo Ingredients as Loot

Author: Moogiefluff

Version: 1.0

Mod Notes: Reduce the chance to find ammo in the Project Nevada Rebalance menu and this mod will make it so that ammo crafting is a bigger part of the game.

Armour Repair Kits

Author: Antistar

Version: 1.0.2

Mod Notes: Allows player to repair armor just like weapons. Fixes up the equipped piece of armor with the lowest condition.

Mod Dependencies: NVSE

Bennys Lucky Lighter

Author: Arlekin

Version: 1.0

Mod Notes: Changes the Engraved Cigarette Lighter the Courier receives from Jessup into Benny's Lucky Lighter. When the lighter is in the player's inventory, it confers a +1 bonus to Luck, which is then removed if the lighter is dropped.

BigMT Transportalponder upgrade

Author: thermador

Version: Advanced version - thirty-two destinations

Mod Notes: Instead of just automatically sending you back and forth between Big MT and the Mojave Drive-In, it also gives you some other transport options.

Casino Exchange All

Author: pintocat

Version: 1.5a(Casino Exchange All 1-5a)

Installation:

Choose the Pre-War Money option during install.

Mod Notes: Better option for exchanging money for chips at the casinos.

Bottle That Water

Author: LFox, BelGarion

Mod Notes: This mod allows you to bottle water from all water sources without an annoying menu. It also adds a buyable canteen that will keep you automatically hydrated (see further down for details). Empty water bottles as well as the canteen can be bought from Chet in Goodsprings.

CHEMiStry

Author: Highsight, TJ

Version: CHEMiStry

Mod Notes: This mod adds Chemistry Sets into the game that can be used for the creation of chems. Players can also use CHEMS to make their own chems for the chemistry sets.

CAGE - Continue After Games Ending

Author: Chrissy_M_

Version: 1.9.3.2

Mod Notes: This mod will allow you to play on after the game's ending. The slideshow will begin and you will then be loaded into the Wasteland. You will be able to do quests, explore and play other mods normally.

Courier's Stash Pack Distribution

Author: Retlaw83

Version: ttwstashpackdistribution.zip

Mod Notes: This mod distributes the Courier's Stash items around the early areas of the Capital Wasteland, telling little stories of how they got there. Also CANNOT be used with TTWStashPackOptions.esp.

Delay DLC

Author: Gribbleshnibit8

Version: 2.1 (Delay DLC 2-1 only)

Mod Notes: Delays DLC so it doesn't start immediately.

Extended Dialogue - Vulpes

Author: Scorpial

Version: 1.2

Mod Notes: Re-incorporates dialgoue that was meant to be in-game when speaking for the first time with Vulpes.

Improved Casinos

Author: Mr Excitement

Version: 1.01

Installation:

After installing the mod, in the left pane of MO, right-click the mod and select "Information".
Select the Optional ESPs tab and move the other two plugins that will NOT be used to the Optional ESPs box.

Mod Notes: Higher stakes gaming and the ability to win more money before getting banned. Works well if the merchant difficulty is increased with Project Nevada.

Luck Based Sunset Sarsparilla Star Bottle Caps

Author: CapnLilNemo

Mod Notes: This mod adjusts the chance of finding Star Bottle Caps based on your luck. 1 Luck = 1%, 10 Luck = 10%. Average Luck = 5 gives the vanilla value of 5%.

Mojave Express Boxes Dynamic-ified - TTW - Resource

Author: Gribbleshnibit8

Version: 1.0(MojaveExpressDynamicTTW v1-0)

Mod Notes: Adds all new Pony Express boxes across DC. They work exactly the same as the Mojave Express boxes, needing to be discovered before use.

Nipton Fires Extinguished

Author: Qwerty

Version: 1.0

Mod Notes: Makes fire and smoke effects in Nipton disappear one day after the first player visit.

Portable Campsite

Author: Antistar

Version: 1.0.2

Mod Notes: Sleep anywhere. Eat anywhere.

Real Smokes

Author: TRoaches

Version: 1b

Installation

If you have configured Mod Organizer to ask to extract every BSA installled click [Yes]. If not proceed:

After installation, go to the "Archives" tab on the right pane of MO.
Right click the RealSmokes.bsa and click "Extract...", navigate to the "Real Smokes" mod folder in the "...Mod Organizer/mods/" folder and click [Select Folder].
Double click "Real Smokes" in the left pane of MO and select the "Filetree" tab.
Right click on the RealSmokes.bsa and select "Hide".

Mod Notes: Functional lighters, cigarettes, cigars, and cigarillos.

Signature Armor

Author: CyberSpyder

1.32

Mod Notes: By giving up a scant 10% of your earned experience, you can choose a particular outfit (body slot) as your Signature Armor - thereafter, any experience earned while wearing that outfit will go towards leveling it up in one of the ability tracks.

