User:Fenris95/FO4 - Fenris' Mod Guide: Difference between revisions
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The file provided, SettlementKeywords.esm, will work with some SK mods. This mod doesn't alter any of the vanilla menus so it will not conflict with any DLC. Missing vanilla menus are only caused by outdated menu patches or outdated SK mods that have not been updated. A list of mods that should not be used with SKE is provided below." | The file provided, SettlementKeywords.esm, will work with some SK mods. This mod doesn't alter any of the vanilla menus so it will not conflict with any DLC. Missing vanilla menus are only caused by outdated menu patches or outdated SK mods that have not been updated. A list of mods that should not be used with SKE is provided below." | ||
}} | |||
==== True Storms - Wasteland Edition (Thunder-Rain-Weather Redone) ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|OPT}} | |||
|True Storms - Wasteland Edition|http://www.nexusmods.com/fallout4/mods/4472/?|1.4.1|fadingsignal<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=True Storms - Wasteland Edition v1.4.1 | |||
|OPT=Nuka World Add-On (with TS Far Harbor Compatibility)}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|True Storms: Wasteland Edition v1.4 | |||
|{{Fieldset | |||
|Main Files | |||
|bullet=yes|True Storms;Far Harbor DLC}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|True Storms: Wasteland Edition v1.4 | |||
|{{Fieldset | |||
|Dangerous Glowing Sea | |||
|bullet=yes|4x Damage}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|True Storms: Wasteland Edition v1.4 | |||
|{{Fieldset | |||
|Dangerous Far Harbor | |||
|bullet=yes|4x Damage}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|True Storms: Wasteland Edition v1.4 | |||
|{{Fieldset | |||
|Sunset Time | |||
|bullet=yes|Earlier Sunset}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|True Storms: Wasteland Edition v1.4 | |||
|{{Fieldset | |||
|Heavy Fogs | |||
|bullet=yes|New Heavy Fogs}} | |||
|button=yes|buttonText=Finish}} }} | |||
'''Description''' :<br/>"True Storms: Wasteland Edition is a complete overhaul to the storm systems in Fallout 4, including new heavy and unique weathers, loads of new intense sound effects, interior sounds, particle effects, textures, fogs, dust storms, hazardous radiation rain and more, covering both the Commonwealth, and Far Harbor. | |||
'''Features''' : | |||
* v1.4 features a lot of new additions and changes, please see the CHANGELOG for full details! | |||
* Far Harbor add-on now available in v1.4! | |||
* NMM installer for easier selection of options (requires Nexus Mod Manager) | |||
* In-game configuration Holotape to turn all features on and off, plus weather control holotape | |||
* Sneak buffs for player and companions during storms | |||
* New weather types including radiation rain, heavy dust storms, heavy fogs, heavy/light rain, and more | |||
* Intense visuals during rainstorms -- new distant fork and sheet lightning effects in the sky. | |||
* All-new heavy rain/dust textures, materials, visual effects, and particle geometry for truly heavy storms. | |||
* 20 all-new intense thunder sounds, and a new method for much more unpredictable/random playback and lightning strikes. | |||
* New interior sounds for all weathers: wind, rain, radstorm, and thunder sounds for all rain types, but only inside locations where it makes sense. | |||
* Volume slider for new thunder and rain sounds to give you more control. | |||
* Fully configurable chance for Feral Ghoul attacks during radiation storms! (please see video for details)" | |||
}} | }} | ||
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** Vertibird Alt Fix.esp | ** Vertibird Alt Fix.esp | ||
** Vault-Tec Workshop Overhaul.esp | ** Vault-Tec Workshop Overhaul.esp | ||
== Interface == | == Interface == | ||
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* Additional tabs have been added to the Pipboy to move Notes and Holotapes to their own tabs based on tags. | * Additional tabs have been added to the Pipboy to move Notes and Holotapes to their own tabs based on tags. | ||
* Pipboy items can be rolled up into a single entry based on tags (example: all keys are collected in a single Key Ring entry which can be expanded as needed)." | * Pipboy items can be rolled up into a single entry based on tags (example: all keys are collected in a single Key Ring entry which can be expanded as needed)." | ||
}} | |||
==== Unobtrusive Interface Preset for DEF_HUD ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Unobtrusive Interface Preset for DEF_HUD|http://www.nexusmods.com/fallout4/mods/9423/?|2.1.2|DOOM<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=DEF_HUD Preset 2.1.2}} | |||
'''Description''' :<br/> "This is a custom .xml file for use with DEF_Interface, so make sure you download that mod first!" | |||
}} | }} | ||
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|MAIN=FallComplete 1.3}} | |MAIN=FallComplete 1.3}} | ||
'''Description''' :<br/>"FallComplete is the follow-up to the popular Skyrim mod SkyComplete. If you're looking to squeeze every last drop out of your Fallout 4 experience - complete every quest, find every location, buff every stat - then FallComplete is the mod for you!" | '''Description''' :<br/>"FallComplete is the follow-up to the popular Skyrim mod SkyComplete. If you're looking to squeeze every last drop out of your Fallout 4 experience - complete every quest, find every location, buff every stat - then FallComplete is the mod for you!" | ||
}} | }} | ||
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None of the interface mods will need cleaning. | None of the interface mods will need cleaning. | ||
== Gameplay == | == Gameplay == | ||
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'''Description''' :<br/>"PipBoyShadows is a small mod that just adds a shadow flag to the Pip-Boy light and various HeadLamps, including the Power Armor light. | '''Description''' :<br/>"PipBoyShadows is a small mod that just adds a shadow flag to the Pip-Boy light and various HeadLamps, including the Power Armor light. | ||
At start that was just a test, but I found it interesting enough to share it, but beware, because the result is not always good, specially for the pipboy light, especially in third person view. There are some artifacts in shadows and some weird effects because the character himself produces shadows. The HeadLamps shadows look much better, however. Obviously, bethesda has probably chosen to not activate the effect because of that and for consistancy." | At start that was just a test, but I found it interesting enough to share it, but beware, because the result is not always good, specially for the pipboy light, especially in third person view. There are some artifacts in shadows and some weird effects because the character himself produces shadows. The HeadLamps shadows look much better, however. Obviously, bethesda has probably chosen to not activate the effect because of that and for consistancy." | ||
}} | }} | ||
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Run the game and load your last save. If the game loads without issue then you have correctly followed this guide so far! Continue on to the next part champ. | Run the game and load your last save. If the game loads without issue then you have correctly followed this guide so far! Continue on to the next part champ. | ||
== Immersion == | == Immersion == | ||
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Now run the game and make sure it still works. | Now run the game and make sure it still works. | ||
== Sound / Music == | == Sound / Music == | ||
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* JetfuelRadio.esp | * JetfuelRadio.esp | ||
== Player Homes == | == Player Homes == | ||
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* RRTV_HomesAndBunkers_Slog.esp | * RRTV_HomesAndBunkers_Slog.esp | ||
* MosesSubmarine.esp | * MosesSubmarine.esp | ||
== Misc == | |||
==== Bobble Girl - with Slooty Vault Suit ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Bobble Girl|http://www.nexusmods.com/fallout4/mods/8469/?|1.1|Justice<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Bobble Girl FOMOD v1.1}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|Bobble Girl | |||
|{{Fieldset | |||
|Base Files | |||
|bullet=yes|Bobble Girl}}{{Fieldset | |||
|Options | |||
|bullet=yes|Slooty Red}} | |||
|button=yes|buttonText=Finish}} }} | |||
'''Description''' :<br/>"Yes! it's simple replace for vanilla Bobbleheads!" | |||
}} | |||
== Quests == | == Quests == | ||
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Sort with LOOT you sloot. Then clean these mods: | Sort with LOOT you sloot. Then clean these mods: | ||
CombatZoneRestored.esp | * CombatZoneRestored.esp | ||
WelcometoGoodneighbor.esp | * WelcometoGoodneighbor.esp | ||
Cannibal.esp | * Cannibal.esp | ||
Minutemen Supply Caches.esp | * Minutemen Supply Caches.esp | ||
90sgame.esp | * 90sgame.esp | ||
BacktotheFuture.esp | * BacktotheFuture.esp | ||
FamilyProblems.esp | * FamilyProblems.esp | ||
TheExperiment.esp | * TheExperiment.esp | ||
GoneFeral.esp | * GoneFeral.esp | ||
TheAgency.esp | * TheAgency.esp | ||
MaxwellsWorl.esp | * MaxwellsWorl.esp | ||
RansackedRelay.esp | * RansackedRelay.esp | ||
3DNPC_FO4_DLC.esp | * 3DNPC_FO4_DLC.esp | ||
TrainBar.esp | * TrainBar.esp | ||
CrimeTown.esp | * CrimeTown.esp | ||
PlaneWreck.esp | * PlaneWreck.esp | ||
AtomCatGarage.esp | * AtomCatGarage.esp | ||
UFOCrashSite.esp | * UFOCrashSite.esp | ||
DeadAirplane.esp | * DeadAirplane.esp | ||
BetterBostonAirport.esp | * BetterBostonAirport.esp | ||
A Sensible Prydwen Overhaul.esp | * A Sensible Prydwen Overhaul.esp | ||
Stm_DiamondCityExpansion.esp | * Stm_DiamondCityExpansion.esp | ||
VaultTecConcord.esp | * VaultTecConcord.esp | ||
NEST_BUNKER_PROJECT.esp | * NEST_BUNKER_PROJECT.esp | ||
== Characters == | |||
==== Caliente's Beautiful Bodies Enhancer -CBBE- ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|-CBBE-|http://www.nexusmods.com/fallout4/mods/15/?|2.5.1|Caliente and Ousnius<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Caliente's Beautiful Bodies Enhancer - v2.5.1}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|Caliente's Beautiful Bodies Enhancer -CBBE- | |||
|{{Fieldset | |||
|Body Shape | |||
|bullet=yes|Curvy}} {{Fieldset | |||
|Underwear Options | |||
|bullet=no|NeverNude}} {{Fieldset | |||
|Outfit Options | |||
|bullet=yes|Vanilla Outfits;Automatron Outfits;Far Harbor Outfits;Nuka World Outfits}} {{Fieldset | |||
|Misc Options | |||
|bullet=yes|F4EE Morphs}} | |||
|button=yes|buttonText=Finish }} }} | |||
'''Description''' :<br/>"CBBE replaces the vanilla female body that all adult female characters (player and NPC) share, with one that is fully customizable with the BodySlide tool. By default there are three nude options available that don't require anything but installation, as well as lore-friendly underwear styles for these body shapes (using Beth's own unused underwear meshes). | |||
These meshes have a total of over 21k vertices - compared to the vanilla body's modest 1750 - for optimal smoothness. In tests there have been no reports of these high-poly meshes causing any slow down, but may still be too much for weaker systems to use, so be warned. | |||
Included in the main installer are bodies, textures, all vanilla and DLC outfits, and BodySlide addons for the body and outfits. | |||
There are also morph files for the body and the outfits included, which are used for in-game morphing with LooksMenu or other script mods. | |||
'''Options''' : | |||
Please note that these shapes are what you get when the very centre of the weight/body morph triangle is selected. The shape will then morph according to where ever you select in the triangle, just as the vanilla body does. | |||
* Slim: Slender shape for fans of slimmer ladies. | |||
* Curvy: Based on the modern ideal. | |||
* Vanilla: Default body, but better! | |||
* NeverNude: The above bodies, but with underwear. | |||
* Be sure to grab BodySlide for 100% customisability with CBBE, including body physics!" | |||
}} | |||
==== BodySlide and Outfit Studio ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|BodySlide and Outfit Studio|http://www.nexusmods.com/fallout4/mods/25/?|4.2.3|Ousnius and Caliente<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=BodySlide and Outfit Studio - v4.2.3}} | |||
'''Description''' :<br/>"BodySlide has been updated with the addition of Fallout 4 support, bringing an enormous list of new features once again. | |||
Unprecedented flexibility coupled with marvelous ease of use allows you to have all the outfits and shapes you've ever dreamed of. | |||
For the latest updates, known issues and more, check out the sticky comment and the changes tab! | |||
Note: As of version 3.8 of BodySlide, this utility requires OpenGL 3.3. If your card does not support this (cards that meet the minimum system requirements for Skyrim should), you should not update BodySlide until you can get a better card. | |||
'''BodySlide''' | |||
* Customize outfits and bodies without the need to edit mesh files! | |||
* Use sliders to create your personal shapes. | |||
* Fancy outfit filtering quickly shows you the outfits you want, while the textured preview windows show you what you are going to get. | |||
* Building morph files allows you to use the sliders in-game using LooksMenu or other script mods. | |||
'''Outfit Studio''' | |||
* The power of an experienced modder is now in your hands! | |||
* Convert outfits between bodies, create your own BodySlide sliders, correct animation weights and edit meshes otherwise. | |||
* If you know what you're doing, you can even edit static meshes. | |||
* Import and export .FBX, .OBJ and .NIF meshes. | |||
* Barely any previous modding experience required. | |||
'''Physics''' | |||
* With the BodySlide addon on the CBBE mod page comes the "CBBE Body Physics" set. | |||
* Choose it in the Outfit/Body drop down of BodySlide and build it. Your nude body should now have breast physics." | |||
}} | |||
==== Ponytail Hairstyles by Azar v2.5a ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Ponytail Hairstyles|http://www.nexusmods.com/fallout4/mods/8126/?|2.5a|Azar<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Ponytail Hairstyles by Azar v2_5a - BA2 version}} | |||
'''Description''' :<br/>"This mod adds 32 new standalone hairstyles for your female characters. All the hairstyles have been made for Fallout 4 and feature full physics. These hairstyles can be used on both males and females, but were designed for females." | |||
}} | |||
