Glossary

Plain-language definitions for Android modding, GameNative, Droid Mod Loader, compatibility layers, and Bethesda modding terms used in these guides.

How to use this page

Use this when a setup step mentions a term you do not know. The definitions are written for Pocket Mojave, Pocket Wastelands, GameNative, DML, Fallout: New Vegas, and TTW instead of general PC modding.

Android ARM

Plain-language explanation: The phone or handheld uses an ARM processor instead of a normal desktop x86 Windows processor. Most Android gaming handhelds and phones are ARM devices.

Why it matters: These guides use GameNative, FEXCore, Proton/Wine, and DXVK because Fallout: New Vegas and TTW are Windows games running on Android ARM hardware.

App storage

Plain-language explanation: A private folder controlled by an Android app. Other apps usually cannot browse or edit it normally.

Why it matters: If the game is trapped inside locked GameNative App Storage, DML may not be able to deploy files into the real Data folder.

Shared storage

Plain-language explanation: A normal Android storage location that file managers and other apps can reach, such as /storage/emulated/0/PcGames/.

Why it matters: These guides prefer shared storage so both GameNative and DML can work with the same Fallout: New Vegas folder.

GameNative

Plain-language explanation: The Android app used to create a Windows-like container and launch the Windows game executable.

Why it matters: It is the layer that actually starts FalloutNV.exe or nvse_loader.exe on Android, so its build, container, driver, and storage behavior matter.

Custom game

Plain-language explanation: A GameNative entry where you choose your own Windows executable instead of launching a built-in store/game shortcut.

Why it matters: These guides rely on custom games so you can point GameNative at your New Vegas executable in shared storage.

D: drive

Plain-language explanation: A Windows-style drive letter shown inside the container. It can point to files that are outside the fake C: drive.

Why it matters: If D: drive access is missing, the container may not see the game folder path expected by the guide.

Droid Mod Loader / DML

Plain-language explanation: The Android mod manager used by these guides to import mod archives, deploy files, detect plugins, manage plugin activation, and write plugins.txt and loadorder.txt.

Why it matters: DML keeps Android-side mod management separate from GameNative, but it needs access to the correct New Vegas Data folder.

Proton

Plain-language explanation: A Wine-based compatibility package commonly used to run Windows games outside normal Windows.

Why it matters: The Proton/Wine version can change whether Fallout: New Vegas launches, crashes, or sees the right files inside GameNative.

Wine

Plain-language explanation: The compatibility layer that provides Windows-like behavior for programs running on a non-Windows system.

Why it matters: GameNative uses Wine/Proton pieces so Windows game files and tools can run inside an Android container.

FEXCore

Plain-language explanation: The CPU translation layer used to run x86/x64 Windows game code on Android ARM hardware.

Why it matters: The FEXCore version can affect launch success, crashes, and performance, so reports need the exact version.

DXVK

Plain-language explanation: The layer that lets a Windows DirectX game draw graphics through Vulkan on Android.

Why it matters: The DXVK version matters because the wrong build can cause crashes, missing graphics, poor frame pacing, or bad performance.

Vulkan

Plain-language explanation: The graphics API used by the Android driver and DXVK path.

Why it matters: Turnip and DXVK depend on Vulkan support, so graphics bugs need the Vulkan version when possible.

Turnip driver

Plain-language explanation: A Mesa Vulkan driver commonly used for Adreno/Snapdragon graphics on Android gaming setups.

Why it matters: Changing Turnip can fix one game and break another, so the exact driver version is part of every useful compatibility report.

Container

Plain-language explanation: The isolated Windows-like environment where GameNative runs the game. It has its own C: drive, registry, user folder, and settings.

Why it matters: Container settings control what the game can see and how it runs. They are not identical to a normal Windows PC.

bionic container

Plain-language explanation: A GameNative container type based around Android bionic libraries.

Why it matters: The guide’s reference profile uses bionic, so switching container type should be treated as a new test, not a small tweak.

Environment variable

Plain-language explanation: A text setting passed to the container or graphics layer before the game starts.

Why it matters: Variables like DXVK_FRAME_RATE or PULSE_LATENCY_MSEC can change performance, audio, and graphics behavior.

