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 Do you prefer lore-friendly mods?

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PostSubject: Do you prefer lore-friendly mods?   Mon Oct 15, 2018 7:00 pm

I'm curious to see what people think of when modding New Vegas or just modding games in general. For me, I very much enjoy New Vegas, it's been apart of my childhood and I've grown to appreciate it so much more, that I want to basically enhance my experience whenever I go back to it. @Dragbody definitely has added a big part to enjoying New Vegas more like making power armour a walking tank like in Fallout 4 and arguably Fallout 1 instead of feeling like a piece of clothing. Then his NCR overhaul, his old one from Nexus, which subtle enhances and is in higher quality. So I prefer having a lore-friendly experience, anything that enhances the already existing story. When I install quest mods, usually I can't get into them. It might be because they don't impact the world that much or they feel like they don't exist within the world of New Vegas, they're like their own bubble.

Modding other games like Jedi Academy, I usually mod the ones that effect gameplay or retextures. The story of Jedi Academy is pretty much uninspired and boring, it's nothing on the level of George Lucas's Star Wars but at least it's better than The Last Jedi. Am I right fellas? *Ba dum tss* But anyway, for that game, I love the gameplay but the story sucks so I pretty much not bothered about lore-friendlyness. The lightsaber combat is already fun and improving it already makes it better. The fights feel more like the Darth Vader vs Luke or the Anakin vs Obi Wan fights.

How do you feel about modding and being lore-friendly?

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PostSubject: Re: Do you prefer lore-friendly mods?   Mon Oct 15, 2018 10:08 pm

Yes I certainly prefer lore-friendly mods. I am somewhat of a loremongerer when it comes to Fallout and TES, so lore-breaking mods are really not my thing.

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PostSubject: Re: Do you prefer lore-friendly mods?   Mon Oct 15, 2018 10:38 pm

In general, yes I do like lore friendly for Fallout and TES in particular. They're RPG, so lore friendly makes sense. On the other hand, I like to try some of the misc. quest mods and embellishments to the 'world' of the game. I have tons of mods installed. The majority of them are improvements for game mechanics, visual, texture, mesh and just the overall look of the game to give it more realism.

I do like the military stuff, so I am likely to add mods (lore friendly or not) just to 'twist' the lore a bit. I do not however like the over powered stats for some weapon mods, whether it's swords or guns, and will drop the stats on it if I still want it in game. Same thing with armor. Total immersion is not my goal, have a fun visual experience is.

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PostSubject: Re: Do you prefer lore-friendly mods?   Mon Oct 15, 2018 10:44 pm

Idk, sometimes i enjoy adding mods that fits "my story" you know, my playthrough, i modify them, change some names and then i have a slightly different kind of experience , that adds up perfectly with the roleplay value of New Vegas. aAd of course i love mods that adds, expands or reinforces the already existing lore, like these:

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PostSubject: Re: Do you prefer lore-friendly mods?   Tue Oct 16, 2018 12:43 am

I prefer lore friendly mods, but to each their own, and sometimes I'll install less lore friendly ones if they're really well made

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PostSubject: Re: Do you prefer lore-friendly mods?   Tue Oct 16, 2018 3:44 am

Yes. Or at least, as close to it as my own vision of the game will allow.

I like mods that keep the feeling of the area they are affecting. That said, I can make exceptions for certain mods, like Legion will RYSE, because it thematically looks good, even if it does make the Legion look a little too polished. It's not that I doubt the Legion has great craftsmen. They absolutely would, and could create armour to a degree as good as or exceeding Rome considering they would have access to better tools, and a wasteland abundant with the resources required to create them, it's just some uniforms look a little too clean for the wasteland. Though others, like Lanius' outfit, or some of the more barebones/worn out outfits (like Otho's) look beautiful and fit into the Legion like they were made for it.

I tend to avoid mods that give modern guns and armour to NCR, making them look like the modern day US army, particularly since the Fallout US army never wore outfits/used gear like that. Though I will use some modern weapon packs. Many modernised weapons featured in Fallout 2, and weapons like Fallout 3's assault rifle do have a modern look, so I can headcanon that groups like the Gun Runners or Crimson Caravans, who actively create new weapons from old schematics, would be constructing gear like that, albeit with a few of their own tweaks.