==== Wasteland Salon - Hair Texture Improvement Mod ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Wasteland Salon|http://www.nexusmods.com/fallout4/mods/1369/?|1.4|Limo<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Wasteland Salon v1.4 | |||
|OPT=Wasteland Salon Lighter Haircolours Option}} | |||
'''Description''' :<br/>"I found the hair lacking in this game, it was flat, boring, and a bit too bright. So I decided to do something about it, and I might as well share! | |||
So here is my mod to improve the contrast and variation of the vanilla hair textures. | |||
Now with optional brighter version!" | |||
}} | |||
==== Lots More Female Hairstyles ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Lots More Female Hairstyles|http://www.nexusmods.com/fallout4/mods/10543/?|1.33|Recluse<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Lots More Female Hairstyles v. 1.33}} | |||
'''Description''' :<br/>"Like my other recent mods Lots More Male Hairstyles and Lots More Facial Hair, the latest version of this mod now adds more than 100 new female hairstyles to choose from by making a selection of male hairstyles available for female characters and adding a good number of new combinations of female hairstyles and hybrids, all using vanilla assets and only an ESP plugin file." | |||
}} | |||
==== XCE - Xenius Character Expansion ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|XCE - Xenius Character Expansion|http://www.nexusmods.com/fallout4/mods/15076/?|1.3|Xenius<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=XCE - Xenius Character Expansion}} | |||
'''Description''' :<br/>"This mod adds 143 character customisation options to the game.<br/> | |||
Everything except brows can be applied to both genders. Brows are only available for female characters. I might add some for males at a later time. | |||
Includes contents of the following mods, in one add-on: | |||
* Wasteland Warpaint: a selection of custom face paint textures, including several layered designs. | |||
* Alternate Scars: originally a replacement for some of the vanilla scars. Now available as an option. | |||
* Additional Eyes: several new eyes in various colours and flavours. | |||
* Weathered Face Paint: originally a replacer for the vanilla face paint. Now available as additional choices. | |||
* Additional Face Paint: a number of face paint textures, originally created by fellow modder Gizmodian. Was only available as a replacer before. | |||
* Some previously unreleased stuff." | |||
}} | |||
==== No More Glowing Mouths ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|No More Glowing Mouths|http://www.nexusmods.com/fallout4/mods/17865/?|1.0|fadingsignal<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=No More Glowing Mouths}} | |||
'''Description''' :<br/>"If you use Darker Nights, or Interiors Enhanced, or any other mod that makes things quite dark, you may have noticed that NPCs and the player's mouths stay glowing red. This is really distracting. I poked around a couple times and the fix wasn't obvious, but now that I know a bit more about how things work I was able to solve this finally. | |||
There is an extra mesh that gets attached to the mouth for shadowing/simulated subsurface, with an effect material that renders a color gradient that retains its emission color regardless of the light. So, I just cut that gradient alpha way down. The insides of mouths are a tiny bit darker overall, but it looks more real IMO and you don't have the glow-in-the-dark mouth." | |||
}} | |||
== New Outfits / Accessories == | |||
=== Clothes === | |||
==== JC - Shirt and Jeans ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|JC - Shirt and Jeans|http://www.nexusmods.com/fallout4/mods/9470/?|1.3|Jordan1q2<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=JC - Shirt and Jeans with BodySlide, JC - Shirt and Jeans AWKCR}} | |||
'''Description''' :<br/>"This mod adds 7 different versions of Shirt and Jeans to your game, that is craftable through the Chem lab.<br/> | |||
Unless you have the AWKCR version then it's craftable from the workbench the mod adds.<br/> | |||
Thanks to DaBigPit For making the esp file for the mod." | |||
}} | |||
==== Proto Vault Suit ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Proto Vault Suit|http://www.nexusmods.com/fallout4/mods/2187/?|1.2|nitronizer<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=ProtoVaultSuit - Blue 1.2}} | |||
'''Description''' :<br/>"This mod will replace any default wearable vaultsuit in Fallout 4." | |||
}} | |||
=== Accessories === | |||
==== Rad-Ban Eyewear Inc. ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Rad-Ban Eyewear Inc.|http://www.nexusmods.com/fallout4/mods/8342/?|1.01|Ceds<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Nuka-Tech Rad-Bans | |||
|OPT=Armorsmith Eyewear Mod patch, Nuka Scratch-Patch}} | |||
'''Description''' :<br/>"Nuka-Cola, the creators of the Worlds Greatest Soft Drink, pulled together some talented Fashionistas, Scientists and Radiation Specialists in 2076, to bring you a new line of eye-wear for you to glow in the Commonwealth. | |||
In the unforeseen event of *ahem* Total Atomic Annihilation, The Rad-Ban lenses employ a Nuka-Tech® radiation application that produces a small field around the user, minimizing the effects of radiation. WOW! SCIENCE!" | |||
}} | |||
==== Functional wedding rings ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Functional wedding rings|http://www.nexusmods.com/fallout4/mods/2712/?|1.55|Treldon<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Functional wedding rings}} | |||
'''Description''' :<br/>"I've been wondering what to do with those rings. Keep them, as my character would? Or just sell them? | |||
Now I have an answer: keep them of course! They are useful. | |||
Player's ring grants +1 to Strength and Endurance to the wearer.<br/> | |||
Spouse's ring grants +1 to Intelligence and Perception." | |||
}} | |||
==== Tomb Raider Accessories (AWKCR-AE) ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Tomb Raider Accessories|http://www.nexusmods.com/fallout4/mods/19563/?|4.0|Crimsomrider<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Tomb Raider Accessories}} | |||
'''Description''' :<br/>https://staticdelivery.nexusmods.com/mods/1151/images/19563-0-1489062314.png | |||
}} | |||
==== Tactical Flashlights ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Tactical Flashlights|http://www.nexusmods.com/fallout4/mods/16172/?|2.3|AKcelsior<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Tactical Flashlights}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|Tactical Flashlights | |||
|{{Fieldset | |||
|Core Files | |||
|bullet=yes|Greetings wastelander...}}{{Fieldset | |||
|Main | |||
|bullet=yes|AWKCR + AE}}{{Fieldset | |||
|1st Person | |||
|bullet=yes|Left offset}}{{Fieldset | |||
|3rd Person | |||
|bullet=yes|Select Nothing}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|Tactical Flashlights | |||
|{{Fieldset | |||
|Beam Distance | |||
|bullet=yes|150% + Shadows}} | |||
|button=yes|buttonText=Finish}} }} | |||
'''Description''' :<br/>"Tactical Flashlights adds wearable flashlight equipment to the wasteland. Each piece occupies different armor slots, has different stats and bonuses, and some allow mods to be applied. | |||
Each light has been added to armor vendors, or you can craft them at a chemistry station under "UTILITY". Different bulbs and armor mods can be crafted at any armor workbench. | |||
Each item has also been distributed to various factions across the wasteland! | |||
'''Atmosphere''' : | |||
* Dynamic shadows. | |||
* Volumetric light rays. | |||
'''Customization''' : | |||
* 10 distance settings. | |||
* 8 unique models. | |||
* 7 craftable colored lenses - Blue, Green, Red, Purple, Halogen, Incandescent, LED. | |||
* Assortment of mods available - recon sensors, Biocomm mesh, etc. | |||
* Use together with Pip-Boy Flashlight to customize your light pattern." | |||
}} | |||
==== K-9 Harness -- Tactical Body Armor and Backpack for Dogmeat ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|K-9 Harness|http://www.nexusmods.com/fallout4/mods/17686/?|1.0|fadingsignal<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=K-9 Harness - Tactical Body Armor and Backpack for Dogmeat | |||
|OPT=K-9 Harness - Armorsmith Extended plus DEF UI}} | |||
'''Description''' :<br/>"K-9 Harness: Tactical Body Armor (and Backpack) adds a new modular body armor with brand new meshes & textures for Dogmeat, designed after modern-day Military and Police K-9 Unit harnesses. Featuring craftable side pouches, backpack, ballistic weave, faction patches, and various colors and patterns, each component can be added, removed, or customized at the standard Armor Workbench, giving you a huge variety of options. | |||
Side pouches, and a backpack can be added to give Dogmeat extra carrying capacity. For extra protection, Ballstic Weave can also be added. If you download the Armorsmith Extended version, more linings and options will be available. | |||
* 8 colors/ patterns currently available: Olive Drab, Black Tactical, Police Blue, Forest Camo, Desert Camo, Sky Camo, Urban Camo, and Winter Grey. | |||
* Harness and pouches can be colored separately for many color combos! | |||
* 12 patch sets can be added to the side panels, featuring all vanilla factions, plus U.S. Army, K-9 Police, NCR, Reilly’s Rangers, and Vault-Tec | |||
* Base vest has an armor rating of 30, with 15 extra damage resistance, but Ballstic Weave can be added for extra protection | |||
* Side pouches and backpack can be added/stacked to give Dogmeat +40 or +80 carryweight, respectively. | |||
* Compatible with everything, as it’s a simple armor like the vanilla Dog armors, nor does it edit leveled lists or other vanilla records." | |||
}} | |||
==== Survivalist Go-Bags ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Survivalist Go-Bags|http://www.nexusmods.com/fallout4/mods/13539/?|1.4|Tookie Jones<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Survivalist_Go-Bags_CHEMSTATION_1.4}} | |||
'''Description''' :<br/>"This is a collection of Backpacks and Duffle bags, available in different colors and craft-able at the ArmorSmith table under the "ACCESSORIES-BACKPACKS" tab, them mod-able at the regular armor table. Or with the alternate esp.'s (75 or 150 lbs) which puts them at the Chem station under their own tab, "SURVIVALIST GO-BAGS". Each bag comes in a few different colors and with various different accessories. Male and female equip-able. 44 in all and growing!" | |||
}} | |||
=== Armour === | |||
==== The Mercenary - Pack ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|The Mercenary - Pack|http://www.nexusmods.com/fallout4/mods/20088/?|0.9c|L0rd0fWar<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=The Mercenary - Pack v0.9b - Loose files, The Mercenary - Pack v0.9.c - plugin only update | |||
|OPT=1.3a -WIP CBBE BodySlide files by JackJack86, B-90 Bodyslide Files Fixed v1.0, Merc Combat Jacket B Bodyslide Files Fixed v1.0}} | |||
'''Description''' :<br/>"All the outfits had been designed to blend in game with vanilla assets, my aim was to create a cool looking designs without going too far from the game vibe. | |||
The mercenary outfit designed to give the Gunners leaders the fearsome look, it comes with three variants (light, medium, Heavy) all could be upgraded through the work bench, you also could change the armor colors and customize it to your liking. all the armor pieces that fit on top of The Mercenary works as a layered armor, you could also use it on top of vanilla underarmor. | |||
The lower ranks of the Gunners have there own outfits and Gear too. and bare in mind that you could use vanilla layered armors with any of the above so you have better customization options. | |||
Wastelander outfits had been added to NPC's level list and you also could buy most of the outfits from commonwealth vendors. | |||
The Rebel old design have been updated with slightly better textures, rigging and proportions. also there are 3 more variants with head gears and scarf. B-90 and SNCR also had same updates. you can still craft them from Armorsmith Extended bench." | |||
}} | |||
==== Eli's Armour Compendium ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Eli's Armour Compendium|http://www.nexusmods.com/fallout4/mods/22431/?|1.5|Elianora<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Eli's Armour Compendium - CBBE and BodySlide 1.5 | |||
|OPT=AE and VIS patch}} | |||
'''Description''' :<br/>"This mod adds 50 unisex armours, 20 accessories and infinite amounts of armour colour mods to the game. | |||
These items are (mostly) made by mashing up and recolouring vanilla items, so most of them are very lore-friendly and blend into the world well. | |||
'''General Infos''' : | |||
* There are a lot of settler-type outfits, some vault suit mashups, a few raider armours, and a bunch of Institute clothes. There are scarves, mufflers, gloves, eyeglasses, bags etc. You can change the appearance of these items at the regular armour workbench. | |||
* You can wear armour pieces over these outfits, so I recommend Concealed Armours or similar, so you can hide any pieces that clip. | |||
* The main supplier in this mod is Ellie, a custom-voiced NPC. She is a vendor for the armours and provides you with designs to make your own. | |||
* You craft new armours at the "Armour Crafting Workbench", new crafting furniture added by the mod. You need to buy schematics from Ellie to get craft the workbench in settlement. There is also a workbench at Ellie's shop. | |||
* To get all the crafting recipes to show up, you also need to buy designs for them from Ellie. There are 5 types: Vault suit, Raider, Companions, Wastelander and Accessories. Some of them require basic components like leather and cloth, some are using "immersive recipes" (for example, crafting Gunslinger hat requires a Minutemen hat and pilot goggles from Ellie). | |||
* Ellie's shop is just outside Diamond City, next to the parking lot with the mongrel dogs. She sells almost all the clothing that this mod adds, apart from Institute outfits, those are found and purchased from the Institute merchant. If you do not have access to the Institute, you can find a dead synth who has the blueprints inside Mass State House (Boston Commons). There is a mapmarker you need to discover. in order to fast travel. | |||
* A lot of the items in the mod can be modded (change their colour or graphic): They're marked with [M]. If you don't like the name, just rename the item at the vanilla armour workbench where you apply mods. The items you can mod to different colour are: | |||
Muffler, Scarf, Eyeglasses, most t-shirt based outfits, Armoured and Unarmoured Jumpsuit and the Institute Casual Outfit | |||
