1 Legend 2 Guns 2.1 Pistols 2.2 Rifles 2.3 Submachine guns 2.4 Shotguns 2.5 Heavy weapons 3 Energy weapons 3.1 Energy pistols 3.2 Energy rifles 3.3 Energy heavy weapons 4 Explosives 4.1 Projectile 4.2 Thrown 4.3 Placed 5 Melee 5.1 Bladed 5.2 Blunt 5.3 Thrown 6 Unarmed 7 Other 8 Unused weapons 8.1 Cut content 8.2 Legacy content 8.3 Non-player character weapons 9 Behind the scenes 9.1 Specific. It takes the fun exploration of Fallout 3 and combines it with the array of content Fallout 2 offered. Players begin their journey as a courier who was shot in the head and left for dead. You spend part of the game finding the man who killed you, but the game quickly spirals into a three-way war over Hoover Dam.
FWE adds a number of new weapons, armor, and other useful equipment, increasing the diversity and range of options available to players. All new and existing items have been rebalanced for a consistent feel and to ensure that everything has a worthwhile use. New weapons and armor have only been added that were present in prior Fallout games to maintain the 'canon' of the series.
Contents
Classic Fallout Weapons. Check Out This Mod. This bad boy adds a whole bunch of the best classic Fallout weapons to the Wastelands in Fallout 3. It’s your job to find them, though, and it’s going to be quite tough to kill enemies that wield them. Still, the weapons are well balanced and shouldn’t make you feel like the game is broken at all. The mouthpiece of the gaming generation, The Escapist aims to capture and celebrate the contemporary video gaming lifestyle and the diverse global video game culture by way of in-depth features, thought provoking articles and relevant columns authored by leading video game authorities, as well as cutting-edge video shorts, engaging forums and robust social media elements that incorporate the.
- 6 Power Armor Overhaul
- 7 Equipment Tweaks
- 9 Repair Overhaul
Look, I love Fallout 3, New Vegas, 4, and I tolerate 76. But throughout the years I've been on this sub and YouTube, one thing everyone brings up in the endless arguments between fans of 3 and fans of New Vegas is that New Vegas was only developed in 18 months, as if that's somehow a knock to Bethesda.
Integrated Weapon Scanner [Credit: Kai Hohiro]
With changes to global damage and the weapon stat changes (describd below), the normal pip-boy dispay for weapon damage becomes very unreliable. FWE integrates Kai Hohiro's 'Pip-Boy Weapon Stat' mod , which allows you to quickly view the base stats for weapons, including damage, fire rate, spread, and AP consumption.
To use the scanner, equip a weapon for which you want to view the stats and hit the weapon scanner hotkey (default S-key). You can change the hotkey settings for the weapon scanner by opening the FWE control panel and going to 'Sub-Mod Configs > Weapon Scanner'
Weapon Re-balance
- All weapons (including new additions, see below) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.
- You will find that all weapons are more accurate and do slightly more damage compared to the original weapon balance. This is in addition to the global damage increase described above.
- Spread modifers for all weapons were adjusted and standardized by class of weapons (i.e. SMG, assault rifle, rifle, etc.)
- AP costs for all weapons tweaked. You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.
Projectile Weapons
- Properties based more on 'real world' physics.
- The 10mm round was used as a benchmark for adjusting individual weapon damage, and now does 20 base damage. Higher caliber weapons do scales up in damage (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.
- The critical damage of projectile weapons is typically 50% that of the base damage. Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.
- The speed and range of projectile weapons has been tweaked. Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further. Pistol rounds are also slower, making them less effective over longer distances.
- Automatic weapons have a greatly reduced durability to reflect their more temperamental nature. Simpler weapons (like a .32 pistol or shotgun) have higher durability.
Energy Weapons
- Energy weapons generally do more damage than originally. Their crit damage and crit chance is higher than projectile weapons.
- Laser weapons shoot very far, very fast, very accurately.
- Clip sizes for most energy weapons reduced, forcing more reloads.
