Not sure if you’ve been asked this before, but what are your favorite/essential mods for new vegas? I’ve only ever played it unmodded so I’m curious
Good question! I definitely have answered this before, but that was so many years ago. It's only now that I've taken the opportunity to overhaul and modernize my own mod set-up that I've been figuring out the answer to this question myself. But I can definitely talk you through the most important parts of my new load order.
First, however, every single person modding this game in this day and age absolutely needs to start with the Viva New Vegas modding guide, and follow every step to the letter. The recommendations are air-tight and the instructions are written and presented as if you, the reader, have never even seen so much as a computer before. It's amazing. The "Base" of VNV contains nothing but bugfixes, lightweight unofficial patches, performance optimizations, and other under-the-hood stuff designed to remedy FNV's infamous stability issues while maintaining a completely "vanilla" feel. This makes it absolutely necessary, in my opinion, even for people who don't actually want to play with any (other) mods. Especially crucial to this guide is its mandate to use Mod Organizer 2; if you're using Nexus Mod Manager, Vortex, or Fallout Mod Manager any time since Biden got elected, you are shooting yourself in the foot plain and simple. The best endorsement that I can give of Mod Organizer 2 is that it mods you game completely virtually, meaning that if you fuck your mods up beyond repair, you can just go to your actual FNV launcher in your root folder and boot up the vanilla game like nothing ever happened.
And the "Extended" section of Viva New Vegas consists of more modding tools, quality of life tweaks, content restorations, and a curated list of strongly recommended gameplay modifications that nevertheless all come down to your personal preference (though deviating from their provided list may make you use your brain a little bit when choosing the right compatibility patches, and so on).
This isn't going to cover every single thing that I play with, but here's everything that I would think to suggest to anybody who asked. With that said, here's Fallout "Lou" Begas's Mod Recommendations, 2024 Edition:
Viva New Vegas Extended: Lou's Preferences
VNV Extended recommends several gameplay modifications that come down to personal preference. I installed just about all of them, with a few exceptions (I don't care at all for B42 Optics, for example). Here's some specific details:
Just Assorted Mods has a hell of a lot of features but I actually enable are breath-holding, the vanilla sprint, and the loot menu (though I flip-flop often on using JAM's Bullet Time in place of V.A.T.S.). If you install VNV and boot up the game and wonder "what is all this fucking shit on my HUD," it's probably some of Just Assorted Mods's components. Just disable the ones you don't want in the in-game Mod Configuration Menu, which you will also have available if you followed the instructions for VNV Base.
Vigor is a modernized fork of JSawyer, the mod that was originally created by FNV's own director after the game's release that tweaked a lot of under-the-hood game settings and statistical balance to his personal preferences. JSawyer Ultimate Edition a more faithful modernization of the original JSawyer whereas Vigor is "a more lightweight alternative" that dials back some of the more drastic features of JSUE. Your choice of these, or none of them, is purely personal preference, and my preference is for Vigor. Any form of JSawyer is strongly recommended if you play in Hardcore Mode.
Simple Vigor Config is used in conjuncton with Vigor and is an intuitive and easy way to overwrite Vigor's gamesetting changes with your own preference. I use the config to adjust carry weight to a much more punishing (25 + 5*STR) formula that incentivizes the use of backpacks, mindful inventory management, and companion inventory space; and to increase the starvation, thirst, and sleep Hardcore Mode rates to 10, 5, and 14 respectively.
Desert Natural Weathers is the weather mod to end all weather mods, in my view, and it includes configuration for customizing the darkness and visibility of nighttime. This effectively obsoletes former dinosaurs like Darker Nights Ultimate Edition. Refer to the post that I made on DNUE's Nexus page here for a copy of my settings to darken those dang nights with DNW.
In AIStewie's Tweaks's nvse_stewie_tweaks.ini file, I set bCustomSpecialPoints = 1 and iNumPointsToAllocate = 35. This slightly reduced starting stat spread forces you to make tradeoffs in your character creation, because it starts with a perfect middle 5 in every stat. Every addition above average will require a subtraction below average. The "Essentials" INI included with VNV Base is all that most players will ever need, so this is my one specific personal tweak that'll keep you from scrolling through every single option in the whole damn thing (though I also recommend enabling the tweaks that hide all of your skill check tags in dialogue for more immersive and less gamified roleplaying in conversation: set bNoSkillTags, bRemoveFailedSuccessText, bRemoveRedOutline, and iRemoveTags to all = 1. )
Lou's Personally Valuable or Sentimental Tweaks and Fixes
Better Pause Menu Screen (Simple Blur). I play with an ultrawide resolution and the vanilla pause menu filter doesn't actually extend past 1920x1080. So this is really vital, lol.