Signature Weapon

Author: CyberSpyder

Version: 2.23

Mod Notes: By giving up 20% of your earned experience, you can make a weapon your Signature,permitting you to level it up as you make kills with it.

Static Battery Replacer

Author: Pintocat

Version: 1.0

Mod Notes: Replaces 50 of the 59 static Fission Battery models with the Misc Item version that can be taken. The remaining 9 are there as visual "power sources" for lights.

The Gourmand Revived

Author: Dyetrek

Mod Notes: Gives the Gourmand a new selection of higher quality food and drink to accurately represent the fine dining nature of the restaurant.

Tutorial Killer

Author: pintocat and RoyBatty

Version: 1.2 (Tutorial Killer TTW only)

Mod Notes: Removes message boxes that pop up during the tutorial, those that occur once during a new game, and repeating corner-messages.

Two bears high fiving

Author: tehDman

Version: butt

Mod Notes: Adds dialogue option to the test with Doc Mitchell.

Ultimate Invisible Wall Remover

Author: Appendant

Version: 1.1

Mod Notes: Disables every non-problematic invisible wall from Fallout: New Vegas and its DLCs.

TTWOEE - Gameplay Merge

Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

ammoingredientsloot.esp
ArmourRepairKits.esp
Benny's Lucky Lighter.esp
TTW_Transportalponder.esp
LFox Bottle That Water - TTW Edition.esp
Casino Exchange All Prewar.esp
chemistry.esp
CAGE 1.9.3.2.esp
TTWStashPackDistribution.esp
Delay DLC - TTW.esp
Improved Casinos 2X.esp
Sunset Sarsaparilla Star Caps Random Luck.esp
MojaveExpressDynamic.esp
Nipton Fires Extinguished.esp
PortableCampsite.esp
RealSmokes.esp
SignatureArmor.esp
SignatureWeapons.esp
Static Battery Replacer.esp
The Gourmand Revived.esp
Tutorial Killer.esp
Tutorial Killer - Factions.esp
Tutorial Killer - Project Nevada.esp
TWO BEARS HIGHFIVING.esp
Ultimate Invisible Wall Remover.esp

After FNVEdit loads, right click on and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "TTWOEE - Gameplay Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "TTWOEE - Gameplay Merge" and activate it.
Move the ESP's that were merged to Optional ESP's.

Machienzo Mods

Lonesome Road True Faction Allegiance

Author: Machienzo

Version: 1.1.2

Mod Notes: Lonesome Road barely makes sense as it is, but at least now the faction allegiance will not be screwed up.

Primm Reputation Restored

Author: Machienzo

Version: 1.1

Mod Notes: Primm will now have a reputation for associated with the choices the player makes surrounding the town.

Refined Casino People and Suits - Grimy_Dirty_Fixes

Author: Machienzo

Version: 1.3 (Main file only)

Mod Notes: Fixes some of the clothing the Families and casino goers wear. Also, the faces of the dealers will be different instead of just a bunch of clones.

Machienzo Mod Merge

Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

NVDLC04 Allegiance w Duster.esp
Primm Reputation Restored.esp
RefinedCasinoPeople&Suits.esp

After FNVEdit loads, right click on RefinedCasinoPeople&Suits.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "Mega Patch Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "Machienzo Mod Merge" and activate it.
Move the ESP's that were merged to Optional ESP's.

Yukichigai Mods

Yuki is a ridiculous modder. He has well over a hundred mods for FNV and FO3 as well as the excellent YUP mod, which is part of the TTW Fixes used in this guide. Many of the mods here are nice gameplay tweaks that fit in the 'Should of been in the vanilla game' category. This is based off of Yukichigai Gameplay Tweaks by EssArrBee. There a few mods that have been added.


Better Armed Bright Followers

Author: Yukichigai

Version: 0.2

Mod Notes: Living Bright Brotherhood Followers will carry any of the same weapons you can find on the corpses of the dead ones.

Better Caravan game limit for merchants

Author: Yukichigai

Version: 0.1

Mod Notes: This mod alters the limit on games of Caravan against merchants so that is limited by time, versus a hard set number.

Craft and Cook at Camp and Barbecue Grills

Author: Yukichigai

Version: Craft at Camp and BBQ Grills v2

Optionals: Camp and BBQ Grills - Honest Hearts

Mod Notes: Grill food at a grill.

Craftable Sellable Counterfeit Bottle Caps

Author: Yukichigai

Version: 0.4

Mod Notes: Make fake caps to use as currency.

Dead Money - Christine has more Skills

Author: Yukichigai

Version: 1

Mod Notes: Christine says she is really good at all the stuff most Brotherhood members are good at,but her skills for those things are very low, but not with this mod.