- The durability of energy weapons is significantly reduced compared to projectile weapons to offset their increased power.
Explosive Weapons
- Explosion damage and radius increased noticeably for most explosion types [credit: Realistic Explosions]
- Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.
- Explosive 'ammo' (i.e. grenades, thrown grenades, mines) are targetable in and out VATS [credits: Explosive Explosives]
- Added an explosion knockdown effect, inspired by Pararaptor's Explosive Knockdown mod. Most explosives now have chance to knock players, NPC's, and creatures down. This chance is based on the average strength and endurance of the actors in the explosion radius. With a 1 END/STR average, the knockdown occurs 100% of the time, scaling down to a 10% chance at 10 STR/END.
Melee Weapons
- Knockdown effect added to the super sledge weapons, although the chance of knockdown is less than for explosions.
Unique Weapons
- Nearly every unique weapon now has a unique texture or model, and have been extensively tweaked to fill new and unique roles.
- Missing Unique Weapons added to game. These are hand placed throughout the wasteland [credits: Missing Unique Weapons]
New Weapons
FWE integrates a heavily tweaked version of Classic Fallout Weapons [Credits: War1982], which adds dozens of new weapons to the game, in addition to a few other new weapons, all occuring in prior fallout games. New items appear in loot containers, on NPC's, and in vendor lists. New ammunition types (CALIBR supported) are added to the game.
In addition, most new weapons feature new 'pip-boy' style icons [credit: The 3rd Type]
Small Guns
- Shotguns: HK CAWS, Pancor Jackhammer, Shotgun
- SMGs: PN P90c, Tommy Gun, M3a1 Grease Gun
- Pistols: .223 Pistol, Desert Eagle, 14mm Pistol, PPK12 Gauss Pistol (credit to Einherjrar et al.)
- Rifles: HK G11, HK G11 E, FN FAL, XL3OE3, M72 Gauss Rifle (credit to Einherjrar et al.)
Big Guns
- Bozar, L86 LSW, M60 Machine Gun
Energy Weapons
- Pistols: Wattz 1000 Pistol, Magneto Laser Pistol, Pulse Pistol, Glock 86 Plasma Pistol (credit to DaiShi)
- Rifles: Wattz 2000 Rifle, Winchester P94 Plasma Rifle, Turbo Plasma Rifle, Pulse Rifle
Melee + Thrown Weapons
- Rocks, Motoltov Cocktails, Cattle Prod, Wakizashi
Armor Rebalance + Additions
- Max DR raised to 95%
- Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].
- All armors are rebalanced and tweaked to improve the range of valid armor choices [based on: MR Armor Rebalance]
- Many 'light' armors are significantly less heavy and are are well-suited to sneaky types.
- Other armors increasingly weight more for the amount of protection they provide.
- New Advanced Combat Armor [Credit: Prometheus_ts], which adds three new sets of armor, in both Talon Merc and normal wasteland varieties. This includes Combat Armor Light, Combat Armor Mark II, and Combat Armor Mark II Heavy, and a new masked and unmasked combat helmet. You'll notice the talon versions appearing on the Talon Merc's, which adds to the diversity of their armor. The non-talon varieties will appear in vendor lists.
Night Vision [Credit: delamer]
FWE includes a simple night vision feature. When wearing power armor helmets, recon armor helmets, or the stealth armor helm (if using Operation Anchorage), you can now turn on night vision using a hotkey. There are two stages of night vision depending on the ambient brightness level. If wearing power armor on your body, night vision does not require any power to operate. If not using Power Armor, night vision drains a small amount of energy cells over time. The hotkey and energy use rates are configurable. Open the FWE Control Panel and go to 'Sub-Mod Configs > Night Vision
Power Armor Overhaul
FWE completly overhauls power armor, in terms of acquisition, training, repair, and armor stats.