Vanilla Animations Weapon Scale Fix. This mod will fix a common issue with custom weapons and animation mods where your weapon will become invisible because its scale has gotten stuck at 0.
Companion Carry Weight Fix. All companions in the game have an invisible attribute called "companion suite" that, among other things, halves their carrying capacity based on their actual stats. If you play with a super low carry weight formula like I do, you can see how this is a problem. Here's the solution.
Miscellaneous Tweaks Collection includes a few files that I get great use out of: No DLC Recipes Early (great unless you integrate DLC crafting ingredients into your base game somehow) and Vendors Have Throwables (why the fuck are throwing weapons so hard to find in vanilla!). There are others that I use as well but I recommend these two the most generally.
Lucky 38 Suite Upgrade Terminal Tweak is a very cute little mod that removes the ugly wall-mounted terminal and makes you purchase your suite upgrades from the actual computer on the desk in the master bedroom instead.
I Fought the Law - Simple NCR Start finally gives you a good reason to check out NCRCF if you're not siding with the Powder Gangers.
Hire Cass Early was my "dream mod" for the longest time, and thanks to some help, it's finally a reality. Simply pick up the letter that this mod adds to the Mojave Express office in Primm and you can recruit Cass right away (through the usual persuasive requirements) without ever stepping off the road from Goodsprings to the Mojave Outpost. Part of my ongoing "make @ikroah real" project.
Harder Strip Access. Getting into Vegas to finally confront Benny should feel like a tremendous accomplishment. This mod makes it so. Better pony up the caps or call in one hell of a favor, kid! With any kind of tougher economy mods, especially, this mod makes it wonderfully Herculean to just buy your way onto the Strip.
Balance Tweaks
Pseudo-Realistic Carry Weight - No Weightless Item Overhaul and Realistic Bottle Cap Weight. The former is actually an optional file; the main file just implements the the carry weight formula that I was coincidentally already using. The latter just forces you to think strategically about how much money you're walking around with. Can you tell that I love inventory management? Note that if you give bottlecaps weight, you should definitely let yourself drop them when necessary by editing Stewie's Tweaks (bShowCurrencyInContainers = 1).
Carry Weight Affects Speed, Med-Tek Trauma Kit (Lou's Version), and More Conditions to Fast Travel. The first appearance of my own mods on this list! These three mods in conjunction tie your encumbrance and your overall health to your mobility far more strictly. I love the balancing act of packing enough supplies for an excursion while leaving enough room for loot that I can still fast travel with, and the choice to get greedy with more loot than I can comfortably carry and just hope to not run into danger on my slow walk back toward a merchant. My tweaks to the classic Med-Tek Trauma Kit mod apply this level of emergent gameplay and resource management to your limb health, though it makes the game much more difficult unless your character specializes in Medicine. I haven't tried it myself, but Simple Healing System is fully configurable, modern mod that I've had my eyes on and that might be better for most general playstyles, and it might even be compatible in conjunction with my Med-Tek mod for extra intensity!
Better Charisma (Charisma Affects Dialogue Skill Checks) and/or Charisma Affects Reputation. I've always been very frustrated with how much of a meaningless dump stat Charisma is, and the phenomenon of the 1 CHA 100 Speech player character in general. These two mods, which you can use just one of or both together, give Charisma much more meaningful and palpable functionality.
Terrifying Presence (Lou's Version), speaking of Charisma, changes the requirement for this perk from Level 6 and 70 Speech to Level 2 and 6 CHA, making it much more accessible to more types of intimidating characters. This same mod includes alternate options to take it as a trait instead, with the drawback(s) of either tanking your Speech and Barter and/or increasing your addiction chance. See also: Less Snarky Terrifying Presence.
New Vegas Karma Rebalance is a great under-the-hood mod that makes FNV's nearly vestigial karma system less nonsensical without removing it or its effects on the player entirely. Thanks to this and Mass Ownership Tweaks, which is already included in VNV Extended's recommendation of Essential Vanilla Enhancements Merged, Cass won't hate your guts just for stealing a few things from Caesar's Legion at Cottonwood Cove, especially not after you've already killed them all.
Damage Multiplier solves the sluggish damage sponge problem that plagues Bethesda engine combat by simply multiplying all damage dealt globally, both by and to the player, by a factor of your choosing. I use 2.5x, which is usually enough to kill any level-appropriate human being with a single shot to the head. 2x should be the minimum. Combine with Combat Enhancer NVSE and NPCs Use Ammo for overall faster but much more ferocious and intense combat engagements.