Dead Money - Surprise Vending Items Restoration

Author: Yukichigai

Version: 1

Mod Notes: Restores some content cut from Dead Money to add in surprise items in Dead Money.

Dead Money - More and Better Crafted Knives

Author: Yukichigai

Version: 0.3

Installation:It is a good idea to extract the BSA of this mod, follow these instructions:

If you have configured Mod Organizer to ask to extract every BSA installled click [Yes]. If not proceed:

After installation, go to the "Archives" tab on the right pane of MO.
Right click the DeadMoneyMoreCraftedKnifeVariants.bsa and click "Extract...", navigate to the "Dead Money - More and Better Crafted Knives" mod folder in the "...Mod Organizer/mods/" folder and click [Select Folder].
Double click "Dead Money - More and Better Crafted Knives" in the left pane of MO and select the "Filetree" tab.
Right click on the DeadMoneyMoreCraftedKnifeVariants.bsa and select "Hide".

Mod Notes: Wider variety of the awesome knives from Dead Money.

Hidden Valley - Knight Torres Inventory Expansion

Author: Yukichigai

Version: 0.1

Mod Notes: This mod will expand Knight Torres' inventory to something more respectable from Brotherhood of Steel after completing the Quest.

Higher Companion Level Cap

Author: Yukichigai

Version: 2

Mod Notes: Companions can level much higher and just be generally more badass.

Lonesome Road - Scorched Sierra Power Helmet

Author: Yukichigai

Version: 0.1 (Lonesome Road Scorched Sierra Power Helmet)

Optionals: Project Nevada support for Sierra Power Helmet

Mod Notes: Adds a matching helmet to the power armor from Lonesome Road if you bomb the NCR.

Mantis Gauntlet - Crafting - Schematics - Restoration

Author: Yukichigai

Version: 0.3

Mod Notes4: Restored a crafting schematic for the Mantis Gauntlet.

More Caravan Players - Restoration

Author: Yukichigai

Version: 0.1

Installation:It is a good idea to extract the BSA of this mod, follow these instructions:

If you have configured Mod Organizer to ask to extract every BSA installled click [Yes]. If not proceed:

After installation, go to the "Archives" tab on the right pane of MO.
Right click the RestoredCaravanPlayers.bsa and click "Extract...", navigate to the "More Caravan Players - Restoration" mod folder in the "...Mod Organizer/mods/" folder and click [Select Folder].
Double click "More Caravan Players - Restoration" in the left pane of MO and select the "Filetree" tab.
Right click on the RestoredCaravanPlayers.bsa and select "Hide".

Mod Notes: Adds a few more Caravan players to the world.

Nuka-Cola Victory - Quartz - Quantum - Vending Machines

Author: Yukichigai

Version: 0.1

Mod Notes: Installing this mod adds a 10% chance that one of the three various types of ''special'' Nuka-Cola will be there.

Old World Blues - Keep Big MT Active

Author: Yukichigai

Version: 1

Mod Notes: Now Lobotomites and Roboscorpions will continue to spawn in The Big MT.

Pickable Cave Fungus outside of Zion

Author: Yukichigai

Version: 1 (Pickable Cave Fungus)

Installation:

Install the mod.
In Mod Organizer's left pane double-click the mod and in the pop-up box select the "Optional ESPs" tab.
Move "Pickable Cave Fungus.esp" to the "Optional ESPs" box.

Radscorpion Egg - Restoration

Author: Yukichigai

Version: 0.1

Mod Notes: Adds Radscorpion eggs to the loot of radscorpions.

Removeable Pip-Boy Glove

Author: Yukichigai

Version: 2

Mod Notes: Some people think that a Pip-Boy should have a glove.

Repair Bladed Weapons with Whet Stone

Author: Yukichigai

Version: 0.2

Mod Notes: Sharpen weapons with the whet stones found around the Mojave.

Thermic Lance - Fire effects

Author: Yukichigai

Version: 0.3

Mod Notes: Adds really cool fire effects to the Thermic Lance.

Ultrajet Recipe - Contreras

Author: Yukichigai

Version: 0.1

Mod Notes: You can now find a handwritten note in Contreras' filing cabinet that holds the recipe for Ultrajet.

Sentry Bot Toy Attacks

Author: Yukichigai

Version: 2

Installation

If you have configured Mod Organizer to ask to extract every BSA installled click [Yes]. If not proceed:

After installation, go to the "Archives" tab on the right pane of MO.
Right click the Sentry Bot Toy Attacks - Essential.bsa.mohidden and click "Extract...", navigate to the "Sentry Bot Toy Attacks" mod folder in the "...Mod Organizer/mods/" folder and click [Select Folder].
Double click "Sentry Bot Toy Attacks" in the left pane of MO and select the "Filetree" tab.
Right click on the Sentry Bot Toy Attacks - Essential.bsa.mohidden and select "Hide".