Obtaining Power Armor and Training
Regular (non-unique) power armor looted that you find in the wastes or loot from enemies can no longer be worn immediately. It must be carried back to a workbench and CRAFTe’d into a “fitted” version that your player can wear. This change applies to regular power armor, brotherhood armor, enclave armor, outcast armor, tesla armor, and hellfire armor (if using the Broken Steel DLC). Both the body armor and the helmet must be fitted.
Once power armor has been fitted at a workbench, it can be worn immediately, even without the power armor training perk. However, without training you will suffer additional agility, perception, and weight penalties when wearing power armor. Acquiring basic power armor training (through the usually methods or those added by the integrated “more ways to obtain power armor training mod) removes these extra penalties and provides additional benefits.
Finally, an Advanced PA Training perk has been added as a level 12 perk requiring 7+ END that can be selected during level up, and which provides additional benefits. The breakdown of power armor training benefits is as follows:
No PA Training:
Armor only accounts for 50% of its weight
-3 to AGL
-1 PER
no STR or other bonuses.
Basic Power Armor Training:
Armor accounts fully for its weight,
-1 to AGL
+1 STR
+1 PER
Adv. Training:
Armor accounts fully for its weight
No agility penalty
+2 STR
+2 PER
+1 END
Alternative Power Armor Training (by Gryphon)
This feature adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route. This is essential for starting histories that don't let you follow the normal main quest. Highlight the space below to see spoilers for what these other means of obtaining training are:
Fallout 3 Best Melee Weapon
- Branchtender Linden's reward for the Oasis Quest
- Graining the Outcasts trust
- A book near the Medic Power armor
- A terminal near the T-51B power armor
Power Armor Stat Changes (Armor/Helmet)
*** Note that power armor continues to provide extra effects specific to their type (i.e. hellfire armor continues to provide fire resist)
T-45d / Brotherhood Power Armor
Weight: 100 / 5
DR: 65 / 10
Condition: 1000 / 75
Outcast Power Armor
Weight: 100 / 5
DR: 65 / 10
Condition: 1200 / 100
Enclave Power Armor Mark II
Weight: 80 / 5
DR: 70 / 15
Condition: 1500 / 120
Tesla Power Armor
Weight: 60 / 5
DR: 55 / 10
Condition: 950 / 60
T-51b Power Armor
Weight: 110 / 10
DR: 75 / 10
Condition: 1800 / 150
Enclave Power Armor Mark I
Weight: 110 / 10
DR: 80 / 15
Condition: 1600 / 130
Hellfire Power Armor
Weight: 120 / 10
DR: 75 / 15
Condition: 2000 / 200
Repairing Power Armor
Repairing power armor uses other suits of power armor or fusion batteries (for the suit) and sensor modules (for the helm).In addition, you can CRAFT a power armor repair kit at a workbench. These repair kits are made from 3 scrap metals, 1 abraxo cleaner, and 1 conductor, and will yield two power armor repair kits. You need at LEAST 50 repair skill in order to CRAFT the repair kit.
Disabling Power Armor Fitting Requirements
You can disable the Power Armor fitting requirements, allowing you to immediately wear looted power armor (provided you have the basic training perk) by going to the FWE Control Panel > FWE Settings > Power Armor. You will no longer be able to create fitted PA suits, but you can wear found power armor normally provided you have basic training.
Equipment Tweaks
Weapon Condition
- Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.
- When reloading, there is a chance the weapon will jam. 1% at 50% condition, to 25% at 10% condition.
- Weapon condition has a slightly greater effect on fire rate for automatic weapons, with slower rates of fire at progressively lower conditions.
- Reduced equipment condition degradation rates [credit: XFO]. Damage to weapon and armor condition is roughly halved. This option is configurable:
Equipment Wear Rates Control Panel Options ( Combat > Wear Rates ) Option 1 - Very Low Wear Rates - 12x slower Option 2 - Low Wear Rates (FWE Default) - 6x slower Option 3 - Moderate Wear Rates - 2x slower Option 4 - High Wear Rates (Vanilla Default) |
Medical Equipment
Various items of medical equipment now provides a bonus to your medicine skill when combined at a workbench into a medical kit. Combining a Bonesaw, Scalpal, Forcepts, Tweezers, and a Toolkit at the workbench creates a 'Medical Kit' misc item that provides +10 to your medical skill when in your inventory.