* All clothing can be modded with lining and ballistic weave | |||
* Textures are mostly 2-4K, based on vanilla stuff and the UHD DLC | |||
* Leveled lists alter NPCs from Minutemen, Institute, Railroad and settlers | |||
* Most of the wastelandish outfits have been added to leveled lists so they should appear on NPCs throughout the Commonwealth, especially on dead NPCs that spawn with random clothes. The unfortunate side-effect of this is that it will conflict with other mods that edit those same distribution lists. | |||
* This mod includes my companion armours from my Companion Overhaul, some pieces from Armoured Jumpsuits, Armour Collection, Sleeveless Outfits and Apocalypse Accessories. The meshes are improved and this is meant to replace those mods." | |||
}} | |||
==== Raider Overhaul WIP ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Raider Overhaul WIP|http://www.nexusmods.com/fallout4/mods/9103/?|12.4|MadMAX713 - Joemitchell320 - Thirdstorm - KKthebeast<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Raider Overhaul WIP 12.4 Main File I Please read changelog | |||
|OPT=Raider Overhaul WIP 12.5 Beta File File, Raider Overhaul - AE patch v12.x}} | |||
'''Description''' :<br/>"This is a Work In Progress mod that aims to add more style and diversity to the raiders of the Commonwealth. I mean, your going to be fighting them ALL THE TIME. This mod adds various headwear and armor in the game that appear wilder, more savage, more "raider-esque". Also included are consumables, designed to reflect the savagery and carelessness of the raider faction. This mod requires the AWCKR mod, and nearly everything is CBBE compatable. Every piece included (except the raider mod armor retexture) is 100% standalone and no vanilla textures have been replaced in any way. Raiders and their dogs in your game will randomly spawn with one of my masks or armor. You may even meet a Raider Dreadnaught up close!" | |||
}} | |||
==== Raider Overhaul - Valdacil's Item Sorting (VIS) - Compatibility Patch ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Raider Overhaul - Valdacil's Item Sorting (VIS)|http://www.nexusmods.com/fallout4/mods/14182/?|1.8.1|KKthebeast and Thirdstorm<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=VIS - Raider Overhaul 12.x - FOMOD}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|VIS Raider Overhaul Patches | |||
|{{Fieldset | |||
|Choose One | |||
|bullet=yes|Stock RO - AE}} | |||
|button=yes|buttonText=Finish}} }} | |||
'''Description''' :<br/>"Adds current missing Item Tags for Raider Overhaul 12.4 to Valdacil's Item Sorting 9.0.2+ Food, Chems, Alcohol, Armor, Weapons etc." | |||
}} | |||
==== Wasteland Sniper by Hothtrooper44 ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Wasteland Sniper|http://www.nexusmods.com/fallout4/mods/9270/?|1|Hothtrooper44<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Wasteland Sniper by Hothtrooper44}} | |||
'''Description''' :<br/>"Often I choose the role of a sniper in Fallout games and, for my first playthrough, FO4 was no exception. | |||
I always loved the look of big hoods on armor - and for a sniper, one with some ghillie esque 3D camo attached. | |||
I went on to create camo patterns for the major terrain types present in the Commonwealth. | |||
The armor was given plenty of storage for lots of ammo and long nights, along with a few other sniper/spy type attachments. | |||
I put it all together with the new big hood and there you have it - The Wasteland Sniper suit was born! | |||
'''Features''' : | |||
* Custom fitted in modeling software for minimal clipping | |||
* Unique male and female meshes - including ground models and 1st person models | |||
* Completely standalone | |||
* Four variations, all individually craftable - (Original/Desert Camo/Forest Camo/Urban Camo) | |||
* Craftable in the Chemistry Station under the "Utility" section (requires rank 2 armor smith) | |||
* Moddable in the Armor Crafting Station" | |||
}} | |||
==== Adventurer Outfit ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Adventurer Outfit|http://www.nexusmods.com/fallout4/mods/8487/?|1.1|Deserter X<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Adventurer Outfit 4K}} | |||
'''Description''' :<br/>"A new craftable casual outfit with six variations. | |||
The female outfit is compatible with both Vanilla and CBBE textures. | |||
* You can craft it using any Chemistry Station under Adventurer category. | |||
* It requires two adhesive, three leather, five cloth and one steel. | |||
* It's fully upgradeable with ballistic weave and linings. | |||
* It offers a base 25 damage and radiation resistance plus 2 endurance. | |||
It's a standalone outfit and doesn't replace any of the game files/outfits. | |||
You can use it on your character, any follower or settler." | |||
}} | |||
==== Randomized Diamond City Guard Outfits ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Randomized Diamond City Guard Outfits|http://www.nexusmods.com/fallout4/mods/12100/?|1.0|darthbdaman<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Randomized Diamond City Guard Outfits}} | |||
'''Description''' :<br/>"It really bothered me that, despite a variety of the armors existing in the game, the Diamond City guards only ever use full arm pieces and helmets. | |||
This adjusts the outfit for the Diamond City guards to use leveled lists for their Helmets, Left Arm Pieces, and Right Arm Pieces. | |||
They have a 1/3 chance of getting their default full helmet, 1/3 chance of getting the more open light helmets that were rarely used in the vanilla game, and a 1/3 chance of not having a helmet. | |||
They have a 1/4 chance of getting a full armor piece, 1/4 chance of getting just a shoulder piece, 1/4 chance of getting just a forearm piece, and 1/4 chance of not getting any arm equipment. | |||
Using this mod will make it clear why Bethesda gave all of the DC guards the same helmet, despite the variations existing. They have a very limited number of faces available, and the majority of the guards use the same face. It is a little bit disconcerting, so if things like that bother you, I wouldn't recommend the mod." | |||
}} | |||
==== Varied Diamond City Guards ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Varied Diamond City Guards|http://www.nexusmods.com/fallout4/mods/15419/?|1.0|Cthulhu And Me<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=DiamondCityFaceVariety}} | |||
'''Description''' :<br/>"There have been a few mods uploaded that change the headgear of the DC security. However, underneath these helmets, there were only two faces in the DC lvlcharacter list! This mod adds about a dozen more faces for the guards, so you won't keep seeing the same two people patrolling the city. | |||
This will be the first of a series of mods that expand the faces for generic goons and soldiers, so stay tuned. I'm in the process of making one for raiders and gunners, and will then move on to the minutemen, railroad agents, coursers, etc. | |||
Since this mod only edits a lvlchar list, it is compatible with all mods that edit armor lists or change the stats of DC guards. This is purely cosmetic. You'll still want a mod that opens up their helmets, I recommend Randomized Diamond City Guard Outfits by darthbdaman." | |||
}} | |||
== Sorting, Cleaning and Testing: Part 8 == | |||
Sort with LOOT and then clean these mods: | |||
* NukaRadBans.esp | |||
* RaiderOverhaul.esp | |||
* Radier Overhaul - AE Patch.esp | |||
* Eli Armor Compendium AE Patch.esp | |||
Run the game and make sure it still works. | |||
== Settlements == | |||
==== Sim Settlements ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Sim Settlements|http://www.nexusmods.com/fallout4/mods/21872/?|1.1.7|kinggath<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Sim Settlements | |||
|OPT=Valdacil's Sorting Patch}} | |||
'''Description''' :<br/>"TLDR: Allows you to build zone objects that tell the settlers what type of buildings to create in different areas of your settlement and they will do so. Includes a progression system, a more interesting settler needs system, and rewards to help settlements matter more. | |||
This mod aims to completely change the way you think about settlements. You'll now be able to create detailed, living places with minimal effort. | |||
The ultimate goal: making every settlement a unique and awesome looking Fallout city, with perks and rewards that help you at every stage of the game. | |||
'''The Why''' | |||
One of the biggest problems with Fallout 4, is just how disconnected the Settlement system feels from the rest of the game. Settlements lack that Bethesda game feel of exploration and progression, and so there's not much incentive to actually use the system. It also feels bizarre that you have to micromanage all these people, and personally plant seeds and decide where people sleep - you're their leader, not their mother! You're supplying these people with security and tons of resources, why can't they kick in and help out with building up the city? | |||
'''The How''' | |||
In version 1.0, this mod adds the start of that vision by allowing you to place down zones (ala Sim City) that will make your settlers create buildings of the appropriate type in that zone. It includes a series of systems to help bring your settlements to life, and make them more dynamic and interesting to engage with. | |||
'''Randomization''' | |||
Buildings are chosen at random and filled with random things depending on how you zoned an area. Using the basic types of Agricultural (farms), Commercial (stores), Industrial (factories), and Residential (homes) - you create a basic outline for your settlement using the workshop system and the settlers will handle the rest. Version 1.0 includes a large selection of buildings with even more on the way! | |||
'''Upgrades''' | |||
Every building has multiple levels of upgrades that can be unlocked over time to keep you coming back to re-explore your own settlements and find out what's changed. Dynamic Needs [Optional]: To help make settlements more interesting, the basic needs of your settlers change over time, making keeping them happy more of a challenge, raids less predictable, and the upgrade unlocks feel like they were earned. | |||
'''Living Cities''' | |||
No longer will all of your settlers share the same boring life story, some of them will be flagged with interesting backgrounds, likes, hobbies, and quirks that play out in a visual story in their homes to make them stand out and feel like a unique and important person. Clutter throughout homes and some shops is chosen randomly both at creation and periodically when you visit them to really make them feel lived in. Furniture markers are placed throughout the homes and buildings so your settlers spend less time clumped up waiting for something to do and instead engage with your settlement. | |||
''' Rewards''' | |||
To make the system even more worth it beyond the visual reward of the above systems, a tax system is in place to ensure the settlements can have a huge impact on your gameplay. In a future patch, tons of unlocks will be added in the form of special buildings and settler inventions that you can use while you're out conquering the wasteland!" | |||
}} | |||
==== Working Food Planters ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Working Food Planters|http://www.nexusmods.com/fallout4/mods/1490/?|1.0F|Dominik Rungelrath<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Workshop_Planters_Fixed}} | |||
'''Description''' :<br/>"Ever seen those food planters in Graygarden? Now you can build them in your own settlement. | |||
This means you don't have to have dirt in your settlement to actually get some food. | |||
These can be placed on most even surfaces." | |||
}} | |||
==== OCDecorator - Static Loot ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|OCDecorator - Static Loot|http://www.nexusmods.com/fallout4/mods/4270/?|1.1.1|mcface and EbokianKnight<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=OCDecorator - Ver1.1.1}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|OCDecorator | |||
|{{Fieldset | |||
|Select your DLC | |||
|bullet=yes|Far Harbor + Nuka World}}{{Fieldset | |||
|Optional Files | |||
|bullet=yes|Select Nothing}} | |||
|button=yes|buttonText=Finish}} }} | |||
'''Description''' :<br/>"You can place ANY lootable object as a static object, using a custom container (OCDispenser). It will dispense them for you to move around in the normal settlement edit mode. It does have some negative side effects but the pros WAY out weight the cons. I will talk more about the know problems in the known issues area. You can now directly loot the objects you place with the dispenser. No need to enter crafting mode to scrap and then loot from the workbench inventory." | |||
}} | |||
==== Place Everywhere ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Place Everywhere|http://www.nexusmods.com/fallout4/mods/9424/?|1.16.9.940|TheLich<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Place (Fallout4 1.9.4 - latest release)}} | |||
'''Description''' :<br/>"This F4SE plugin allows building and placing objects in workshop mode everywhere (see note below) you want. Inside other objects, in water, even at air. Also makes almost all scrap-only objects (yellow) selectable/movable. Also you can move objects out of green zone and leave them there, while I do not recommend do this - if you think your settlement borders are too tight, just use border expanding mods like Build High (be careful though, as this mod conflicts with scrap mods and can cause reset bug)." | |||
}} | |||
==== Brighter Settlement Lights ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Brighter Settlement Lights|http://www.nexusmods.com/fallout4/mods/2494/?|1.2|Elvani<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Brighter Settlement Lights v1.2}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|Brighter Settlement Lights | |||
|{{Fieldset | |||
|Pick a version | |||
|bullet=yes|Less Harsh}} | |||
|button=yes|buttonText=Finish}} }} | |||
'''Description''' :<br/>"This mod brightens all player-built lights, increasing their radius by about 2x, or 3x depending on the version you choose to use. Now updated with an option which decreases light intensity." | |||
}} | |||
==== Functional Displays - Display Your Collection (The Original Display DLC) ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Functional Displays|http://www.nexusmods.com/fallout4/mods/5080/?|0.2.9.2|SecretAgent99<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Functional Displays v0.2.9.2}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|Functional Displays v0.2.9.2 BETA | |||
|{{Fieldset | |||
|WELCOME | |||