My New Vegas playthrough particularly focuses on the civilisation side of things (ie the NCR having brought law/order/infrastructure) so I don't use a lot of apocalyptic style mods unless they affect factions where it makes sense, ie the Fiends. I tend to think most parts of New Vegas and the Mojave, namely the civilised parts, would look clean and show some signs of active refurbishment as the Wasteland is reclaimed. Freeside is more a slum than a post apocalyptic city, as the place was never hit by the bombs, and most people are just eking out a living as opposed to raiding.

A lot the music and artstyle in my game reflects that too. I've made a lot of changes, like adding in more customised/postwar style/casual clothes to certain settlers instead of rags, unless it makes sense that these people would be wearing rags. After all, this land has merchants and production capable of crafting clothing and the like en masse, so it makes no sense people would be wearing rags, unless they had no other choice.

The only ones who keep to the apocalyptic/tribal style are the raiders and Khans, so I've changed/retained their outfits and modified the music played in their areas to reflect that. A lot of the raider groups are small, and have pretty much already been defeated by the NCR. The Khans, Vipers and Jackals have all already been crushed by the NCR and its allies in the past. In the Khans case, three times. The fiends are pretty much the amalgamation of New Vegas tribals who refused to accept House's offer and were driven from the strip, and still refuse to conform to the new societal standard. They are all fringe factions, as opposed to a major factor in Wasteland life, like raiders in Fallout 3 or 4. They don't really have the organisation or power to be much more than that.

I've made a lot changes in the Geck and still make more as new mods are released in order to bring my new vegas closer to my perception of what it would be like in this recovering post war society. I wanted to capture the feeling that the old way was actively being driven out by a new more dominant and successful one, so the mods I use and changes I make reflect that society.

I realise this more that an answer to what you asked, but I've put a lot of thought into how I want to build my game.

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PostSubject: Re: Do you prefer lore-friendly mods?   Tue Oct 16, 2018 4:17 am

I do prefer lore friendly mods in my games, but I am willing to make exceptions. Like my game can be incredibly lore friendly but I'm running around in a suit of power armor that looks a Zaku from the Gundam series. Quest mods on the other hand I prefer to have as lore friendly as possible. f your quest mods doesn't follow the established lore, or lights it on fire and throws it out the window, I will most likely uninstall your mod very quickly.
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PostSubject: Re: Do you prefer lore-friendly mods?   Tue Oct 16, 2018 6:35 am

I prefer lore friendly mods when playing either FNV or FO4 although I do not shy away from the non-lore friendly ones but it has to be fun.

I would probably not do a proper play through since these mods are immersion breaking for me.


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PostSubject: Re: Do you prefer lore-friendly mods?   Tue Oct 16, 2018 10:07 am

Some games just have issues that are cumbersome, nostalgia or not. Those are the mods that I think are the best. Ones that are lore-friendly but also make the game a better game.
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PostSubject: Re: Do you prefer lore-friendly mods?   Wed Oct 31, 2018 6:31 am

I do enjoy lore-friendly mods over the lore-breaking- or rather if whats in the mod "fits in fallout" or "should fit"

but I also prefer immersion and realistic mods, like weapon damage and such, or the enhance camera mod where if you look down you see your feet instead of being "floating" in the air
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PostSubject: Re: Do you prefer lore-friendly mods?   Wed Oct 31, 2018 8:17 am

Not only lore-friendly mods, but mods consistent with vanilla content too.

We all can say a Pipboy 2500 is lore-friendly, but does it make sense for 3 and NV? Probably not. In Fallout 3 it is explained through dialogue you have a Pipboy 3000, and Doc Mitchell's Vault 13 has dwellers who use 3000s so why is he so special to use a 2500 that he gives to you?

Don't even get me started on the Readius. They're great mods, but not what makes sense or blends with vanilla even. In a wasteland where you're the scavenger, everything is rusted and old why would you have a clean, sleek looking piece of never seen before technology in your back pocket? Justifications aside, it still ruins the tone of the game. This isn't Black Ops 2 or some corny futuristic game, this is Fallout

This is also why I don't use mods that change the vanilla tone of the game, because it just looks off. Fellout may be for some, but this is a radioactive wasteland, not a Disney adventure. Even mods that make the game look "realistic", who wants that? It's a game for a reason, let it be different.