Item Values
Full rebalance of item values, in particular weapons and food/chem items. Weapons are typically worth 2-4 times LESS caps than previously, reflecting the relative abundance of weapons across the capitol waste. Many over priced food items are reduced in value (in particular pre-war foods) and the value of many drugs were reduced as well. This contributes to an improved economy and makes accumulating mountains of caps more challenging.
Misc Items
The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].
FWE includes T3T's Misc Item Icons mod, which adds new pip-boy style icons for many misc items in the game.
A configurable option has been added to control the rarity of misc items in loot, containers, and vendors.
Misc Item Rarity Control Panel Options ( Loot Settings > Misc Supplies Rarity ) Option 1 - Abundant Loot (Vanilla) Option 2 - Less Loot (FWE Default) Option 3 - Rare Loot |
Ammo Overhaul
Ammo now has weight [Credit: Weighted Ammo Mod] when held in your inventory. Now you can't carry an entire ammo supply dump around with you. Ammo weight is applied to used CALIBR ammo types as well. Ammo weight is as follows:
- 0.01 lbs : Darts; BB Ammo; 5mm
- 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel
- 0.05 lbs : 44 Magnum; .308 Caliber; Rail Spikes
- 0.10 lbs : Shotgun Shell; Mesmetron Cell
- 1.00 lbs : Missile
- 3.00 lbs : Mini Nuke
The weight of the different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight].
The total weight of ammo carried can be seen by looking at the < Ammo Supply > item in your misc items tab.
You can DISABLE ammo weight by opening the FWE Control Panel and going to 'FWE Feature Settings > Ammo Weight' and choosing the disable ammo weight option.
Ammo is typically 2-3 times more valuable. This makes ammo a significant commodity for trading.
Ammo is now much less common (by default) throughout the wasteland, including ammo found at vendors, in loot containers, and on NPC's. This option is configurable:
Ammo Rarity Control Panel Options ( Loot Settings > Ammo Rarity ) Option 1 - Abundant Ammo (Vanilla) - Chance none ~25% Option 2 - Common Ammo - Chance none ~40% Option 3 - Limited Ammo (FWE Default) - Chance none ~66% Option 4 - Uncommon Ammo - Chance none ~75% Option 5 - Rare Ammo - Chance none ~90% |
Repair Overhaul
Cross Repair
The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].
- Many weapons and armor are now cross-repairable with logical counterparts.
- Schematic-built weapons repairable with original parts
- Clothing and leather armor repairable with fabric items and wonderglue
- Weapons and metal armors repairable with scrap metal
- Wooden stuff repairable with wooden stuff
Scrap Metal
Changed the role of scrap metal for use in repairing weapons and armor. Scrap metal is no longer used in the repair lists. Instead, you must use the workbench to CRAFT 'repair parts' out of scrap metal. You will gain this ability once your repair skill reaches level 50, at which point TWO scrap metals will yield TWO repair parts. At repair skill 75, two scrap metals will yield three repair parts, and at skill 100 four repair parts. The weight of scrap metal has been increased from 1.0 to 1.5. Repair parts weigh 0.5, so converting scrap metal into repair parts is a weight effecient solution.
Toolkit
You can now CRAFT a tool-kit at a workbench by combing a lunchbox with a hammer, wrench, scissors, and iron. The 'toolbox' will provide +10 to your repair skill when held in your inventory.
Other Repair Changes
Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].
Tweaked the repair gamesettings. You can now repair weapon armor condition the same level as your repair skill. For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition. Now with 50 repair skill you can repair to 50% condition.
The repair skill of vendors has been increased to provide an alternative to those who do not specialize in repair.
The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost. In conjunction with the broad price reductions for weapons and armor, it should be more feasible to use vendors to repair.