|bullet=yes|Welcome Message}}{{Fieldset | |||
|TERMS | |||
|bullet=yes|I understand how to use this mod}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|Functional Displays v0.2.9.2 BETA | |||
|{{Fieldset | |||
|Main File | |||
|bullet=yes|Functional Displays Main File}}{{Fieldset | |||
|DLC | |||
|bullet=yes|Automatron;Far Harbor;Nuka World}}{{Fieldset | |||
|Weightless Junk and Tools | |||
|bullet=yes|Don't Select This}}{{Fieldset | |||
|Display Board Texture | |||
|bullet=yes|Wood}}{{Fieldset | |||
|Display Rack Texture | |||
|bullet=yes|Wood}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|Functional Displays v0.2.9.2 BETA | |||
|{{Fieldset | |||
|Sorting Mod | |||
|bullet=yes|Valdacil's Item Sorting}}{{Fieldset | |||
|Overhaul or Crafting Patches | |||
|bullet=yes|Select None}}{{Fieldset | |||
|Overhaul or Crafting Patches | |||
|bullet=yes|Select None}}{{Fieldset | |||
|Bobblehead Mod Options | |||
|bullet=yes|Bobble Girl}} | |||
|button=yes|buttonText=Next}}{{Fieldset | |||
|Acknowledgement | |||
|bullet=yes|I agree to mod responsibly;Credits}} | |||
|button=yes|buttonText=Finish}} }} | |||
'''Description''' :<br/>"Were you disappointed when you found out the gunboard in the opening menu, wasn't in game? | |||
I was. So I did something about it. | |||
Countless hours later, and days of my life lost, I brought much needed displays to the wasteland! Functional Displays allows you to display your collections of weapons, loot, armor, etc. | |||
It originally started with crude gun racks, and evolved into a much larger mod all about displaying your collections. | |||
I did my best to organize and sort what can go where, but ultimately, there's just way too much, so for some cases, it is generalized, so if you can fit it, you can display it." | |||
}} | |||
==== Do It Yourshelf - clutter for shelves and bookcases ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Do It Yourshelf|http://www.nexusmods.com/fallout4/mods/14532/?|v1.6a|dinozaurz<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Do It Yourshelf v1.6a (NMM version name fix)}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|Do It Yourself - clutter for shelves and bookcases | |||
|{{Fieldset | |||
|Core files (required) | |||
|bullet=yes|Shelves}}{{Fieldset | |||
|Extra clutter by cartman1975 | |||
|bullet=yes|Extra half-shelf clutter (full cost)}}{{Fieldset | |||
|Retextures | |||
|bullet=yes|Select Nothing}} | |||
|button=yes|buttonText=Finish}} }} | |||
'''Important Install Instructions''' : | |||
* When asked if you want to overwrite Immersive Vendors, select 'No to Mod'. | |||
'''Description''' :<br/>"The aim of this mod is to offer an easy way to fill up those empty bookshelves and make a settlement look a little more lived in. I've been brainstorming ideas on how to make shelves a little less empty in my settlements, but without the work of placing every item individually every time. What I've come up with is this: shelves with snap nodes, and pre-made clutter in shelf size with snap nodes. Place a shelf, snap clutter in." | |||
}} | |||
==== Snappable Junk Fences ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Snappable Junk Fences|http://www.nexusmods.com/fallout4/mods/9000/?|1.3|DarthWayne<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Better Junk Fences}} | |||
'''Description''' :<br/>"This mod solves the old problem of useless junk fences with large gaps between them. I made the fences 5% larger and added a bunch of different snap nodes to them. All fences and the large guard tower now have 2 snap nodes for other walls (junk fence or normal walls) on each side in 2 different highs. That way you can compensate small altitude differences of the ground. If you want to make smooth curves you can use the two thicker junk fences for a 30° curve. | |||
The following wall types have additionally snap nodes for floors: | |||
* Straight fences have 4 snap nodes for floors in 2 different highs. While the upper is good for placing turrets on it the lower is perfect for seeking cover behind the wall. | |||
* 90° corners are basically the same as the straight fences. Only difference is, that it has 6 Instead of 4 snap nodes for floor, so your walkway can go around the corner as well. | |||
* Doorways only have the upper snap nodes, because it would not make much sense blocking the door with the lower ones. | |||
This changes will affect all vanilla fences placed anywhere in the game (even those in raider camps). I don't think the 5% will have such a huge effect on them though, so you would probably not notice. | |||
All fences and guard towers that you have already placed in your settlements will automatically being updated." | |||
}} | |||
==== Increased Build Limit Enhanced 4K ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Increased Build Limit|http://www.nexusmods.com/fallout4/mods/13779/?|Epic.2.0|DDProductions83<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=DD_Is_a_god_All IN One Enhanced Build Limit}} | |||
'''Description''' :<br/>"Made the upgrades from 2x-30x in increments of two via a ingame menu, you only need the one mod now. Overwrites activation text until used, added a delay 24 hours ingame option which will allow you to use the default activations for the workstation for that period. Once upgrade is done the regular activations will appear." | |||
}} | |||
== Overhaul == | |||
==== Horizon v1.0 ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|OPT}} | |||
|Horizon|http://www.nexusmods.com/fallout4/mods/17374/?|1.0.7|Zawinul<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Horizon v1.0.7}} | |||
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===== Important Note ===== | |||
If you install this mod, disable or uninstall each of these mods in Nexus Mod Manager: | |||
* Valdacil's Item Sorting | |||
* Valdacil's Item Sorting - VIS - Armor by Slot v9.1 | |||
* Valdacil's Item Sorting - VIS - Cosmetics by Type v9.1 | |||
* Valdacil's Item Sorting - VIS - Weapons v9.1 | |||
* Publick Occurrences Expanded - POE Valdacil's Item Sorting Mod Patch | |||
* Eli's Armour Compendium - AE and VIS patch | |||
* VIS Raider Overhaul Patches | |||
* Sim Settlements - Valdacil's Sorting Patch | |||
Also disable these mods in your plugin list: | |||
* FunctionalDisplays-AID-VIS.esp | |||
* FunctionalDisplays-MISC-VIS.esp | |||
* FunctionalDisplays-Patch-DLC-ALL-VIS.esp | |||
<b>Use Eli's AE patch by Rusey instead, it can be found under the Optional Files section of her Armour Compendium mod.</b> | |||
===== Description ===== | |||
"Horizon completely overhauls Fallout 4 in an effort to rebalance and expand the entire game. | |||
It contains thousands of changes and a large assortment of brand new additions. The goal is to make Fallout's gameplay more challenging, balanced, and interesting throughout your entire playthrough. | |||
Exploration, crafting, and survival, are key aspects of the Fallout games. Unfortunately they sometimes quickly fall to the wayside and become boring, uneventful, and lose their purpose after a few levels. Horizon attempts to reclaim these aspects, by making your entire playthrough more challenging and interesting. | |||
Horizon is created for and balanced around Survival Mode, but it can technically be played without it. I have included 4 optional difficulty modes so that Fallout players of all skill levels can enjoy survival mode and the changes Horizon introduces. | |||
===== Features ===== | |||
First, be aware that Horizon is meant to be an entire Fallout 4 replacement overhaul, and not a "drop in" mod. | |||
Horizon is designed to be played over an entire playthrough from start to finish, and not intended to be removed in the middle (or added to an existing save game.) | |||
The mod covers almost every aspect of gameplay, with a large assortment of features: | |||
* Medical - Healing in Horizon requires actual medical treatment, and you can no longer be healed otherwise. | |||
* Aid - Many new healing/buff/utility items have been added to expand survival and quality of life. | |||
* Combat - Combat is more challenging, while removing the "bloated" health pools many enemies have. | |||
* NPCs - Many NPCs have a custom scaling system to allow them to properly scale with your level. | |||
* Loot - A very large amount of changes were made to loot in order to balance and add immersive detail to the game. | |||
* Containers - Many new items and loot changes make looting containers and NPC's more immersive. | |||
* Lock Breaching - Horizon has it's own system of breaking into locks and terminals, aside from the standard methods. | |||
* Ammo - Ammo is more difficulty acquire, but can also be crafted using an ammo crafting system. | |||
* Perks - Many perks have been completely redesigned to provide new bonuses and have new purposes. | |||
* Specializations - Based on the perks you have, you can choose 1 combat-based specialization. | |||
* Survival - Many changes have been made to rescale and rebalance how survival mode works. | |||
* Items - Junk items have been expanded to provide more purpose for crafting (including MANY new items.) | |||
* Magazines - Collecting magazines actually has an extra purpose, which unlocks certain recipes. | |||
* Crafting - The crafting system is greatly expanded, and has recipes that can be unlocked through various methods. | |||
* Settlements - New settlement objects: defenses, vendors, decorations, and new types of crafting stations. | |||
* Progression - A new settlement progression system, that has goals/rewards for settlement builders (still in development.) | |||
* Travel - A fast travel system to immersively allow you to travel between settlements. | |||
* Mail - A new mailbox system is created, to allow you to receive messages and items from various NPCs. | |||
* Levels - All levels are rescaled in Horizon, to provide a more classically controlled environment. | |||
* Scrap - Weapons and ammo can be scraped into useful parts, made to craft other weapons/ammo or devices. | |||
* Storage - Cargo Bots that can be summoned to carry junk back to your settlements. | |||
* Sorting - Horizon has it's own inventory sorting fully intended to be used with DEF_UI's icons. | |||
* DLC - All DLC's are optional, but contain full support to rebalance DLC elements as well. | |||
* Misc - Many various minor tweaks and bug fixes. | |||
* Addons - Multiple difficulty modes, optional gameplay addons, optional screen effect tweaks. | |||
===== Health Management ===== | |||
One of the biggest features of Horizon is all of the healing and survival changes. Eliminating all the free/easy healing makes the game much more immersive and strategic. You can no longer be healed for free from sleeping, eating, and level-ups. | |||
In Horizon, the player's health pool is somewhat larger than normal, but enemies will wear you (and your supplies) down. The fact that it's much harder to regain that health back in Horizon, means you need to make better choices. All healing (except doctors) is now fixed-values, which means that the larger health pool won't be directly effecting heals themselves. This is what allows the healing system in Horizon to work so well. | |||
I believe this creates a much more intense survival experience. Instead of just getting "1-shot from full health and reloading your save game", you gain more time to re-evaluate your situation immediately, and respond to it. | |||
* Food/Water/Sleep/Perks/Level-ups no longer restore health | |||
* Bandages and First Aid Kits can be used out of combat to heal wounds | |||
* Limb damage can only be cured by "Trauma Kits" (and doctors) now (crafted only; at the chem station.) | |||
* Stimpaks are the only thing that heals in combat (and no longer heals limb damage) | |||
* Adrenaline Injectors are used as a crafting ingredient, or to heal your downed companions | |||
* New crafting ingredients are added to some recipes (some require salvaging, some crafting) | |||
* Pharmaceuticals are crafted under the "Utility" category of the chem station, and are used to craft medical supplies | |||
* Your health pool does NOT increase when you gain levels | |||
Doctors are completely overhauled in Horizon. They offer a brand new menu-driven system, where you are now charged for exactly the amount of curing you need. The menu system also allows you to cure EVERTHING at once, or specific conditions if you wish. A full report of your Doctor's Bill is given beforehand, so you can see the prices of everything. | |||
The full list of all documented changes are contained in the Health Management article. | |||
===== Survival ===== | |||
Although it can be used in any difficulty, Horizon is built for Survival Mode. It makes many adjustments to smooth out your survival experience, as well as makes some things more challenging. | |||
New methods of curing individual illnesses are added to the game, giving you more flexibility. | |||
* Advanced Antibiotics - Cures all illnesses (this is the old standard antibiotics) | |||
* Basic Antibiotics - Cures only infection | |||
* Poison Antidote - Cures poisons | |||
* Jet Coffee - Cures Lethargy | |||
* Atomic Scotch - Cures Parasites | |||
* And many other items also provide new bonuses and cures | |||
Radiation is also more difficult to remove, so avoiding it is best. Doctors will be a primary source of curing large amounts of radiation, but you can still use items such as RadAway for curing smaller amounts when you're out in the field. | |||
Poison damage is overhauled in Horizon. The duration of poisons are greatly extended, but it will no longer kill you quickly. Antidotes can be purchased or crafted, and doctors can also cure poisons. Poison resist is much smaller now, but these smaller amounts can be very effective. | |||
Fire and Cryo damage is also changed. Fire-based weapons usually do real "Fire" damage now, with separate Fire resistances. These resists are also in very small amounts, but can be very effective. | |||
Horizon also reduces some annoyances, like making you eat and drink so frequently. Instead, eating 1-3 cooked meals for the day (like a big dinner), and you'll be good to go until tomorrow. However, gaining nourishing food and water takes much more effort now. Most pre-war food and crops will have high radiation and little nutritional value. Ideally you want to aim for real cooked meals. If you lack the skills to hunt and cook your own food, you can always try buying some, or relying on what you find from exploring. | |||
Because healing and radiation are more difficulty now, I also remove some needless annoyances such as chems/stims making you thirsty or hungry. These types of things are just unnecessary when the rest of the game is balanced better. | |||