Mod Notes: Robot toy that shoots BBs. Remember to pick the little guy up before running off, he is not that fast.

Spore Plants - Drop Spore Plant Pods

Author: Yukichigai

Version: 0.2(Spore Plant Pods vp2)

Mod Notes: This mod adds the Spore Plant Pod item to the Spore Plant's death item list

Veronica Companion Weapon - Recharger Pistol

Author: Yukichigai

Version: 0.5

Mod Notes: Someone from the Brothehood should have an energy weapon instead of a pistol.

Working Bottle Cap Press

Author: Yukichigai

Version: 0.4

Mod Notes: A bottle cap press in a bottle cap economy could be amazing. Save that scrap metal.

Working Crimson Caravan Traders

Author: Yukichigai

Version: 0.3

Mod Notes: Those Crimson Caravan guys actually sell stuff now. Just like every other caravaner.

Working Gomorrah Prostitutes - pun intended

Author: Yukichigai

Version: 0.3

Mod Notes: Fills up Gomorrah with hookers, have fun!

Working Grinding Wheel

Author: Yukichigai

Version: 3.1

Mod Notes: Fix up those melee weapons with a grinding wheel.

Yukichigai Mods Merge

Open FNVEdit through the executables in the right pane of ModOrganizer
Right click the list of mods and "Select None".
Now tick the following mods and click [OK]:

BetterArmedBrightFollowers.esp
BetterMerchantCaravanLimit.esp
Camp Grills.esp
Camp Grills - Honest Hearts.esp
CounterfeitCaps.esp
DeadMoneyChristineSkills.esp
Dead Money Surprise Items.esp
DeadMoneyMoreCraftedKnifeVariants.esp
TorresInventoryExpansion.esp
HigherCompanionLevelCap.esp
LonesomeRoadScorchedSierraPowerHelmet.esp
ProjectNevadaScorchedSierraPowerHelmet.esp
CraftedMantisGauntlet.esp
RestoredCaravanPlayers.esp
NukaVend.esp
OldWorldBlues - Keep Big MT Active.esp
Pickable Cave Fungus with OWB.esp
RadscorpionEggRestoration.esp
Pip-Boy Glove Removeable.esp
WhetStoneRepair.esp
Sentry Bot Toy Attacks - Essential.esp
SporePlantPods.esp
ThermicLanceFireEffects.esp
UltrajetRecipe.esp
VeronicaRechargerPistol.esp
WorkingCapPress.esp
WorkingCrimsonCaravanTraders.esp
GomorrahProstituteEnable.esp
Grinding Wheel.esp

After FNVEdit loads, right click on Grinding Wheel.esp and select "Apply Script".
From the top dropdown select "Merge Plugins v1.9" and click [OK].
In the Merge Plugins pop up, tick all the plugins listed above and click [OK].
In the next pop up click [OK], name the merged plugin "Yukichigai Gameplay Tweaks - Merge" and click [OK].
Close FNVEdit and save ONLY the new plugin.
The plugin now resides in the Overwrite folder, so right click Overwrite in the bottom left pane and select "Create Mod".
Name the folder "Yukichigai Gameplay Tweaks - Merge" and activate it.
Disable all mods listed above, leaving only the merged mod enabled.

TTW Customization

The following mods make the Tale of Two Wastelands feel like its own game, rather than just being a mash up inside of New Vegas.


Concept Art Loading Screens

Author: Mutent

Version: 3

Installation:

Expand Concept Art loading screens 3.0 by clicking the [+] on the left.
Expand Data/textures/interface/main and uncheck main_title.dds
Expand [Alternate main titles] folder, and select TTW Green.dds.
Drag TTW Green.dds to Data/textures/interface/main.
Right-click Data and select "Set data directory".
Click Ok.
Post installation, right click "Concept Art Loading Screens" in the left pane of ModOrganizer and select "Open in explorer".
Navigate to textures/interface/main and rename the following files:

TTW Green.dds -> main_title.dds

Mod Notes: This changes all the loading screens, and the main title screen to concept art for the Fallout series.

No Loading Screen Text

Author: Archanix

Version: 1.0

Mod Notes: Takes text off of the loading screen.

the main and pause menu color mod

Author: LVB2

Version: v2 (the main and pause menu color mod update V2)

AMS - Start menu text color changer

Author: Allmightysausage

Version: 1.3

Radiation Loading Roulette Wheel

Author: w31

Version: radiation wheel mk1 main file

Mod Notes: Changes the roulette wheel into a radiation wheel.

