Jump to content

[Fallout 4] Super-basic "vanilla+" mod guide/recommendations?

Recommended Posts

Hi all, finally thinking about buying and trying Fallout 4 - didn't want to buy on release as I was really disappointed with reviews and what I could gather about the game. Price is dropping now and I think I might give it a try. Only thing is that I know that bloody engine well, and that it will benefit from a little bit of modding help even for a more-or-less vanilla experience.


What I'd like to know is: is there a guide for a super-basic "vanilla+" type mod setup for FO4, or could you provide some recommendations? I'm talking like 4 or 5 basic and essential mods - from experience of previous Beth games in this engine I have in mind things like an unofficial patch, a UI-overhaul to make it PC-friendly, maybe a performance-enhancer - that sort of thing.


Any input would be appreciated ::): 

Share this post

Link to post
Share on other sites

It depends...what do you consider basic and essential? I'm running 265 mods that run up and down the whole spectrum of the mods. I've got settlement enhancements to body/face textures to armor to weapons....you get the point. Next question would be are you going with the mods from the Nexus or are you going to get your mods from Bethnet?



Share this post

Link to post
Share on other sites

Well I thought I was fairly clear in OP - I'm going to be doing my first playthrough, and I'm wondering what the 4 or 5 "generally accepted to be an essential fix/improvement" type mods. I.e.: no mechanics changes, no engine tweaking, no quest/story/item/character additions/modifications (apart from genuine fixes). Just the bare bones essentials - UO patches, UI improvement mods, etc.. I know many people will say "first playthrough? then don't use mods!". I do not buy this at all - as I mentioned I have played many (I think all) of the Beth games in this engine, and I know it needs some help from modders even for some basics. Also, I'm not so blessed with free time or even patience that I'll expect to put hundreds of hours and dozens playthroughs into the game - as such I want my first one to be pretty optimal, even though I will most likely do subsequent playthroughs with additional mods to fix things I don't like.


RE your question about where to get mods from, I always previously used the Nexus, but I'm not that fussed about where they're from as long as the quality is generally vouched for.


No-one has any more input on this?

Share this post

Link to post
Share on other sites

There is the obligatory Unofficial Fallout 4 Patch - however I just realized that  I didn`t have it installed and was none the wiser (ie no obvious bugs encountered so far). Other popular tweak is the Fallout 4 - Texture Optimization Project. I have 980 Ti so it wasn`t necessary for me to install it, people seem to recommend it though.


Other general tweaks I use and would recommend are

Dead Body Collision - well...

Fr4nsson's Light Tweaks, FogOut Interiors - darker and fogless interiors

DEF_UI - completely tweakable UI with sorting options

Reverb and Ambiance Overhaul - better audio


There`s not much else regarding essentials simply because there`s not that much wrong with F4. Sure there`s a ton of other mods you can have fun with but these are down to personal gameplay preference. For example I play in Survival and use few mods to tweak that (Quick Save, Craftable/Refillable bottles, Campsite, etc) some to adjust the dialogue (Silence Is Golden, SCDC, Configurable New Dialog).


That`s about it, apart from some other mods that I can`t really even tell if they`re doing something (Faraway LOD or higher textures)

  • Upvote 1

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      xLODGen beta 94 - based on 4.1.4b
      Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86.
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition and VRAM is not of concern use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
    • By DoubleYou
      Discussion topic:
      Power Armor HoloHUD by mluppov
      Wiki Link
      Vanilla > Fallout 4 HD Overhaul > Power Armor Hud No Transparency > Power Armor HoloHUD
    • By DoubleYou
      Discussion topic:
      PA Rainbox HUD FIX by keithvsmith1977, Nikonthenet
      Wiki Link
      Removes the vignette effect from the Rainbox while wearing Power Armor when it's raining.
  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...

Important Information

By using this site, you agree to our Terms of Use.