Visuals and Animations
Third Person Camera Overhaul. Though I'm still getting used to its extremely specific configuration settings, this is vital for a third-person enjoyer like myself. It obsoletes any and all "dynamic camera" or "shoulder swap" mods of the past. Once you figure out how it works and what you like, you're set for life.
Realistic Movement and Dramatic Inertia. Although a little goofy, it has never felt better for me to physically move around in the game than it has before. I like the weight and get-up-and-go that this mod has for me as a player, but it's especially significant in firefights and other combat situations where, now, your targets can't dodge bullets by shifting direction instantly or stopping and turning on perfect dimes. For a single, less heavyweight alternative, try 360 Movement and Diagonal Movement together instead. Each pair of these mods is incompatible with the other pair, however.
B42 Loot, B42 Interact, and B42 Inject. I recommend a lot of the B42 family of animation overhauls in general (except B42 Optics, lol) because I just love seeing my character actually do the things they're doing. For B42 Loot, I use the included config file to disable the "force pull" effect, and for B42 Interact, there exists compatibility patches between it and its more third-person oriented counterpart Animated Ingestibles, but I'd only look into that if you know what you're doing (though, I do).
Character Kit Remake is a mod that I was turned onto recently. For a long time I have scoffed at character appearance overhauls out of nostalgia for those classic gamebryo engine potato-faces and what I thought was, to be blunt, the tasteless ineptitude of the actual overhauling. But I do really like this one, even if the showcase of screenshots do a really bad job of selling it. It looks a lot better in motion and in game, I promise. i think that these people are just not good digital photographers.
Height Randomizer. It's funny how much you can get attached to a minor character when they are, for whatever reason, especially tall or short. This lightweight mod just adds some height variance to all NPCs in the game that don't already have a non-normal 1.00 height setting in vanilla.
The Strip Groove. Dance on command. Endorsed.
Items, Economy, Crafting, Survival, Repair, Etc.
Gloves Galore (Lou's Version), Power Armor Gloves, Combat Armor Gloves, and White Glove Society Wear Gloves. Anyone who has followed me long enough on here should know that I have strong, totally normal feelings about gloves.
Armed to the Teeth Redux and literally any backpack mod. I've used this duffel bag forever, for example. I love these ones because I personally love when you can physically, literally see the things that a character is supposed to be carrying.
Flashlight NVSE. Another piece of Agnes Sands's arsenal, this is the one "old" mod that I can't quit. Even if it is a little janky, I've yet to find a better directional flashlight mod. Only install this is you think you can handle wrestling with it a little, and make sure your "Exterior" flashlight settings are all on the lowest quality regardless of computer specs (or else it causes flickering). It's a must-have for darker nights, too.
Famine is the last "loot scarcity" mod you'll ever need. Combine it with Harder, Barter, Faster, Stronger from the VNV Extended recommendations list for a really tough time affording even basic necessities without tailoring your build for mercantile success... which is just how I like it.
Cheaper Repair Costs. The vanilla formula for determining the cost of weapon and armor repairs at merchants is, in a word, fucked, where it literally costs twice the weapon's base value to repair it from broken. This mod lets you adjust that proportion so that you won't be better off literally selling and buying another gun in every single case. I play with a rate of 67% (which means that paying a merchant to repair a completely broken weapon from 0% health to 100% health will cost 67% of the weapon's base value).
Alternative Repairing does too much cool, practical shit to the base repairing system to even get into here. To keep it short, it intuitively incentivizes actually scrounging for all kinds of formerly useless junk that you can now scrap for spare parts. Check it out.
Water Overhaul. Ever play with a Universal Water Bottling mod and find things suddenly far too easy? Water Overhaul combines all the convenience and sense-making of bottling water anywhere with the much-needed tradeoff of truly purified water being much rarer. All that convenient H2O is now just radioactive enough to keep Goodsprings Source from singlehandedly breaking the survival economy of the game (not to mention the literal economy).
Cowboy Coffee and Coffee Grounds, my own mod that adds brewable coffee to the wasteland. While mostly just created because it's cute, it's really nice to have a reliable and palpable source of sleep deprivation relief when playing in Hardcore Mode.
Gun Oil From Animal Fat, another mod of mine that provides a cheaper, craftable, and less demanding but less effective repair option to complement Weapon Repair Kits. I patched this one recently to fix some old issues, and it's great for incentivizing emergent gameplay (since you need to hunt for meat, and cook the meat for fat, and combine the fat with loot to make the gun oil).