Final Steps

Load Order

Running LOOT

Load Order Optimisation Tool, or LOOT, is designed to help users maintain a working load order for their mods with a minimal amount of effort. Perform the following (and again every time mods change with an esp):

Start Mod Organizer.
Select LOOT in the executable selection box and click [Run].
Find the icon that looks like a horizontal bar graph (mouse over text should state "Sort Plugins") and click it.
After some processing, the calculated load order is displayed in the right pane of LOOT. Click the [Apply] button.
Click the [X] on the title bar to close LOOT.

All mods currently installed will now be ordered based upon the master list downloaded by the tool and the user metadata that was created while installing mods in this guide.

Manual Sorting

LOOT can be used with Tale of Two Wastelands, but it needs some additional rules. Without additional metadata, you WILL get errors. Although LOOT should do most of the sorting of mods for you it is good to understand where mods should go just in case LOOT does not have rules set for a particular mod.

What follows is a overview of some basic load order guidelines to keep in mind while moving mods around in the right pane of Mod Organizer. This may not be necessary for you to read right now, but later on when adding more mods. This is based on Load Order General Guide by TTW Team, which is a little more detailed.



All mods used in the following examples may not be in the guide, and not all mods in the guide will be used. Mods are simply for reference and example.

There are always exceptions and this should only be used as a general guideline. It is always advised to use your mod organizer to view the masters of the plugins you use, generally they should have the proper order the plugins should be in. This is not always the case, but most of the time it is. You can check your load order by loading it up in FNVEdit, if there is anything out of place it will error on the file which has missing masters.


Masters (ESMs)

Your load order should ALWAYS begin with the official Bethesda master files for Fallout NV, followed by the files from Fallout 3. Also since MorePerks is installed in this guide, the Pre-Order Packs have to be moved after Zeta but before TaleOfTwoWastelands.esm. Last is TaleOfTwoWastelands master file, followed by TTWFixes.

Ensure that the beginning of your load order looks as follows:

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleOfTwoWastelands.esm
TTWFixes.esm

Any utility masters that other mods may require go next, this includes things like:

Sortomatic.esm
SomeguySeries.esm
TTWInteriors_Core.esm

Any masters which make MAJOR changes to either wasteland go next. Ones that make majorchanges to VANILLA areas should be first. You want these first as other mods may alter things in those vanilla areas, and you want them to be applied after any major changes have taken place. Any compatibility patches will come later to resolve any conflicts and they tend to assume that the plugin load order follows this. This includes things like:

FreesideOpen.esm
StripOpen.esm

Monster mods of any type come next as other mods tend to use these as masters, they include:

Mart’s Mutant Mod.esm

Weapons mods should come next as other mods tend to use these as masters, for example:

Weapons.of.the.New.Millenia.esm
CFWTTW.esm

Any types of major quest mods, or content expansion mods that are master files come next. These include:

AWorldOfPain(Preview).esm
AWorldOfPainFO3.esm
Point Lookout Reborn by Jcro25.esm TTWInteriorsProject_Combo.esm
The New Bison Steve.esm
Afterschool Special.esm

Next is anything that alters NPC appearances. After quest mods, so that any appearance changes may be applied to those mods. Examples include:

TTWRedesigned.esm

The next block is a good place to put any other content altering mods:

Streelights.esm
InteriorLightingOverhaul.esm

Additional masters may be placed after these or anywhere previous (but AFTER the official and TTW masters) as necessary. Including:

oHud.esm
MorePerks.esm
Project Nevada - Core.esm


Plugins (ESPs)

This section can be a bit more complicated, but if you follow some general rules it can be made simpler. Much is personal preference, so things can be altered to suit your needs.

Generally is any further tweaks to game play or hotfixes come first.

* TTW_SpeechChecks.esp
* TTW_StartupMenu.esp
* TTW_Traps.esp
* TTW_XPReduction.esp

Any further content enhancement mods are up next:

* Busworld.esp
* NewVegasBounties.esp
* NewVegasBountiesII.esp

This is a good place to put UI mods as the final sections may depend on them as masters:

* DarNifiedUINV.esp
* The Mod Configuration Menu.esp
* The Weapon Mod Menu.esp
* DYNAVISION 3.esp
* CASM with MCM.esp
* FlashlightNVSE.esp
* JIP Companions Command & Control.esp

All equipment and item mods are next. This will make them easier to manage, and for any potential issues to be diagnosed easier.

* ADAM - MAIN.esp
* Name Of Some Weapon Pack Mod.esp
* Name Of Some Weapon Mod.esp
* IMPACT.esp
* EVE FNV - ALL DLC.esp
* WeaponModsExpanded.esp

This is the place to put all your patches and your bash/merge patch.

* TTW MMM + EVE + TTW Redesigned.esp
* WMX - EVE.esp
* YourBashPatch.esp
* YourMergePatch.esp

Finally, your chosen weather mod is last, so it overrides the weather data of all your other mods, including your merge patches.