With the release of Fallout 3, the post-apocalyptic role-playing game series was no longer the same as before.
Gone were the days of isometric views and complex RPG rules, and welcome were the days of first-person combat and exploration.
With an expanded experience, also came expanded modding options.
Being such a sprawling game, there was plenty of room for modders to have some fun. Plus the Fallout 3 modding scene is so active, that the game is still receiving mods today that try to keep the game fresh.
Picking a handful for this list was a very difficult task. But I love the Wasteland so much, that I’ve ventured out of the Vault of the vanilla game to bring you the very best must-have Fallout 3 mods.
25. Fallout 3 Mod Manager
If you’re a huge fan of mods, you really can’t skip the incredibly useful Fallout 3 Mod Manager.
This mod doesn’t just provide a way to keep track of all the mods currently installed for the game… it also prevents failed installations from messing up your game.
Plus it can upgrade mods automatically and even turn them on and off at will.
And if you’re a modder, the Mod Manager also provides some useful tools that will make your quest to change the Capital Wasteland much easier.
24. Followers Relax
Fallout 3 followers see an increase in their happiness of over 150% after their leader installs the Followers Relax mod, a study from the Roosevelt Academy reveals.
The Followers Relax mod changes the basic “Wait” AI package from “Guard” to “Sandbox”.
This means your followers will not just stand there once they’re told to wait… Instead they’ll move around the immediate location and even interact with the environment.
They really look like normal people now, don’t they?
23. Fallout 3 Redesigned
Even in 2008, Fallout 3 was far from being the best looking game out there.
While locations were alright, human characters definitely were not.
Fallout 3 Redesigned fixes the appearance of most NPCs in the game by redesigning their facial structures, and removing the weird skin tone that made humans look like another monstrous byproduct of the nuclear holocaust.
Note this mod is not compatible with others that change NPCs, so make sure to deactivate this to avoid messing up your game if you install some others.
22. Mart’s Mutant Mod
For a post-apocalyptic world, the Capital Wasteland lacks those horrifying beings you’d expect to see in such a world.
If you don’t install Mart’s Mutant Mod, that is.
Mart’s Mutant Mod brings the diversity that Fallout 3 mysteriously lacks, introducing a lot of different creatures to the game.
These range from all sorts of robots to twisted, grotesque…things that are truly the stuff of nightmares.
As such, always keep your weapon locked and loaded: you’ll need it.
21. Megaton House and Theme Overhaul
Time for some painless renovation work, Vault Dwellers!
The Megaton House and Theme Overhaul mod brings a complete internal and external redesign of the Megaton House.
This includes new furniture that better matches the new design, and a brand new basement featuring weapon displays, Armory Storage, and all those facilities you expect to find in a post-apocalyptic house.
But you’ll have to work to get into the basement: complete the mini-quests and enjoy the benefits of renovation.
20. Sydney Follower
Sydney is an extremely faithful companion, and one that has a lot to teach players.
Sadly, she stays with us for a very short time. But modders are here once again to save the day!
And to save a beautiful friendship.
The Sydney Follower mod allows you to make Syndey a follower, introducing new dialogues, side quests, and more stuff that’ll let you get to know this character better, and receive her aid whenever needed.
She doesn’t even feel tacked on, as all new dialogues are fully voiced and complete with lypsynch. Modders give what Bethesdoesn’t.
19. Fallout 3 Reanimated
A nuclear holocaust brings about a great many things. Some of them bad, some of them good.
Among the good things it brings, is reanimation.
I’m not talking about bringing the dead back to life. I’m talking about new animations!
Fallout 3 Reanimated adds 80 new animations for human characters that are so much better than the clunky animations of the vanilla game.
So much better that you’ll wonder why you thought they looked acceptable in the first place. Must have been the fumes.
18. Better High Detail Map and Icons
Maps are very important in sprawling role-playing games. But sometimes, it seems like developers forget that a well-detailed map only makes the game better.