As you can see from the banner, all icons are also color coded specifically to help you identify buffs and debuffs better. Horizon's UI colors are best viewed if you use a pale colored UI theme (or something close to white.) | |||
===== Training ===== | |||
The leveling progression is much different in Horizon. Reaching level 30 is roughly like reaching level 60 in vanilla FO4. However, everything is rescaled around this. Try not to compare it directly to vanilla FO4, because the entire system works differently. | |||
Even though you are getting half the levels for your time spent, you will get bonus perk points every 5 levels to help customize your character just as much as before. Every 5 levels you can invest in a new rank of the VANS perk to receive 5 bonus points for training. | |||
Almost every perk is tweaked, balanced, or overhauled in one way or another. My goal is to make so many perks actually feel useful, that you almost have trouble deciding what to take. Which is exactly the type of thing you want in a perk system for any game. | |||
Some perks are completely redesigned to offer a new purpose: | |||
* Hunter - Allows you to harvest meat and other parts from animals and creatures | |||
* Survivalist - Each rank grants you new types of survival-based items you can craft | |||
* Technologist - Allows you to salvage robots, synths, and certain appliance/machinery containers | |||
* Iron Defender - Grants you defensive benefits with each rank | |||
* VANS - Now grants you bonus perk points every 5 levels (this offsets the slower leveling progression) | |||
* Medic - Each rank grants you new types of medical supplies you can craft | |||
Weapons perks are overhauled to provide a better system of customizing your combat training. While each perk is focused on specific weapons, many of these perks have benefits that can be used for a wider range of weaponry. Rank 3 of each of these weapon perks, unlocks the corresponding Focused Specialization. | |||
* Marksman - Improves range and accuracy for ballistic weapons, and armor penetration for ballistic rifles. | |||
* Future Soldier - Improves different aspects of energy weapons. | |||
* Gunslinger - Improves reload speed, hip accuracy, and other benefits. Bonuses are focused on pistols and shotguns. | |||
* Commando - Improves hip fire accuracy and other bonuses focused around assault weapons and combat knives. | |||
* Big Leagues - Improves melee armor penetration and other bonuses. | |||
* Demolition Expert - Improves explosives and fire-based weapons. Grants ability to craft explosives. | |||
* Attack Dog - Improves the damage of your canines, and allows you to call in a Guard Dog for assistance. | |||
* Robotics Expert - Allows you to place Mini-Turrets, and hack robots. | |||
Focused Specializations are a new system that allows you to focus on one particular area of combat. Once you choose a specialization, you can untrain it, but it has a high cost. | |||
* Sharpshooter - Improves damage with specific rifles | |||
* Cyborg - Improves damage with energy weapons | |||
* Duelist - Improves damage with Pistols and Double-Barrel Shotguns | |||
* Master Commando - Improves damage with assault weapons, Combat Knives, and Throwing Knives | |||
* Maurader - Improves damage with melee weapons, and adds benefits to power attacks | |||
* Demolitionist - Improves damage with explosives and fire-based weaponry | |||
* Animal Handler - Improves your canines' damage and damage reduction | |||
* Combat Engineer - Improves your Mini-turret damage | |||
===== Economy ===== | |||
Horizon's loot system is very detailed, and covers a large array of containers and NPCs. Many new items are added to the game to increase the feel that you're in a living world. | |||
Containers often contain more appropriate loot. Locked containers also give more appropriate bonus loot based on the type of container (safes, ammo boxes, etc.) | |||
Horizon also gives purpose to some crafting ingredients that weren't widely used before, adding more diversity to hunting down materials. Certain junk items are even converted into real crafting ingredients (such as tools), instead of just being scrap. | |||
The economy of the Commonwealth actually feels more like a real thing now. Caps are much more valuable than they were in vanilla Fallout 4. Many items and services (such as doctors) are more expensive, and you will often find yourself actually needing to use them occasionally now. You may even need to buy cooked food and water, something that probably was rarely ever done before. | |||
Ammo is very expensive, and more difficult to find. You will most likely find yourself buying ammo wherever and whenever you can. You may want to consider a wider range of weaponry to make use of different ammo. Ammo crafting is now available in Horizon too. | |||
===== Combat ===== | |||
The first thing you need to understand with Horizon is that combat is rebuilt from the ground up. I started with player damage at a standard 1.0x multiplier, and rebalanced the entire game around it to create smoother and more fluid gameplay from level 1 to 40+. One of the main goals with Horizon is to reduce (or eliminate) any bloated scaling from leveling and buffs/perks (for both NPC and player.) | |||
In Horizon, many NPCs scale with your level, and should be more challenging throughout your entire playthrough. The problem is, simply changing NPCs to match your level is not a real method to scale NPCs. Horizon has a custom scaling system that actually adjusts the resistances and damage of NPCs dynamically based on your level. Humans and humanoids are the primary users of this scaling system (not every type of NPC uses it though.) | |||
The reason Horizon does this, is to attempt to eliminate the problem of having low level NPCs in zones lingering around and becoming WAY too easy later on. My custom scaling system will allow these NPCs to at least attempt to put up a fight regardless of how many levels you have on them. | |||
Because of the fact that health is more difficult to regain, NPCs should sometimes be dealt with cautiously. | |||
* Running away and regrouping might be a valid option now. | |||
* Sneaking by enemies instead of engaging them might be a valid option now. | |||
* Using tactics you normal don't use (like explosives and traps) might be a valid option now. | |||
NPC vulnerabilities are more drastic and varied in some cases now (i.e. Headshots on humans deal more damage, etc.) Some enemies also have brand new vulnerabilities. For example, a Protectron has a heavily armored torso that absorbs a high amount of damage, but it's flimsy legs and combat inhibitor are it's weak points. Deathclaws are another example, where their armored parts are even more armored now, but their weak points take extra damage. This puts more emphasis on aiming well and using tactics. | |||
Critical damage is completely overhauled. Critical damage is much lower, but can still be built up with perks and bonuses. Critical hits can also occur outside of VATS now, depending on the perks you invest in. Sneak attacks are also greatly reduced, mainly because of targeted vulnerabilities adding more damage. Overall, they are much more reasonable, without completely unbalancing combat. In vanilla FO4, ridiculously high sneak attacks were possible, but part of the problem was that NPCs also had bloated health (and the DLCs kept adding even MORE to that.) Horizon fixes both of these problems. | |||
Many NPCs are also given more variety in their loot drops. For example, Raiders (and raider-based loot containers) drop more appropriate loot that raiders might have. Raiders and synths have a chance to drop a damaged weapon instead of a functional weapon. Damaged weapons are junk items that can be scrapped for useful "weapon parts." Some creatures now drop new parts that can be scrapped into rare materials (ex: Deathclaws.) Aside from adding more immersive flavor to looting, these items also fill in gaps for giving rewards for creatures that normally felt like they weren't even worth the ammo. | |||
Keep in mind that while Horizon tries to add a lot of realistic elements to the Fallout world, it's not an "ultra realism" mod. I try to balance a good sense of realism with challenging gameplay. There's just some things that I believe don't work well if you try to make them too realistic. | |||
===== Weaponry ===== | |||
Many weapons and weapon mods are rebalanced in Horizon. Weapon damage in Horizon is based on a slightly more realistic "damage per hit" rather than "damage per second", because of the fact that ammo is much harder to acquire now. | |||
Automatic receivers are now much closer in damage to semi-auto. Some weapons that felt underpowered (like Submachine Guns) were brought up to a usable status. Weapons like the .38 pipe gun, remain low damage at low levels, but higher level receivers will allow it to be upgraded much better now. | |||
Some weapons receivers are completely replaced.. bringing new options to fill gaps. I've specifically hand selected only certain weapons to have special receivers, to create variety and specific purposes for each weapon. Having too many ammo conversions on every weapons would make everything feel too stale and lack variety in weapons. | |||
===== Robotics Lab ===== | |||
The Robotics Lab is a new crafting station, used to craft tools, parts, electronics, and settlement ingredients. Ideally, you will want one of these early on in your main settlement. | |||
A few useful items are: | |||
* Turret Deployment Parts - these parts can be carried with you, to make setting up simply pipe turrets at new settlements easier | |||
* Caravan Supply Kits - these are used to supply Caravan Travel Hubs | |||
* Cargo Bots - These are crafting ingredients used to build new settlement devices and wrist device upgrades | |||
* Cargo Bot summoning devices - these are used to send junk back to your settlement "Scrap Storage" container | |||
* Alpha Wrist Device - an equipable item that can improve your carry weight based on it's upgrades | |||
* Water Filters - Used to either craft water purifiers or directly craft purified water bottles | |||
* Tools, parts, bottles, etc. | |||
Contracted Work | |||
There's a special category in the Robotics Lab (and Weapons Lab) called "CONTRACTED WORK." This category allows you to bypass the perk requirement for crafting certain objects. But it comes at a cost.. normally requiring caps and extra ingredients. The concept is that a skilled artisan makes the item for you (i.e. could be a settler, etc.) if you lack the skill to make it yourself. | |||
===== Weapons Lab ===== | |||
The Weapons Lab is a new crafting station, used to construct/disassemble ammo and explosives, and build weapons. | |||
Horizon has it's own carefully balanced ammo crafting system. Everything is based on the average damage per shot of each round. Ultimately it should feel fair for any ammo type crafted, including explosives. | |||
The special ingredients required to make ammo can come from loot drops, vendors, scrapping junk, or scrapping other ammo. | |||
* All grenade, mine, and trap recipes, are moved to the Weapons Lab | |||
* Ammunition: Contains recipes to load your own ammunition | |||
* Imported Ammunition: Specifically for ammo used by external mod-created weapons | |||
* Weapons: Companion weapons, and external mod-created weapons | |||
* Disassembly: Contains recipes to scrap ammo/explosives into parts | |||
* Contracted Work: Some recipes can be used without specific skill-based perks, but at a cost | |||
===== Cargo Bots ===== | |||
Cargo Bots are a system I created to deal with transporting junk (or anything) back to your settlements remotely. | |||
You can call a Cargo Bot using a consumable device from any location. Simply interact with the Cargo Bot, and you can open it's inventory and have it send items back to your "Scrap Storage" container (which can be accessed from any settlement.) | |||
The Cargo Bot theme also extends to a new wearable piece of armor called an "Alpha Wrist Device." Each slot you upgrade, will add a stealthed Cargo Bot that increases your carry weight. Different slots require different perks and factions. This can be a great system for those who wish to extend their total carry weight, but want an immersive reason for doing so. | |||
===== Caravan Travel ===== | |||
The Caravan Travel system offers an immersive way to travel to other settlements. | |||
It consists of a "Supply" system, that needs to be restocked in order to travel. The system is very easy to use. The amount of supplies that are consumed, is based on the distance you travel. There are 2 objects you can craft for this: an outdoor hub, and an indoor radio console. | |||
===== Settlements ===== | |||
Horizon has an array of new settlement objects to expand your options. | |||
Resource Management Table | |||
* This crafted object can be interacted with to control resource production | |||
* Some resources require Fuel to find/process materials (purified water, wood, concrete, steel) | |||
* Fuel can be found from existing junk containing "Liquid Fuel" or can be crafted as a more expensive last resort | |||
* Resource utilities will give a very small amount of happiness (this is mainly just to flag it as a workshop object) | |||
Water Purifiers | |||
* Water purifiers are the only way to produce purified water bottles now, through the Resource Manager console | |||
* The generic "Water" settlement resource now gives Dirty Water to the workbench instead of purified water | |||
* To produce purified water bottles, it takes 10 units of purified water (globally) per bottle per day | |||
* Each purifier grants a significant amount of happiness for the settlement | |||
Command Mailbox | |||
* This mailbox allows you to receive messages and items from NPCs, based on different events | |||
* It can be accessed from any settlement | |||
New defenses were added | |||
* Watchman's Tower - A new guard tower | |||
* Command Tower - A new guard tower | |||
* Sentry Post - A simple rubber mat with a decal (so you can see which way it's facing) for a guard | |||
* Custom Pipe Turret - A simple turret that is easy to deploy into new settlements | |||
* And More.. | |||
I've created a few new decorated vendor meshes that I've always wanted to see | |||
* Full Bar (Tier 3 Food Vendor) | |||
* Diner Counter (Tier 3 Food Vendor) | |||
* Weapon Warehouse (Tier 3 Weapons Vendor) | |||
* Medical Center (Tier 3 Medical Vendor) | |||
* General Store (Tier 3 General Vendor) | |||
* Armor Outlet (Tier 3 Armor Vendor) | |||
* Tailor Shop (Tier 3 Clothing Vendor) | |||
More settlement objects and information can be found in the Settlements and Crafting article. | |||