Sound
Less Constant Music and Passive Combat Music Tweaked do exactly what they say on the tin and are perfect for people who like to get immersed in the natural sound of their environment, especially if you're a chronically stealthy player like me and you've trained yourself to constantly listen for enemy footsteps. I do recommend keeping Less Constant Music disabled when you first start a game, though, because until I can figure out how to add an exception to it myself, it will remove the background music from character creation at Doc Mitchell's house more often than not, and I really like that music.
SPEAKING of Doc Mitchell's music, Try Not To Get Killed Anymore is one of the first mods I ever made and it has never left my load order. It simply replaces the musical sting that plays when you die with an emphatic, tolling bell and the refrain from Doc Mitchell's theme, plus an optional version that includes his ghostly voice telling you to try not to get killed anymore. Two of my other personal sound replacers are the Mysterious Stranger Level-up Theme, Simple Snap Sound Effects for Quest Updates, and Mechanical Camera VATS.
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Building off of what I wrote in my fic "Sparks," I'm really compelled by the idea of Ford genuinely no longer being interested in sailing around in a boat with Stan by the time they were seniors in high school.
I like the idea of it not being just a symptom of the resentment that had been building between them, nor it being a dream of Ford's that only paled in comparison to west coast tech, but it being a genuine loss of interest on Ford's end. I think it complicates things even further in some really juicy ways.
Like, imagine going through high school slowly losing more and more interest in the dream you've shared with your twin and only friend ever since you were little kids. How do you break it to him? How do you explain it to him without making it sound like a rejection of him? Without it making him hate you?
How do you explain it without it feeling like a spit in the face to all the hard work he's put into a plan that started out as a way of him comforting you by telling you "it doesn't matter what people say about you, you're going to be an adventurer who sails away into the sunset and never has to hear their mockery ever again, and there will be babes and treasure and heroism, and then they'll all see how cool you really are!"
And all through high school you think to yourself, "he's going to move on to more realistic dreams any day now, and then I won't have to say anything about it!" But no matter how many times you mention something else he could do with his life that he seems interested in, or bring up the challenging logistics of traveling around long-term in a boat, he sounds just as committed to the childhood dream as ever, and completely oblivious to how apprehensive you sound.
So resentment grows, little by little. Because that's easier than confronting the soul-crushing levels of guilt that are building up inside of you, every time you don't take an opportunity to tell him you don't want to do the plan anymore. You don't have a single person in your life who modeled how to have difficult conversations for you. As far as you know, having this conversation with Stan would crush him into tiny little pieces and then he would hate you forever, and you can't stand the idea of losing the only friend you've ever had.
So tensions grow. A lack of interest turns into a bitter resentment that, if you were really being honest with yourself, is directed more at yourself than it is at Stan.
And then the falling-out happens, and it seems like you were proven right. Stan hates you now, and he's never going to forgive you for giving up on his dream. But two can play that game, so you try to hate him too. Because if you hate him too, then maybe it won't hurt as much that he never came back. That he never even turned up at school, or by the boat, or in through your bedroom window in the middle of the night. He knows what dad's like, and how he says impulsive exaggerated things when he's angry, and haven't you both dealt with his harsh words countless times before and been able to dust yourselves off and joke about it later? So why isn't he back at home, joking with you about how absurd your dad acted that night, being impossible and belligerent about ruining your dream, but at least now you're even, because you've ruined his dream too.
-
And now imagine you find out he risked the lives of everyone in existence to bring you back, right after you had accepted your fate was to die killing Bill. It would be terrifying and confusing and infuriating. If he cared so much, why didn't he do something to reconnect with you sooner? Why did he ignore you in favor of trying to make it big without you? Why didn't he take the infinitely safer and simpler action of reaching out to you without you having to track down his address and send a desperate plea for help? You were convinced that he didn't care enough to bother with you unless you had an important enough reason for him to come. But even then, he thought your plans were stupid. He didn't want anything to do with you, not even with the world at stake.
Did he save your life out of guilt? Does he pity you that much? It doesn't add up with what he did in the decade leading up to shoving you into the portal. And the dissonance between the version of him in your head that hates you, and the man who held out his arms to welcome you back to your home dimension, is so strong that you feel like you're being lied to again, like you're back in the depths of gaslighting and manipulation that Bill put you through, even though there's no way that's what Stan is trying to do... right? You can't figure it out, so you run away from it. You don't want to know the answer to whether or not Stan hates you, because you don't know which answer would hurt more, so you try to make him hate you more than ever, because at least then you would know for sure how he feels.
And in the end, after he sacrifices his memories for you, and for the world, things seem clearer. The layers upon layers of confusion and anger and hurt seem to have washed away like drawings in the sand, leaving behind the simple truth: that you two had an argument, and didn't move past it for forty years, and despite everything you put each other through, you both still want to re-connect.