While the Fallout 3 map is more than decent, it pales in comparison to the new, highly-detail map introduced by the Better High Detail Map and Icons.
The tweaks are pretty lengthy so it would take a while to list them all… just do yourself a favor and check out the mod page, you’ll be impressed.
17. NMC’s Texture Pack
Switchblade
It’s never truly enough for modders.
You get perfectly balanced gameplay, and someone changes it up. You get decent graphics, but someone thinks they can do better. And we thank them for it!
NMC’s Texture Pack is an amazing pack that brings new, high-quality textures for terrain, trees, interiors, exteriors, and most vehicles.
This effectively improves the game’s visuals considerably, no matter if you’re playing on an old laptop with a 720p resolution, or on your brand new 4K monitor.
16. FWE Weapons Pack
More weapons, more fun!
The FWE Weapons Pack brings 30 new weapons to Fallout 3, assuming you have the Fallout 3 Wanderers Edition mod installed.
The new weapons have some unique capabilities such as different fire modes, the ability to use multiple ammo types, and a few more features.
Not a massive overhaul, to be honest. But a welcome one nonetheless.
15. Energy Weapons Advanced
I don’t know about you, but I think energy weapons in Fallout 3 are pretty bad.
In the vanilla game, that is.
Energy Weapons Advanced completely overhauls the behavior of energy weapons by tweaking damage, critical hit rate, status effects, fire rate, and more.
It also brings new weapons lifted from the first two entries of the series, plus Fallout Tactics, into Fallout 3. I think in the attempt to heal you from the most dangerous sickness of the Capital Wasteland: nostalgia.
14. Energy Visuals Enhanced
Now that energy weapons have been made awesome, Fallout 3 has become even more awesome. But there’s still something missing.
The Energy Visuals Enhanced brings that oomph factor that the Fallout 3 energy weapons lack.
It introduces 32 new animated critical kills, plus new enhanced projectiles, new animated impacts, new textures for all laser and plasma weapons, new sounds, and pretty much anything you can think of that can improve the feel of these weapons.
Lovely!
13. Tenpenny Tower Reborn
Tenpenny Tower is an already majestic location in the Capital Wasteland. But anything can be made better.
This Tenpenny Tower Reborn mod tries to improve pretty much everything regarding the iconic location, from visuals to quests and events that happen inside of it.
Without spoiling anything, we’ll just say that a quest with a very sad outcome has been tweaked so you’ll have the chance to end things in a much better way!
12. Weapon Mod Kits
If you want to make the many weapons in Fallout 3 feel unique, this Weapon Mod Kits is worth snagging.
It’s a modification that works in conjunction with the Fallout 3 Wanderers Edition mod, to introduce the ability for you to… well, mod mod weapons.
You can do this with stuff like silencers, extended magazines, auto-fire mechanisms, and more.
And each weapon mod also improves weapon durability, so you really have no reason to skip this mod as soon as you start the game: you’ll be thankful for it later.
11. DarNified UI F3
Do you know what I really like in role-playing games?
Having multiple interface options. The same ones Fallout 3 is missing.
With the game’s vanilla user interface not being particularly customizable, the DarNified UI is a true godsend. Because it adds smaller fonts, better clarity for items in lists, scaling of several elements, plus other visual changes that makes everything cleaner and much more functional.
I didn’t buy a 4K monitor to see letters take up half the screen, after all!
10. FOOK 2
Time to FOOK Fallout 3 up!
Don’t worry, I haven’t just gone mad. I’m talking about FOOK 2, the Fallout Overhaul Kit, which adds hundreds of new items, high-quality retextures, and many new gameplay features to boot.
Great care went into the creation of the new gameplay mechanics here, as they’re perfectly balanced and fully integrated into the game.
Sounds good, doesn’t it?
9. A Note Easily Missed
Take a deep dive into the Fallout universe lore with one of the best quest mods ever released for Fallout 3.
A Note Easily Missed allows you to learn more about the lives of several different individuals before the nuclear holocaust happened, and the world changed forever.
