Okay, I think that, instead of putting everything together and try to fix all of the inevitable errors, I think it would be better to discuss the mod set-up I'm wanting to use first.
Here's the list of mods I'm hoping to use.
Fallout 3 Re-Animated
Fallout Street Lights
RH_IronSights
Scavanger Armors
DCInteriors Project
Firefly Ranch - Scary Quest Edition
Franklin Mall
RR Companions Vault
Shadows and Dust 1 & 2
Cybernetics Perk Tree
Perk Steroids
T-2000 Perk
Sydney Follower
TERMINATOR Cybernetic Dawn
Ties that Bind
Abbreviated Effects
Ambient Temperature
Ammo Press at Megaton House
CRAFT
EMP Damage for Power Armour
Enhanced Weather
EVE
Fallout Interoperability Program
Fallout Legacy Perks
Fellout
FNNCQ a fallout 3 slavery overhaul
FO3 Wanderers Edition
Genetic Freak Perk
Imps More Complex Needs
Impervious Power Armour
Marts Mutant Mod
MMM- Monsters perks addon
MTC Wasteland Travellers
Nanotech Perk Pack
New Vegas Perks
No Repair With Uniques
Prebuilt MyImperviousArmors list
Scope Master Perk
See you - Time for Bed
Silver Slugger Melee Perk
Ultimate Perk Pack
Weapon Mod Kits
Weight Lifter Perk
Youre SPECIAL
Enclave Improvement Project
MERC 2
Basic Cooking Perk
Fallout Stutter Remover
Unofficial Fallout 3 Patch
Enhanced Blood Textures
Enhanced Night Sky
eXcalibr
Flora Overhaul Total Devastation Edition
Hi-Res Weapons
NMCs_Texture_Pack
A World Of Pain
Alton IL
Arefu Expanded
My Utility World
Raiders Redone
Wasteland Guards aka DC Defence
Official Fallout 3 Patch
A Note Easily Missed
A Quest for Heaven 1 & 2
An Evening With Mister Manchester
Cube
In the Shadow of the Swamp
The Crimson Caravan
The Institute
The Mantis Imperative
Vault 101 Revisted
CONELRAD 640-1240 - Civil Defense Radio
Existence 2_0
GNR Enhanced
MTUI
ArchiveInvalidation Invalidated
12 new uniques for Point Lookout
20th Century Weapons (possibly 19th and 20th century)
Ammunition Schematics for FWE-WMK-CRAFT-Full CalibrV1_4
Box Magazine XM1014 Shotgun
CALIBR1.4
Classic Fallout Weapons
EMP Weapons
EMPulse Weapons for FWE 603 and WMK for FWE
Godfathers Kewl Unique Weapons
Mose Unique
Unique Guns Arsenal Mod
Unique Junk
Weapon Mod Kits - Unique
Do any of these mods clash with other? Do some of these mods need mods I don't have? Will those additional mods clash with the mods on the list?
I know this is a lot, but it's still under the hard plugin limit, and I managed to get Skyrim working with about this many mods, if not more (albiet with duplicate item crafting recipes), so I'm not too concerned about this many mods not working.
Okay, let's hammer out the details and then the mod-order should be easy as cake (knock on wood)
I was recently informed that several of the quest mods affect the same area and may conflict, which ones are those?
Here's the list of mods I'm hoping to use.
Fallout 3 Re-Animated
Fallout Street Lights
RH_IronSights
Scavanger Armors
DCInteriors Project
Firefly Ranch - Scary Quest Edition
Franklin Mall
RR Companions Vault
Shadows and Dust 1 & 2
Cybernetics Perk Tree
Perk Steroids
T-2000 Perk
Sydney Follower
TERMINATOR Cybernetic Dawn
Ties that Bind
Abbreviated Effects
Ambient Temperature
Ammo Press at Megaton House
CRAFT
EMP Damage for Power Armour
Enhanced Weather
EVE
Fallout Interoperability Program
Fallout Legacy Perks
Fellout
FNNCQ a fallout 3 slavery overhaul
FO3 Wanderers Edition
Genetic Freak Perk
Imps More Complex Needs
Impervious Power Armour
Marts Mutant Mod
MMM- Monsters perks addon
MTC Wasteland Travellers
Nanotech Perk Pack
New Vegas Perks
No Repair With Uniques
Prebuilt MyImperviousArmors list
Scope Master Perk
See you - Time for Bed
Silver Slugger Melee Perk
Ultimate Perk Pack
Weapon Mod Kits
Weight Lifter Perk
Youre SPECIAL
Enclave Improvement Project
MERC 2
Basic Cooking Perk
Fallout Stutter Remover
Unofficial Fallout 3 Patch
Enhanced Blood Textures
Enhanced Night Sky
eXcalibr
Flora Overhaul Total Devastation Edition
Hi-Res Weapons
NMCs_Texture_Pack
A World Of Pain
Alton IL
Arefu Expanded
My Utility World
Raiders Redone
Wasteland Guards aka DC Defence
Official Fallout 3 Patch
A Note Easily Missed
A Quest for Heaven 1 & 2
An Evening With Mister Manchester
Cube
In the Shadow of the Swamp
The Crimson Caravan
The Institute
The Mantis Imperative
Vault 101 Revisted
CONELRAD 640-1240 - Civil Defense Radio
Existence 2_0
GNR Enhanced
MTUI
ArchiveInvalidation Invalidated
12 new uniques for Point Lookout
20th Century Weapons (possibly 19th and 20th century)
Ammunition Schematics for FWE-WMK-CRAFT-Full CalibrV1_4
Box Magazine XM1014 Shotgun
CALIBR1.4
Classic Fallout Weapons
EMP Weapons
EMPulse Weapons for FWE 603 and WMK for FWE
Godfathers Kewl Unique Weapons
Mose Unique
Unique Guns Arsenal Mod
Unique Junk
Weapon Mod Kits - Unique
Do any of these mods clash with other? Do some of these mods need mods I don't have? Will those additional mods clash with the mods on the list?
I know this is a lot, but it's still under the hard plugin limit, and I managed to get Skyrim working with about this many mods, if not more (albiet with duplicate item crafting recipes), so I'm not too concerned about this many mods not working.
Okay, let's hammer out the details and then the mod-order should be easy as cake (knock on wood)
I was recently informed that several of the quest mods affect the same area and may conflict, which ones are those?
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