Fallout: New Vegas

Fallout: New Vegas

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TTW Modding Compatibility
Been thinking about trying out TTW for the first time and was wondering about mod compatibility when it comes to base NV. I know there's dedicated TTW mods that bring in older stuff on FO3's end but I also do like some baseline NV stuff like Geonox The Hero Race (I've used it a lot both in 3 and nv). My question is what is okay to use or not, or if anyone has made a comprehensive list?
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in general

anything that operates on an engine level is no problem
the fo3 part is going to work on the fnv engine and inherit all of it.
( for instance the gauss riffle will fire 5 MF cells at once like it does in new vegas contrary to the 1 cell it fired in fo3 since it operates entirely on the new vegas engine now, ADS is another thing that is engine based and therefor inherited )

texture mods will pretty much be no problem for items if those items also exist within fo3 ( most do ) , they will need dedicated conversions if you want to do giant world changes in fo3 as those define worldspace ( vurts flora overhaul for example ) as the new vegas' engine doens't know about fo3 worldspace by default

things that require changes to worldspace and leveled lists or rely on scripting will not work for fo3's part specifically and will ALWAYS require dedicated conversions to show up in the capital wasteland.

the weapon mod system for new vegas simply does not exist within vendor lists for the capital wasteland for instance, the system works in the capital wasteland and weapons can be modded, but you can not find any actual mods other then the base minimums that existed within fo3. You'll need a dedicated mod to add them to the vendors if you want weapon modding because of that.

https://www.nexusmods.com/newvegas/mods/71425?tab=files
i'll recommend this thing if you want full acces to weapon mods in the capital wasteland ( unless they updated it to propperly have it in their leveled list in the latest TTW.. not sure last i played was an older version where it had none of them )

for that same reason any "addition" to the game of stuff it has no native knowledge off will require a dedicated ttw conversion for it to show up in the capital wasteland.

mods that used to run entirely restricted to the new vegas part will most likely work just fine within the new vegas part as is.
if you want them to operate outside of those restrictions then all off the above will influence it ( scripting? worldspace edits? leveled lists? etc will require conversion but it will run within the mojave as is )

mods that used to run on fo3 will pretty much always have to be a converted version since you are no longer operating on any native fo3 systems / scripting ( NVSE vs FOSE ) / engineshenanigans

specifically for the one you listed

Geonox will work just fine in theory

The fo3 part of the game will inherit the data from the new vegas part of the game as that is the baseline

however, there may be a hickup where it only works if you start out in the new vegas part and then move to the fo3 part.

the best way to find out is to just do it and run TTW with only that mod as a quick test

the character creation i think is going to default to the new vegas one even if you start in the fo3 part, but i'm not 100% sure ( more like 95% :p )
Geonox appears to be just a common texture replacer, so it should be fine
Last edited by Baby_Cookie[WOLF]; May 25 @ 2:29am
Thank you for the impute, looks like if there isn't a mod like the one you linked to put into the Capital Wasteland then I could just wait till I get to the Mojave then :^P.

Though looking more into it some mods like NVB does some weird things. But overall will just have to test out Geonox like you said
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