This mod features a lot of reading and a lot of puzzle-solving.
So it may not be for everyone.
But it is worth a shot for those who enjoy the series lore.
8. 20th Century Weapons
Given the state of the Capital Wasteland, you may think that regular weapons wouldn’t be enough to take down all these pesky mutants.
Oh, how wrong you are.
20th Century Weapons proves how a good old fashioned AK-74, a Desert Eagle, or a Remington M-24 are more than enough to show anything in Fallout 3 that you really mean business.
And it couldn’t be any other way, with over 900 new weapons at your disposal: surviving the post-atomic apocalypse has never been more fun!
7. Enhanced Weather
I really don’t need to explain what a mod called “Enhanced Weather” does, do I?
Well since I am a nice Vault Dweller, I’ll summarize.
The Enhanced Weather mod combines a couple of different weather mods that introduce rain and snow to the game.
This is complete with new sound effects and some tweaks that prevent the game from running poorly when this mod is active.
Never before has the rain looked so good.
Or so mysterious: it can get inside buildings with the roof intact, and it doesn’t make anything wet? Scary.
6. Fellout
I love Fallout 3 as much as anyone.
But I have to admit that the green tint looks horrible, no matter how you look at it.
Thankfully, you don’tt have to put up with it thanks to modding.
Fellout is a weather and lighting mod that gets rid of the awful green tint, and makes a few tweaks to give the Capital Wasteland a slightly different feel that’s closer to our own world, but still rather ominous.
It’s a feeling that most Fallout 3 players will appreciate, as it’s way more pleasing to the eye.
5. Enhanced Camera
The first-person view should enhance immersion, right?
Then why the fridge can’t I look at my own boots?
The limitations of the Fallout 3 first-person view are a thing of the past with the Enhanced Camera mod.
Just install this mod (free, of course) and you’ll be able to check out your shiny boots and your equipped weapons all day long.
And you’ll not be forced into third-person view when sitting or dying, either. Now that’s what I call true immersion: staring death right in the face!
4. Vault 101 Revisited
It took a long time, but Vault 101 finally opened its door and established contact with the outside world.
But did this influence the life of its dwellers? Time to find out.
Vault 101 Revisited is among the best Fallout 3 quest mods ever made.
It features a story that doesn’t stray too far from canon, but still gives players ample possibilities on how to deal with the new quests and steer the destiny of the Vault.
Highly recommended, especially if your character is strong enough to deal with the dangers ahead.
3. Combat Overhaul
Is Fallout 3 too easy for you?
Well you’ve come to the right place.
ThisCombat Overhaul mod, which is an add-on for the Fallout 3 Wanderers Edition mod, introduces tons of combat changes which aim to make the game way more hardcore.
There’s nothing more hardcore in a first-person game than a dynamic crosshair which grows and shrinks to show your current weapon’s accuracy.
2. Fallout 3 Wanderers Edition
Fallout 3 Wanderers Edition isn’t just a simple mod that’ll spice up your experience for a few minutes, then return you to the vanilla game.
No, it’s a massive overhaul. And one you’ll not want to play without once you try it.
Listing all of the changes here would take quite a while. Definitely check out the mod page for more details, but as a quick overview: the Wanderers Edition changes the game’s fundamental mechanics, while keeping a very tight balance to present an experience that’s radically different from the vanilla game.
As the saying goes, seeing is believing! Absolutely give this one a try.
1. Updated Unofficial Fallout 3 Patch
The Capital Wasteland is very dangerous.
Not just for the mutants that prowl all over, but also for the inordinate amount of bugs you have to deal with.
And no, I’m not talking about insects.
The Updated Unofficial Fallout 3 Patch brings a lot of fixes to both the base game and the DLC packs. And it restores cut content, or at least the stuff that can be integrated properly into the game.
There’s actually plenty of it, so if you know the Wasteland like the back of your hand, this mod will improve your next playthrough on a lot of different levels.
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