So you sail away in a boat together.
And at first, it's wonderful. It's exactly what you want. It feels like an apology to Stan, and a thank-you for saving the world, and a once-in-a-lifetime chance to heal the rift between you two, and it's good to be back on earth, and you wonder why you ever doubted the dream you two once had.
But then, after the first long journey you spend on the sea together, when you get back home to dry land, Stan is already talking about planning your next adventure out on the open sea. He recaps every adventure you had on the first trip, over and over again, and he wants to chat with you all through the morning and long into the night, and you don't have the words to explain to yourself that you don't have enough social battery for this, and suddenly you're slipping back into the horrifyingly familiar feeling of Stan being overbearing and needing space from him and how could you think that? How could you think that about him after everything he's done for you and everything he's forgiven you for? But the longer this goes on, the more you realize that you still don't want to spend the rest of your life sailing around with Stan. It's great fun in moderation, but the idea of your whole life revolving around Stan and going on adventures with Stan and being in a boat with Stan with no time to be by yourself thinking about your own things and figuring out your own dreams makes your skin crawl with a claustrophobic kind of panic that you still don't know how to put into words forty years after the first time this feeling grabbed you by the throat and ruined your friendship with Stanley.
But the first time this happened, it nearly ruined his life forever. You can't let yourself feel this. You don't feel this. You're happy to spend the rest of your life fulfilling Stan's lifelong dream, and making up for the time you crushed his dream, and sure, maybe he crushed your dream once too, and maybe it would be nice for him to support your dreams like you're now doing for him, but you can't say that. He saved the universe, and it would be horrible and ungrateful and cruel for you to try to voice these feelings, especially when you don't know how to voice your feelings without it making other people feel like you twisted a knife into their gut. So you try to pretend the feeling isn't there.
You go out on a boat with Stan again. You planned out another incredible journey together, and this should be fun, and you should be happy about this, but the unspoken feeling you shoved as far down in yourself as it could possibly go is eating you alive. The worst part? Stan is starting to notice. You have never been good at hiding your emotions. The trick to it has always been to convince yourself you don't feel it at all, and not think about it, and that has always worked like a charm. But whenever the emotion claws its way back up to the forefront of your mind, you can tell Stan knows something is wrong. So you can't even give him the happy ending he deserves. You can't even convince him that you want to be here on the open seas forever with him, like he deserves. And you keep trying and trying to hide it, but Stan keeps asking in roundabout ways, like "You're being awfully quiet, sixer," and "whats that look on your face?" and eventually it comes exploding out of you like a shaken-up soda bottle dropped on its cap.
And then it's like you're back at home in New Jersey again, standing in the living room while dad grabs Stanley by the shirt. It all comes pouring out of you, in the worst possible way, with the worst possible phrasing, like a pandora's box of monstrousness, and Stan tries to fight back against the sting of your words, but you're made out of acid and you're burning through him and you can see it on his face, and there's never any coming back from this, not this time, you'll just have to either jump into the ocean or become a monster forever, so Stan can hate you more easily again, and-
-and at the end of the outburst, you're still on a boat in the middle of nowhere in the ocean with your brother, in dangerous waters, and you have things to do to keep the boat running smoothly.
You can't run away from him. He can't run away from you. You're stuck here for at least a couple more weeks, even if you turned around and sailed back towards shore right away.
-
And the thing that compels me so much here, despite how unbelievably angsty it all is, is that it sets up a situation wherein the Stans might end up forced to actually address the decades of resentment and confusion and wanting-to-reconnect-throughout-it-all that they thought they could gloss over and heal with enough time spent adventuring together on a boat. They might end up forced to actually address the crux of the issue that drove them apart in the first place: Ford wanting a little more space to feel like his own person, and to feel like he's able to have his own dreams, too.
It wouldn't happen easily, nor right away, but if they were stuck together on a little boat in the middle of nowhere surrounded by magical creatures they have to protect each other from in order to make it back home alive, then after they had one fight where they brought up all the things they silently agreed to never bring up again, it would probably happen many more times, and each time it would leave them both angrier at each other than ever, until eventually something honest slipped through amidst all the saying-anything-except-what-they-mean bickering. And once enough of these honest moments slipped through, then they would have a thread to tug on to start to unravel the gargantuan knot of their decades of unresolved conflicts.
And then, eventually, maybe Stan could learn that he can have a good friendship with his brother without needing to be glued to him at the hip, and Ford needing a certain amount of alone time doesn't mean he dislikes him or wants to abandon him, and Ford could learn that he can be honest and have a meaningful connection with someone without it driving them away and making them hate him.
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