===== Settlement Progression ===== | |||
This new system is designed to make building and advancing settlements more interactive and goal-oriented. | |||
BETA NOTE: This particular system is still under construction | |||
Each level of progression grants new rewards and unlocks additional new settlement objects. | |||
One of the goals of this system, is to give builders extra materials they require to build up the elements that aren't directly gameplay related (such as walls, floors, etc.) Wood, concrete, and steel can be produced to continue building up your empire. | |||
I plan to continue to add quest objectives and side missions that are more interactive in future updates. | |||
NEW: The Command Table | |||
* This crafted object can be interacted with to start quests and check settlement stats | |||
* The concept is to make building up settlements more interactive, immersive, rewarding, and ultimately feel like it has a purpose | |||
NEW: Main progression quest line: "The Commonwealth United" | |||
* This quest line is the backbone of the new settlement progression system | |||
* It is entirely geared towards players who enjoy settlement building (i.e. optional) | |||
* Each stage requires building settlements up to a certain population and happiness rating (15 settlers at 75% happiness)* | |||
* Each stage rewards a rank of a new perk called "Trailblazer", plus 1 additional item reward | |||
* Each stage also offers a choice of 1 of 4 bonus rewards (each stage is different) | |||
NEW: (Perk) Trailblazer | |||
* This perk grants access to schematics and recipes based around settlement crafting | |||
* Each stage unlocks new settlement resources | |||
* More schematics and recipes will be added over time | |||
New resource production objects unlock as you gain ranks of Trailblazer: | |||
* NEW: Lumber Yard - Each yard produces wood per day | |||
* NEW: Stone Yard - Each yard produces concrete per day | |||
* NEW: Small Oil Well - Each well produces oil per day | |||
* NEW: Steel Yard - Each yard produces steel per day | |||
More detailed info on the progression system is contained in the Crafting article. | |||
===== Is Horizon For Me? ===== | |||
Horizon is aimed at players who enjoy the survival aspects of Fallout, however it can be enjoyed by players of all skill levels. I have included varying difficulty levels so that any player can enjoy Survival Mode and all the changes Horizon brings. | |||
There are 5 difficulty levels to choose from during installation: | |||
* Novice - NPC damage is reduced to 1.0x, player damage increased to 1.25x and medical crafting is easier (only recommended for casual or newer players) | |||
* Wanderer - NPC damage is reduced to 1.0x, this difficulty is similar to the default, but gives a even 1:1 damage ratio | |||
* Survivor - NPC damage is 1.5x. This is the default mode. (RECOMMENDED - This is what I personally play on, so the mod is tuned for it.) | |||
* Veteran - NPC damage is increased to 2.5x, and doctor costs are increased | |||
* Outcast - NPC damage is increased to 3.5x, and doctor costs are increased | |||
Please note that this is NOT a "customize your own difficulty" mod. Everything is hardcoded to be balanced for a reason. The main customization of this mod will come from the difficulty settings, and a few addons. | |||
If you're looking for a more challenging survival feel.. this mod is for you.<br/> | |||
If you enjoy crafting, exploring for supplies, and using tactics in combat.. this mod is for you.<br/> | |||
If you're a veteran Fallout player looking to start a new playthrough and want to try something different.. this mod is for you.<br/> | |||
If you enjoy survival gameplay, but find Fallout's survival mode too hard.. this mod can still be for you! | |||
If you're not a hardcore player or heavily experienced with FO4, don't feel embarrassed to use "Novice" or "Wanderer" difficulty. It's still challenging. I want to have difficulty settings that allow everyone to enjoy all the changes I added with Horizon. If you're finding "Novice" difficulty to still be too hard, feel free to send me a message, and I'll try making adjustments to this difficulty mode. | |||
===== Survival Tips ===== | |||
* Your health pool may be much larger than normal, but do NOT let this fool you into a false sense of security. Getting that health back will be much more of a challenge now, since the only sources of healing are actual medical attention. All healing is fixed values, so a larger health pool does NOT mean larger heals! | |||
* Make sure you craft enough bandages, trauma kits, and stimpaks for any trip. If you can't tend to your own wounds in the field, you're dead. | |||
* You may come to the point where ammo is so low, you'll need to melee targets down here and there. Keep a gun on hand for each ammo type. Also remember that you can buy ammo, and craft it. | |||
* Explosives and traps will suddenly become much more useful (and much more deadly towards you) now. Use tactics with these. Setup mines/traps before you engage tough enemies, throw grenades down hallways, rockets from range, etc. | |||
* Sneaking is also extremely helpful, and a huge part of the survival feel. | |||
* Eating a real cooked meal is much better than eating a lot of small garbage food (especially if each one stacks extra rads.) Cooking has become much more useful now, and the Hunter and Survivalist perks go along with it very well. | |||
* For settlements, I always recommend using self-contained food and water production at each settlement. The supply line works great for sharing workbench resources, but it doesn't seem to work well for sharing food and water. The way I balanced food and water, it is easier for high populations to manage now." | |||
}} | |||
== Sorting, Cleaning and Testing: Part 9 == | |||
Sort with LOOT and clean these mods: | |||
* FunctionalDisplays-Collectibles.esp | |||
* Z_Horizon.esp | |||
* Z_Horizon_DEFUI.esp | |||
* Z_Horizon_DLC_All.esp | |||
* Z_Horizon_Patch_RaiderOverhaul.esp | |||
== NPCs == | |||
==== Better Settlers ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Better Settlers|http://www.nexusmods.com/fallout4/mods/4772/?|2.0|Thom293<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Better Settlers v2.0 DLC Master FOMOD}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|Better Settlers | |||
|{{Fieldset | |||
|Better Settlers | |||
|bullet=yes|BetterSettlers.esp}}{{FomodPage | |||
|Better Settlers | |||
|{{Fieldset | |||
|Lollygaggers | |||
|bullet=yes|No Lollygagging!}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|Better Settlers | |||
|{{Fieldset | |||
|Clean or Dirty Faces? | |||
|bullet=yes|Dirty Faces}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|Better Settlers | |||
|{{Fieldset | |||
|Gear Choices | |||
|bullet=yes|Better Settlers Default}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|Better Settlers | |||
|{{Fieldset | |||
|Gender Ratio | |||
|bullet=yes|Vanilla}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|Better Settlers | |||
|{{Fieldset | |||
|Modded Community Assets | |||
|bullet=yes|Community Hair and Clothing}} | |||
|button=yes|buttonText=Next}}{{FomodPage | |||
|Better Settlers | |||
|{{Fieldset | |||
|Mortal Option | |||
|bullet=yes|Vanilla Settlers}}|{{Fieldset | |||
|FINISH | |||
|bullet=yes|Optional Files}} | |||
|button=yes|buttonText=Finish}} }} | |||
'''Description''' :<br/>"Better Settlers is a lore friendly mod that adds more than 230 new settlers to the vanilla settler selections (for a total of 270+). You can choose to leave them with vanilla equipment and stats, or: It allows you the OPTION to make lore-friendly changes to their equipment, stats, or mortality. Other options include: mod-created equipment and hair (highly recommended), all female settlers, or raiders as settlers. All of these options are randomly generated when the Settler spawns, so no two settlers should be exactly alike." | |||
}} | |||
==== Super Mutant Redux v1.1 ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Super Mutant Redux|http://www.nexusmods.com/fallout4/mods/11853/?|v1.1|MadMAX713 - joemitchell320 - Thirdstorm<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Super Mutant Redux v1.1 | |||
|OPT=Super Mutant Redux v1.4 (Hotfix Update)}} | |||
'''Description''' :<br/>"Who doesn't like destroying super mutants right? With this mod, my main goal is to add more diversity to the loveable muties. Having just regular mutants and suicide mutants isn't enough. So I've added Nightkin, Glowing Behemoths, Glowing Mutant Hounds and more. They will put a larger strain on your tactics, and force you to tackle the mutant threat in new ways. | |||
WARNING:<br/> | |||
This mod makes mutants a LOT stronger. Approach with caution, take time to evaluate your enemy. They are by no means indestructible, but they are more difficult to face. Especially the Nightkin. DO NOT underestimate them! Also, you HAVE to wait around 30 days in game for the full effects. Mutants as well as every single other npc in the game do not automatically change their entire appearance instantly. You need to wait, preferably indoors, for every mutant to respawn." | |||
}} | |||
== Weapons == | |||
==== Unique Uniques - Unique Weapons Redone ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|Unique Uniques - Unique Weapons Redone|http://www.nexusmods.com/fallout4/mods/15139/?|1.01|Trainwiz<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=Version 1.01}} | |||
'''Description''' :<br/>"Did you ever pick up at the end of a long dungeon one of those "unique" weapons and get disappointed that it's literally just a legendary weapon? Unique weapons should feel unique after all. | |||
Don't worry, like so many things, I have fixed this erroneous error. | |||
Unique Unique replaces all "unique" weapons (those weapons that are just renamed versions of normal weapons) in game with unique appearances and effects. Over 30 weapons are replaced with new models, textures, and effects! | |||
What's more, uniques now behave like Kremvh's Tooth. The actual "unique" part of the weapon is a mod that can be detatched and put on other weapons, similar to Kremvh's Tooth. Also included is a brief system that uniqueifies any weapons you haven't gotten yet, and places unique mods down for any unique weapons you already found. | |||
'''Features''' : | |||
* Over 30 new weapon mods, each with their own unique models and special effects | |||
* New effects for the Silver Submachinegun and the Deliverer | |||
* Seamless integration in new games" | |||
}} | |||
==== The M2216 Standalone Assault Rifle ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|The M2216 Standalone Assault Rifle|http://www.nexusmods.com/fallout4/mods/8807/?|1.1|FF7CloudStrife and thespaceman0915<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=The M2216 V1.1}} | |||
'''Description''' :<br/>"This weapon presents not only the culmination of the greatest in American minds but a bold statement of our renewed place in the world. Many assumed that since the Great War our proud Military and Government was no more, but with the 'Patriot' we will once again recapture our glory. Under the careful direction of President Eden our facility within [REDACTED] was able to begin again the research and development of the pre-war C.O.L.T weapons project. Our new head [REDACTED] directed the search to [REDACTED] in the Mojave Desert where concepts and even crude prototypes were procured. In the years following and despite the [REDACTED] we refined the weapon into the powerful, modern firearm you see today. It is on this day September 30th 2216 that we report the successful completion of all field trials for 'Patriot' and so designate it the M2216. | |||
With this weapon, we the Government and through us the People, will once again reclaim our old world." | |||
}} | |||
==== M3D - Sig Sauer P220 ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|M3D - Sig Sauer P220|http://www.nexusmods.com/fallout4/mods/18796/?|1.03|Millenia - DOOMBASED - SAM61<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=SIG P220 - version 103}} | |||
'''Description''' :<br/>"This mod adds in standalone Sig P220 with in-game modifications. It comes with custom sounds and complete leveled list integration, as well as a unique variant, the "Diplomat". It can be found across the wasteland in random containers, vendors and enemies. The unique version is placed inside an in-game location - if you want it without having to find it, use the console." | |||
}} | |||
==== DOOMBASED Weapons Merged ==== | |||
{{User:Kesta/ModInstructions | |||
|flare={{User:Kesta/flare|Core}} | |||
|DOOMBASED Weapons Merged|http://www.nexusmods.com/fallout4/mods/16387/?|1.2|DOOM<br/><br/> | |||
|{{User:Kesta/NexusDownload | |||
|name=Files to download | |||
|MAIN=SIG P220 - version 103}} | |||
{{FOMOD Instructions | |||
|{{FomodPage | |||
|DOOM Weapons Merged | |||
|{{Fieldset | |||
|Main Files | |||
|bullet=yes|AWKCR Version}} | |||
|button=yes|buttonText=Next}} {{FomodPage | |||
|DOOM Weapons Merged | |||
|{{Fieldset | |||
|That Gun Reload Sound | |||
|bullet=yes|Replacer}} | |||
|button=yes|buttonText=Finish }} }} | |||
'''Description''' :<br/>"So here is my All-In-One merge of all of my Weapon Mods. Thirteen (as of version 1.2) weapons in total. All of the weapons, except for the M2019 PKD Detective Special, are added into the Leveled Lists via script so it will be compatible with other mods that add to the Leveled Lists, including Legendary Lists. I have also added Wearable Apparel items for the following weapons: Catalyst AAS, Jaguar MSX LMG, LK-05 Carbine and SCAR-LK Assault Rifle. You can find the items in the Chem Station under Utility. Optional AWKCR Version that allows you to craft all the Weapons and Apparel at the AWKCR Workbenches." | |||
}} | |||
== Sorting, Cleaning and Testing: Part 10 == | |||
Time to sort your mods one last time before we move onto textures. | |||
At this point I have 242 active plugins. Note that the maximum amount of active plugins is 255, so if you're nearing or over this amount just keep this in mind as we continue, and maybe remove a couple of the optional mods further up in this guide. If you try to start your game with over 255 active mods, it will simply fail to launch. | |||
Sorting your mods can also take a little while at this point, just let LOOT do it's thing. | |||
* SuperMutantOverhaul.esp | |||
* UniqueUniques.esp | |||
At this point I advise you to start a new game and at least make sure that you can get to Sanctuary without crashing. |
Revision as of 05:42, May 31, 2017
Fenris' Personal Mod Guide / Setup[edit | edit source]
Because I'm gonna forget what to install in a year or two.