* TTW Realistic Wasteland Lighting.esp

Either a Bashed Patch or a Merged Patch will need to be made.

A Merged Patch is much simpler to make, and works just fine for patching purposes. Some people prefer Merge Patches for their simplicity and easy to control nature.

A Bash Patch requires tagging each mod individually and takes a bit of time. But the advantage is that it will merge a lot of plugins into one patch. This would be an advantage if you are having trouble merging mods and want to add more mods.

Merge Patch

A Merge Patch is relatively simple to make. Simply follow the short directions below:

Launch FNVEdit through ModOrganizer executable menu.
Click [OK] to load all plugins.
Wait until it says "Background Loader: finished" in the bottom left corner.
Right-click on any mod in the left pane, and select [Other->Create Merged Patch]
A window will pop up asking for a file name, input "TTW Merge Patch", click [OK]
Wait for it to finish and then close the window.
Ensure only "TTW Merge Patch.esp" is checked, and that "Backup plugins" is unchecked, click [OK]
Right-click "Overwrite" on the bottom of the left pane of ModOrganizer.
Click "Create Mod...", name the mod "TTW Merge Patch"
Enable the mod in the left pane. Ensure the ESP is always loaded last in the load order in the right pane.

Every time a new plugin is added or removed this patch must be remade in FNVEdit.

Bashed Patch

A Bashed Patch might be preferred if you want to have the least amount of plugins so you can add more mods. A Bashed Patch can eliminate a lot of plugins, and enable more mods and less merges. Finding the proper tags for all mods in this guide is tedious.

Eventually there will be tags by all mods in the guide to follow along with. But for now each mod must be processed by hand. Follow the steps below:

Generating Bash Tags

Open FNVEdit through Mod Organizer.
Right click the list of mods and choose "Select None".
Scroll down and find the first non-vanilla plugin in the list.
Tick that plugin (and that plugin only) and click [OK].
After FNVEdit loads, right click on the previously ticked plugin from the list on the left and select "Apply Script".
From the top dropdown select Generate Bash Tags and click [OK].
Click [Yes] in the popup.
After the script is completed, you will see a [Apply Script done] message at the bottom of the right window panel.
Close FNVEdit and save the plugin.

Repeat for every single plugin in the list, excluding all Vanilla, and TTW plugins, note that it should never be done on a Bashed Patch.

To ensure the plugins are in the right order run LOOT before proceeding.

Creating Bashed Patch

After generating the tags for all plugins it is time to create the patch.

Run Wrye Flash NV through Mod Organizer.

When started right click "Bashed Patch,0.esp" and select Rebuild Patch.
If the "Bashed Patch,0.esp" is not listed, copy one from the "...Fallout New Vegas\Mopy\Downloads" folder.
Place in the "...Fallout New Vegas\ModOrganizer\overwrite" folder.

Go through the left side and click each tag one at a time.
Stop after Import Weapon Modifications, before Global.

If there are any plugins listed on the right side, tick the highlighted tab on the left side and tick all the plugins on the right side.
For Import Names, leave FalloutNV.esm unticked.

Tick Tweak Settings, Content Checker, FormID Lists, Leveled Lists, and Race Records.
For Tweak Settings tick Cost Multiplier: Repair and then right click and select '1.5', then tick Terminal Speed Adjustment and then right click and set to 'x 6'.
For Race Record tick all the plugins on the right side.

Click Build Patch and wait for it to finish.
Wrye Flash should take care of everything from here and ask to activate itself if that is needed.

After building the Bashed Patch you will notice that all plugins merged into the patch appear green. Those have been merged into the Bashed Patch and deactivated.

In addition to those, there are a couple mods that appear purple. These have not been merged into the Bashed Patch due to being flagged NoMerge, but have been deactivated during the process and must be manually re-enabled.

Follow the steps below:

Click the checkbox to the left of these mods that are purple.
Make sure there is a check in the box next to each, rather than a dot in order to reactivate them.
When done, close Wrye Flash NV.

This has placed the patch into the Overwrite folder. It is important not to have anything in that folder, as it will be there in all Mod Organizer profiles.

Follow the instructions below:

In the left pane of MO, go to the bottom of the mod list.
Select [Overwrite], right click and select Create Mod.
Type in "TTW OEE Bashed Patch".

Once the folder is created, a new Bashed Patch can be generated again and again without having to transfer the Bashed Patch from the "Overwrite" folder repeatedly.