CPU list

Plain-language explanation: The CPU cores assigned to the main game/container work.

Why it matters: Wrong CPU assignment can hurt performance or stability, so reports should include the list used.

WoW64 CPU list

Plain-language explanation: The CPU cores assigned to 32-bit Windows-on-Windows behavior inside the compatibility stack.

Why it matters: Fallout: New Vegas is a 32-bit game, so WoW64-related settings can affect how it runs.

Present mode

Plain-language explanation: The way rendered frames are presented to the screen.

Why it matters: Present mode affects latency, frame pacing, and stutter. The reference profile starts with Mailbox.

Mailbox present mode

Plain-language explanation: A Vulkan present mode that can reduce latency and smooth frame delivery when supported.

Why it matters: The guide uses Mailbox as a tested starting point, but changing it should be recorded because it can affect stutter and heat.

FPS cap

Plain-language explanation: A limit on how many frames per second the game should render.

Why it matters: New Vegas can behave badly at very high FPS. These guides start with 60 FPS to keep physics and frame pacing predictable.

Load order

Plain-language explanation: The order that ESM and ESP plugin files load in the game.

Why it matters: A bad load order can undo fixes, break TTW, or cause crashes even when every mod file is installed correctly. New Vegas and TTW apply plugin order through ESM and ESP modification timestamps.

Game Folder / Game Root

Plain-language explanation: The main game folder containing FalloutNV.exe and the Data folder.

Why it matters: DML v0.6.0-beta may ask for this separately from the Data Folder. Do not select Data when the picker asks for Game Root.

Data Folder

Plain-language explanation: The Data folder inside the Game Root. It contains files such as FalloutNV.esm and is where DML deploys normal mod content.

Why it matters: When DML asks for the Data Folder, choose <Game Folder>/Data, not the parent Game Root.

plugins.txt

Plain-language explanation: The text file that lists the plugins enabled for the game. New Vegas and TTW use plain filenames without Fallout 4-style * prefixes.

Why it matters: Copying the correct file into GameNative's AppData/Local/FalloutNV folder controls which listed plugins are active.

loadorder.txt

Plain-language explanation: DML's text record of the full saved plugin list in app order, including disabled entries.

Why it matters: It is useful as a readable reference, but it does not replace timestamp-based ordering in New Vegas or TTW.

Plugin activation

Plain-language explanation: Whether a plugin is enabled and allowed to load.

Why it matters: Activation is controlled by plugins.txt. It is separate from the order in which enabled plugins load.

Plugin timestamp order

Plain-language explanation: New Vegas and TTW sort ESM and ESP files by their modification times. Earlier timestamps load earlier; later timestamps load later.

Why it matters: DML v0.6.0-beta does not apply these timestamps, so its on-screen order and generated loadorder.txt do not enforce the in-game order by themselves.

Plugin

Plain-language explanation: A Bethesda data file that changes game records. Common plugin types include ESM and ESP.

Why it matters: Plugins are not the same as loose texture, mesh, or script files. They need correct load order.

ESP

Plain-language explanation: A common plugin file type used by Fallout: New Vegas mods.

Why it matters: ESPs usually need to be enabled and ordered. Too many or badly ordered ESPs can break the game.

ESM

Plain-language explanation: A master plugin file. FalloutNV.esm, DLC masters, and TTW masters are examples.

Why it matters: Masters normally load before ESP files. Missing or misordered masters can stop the game from launching.

ESL / ESPless

Plain-language explanation: ESL is a lightweight plugin format in newer Bethesda games; ESPless usually means a mod works without adding a plugin file.

Why it matters: Fallout: New Vegas does not use ESL the same way Skyrim SE does, but ESPless New Vegas mods are useful because they reduce load-order pressure.

Mod manager

Plain-language explanation: A tool that installs, orders, enables, disables, or deploys mods. DML is the Android mod manager used by these guides.

Why it matters: Manual file copying becomes hard to debug. A mod manager helps keep deployments and activation records reproducible, but current DML does not apply New Vegas or TTW plugin timestamps.

Deployment

Plain-language explanation: The act of copying or linking enabled mod files into the game folder where the game can use them.

Why it matters: DML deployment must target the real Data folder. Deploying to the wrong folder can look like the mod installed but do nothing in game.