Title: Waiting on that part of my brain to come up with something decent.[edit | edit source]
Game[edit | edit source]
- Fallout 4 v1.9.4.0
DLC Required[edit | edit source]
- Wasteland Workshop
- Automatron
- Far Harbour
- Contraptions Workshop
- Vault-Tec Workshop
- Nuka-World
Introduction[edit | edit source]
If you're following this guide I'm going to make an ass of you and me and assume that you know what you're doing when it comes to modding Bethesda games.
I'll do my best to have the mods here ordered in a way that makes sense, though my usual install methodology is to go down the list of the top 100 mods and install them one after the other.
I tend to favor lore friendly mods that spice up the visuals, as well as grabbing as many lore friendly weapon and armour mods as I can fit into a load order.
I'll include reminders to run LOOT and to check that your game isn't derping out after each section.
Here's my PC's config if you're into that sort of thing, it's probably worth mentioning that this guide will favor high fidelity over FPS, with little to no compromises:
- CPU: Intel Core i5 4670K @ 4.2Ghz
- GPU: MSI GeForce GTX 980Ti @ 1440Mhz / 7Ghz
- RAM: 16GB Corsair Vengeance 1600Mhz CL9
- Mobo: MSI Z87-GD65 Gaming Motherboard
- SSDs: 2x Kingston HyperX 120GB RAID0
Using Kesta's flares and fancy mod sections.
Getting Started[edit | edit source]
First things first: Install the game[edit | edit source]
Whether via steam or some other platform, it's usually a good idea to install the game to a directory that isn't Steam's default.
That is to say, anywhere that isn't either C:\Program Files or C:\Program Files (x86).
Below is a small walkthrough of how to set up a secondary install location in Steam.
If you have a second hard drive or an SSD just for games, then you have no doubt done this already.
Drivers & Applications[edit | edit source]
Whilst the game is downloading, this is the perfect time to prepare the other applications that we're going to use.[edit | edit source]
Update your graphics card drivers[edit | edit source]
Choose a text editing program[edit | edit source]
There are a few choices here, the main two being Notepad++ and Sublime Text 3.
Once you have chosen a text editor you should set it as the default program to open both .ini and .txt files.
To do this go to your Fallout 4 directory and right click an ini file such as Fallout4_Default.ini, then select Open With > Choose another app.
Ensure that Always use this app to open .ini files is ticked, then scroll down the list and click More apps > Look for another app on this PC.
Point Windows to the editor's executable file.
For Notepad++ this is a file named notepad++.exe located in C:\Program Files (x86)\Notepad++
For Sublime Text this is a file named sublime_text.exe located in C:\Program Files\Sublime Text 3
Repeat this process for .txt files as well.
Next, install an archiving program like WinRAR[edit | edit source]
I've been using WinRAR forever, so it's just what I'm familiar with. It's available in 32bit and 64bit versions.
Another option is 7-zip, which is also available in 32bit and 64bit flavors.
Run the game for the first time[edit | edit source]
This will set up the necessary registry entries and will create two files in your documents inside of \Documents\My Games\Fallout4
- Fallout4.ini
- Fallout4Prefs.ini
Nexus Mod Manager[edit | edit source]
Mod Organizer 2 has frustrating problems when installing a mod with multiple options, the menus simply don't work on some mod installers so you'll be stuck with the default settings.
This is quite a shame as Mod Organizer 2 is more feature complete then NMM, and I prefer it greatly. NMM will work fine for our purposes however until Mod Organizer 2 is fixed.
You can download Nexus Mod Manager from this link.
- Install Nexus Mod Manager and point it to your Fallout 4 install directory, create a folder on the same drive as your Fallout 4 install that will hold all of your mods.
- When you first select Fallout 4 as the game to use with NMM, it will ask where to install your mods, and where to keep the install info. Choose the folder on the same drive as your Fallout 4 install.
- Go to the mods tab and under Categories, click Categories: expand all categories, this will just make it easier to see the mods that you're going to be downloading.
Next you're going to need to log into Nexus Mod Manager using your Nexus account. This will enable you to download mods over 2MB through NMM.
LOOT[edit | edit source]
LOOT is a tool that automates load order optimization, it is also able to tell you if a mod has dirty edits and needs cleaning. You are able to run it through Nexus Mod Manager.
Installation :
|
FO4Edit[edit | edit source]
FO4Edit is a powerful tool that has a myriad of features. We'll be using it to automate the cleaning process of mods with dirty edits.
Here's a guide for using xEdit to clean your mods.
Installation :
|
INI Tweaks[edit | edit source]
BethINI[edit | edit source]
Installation :
|
Manual Tweaks[edit | edit source]
Make a copy of 'Fallout4.ini' inside of \Documents\My Games\Fallout4 and name it 'Fallout4Custom.ini'; this is the file we will be editing.
Open Fallout4Custom.ini in your chosen text editor and scroll down to the [Interface] section. If you have played the game a lot before you can disable the tutorial messages by adding 'bShowTutorials=0' at the bottom of the section so that it looks like this:
[Interface] fSafeZoneX=15.0 fSafeZoneXWide=64.0 fSafeZoneXWide16x10=64.0 fSafeZoneY=15.0 fSafeZoneYWide16x10=36.0 bShowTutorials=0
We're going to improve the readability of the in-game console by adding a new section underneath the [MapMenu] section.
Copy this text and add it underneath 'uLockedTerrainLOD=32' in the [MapMenu] section:
[Menu] iConsoleSizeScreenPercent=65 iConsoleTextSize=16 rConsoleHistoryTextColor=153,160,153 rConsoleTextColor=255,255,255 rDebugTextColor=255,235,222
For the Immersive Maps mod to display in colour, we need to disable the effects of the Pipboy. To do this, add this section into Fallout4Custom.ini:
[Pipboy] bPipboyDisableFX=1
If you're interested in learning more about the different settings available in the .ini files, you can check out InsanePlumber's post here.
Extenders and Plugins[edit | edit source]
Fallout 4 Script Extender (F4SE)[edit | edit source]
This is an essential mod that continues the work from the Skyrim Script Extender.
Installation :
|
Shadow Boost[edit | edit source]
Shadow Boost dynamically controls the the shadow draw distance in Fallout 4 to attempt to keep you at a specified framerate.
Installation :
|
You can modify ShadowBoost.ini if you wish, however I find that the default settings work fine:
fTargetFramerate= - This setting determines your desired framerate, if you are playing with vsync or an fps lock enabled then be sure to keep it at least a couple fps lower than the maximum, otherwise the plugin won't increase the shadow draw distance when you reach that framerate. fDistChangeSpeed= - This setting determines how quickly the shadow distance will change. The safe range is between 0.5 and 5.0. fShadowDrawDistMin= - This setting determines the minimum distance that shadows will render. fShadowDrawDistMax= - This setting determines the maximum distance that shadows will render. Users with lower-end PCs may want to reduce this setting.
Essentials[edit | edit source]
These mods are here because they need to be installed before other mods further down this guide, installing them now will just make things easier later on.
For each of these mods, and the mods in each further section, the required files will usually be downloadable via Nexus Mod Manager by simply pressing the 'Download With Manager' button in the files tab of the mod.
The file or files to download will be specified as being under either the Main Files, Optional Files, or Update section of the files tab.
- MAIN FILES - Main
- OPTIONAL FILES - Optional
- UPDATES - Update
Armor and Weapon Keywords Community Resource (AWKCR)[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : "This resource accomplishes the following things:
|
Armorsmith Extended[edit | edit source]
Files to download :
Description : "This mod does twelve things:
|
Settlement Keywords Expanded[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : "Settlement Keywords Expanded is a continuation of Stuyk's framework. SKE is a mod authors resource and provides an alternative to adding items to the Bethesda vanilla menus. With SKE mod authors have more choices for their settlement items. More choices means less clutter in settlement menus. The file provided, SettlementKeywords.esm, will work with some SK mods. This mod doesn't alter any of the vanilla menus so it will not conflict with any DLC. Missing vanilla menus are only caused by outdated menu patches or outdated SK mods that have not been updated. A list of mods that should not be used with SKE is provided below." |
True Storms - Wasteland Edition (Thunder-Rain-Weather Redone)[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : Features :
|
Beantown Interiors Project[edit | edit source]
Files to download :
Description : Have you said to yourself "D*** the torpedoes, I am going into Downtown Boston or I'm heading to the coast!", only to find once you arrive that 99% of the shops and houses are all boarded up? Have you ever wondered "Why hasn't anyone looted these buildings in the last 200 years?" (Well 210 years to be exact, give or take the rotation of the earth and a few dings to my chronometer!) If so, then this mod is for you! The Beantown interiors project, the sister mod to Fallout 3's D.C. Interiors Project and Fallout New Vegas's N.V. Interiors Project, promises to bring many of the elements from my previous mods which you've come to know and love, into Fallout 4. I also hope to add more depth and, features, as my modding skills progress. This Mod opens up many of the boarded building for you to explore." |
Chem Redux[edit | edit source]
Files to download :
Description : |
Bug Fixes / Patches[edit | edit source]
Unofficial Fallout 4 Patch[edit | edit source]
Files to download :
Description : |
Achievements[edit | edit source]
Files to download :
Description : |
Dead Body Collision[edit | edit source]
Files to download :
Description : |
Realistic Death Physics - No Animations[edit | edit source]
Files to download :
Description : |
Faster Terminal Displays[edit | edit source]
Files to download :
Description : |
Survival Unlocker[edit | edit source]
Files to download :
Description : This mod restores:
This mod also allows you to return to the Survival difficulty if you had previously downgraded your difficulty. |
3rd Person Beard Fix[edit | edit source]
Files to download :
Description : |
Workshop Spotlight Fix[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : |
Rain of Brass[edit | edit source]
Files to download :
Description : Main version: Shells stay for 1 hour and are visible from weapons fired within 500 meters." |
Personal Vertibird Flight Altitude Fix[edit | edit source]
Files to download :
Description : Notes : |
Automatron DLC Legendary Drops (plus Legendary Clothing Loot)[edit | edit source]
Files to download :
Description : |
Less Annoying Berry Mentats[edit | edit source]
Files to download :
Description : |
Glowing Animals Emit Light[edit | edit source]
Files to download :
Description : This also fixes the Glowing Behemoths and Glowing Mutant Hounds, neither of which had actual glow maps. The Glowing Behemoth also has a radiation cloak like all other glowing variants." |
Companion Stealth Distance Fix (No Free Hugs) - Now with No Dogmeat in Crosshairs[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : |
Everyone's Best Friend (Dogmeat and Companion At Same Time - No Console - No Hack)[edit | edit source]
Files to download :
Description : Notes : |
Dogmeat - Doors are NOT for Dogs (No Door Opening)[edit | edit source]
Files to download :
Description : Notes : |
Nuka-World Bottle Scenery Fix[edit | edit source]
Files to download :
Description : |
Workshop Lightbulb Emittance Fix[edit | edit source]
Files to download :
Description : There are numerous problems with lights in Fallout 4, but this one was particularly frustrating because it was NOT related to power. In some areas, light bulbs, while receiving power and lighting up just fine will suddenly only emit an extremely dim, dull white light. Many have said this happens for them at The Castle, and for me the problem areas were Tenpines Bluff and Greygarden. The issue is -- as with previous Bethesda engines -- layers of blending effects will easily confuse the engine. The default Workshop lightbulb has alpha transparency on the bulb glass, with an internal filament component -- which could never be seen in-game anyway, and made the light node glitch and not emit in certain viewing situations." |
High Res DLC Black Face Fix[edit | edit source]
Files to download :
Description : |
Baby don't run away... (merchants stick to their stores)[edit | edit source]
Files to download :
Description : |
Elevator Buttons Fix (Contraptions)[edit | edit source]
Files to download :
Description : |
Keep Commonwealth Radiant quests within the Commonwealth[edit | edit source]
Files to download :
Description : |
Brotherhood Pilots Wear Bomber Jackets[edit | edit source]
Files to download :
Description : |
Settlement Attack DLC Fix[edit | edit source]
Files to download :
Description : Automatron:
Wasteland Workshop:
Far Harbor:
Until now in order to get one you had to give up the others. This mod combines the records so they will all happen will happen. For load order be sure you load it after any DLC. Build up your defenses, because your settlements are gonna need you." |
Lever Action Reload Fix (Another)[edit | edit source]
Files to download :
Description : |
Mirelurk Model Fix[edit | edit source]
Files to download :
Description : |
X-01 Armor Reposition Fix[edit | edit source]
Files to download :
Description : |
Nuka World Novatron Assaultron Torso Fix[edit | edit source]
Files to download :
Description : |
Piper Interview Restored[edit | edit source]
Files to download :
Description : |
Power Line Physics[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : |
Moddable Robot Settlers Compilation (Automatron)[edit | edit source]
Files to download :
Description : |
MicrofusionCell Fix[edit | edit source]
Files to download :
Description : |
Wasteland Workshop Street Lamp and Ceiling Light Fix[edit | edit source]
Files to download :
Description : |
Vault 81 Mole Rat Disease Fix[edit | edit source]
Files to download :
Description :
The root cause of each of these scenarios is a missing condition check on the "Give Disease" effect that Vault 81 Mole Rats carry. Rather than triggering the effect whenever the player is attacked, the effect triggers whenever ANYONE is attacked by an infected Mole Rat, and sometimes when the Disease effect is initiated. Since the effect is a script that manually applies the disease to the player, any attack by an infected Mole Rat on ANYTHING will give the player Mole Rat Disease." |
Fusion Generator Lights Fix[edit | edit source]
Files to download :
Description : |
CryoFreez Fix[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : |
Auto Doors[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : This mod addes craftable devices that will allow to automate your settlement doors. There are three main type of devices, some have few types:
All devices reevaluate it target door when crafted and/or replaced. Script will scan area for doors in short range, if there several door found it will calculate nearest. You can find this devices in Power->Miscellaneous category in workshop menu. Depending on chosen option while installation mod support vanilla doors, Homemaker's doors and Snap'n Build doors. Mod also support pre-made vanilla doors from locations: Red Rocket, Hangman's AlleySanctuary, Tempines Bluff, Outpost Zimonja, Egret Tours Marina, Warwick Homestead, The Castle, Bunker Hill, Taffington Boathouse, Covenant, Starlight Drive In, Sunshine Tidings Co-Op, The Slog, Spectacle Island, Croup Manor, Kingsport Lighthouse, Finch Farm, Coastal Cottage." |
Third Person Revolver Audio Fix[edit | edit source]
Files to download :
Description : |
1st to 3rd Person Forced Reload Fix[edit | edit source]
Files to download :
Description : This makes certain play styles, particularly trying to use scopes in 3rd person, unnecessarily painful and frequently lethal." |
Vault-Tec Workshop Overhaul[edit | edit source]
Files to download :
Description : Notes : |
Vanilla Reflection Maps[edit | edit source]
Files to download :
Description : Why, you ask? If you're like me and you use some degree of mods with new textures and an ENB, you might notice that Fallout 4 sometimes doesn't load in these reflection maps like it is supposed to. Even if you don't have any mods that feature chrome-looking things, you might at least notice that metal crates and Codsworth can sometimes look a bit dull. What? You mean I can just restart Fallout 4 and it'll work fine again? Whippee! But wait, what if it doesn't? What if chrome things show up a dull grey or oily black almost every time? Well, if you're worried about just that, this mod(?) is for you! GONE are the days of cruddy reflection map loading!" |
Weapon Rack Fixes[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : Here's a list of the weapons, and the racks they can go on in the default version:
Alongside the ones above, here's a list of the Nuka-World weapons, and the racks they can go on in:
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Glass Glare Fix[edit | edit source]
Files to download :
Description : |
Wetness Shader Fix[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : Notes : |
Various Material Fixes[edit | edit source]
Files to download :
Description : So far this fix includes:
|
Sorting, Cleaning and Testing: Part 1[edit | edit source]
With all of those fixes out of the way as well as those essential mods that a lot of other mods shall be using, it's time to sort our load order, clean our current mods, and make sure that the game still runs.