This is what Bethesda got wrong with Fallout 4. Fallout 4 looks bland and boring. There's nothing unique about the tone of the game, there's nothing like the western atmosphere of New Vegas or the apocalyptic atmosphere of 3 to bring me back. Yet 4 gets praise for looking "realistic" and having no green or amber tint when it looks so samey. I like the slight cartoony look to it, but that doesn't really excuse the lack of creative design now does it?

I love the Fallout 3 green/brown tint, because it's ugly and menacing, everything the world should be like after nuclear annihiliation. Maybe not grounded within reality, but this is mild fantasy, and it doesn't need to be strongly realistic. Fallout is no Elder Scrolls, but it's no Metro or Stalker either and shouldn't be held as such. You want a game that looks like that go play something else.

Even mods that have real named weapons are a no-go to me, because I look through my inventory to find two weapons, one named "IMI Galil" and the other named "Hunting Rifle". Well, why name one after it's real life counterpart but not the other? The inconsistency really starts to annoy me.

This is why I HATED Mothership Zeta. It FEELS like a corny fanmade mod some guy who just watched Alien would create. If I hadn't played it, and you told me it was a Fallout 3 DLC I wouldn't believe you. Maybe it's fun, but it's not FALLOUT.

I want Fallout 3/NV modded to feel "extended" or "improved", like a special or updated edition of sorts with stuff I can believe Bethesda would include in their game (although majority of CC content is not what I want either ironically), , things that don't stray too far from the original, not like a completely different game, although I understand why some may want that after 110 consecutive playthroughs.

Don't get me wrong, people can do whatever they like, but so many people shit on vanilla elements that make the game great, and by doing that make the game look and feel extremely generic, out of place and boring. All the uniquity of the vanilla game is removed to make the game look like a generic wasteland simulator with no personality, no Fallout.

I have been like this before, constantly wanting my game to look bright and colourful, but once I do mod it like that, I realize it's just boring and bland.

Rant over. I know I went off-topic a little with this, but I feel the oversaturation of mods like Fellout, Resurrection or bright colourful ENBs shows that the community really did miss the point. If I wanted a paradise of greenery and bright blue skies, I'd go play Oblivion.

In my mind, something that is not lore-friendly is just as unacceptable in my game as something that is not consistent with vanilla elements. It lacks authenticity.

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PostSubject: Re: Do you prefer lore-friendly mods?   Thu Nov 01, 2018 1:34 am

Eh, it deepens for me. Some mods I prefer to be only lore-friendly and to match up with the game in general. But there are some exceptions I make. Like Dragbody's armor packs. Obviously those aren't lore-friendly. But I like them all the same anyway. It just deepens what catches my eye really. I mostly try to lean to lore-friendly mods though.
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PostSubject: Re: Do you prefer lore-friendly mods?   Thu Nov 01, 2018 3:43 am

I don't really care if a mod is lore friendly or not, most modder's definition of lore friendly is off anyway. I care much more about if something fits into the game aesthetically, visual consistency is important.

Any thing from another game obviously won't, that goes for armor, weapons, races, all of it will never fit unless you replace every other asset in the game to match it in design and quality. That includes Drag's ports, Millenia's weapons, anything that looks remotely modern like the Readius, it all sticks out like a sore thumb so I don't use that stuff myself anymore, I used to but my tastes have changed a lot since then. Its even true with animations, if you use an anim pack that doesn't replace every single related animation in the game you're going to get a visually inconsistent experience that'll take you out of the game, its especially bad if you use one of my old anim packs that doesn't replace even half of the reloads for example

When it comes to lore though, I think its there to be expanded upon, if it fits in with the general themes and aesthetic of the universe there's nothing stopping you from considering something as part of the lore, just as an example, an MP-40 can be considered lore friendly even if it has never actually appeared in one of the games, its pre-divergence but even better then that it looks the part, a SCAR-H can't be.

That's how I see it anyway.

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