TTWLOD

LOD Resources

FO3LODGen Resources

Author: Ehamloptiran Sheson and FNVEdit Team

Version: 3.1.2 (FO3LODGen Resources file only)

Optionals: Vurt's Flora Overhaul Dead LOD (or whichever you chose)

Installation

Install F03LODGen Resources, renames "FO3LOD Resources"
Install Vurt's Flora Overhaul Dead LOD, rename "Vurts LOD FO3LODGen"

FNVLODGen Resources

Author: Ehamloptiran Sheson and FNVEdit Team

Version: 3.1.2 (FNVLODGen Resources file only)

Optionals: NMC LOD texture fix

Installation

Install FNVLODGen Resources, renames "FNVLODGen Resources"
Install NMC LOD texture fix, rename "NMC LOD Fix"

TTWLODGen ESP

Installation:

Close ModOrganizer, navigate to ModOrganizer/mods.
Create a new folder and rename to "TTWLODGen"
Place ESP inside the folder and close explorer.
Launch ModOrganizer and enable TTWLODGen in the left pane.
Order should be (in the left pane):

FO3LODGen Resources (set esp to optional)
FNVLODGen Resources (set esp to optional)
TTWLODGen esp
NMC LOD Texture Fix
Vurt's Flora Overhaul

Generating LOD

This will generate LODs based on the mods that are installed (such as Flora Overhaul). This can cost some performance,but there are three settings to choose from. A folder for the files to be output to must first be created.

Create a folder on the C:/ drive called "FNVLODGenOutput".
The file path should look like:

C:\FNVLODGenOutput

Next we will run FNVLODGen and generate the textures.

In ModOrganizer, go to the archives tab and make sure "Have MO manage archives" is Unchecked.
Launch FNVLODGen through MO. After a moment of processing a window will popup.
On the left pane, select the worldspace(s) for which you wish to generate LOD. You can select all of them at once.
On the right side make sure Objects LOD is checked and that Tree LOD is unchecked.
Be sure the "C:\FNVLODGenOutput" is selected as the output locations.
Click Generate.

Once the FNVLODGen has finished it will give you the message "LOD Generator: finished (you can close this application now)." Close the program.
Go to the location which you selected when setting it up.
Archive the meshes + textures folder and install with Mod Organizer.
Name this mod Generated LOD.

Do not forget to re-enable "Have MO manage archives", and ensure that all archives are checked! Otherwise the game will not launch.

MCM Settings

In game settings suggestions are in this section. This will include setting up game balance tweaks, UI enhancements, extra features, and some keybindings. This is incomplete and not all settings have been covered. Assume if it is not mentioned that it is set to default. Balance is very tricky in Tale of Two Wastelands, so this takes some tweaking. Based off of EssArrBee's MCM Settings by EssArrBee and MCM Configuration by Adonis_IV(very bottom of the page).

Tale of Two Wastelands

XP Reduction: Checked
Super Mutant Rebalance: Tick check box
Bobblehead Rebalance: Tick check box
More Cooking Options: Tick check box

Advanced Recon

Basic
• FORCE HUD icons visible whilst in MCM - Tick Check box
•(Optional) Set up preferred hotkeys

Use Move HUD icons to move the HUD icons around the screen

PN Core

Features
Make sure every check box is ticked

Settings
• Hotkeys - Set up preferred hotkeys
• Quick Select - Set up preferred throw weapon hotkeys
• Advanced - Set up preferred advanced settings

JIP S-F

HUD Indicator Settings
• Indicator Type - Option #1 to Option #2

Adjust Display Properties is used to move the HUD icon around the screen.

PN Extra Options

Core

Bullet Time
• Action Point Drain - 24 to 20

Sprint
• Action Point Drain - 25 to 20

Vision Modes
• EM Vision Energy Drain - 6 to 3
• Heat Vision Energy Drain - 4 to 2

Explosive Entry
• Item Destruction - Untick check box
• Use Explosive Skill - Untick check box


Cyberware

Surgery Options
• Time Hours - 0 to 8
• Base Cost - 500 to 1000

Bullet Time
• V.A.T.S. Implant Bonus - Tick check box
• Show Fatigue - Untick Check box

PN Rebalance

Core
• Sprint Screen Shudder: Unchecked


Miscellaneous

Primary Needs
• Hunger Increase - 216 per day to 383 per day
• Thirst Increase - 432 per day to 501 per day
• Sleep Increase - 216 per day to 334 per day

HUD
• Karma Messages - Yes to No
• Sneak indicator - Vanilla to Discreet

Gore
• Dismember Chance - 30% to 18%
• Explode Chance - 45% to 20%

Death Physics
• Force Multiplier - 0.50 to 0.60

Economy
• Barter - Fair Deal to Rough Traders (may not show in menu)

World
• Allow Fast Travel - Yes to No (If time is not a problem)

Adjustable HUD

Force HUD visible in MCM - Tick Check box
Bracket: Compass - Untick check box
Bracket: CND & Ammo - Untick check box
Bracket: Radiation Meter - Untick check box

Use the rest of the options to move the HUD icons around the screen.