Profile

Plain-language explanation: A saved set of mod manager or GameNative settings for one guide setup.

Why it matters: Separate profiles help keep Pocket Mojave, Pocket Wastelands, testing builds, and broken experiments from mixing together.

Overwrite

Plain-language explanation: A file conflict where one mod places a file at the same path as another mod and wins because of priority/order.

Why it matters: Overwrites are normal, but random overwrites can silently change textures, scripts, meshes, or config files.

Conflict

Plain-language explanation: A case where two mods try to change the same file or game record.

Why it matters: Conflicts are why mod priority and load order matter. They can cause missing fixes, wrong visuals, or crashes.

Archive

Plain-language explanation: A compressed mod download such as ZIP, 7Z, or RAR.

Why it matters: DML imports archives, but some complex installer archives may need to be prepared on PC first.

BSA

Plain-language explanation: A Bethesda archive file that stores game assets such as meshes, textures, sounds, and scripts.

Why it matters: Some tools decompress or alter BSA files. Run those tools carefully on PC before relying on the Android copy.

INI file

Plain-language explanation: A plain text configuration file used by the game and many tools.

Why it matters: Bad INI values can cause crashes, bad performance, missing audio, or broken display settings.

BethINI Pie

Plain-language explanation: A tool for editing Bethesda INI files through a safer interface than hand-editing every setting.

Why it matters: These guides use it to create predictable INI settings before troubleshooting mods or GameNative.

TTW

Plain-language explanation: Tale of Two Wastelands, a project that combines Fallout 3 into the Fallout: New Vegas engine.

Why it matters: Pocket Wastelands is heavier and more complex than Pocket Mojave because TTW requires PC-side generation and extra plugin handling.

The Best of Times

Plain-language explanation: A respected TTW setup guide from ModdingLinked.

Why it matters: Pocket Wastelands uses TTW concepts from that ecosystem but adapts them for Android, DML, and GameNative.

Viva New Vegas

Plain-language explanation: A respected Fallout: New Vegas modding guide from ModdingLinked.

Why it matters: Pocket Mojave follows the idea of a clean, stable foundation, but adapts it for Android and DML.

Crash log

Plain-language explanation: A text file produced by a crash logger or tool after the game crashes.

Why it matters: A crash log is often more useful than a screenshot because it can show the failing module or plugin context.

Stutter

Plain-language explanation: Uneven frame timing where the game pauses or jerks even if the average FPS looks acceptable.

Why it matters: Android containers can show stutter from shader compilation, storage, drivers, CPU assignment, or INI settings.

Thermal throttling

Plain-language explanation: Performance loss caused by the device getting hot and slowing down the CPU or GPU to protect itself.

Why it matters: A setup that works for five minutes may slow down later. Compatibility reports should mention heat and battery behavior when possible.

Verified working

Plain-language explanation: A status for a device/profile that launched, reached the required start area, and played for at least 15 minutes with enough version details to reproduce it.

Why it matters: This label should be conservative so users do not assume broad compatibility from a vague report.

Working with issues

Plain-language explanation: A status for a setup that is playable but has documented crashes, graphics problems, audio bugs, heat, input issues, or performance limits.

Why it matters: Partial success is useful, but it should not be mislabeled as fully verified.

Boots only

Plain-language explanation: A status for a setup that opens or reaches the menu but has not proven real gameplay.

Why it matters: A menu-only result is useful for debugging but not enough to list a device as working.

Needs retest

Plain-language explanation: A status for old or incomplete results, or results affected by new GameNative, DML, DXVK, FEXCore, Turnip, or guide changes.

Why it matters: Retesting keeps the compatibility list honest when the software stack changes.

GOG registry notice

Plain-language explanation: A notice for the case where a GOG Bethesda launcher inside GameNative cannot see the registry entry it expects.

Why it matters: If the game files are already on Android but the launcher says the game is not installed, the registry fix may be needed inside the container.

Greyed-out launcher options

Plain-language explanation: A launcher state where the settings or Play button are unavailable because the launcher does not think the game is installed correctly.

Why it matters: Inside GameNative, this can happen even when the files are present because the container registry is missing the expected Bethesda entry.