Extra HUD

General
• Show primary needs as - Absolute Values to Percentages or Meters/Bars
The Meters/Bars look better for a power armor playthrough.

Show/Move
• Show Clock - Tick Check box
• Show Combat Stats - Tick Check box
• Show Resists - Tick Check box
• Show Encumbrance - Tick Check box
• Show Hardcore Needs - Tick Check box
• Show Rads - Tick Check box
• Show Fatigue - Untick Check box

Immersive HUD

General
• iHUD controlled Sneak Meter - On to Off

Hitpoints
• Activate with right mouse - Tick Check box
• Activate when health drops to - 50% to 65%
• Fade away - 6 seconds to 10 seconds

Compass
• Activate on combat - Tick Check box
• Activate with right mouse - Tick Check box
• Fade away - 12 seconds to 20 seconds

Action Points
• Activate when weapon out - Tick Check box
• Activate with right mouse - Tick Check box

Ammo & CND
• Activate on combat - Tick Check box
• Activate with right mouse - Tick Check box
• Fade away - 2 seconds to 4 seconds

iHUD: Extra HUD

For all sections:

Activate with right mouse - Tick Check box
• Hardcore Needs
• Clock
• Combat
• Resists
• Encumbrance
• Rads
• Fatigue

iHud: Other Mods

Project Nevada General
• Activate on combat - Tick Check box

Project Nevada: Crosshair
• Activate when weapon out - Tick Check box

Advanced Recon
• Activate with right mouse - Tick Check box

WMX - Weapon Mods Expanded

WMX Notes in Pip-Boy - Untick Check box
WMX Unistall Menu in Pip-Boy - Untick Check box

CASM

General Settings
• Set up based on preferred save total and format

Autosave Conditions
• Set up based on preferred in game conditions to make a save

Autosave Events
• Set up preferred type of save to make or not make based on in game event

Ragdolls

Enable Havok Bouncer - Tick Check box

JIP CC&C

Controls
• Set up preferred hotkeys

Interface
• Companions Bar Visibility - Set to Selection Mode/Combat
• Use Companions Bar Properties to move the companion bar around the screen
• Use Commands Bar Properties to move the command bar around the screen

Optional
• Unlimited Companions - Tick Check box
• Anti-Overlap - Tick Check box

The Weapon Mod Menu

All Weapon Mod Visible - Tick Check box

Flashlight Settings

Color - Neutral (best for vanilla lighting, but a different option may be needed for ENB users)

Quality - Dynamic
• Interior - Medium
• Exterior - High

Intensity - Dynamic
• Interior - Near
• Exterior - Far

Battery Use - Enabled
• Icon Position - Moves the battery icon around, but 16,16 is usually the proper position
• Icon Origin - Moves the battery icon to different positions based on left, right, center and top, middle, bottom

Toggle Button - Set to Custom key
• Set up preferred hotkey

Notes

Gameplay Notes

Notes abut gameplay including certain places to be aware of and notes about added quest mods.

Known Issues

Issues including lighting, patching, other things.

Change Log

2016_03_10/ Upated parts of the Notes section.

2016_03_09/ Added hover menu to navigation bar, making it easier to navigate between sections quickly.

2016_03_07/ Changed format of site, moved all pages into one long page.

To be Added

There are a few more things I am hoping to incorporate into this guide. There are also things that need updating in this guide. A general list of things that I have currently installed and working in my game that I intend on adding to the guide soon:

Ambient Temperature
DC Intro Street
Devastated City
Fortified Raiser Bases
Billboard Camps
TTW Vehicle Scavenge
Temple of the Union Overhaul - TTW
TTW Animated Statics
Powered Power Armor
Destruction
Root and Loot
Stealth Kills Enabled
TTW Difficult Journey

Credits

Tale of Two Wastelands Over-Encumbered Edition stands on the shoulders of giants. Without the following people this guide would not be possible.

You - For playing Tale of Two Wastelands, and for following my guide.
Adonis_IV - For writing such an awesome TTW guide, and inspiring me to write my own.
EssArrBee- For getting me started on modding New Vegas, and for his excellent guide.
Kelmych - For his guide,my main Fallout 3 resource.
Neovalen - For inspiring the tone of the guide, and getting me interested in modding.
TTW Team - For continuing development on Tale of Two Wastelands.
RoyBatty - For being such an asset to the TTW modding scene, and giving me feedback on the guide.
Hushpiper - The many quest mods and more inspiration for a TTW guide.
STEP - For being such a wonderful community, and resource for modders.
The Nexus - For hosting many of the mods used in this guide, and for many other games I play.
Modders - For making all these wonderful creations, and keeping the community going.
Bethesda - For making such great games, that are so easily modded.