- Load LOOT through Nexus Mod Manager from the Supported Tools menu.
- Click this button in the top right to automate the plugin sorting process:
- Once this is done hit apply and close LOOT.
- Load up FO4Edit.exe from the location you extracted it to.
- Right click on the list of plugins and then click 'Select None'.
- Tick DLCRobot.esm and then click 'Ok'. Only ever enable one plugin at a time in this list.
- Once the background loader is finished, right click DLCRobot.esm and then click 'Apply Filter for Cleaning'.
- When the filtering process is done, right click DLCRobot.esm again and then click 'Remove "Identical to master" Records'.
- Once this process is finished, right click the mod once more and then click 'Undelete and Disable References'.
- After this process completes, close out of FO4Edit and allow it to create a backup of the plugin you cleaned.
- Repeat this process for the following plugins:
- DLCWorkshop01.esm
- DLCCoast.esm
- DLCWorkshop02.esm
- DLCWorkshop03.esm
- DLCNukaWorld.esm
- ArmorKeywords.esm
- Armorsmith Extended.esp
- Armorsmith All DLCs Patch.esp
- Nuka World Bottle Fix.esp
- Merchants stick with store - Unique Settlers (except Ron).esp
- Vertibird Alt Fix.esp
- Vault-Tec Workshop Overhaul.esp
Interface[edit | edit source]
Full Dialogue Interface[edit | edit source]
Files to download :
Description : Notes : |
DEF_UI[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : DEF_HUD The HUD, or Head's Up Display, refers to the main game interface while adventuring. The HUD elements include HP, AP, Crit, XP, and Enemy HP meters, compass, dialogue, and messages. This mod allows customization of all of those elements. All elements can be moved, rotated and resized as desired. Some elements also have customization options like hiding parts of the element (HP tag on the HP meter for example). There is also an optional feature to show scrap components beneath items when looting. This feature requires either the included scrap tags file or a similar file from your sorting mod (like VIS). If you use the included scrap tags file it will override any mod that changes scrap items (weight, components, names, etc). This mod will conflict with any other mod that modifies the interface such as MyHUD or Pleasant UI, however all of the features provided by those mods can duplicated (and then some) with DEF_HUD. DEF_INV DEF_INV modifies the interface for container, barter and pipboy inventory screens with numerous improvements. Container and Barter screens have been increased in size to fill the screen. All of the remaining features require a sorting mod:
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Unobtrusive Interface Preset for DEF_HUD[edit | edit source]
Files to download :
Description : |
Valdacil's Item Sorting[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description :
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LooksMenu[edit | edit source]
Files to download :
Description :
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Immersive maps 2K - 4K[edit | edit source]
Files to download :
Description : |
Zoom-out Extended for World Map - Unofficial Update for Fallout 4 1.7[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : However, following the instructions Zenotep kindly provided within the description of Zoom-out Extended, I've made a [1.7] compatible version that works for 4K maps" |
Sleep Or Save[edit | edit source]
Files to download :
Description : Wouldn't it be great if you could skip that early morning nap? You've only just woken up after all. That's where Sleep Or Save comes in. By adding a save function to beds it retains the "beds as a save point" functionality of survival mode, while making survival gameplay just a little more convenient. Features:
Save-O:
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Quest Summary by Default - Spoiler-Free Quest Log[edit | edit source]
Files to download :
Description : |
Eating Off the Floor[edit | edit source]
Files to download :
Description : Well then this mod is for you! With Eating Off the Floor, you can quickly consume any food, drink, or medicine straight off the floor (or table, or wherever) without opening your inventory. Especially handy for you starving survivalists out there." |
Playstation 4 Buttons (Ps3 and Ps4)[edit | edit source]
Files to download :
Description : |
STATS Animations - Vault Girl (Not Vault Meat) (and.. Millianna)[edit | edit source]
Files to download :
Description : |
Modern Scope Reticles - Scope reticle overhaul[edit | edit source]
Files to download :
Description :
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Immersive Main Menu[edit | edit source]
Files to download :
Description : |
Cartographers Map Markers (Fallout4 Edition) CMM[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : |
FallComplete - Automatically Track Quests - Locations - Magazines - Bobbleheads[edit | edit source]
Files to download :
Description : |
HUDFramework[edit | edit source]
Files to download :
Description : |
Immersive HUD - iHUD[edit | edit source]
Files to download :
Description : HUD when you need. HIDE when you don't. What does it let you do?
Description : |
Nameplates - Floating Healthbars[edit | edit source]
Files to download :
Description : |
Sorting, Cleaning and Testing: Part 2[edit | edit source]
Just as you did before, sort your load order using LOOT and run the game.
You can use my save below, or one you made before, to skip the intro of the game if you wish.
None of the interface mods will need cleaning.
Gameplay[edit | edit source]
Grab and Eat All-in-One[edit | edit source]
Files to download :
Description : This mod solve the problem for our Sole Survivor. It adds EAT/DRINK/USE/EQUIP buttons that let you grab the item and eat/drink/use/equip in real time. No need to pick it up and open the inventory. With this mod, you can grab some food and eat, grab some chems and get high and grab your shotgun to shoot trespassers in the face!" |
Pre War Safes[edit | edit source]
Files to download :
Description : |
Dynamic Flora Harvesting[edit | edit source]
Files to download :
Description : |
Lowered Weapons[edit | edit source]
Files to download :
Description : |
Milk That Brahmin - A Milk Mini-Overhaul[edit | edit source]
Files to download :
Description : |
Real Dogmeat Armor[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : |
Multiple Floors Sandboxing[edit | edit source]
Files to download :
Description : Do you have a nice custom home that has multiple floors in the same cell(i.e. no loading doors), and you want your NPCs to move up and downstairs more? This little tweak should address that need." |
QuickTrade[edit | edit source]
Files to download :
Description : QuickTrade is intelligent enough to make sure Trade is only available when these merchants are actually offering vendor services (i.e. merchants that have knocked off work for the night won't have a Trade option)." |
Realistic Survival Damage[edit | edit source]
Files to download :
Description : |
Live Dismemberment[edit | edit source]
Files to download :
Description : Notes : Ensure that only 'Live Dismemberment - Regular.esp' is enabled. Disable these plugins:
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Campsite - Simple Wasteland Camping (and HD Sleeping Bags)[edit | edit source]
Files to download :
Description : Campsite adds craftable / carryable tents & sleeping bags (new meshes and HD textures in several colors, including camos), cloth wall, fires, lanterns, and cooking pot, each with their own unique gameplay dynamics, sounds, interactivity, and animations. Simple enough for light play, detailed enough to make you feel involved." |
Nuka-World Monorail Tram Fast Travel[edit | edit source]
Files to download :
Description : Well, not any longer! After your very first visit to Nuka-World, any returning trips from the Commonwealth will give you a prompt when activating the monorail controls, asking if you want to Travel to Nuka-World -OR- Travel to Nuka-World (Fast). Selecting the Fast option will fade the game out and play the monorail departure/arrival sounds, and you'll fast travel to the tram station in Nuka-World." |
The Mobile Mechanic - Portable Workbenches and Junk Scrapping[edit | edit source]
Files to download :
Description : The Mobile Mechanic adds a craftable, portable workbench, with new meshes and textures, which allows you to do any kind of crafting, anywhere you want, including the ability to scrap junk into its core components, so you don’t have to lug around a bunch of heavy junk. It also includes a portable Power Armor bench! The sole survivor can craft mechanical turrets and all sorts of other high tech stuff, so I don’t think it’s unreasonable to believe they can use a screwdriver! This is all balanced by way of the fact that the player can only craft things using resources or mods in their inventory, and that the bench itself and the additionally required crafting kits all have some weight to them, forcing you to be conscious of using up all your carry weight." |
Killable Children[edit | edit source]
Files to download :
Description : |
Visible Weapons - 3rd Person Holster[edit | edit source]
Files to download :
Description : Visible Weapons lets you link up weapon and weapon model. Once linked, they function as one item. When inactive, weapon models won't show in your Apparel inventory. That's right! Once you equip a linked weapon it shows up on your body!" |
Dynamic Muzzle Shadows[edit | edit source]
Files to download :
Description : |
Lore-Friendly Immersive Realistic Chalk Components Expanded and Extended HD 4K[edit | edit source]
Files to download :
Description : |
Longer Power Lines[edit | edit source]
Files to download :
Description : |
Easy Hacking[edit | edit source]
Files to download :
Description : |
PipBoyShadows[edit | edit source]
Files to download :
Description : |
Exploding Eyebots[edit | edit source]
Files to download :
Description : |
No Combat Boundaries[edit | edit source]
Files to download :
Description : |
Search and Destroy - Extended Combat Range and Stealth Searches[edit | edit source]
Files to download :
Description : |
Lone wanderer fast travel[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : You will find the motorcycle at the robotics disposal yard in the little building. Before you can use it you'll have to repair it (after you repair it, it will be moved outside). Once you've repaired it you can travel to any of the currently 38 locations you have discovered. The far harbor expansion adds an additional 13 locations. The nuka world expansion adds an additional 12 locations." |
Scarcity - Destructible Power Armor and More[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : Maybe now there can be some meaning and purpose to the ten jillion PA suits around the Commonwealth. Fusion cores are also more rare, and will have a random charge - not be "almost always 100% and sometimes 50%." (I did not edit cells or touch the various placed cores.) So why use it now? Scarcity's Power Armor is much more protective than Vanilla PA, preventing more damage from reaching the player, and grants immunity to poison and acid, when in good condition. But as its condition degrades, so does its protection. A completely banged-up suit of Scarcity armor will protect you less than Vanilla PA. And it will cost you more to repair. You can no longer fix the most advanced infantry weapon ever created by slapping 4 tin cans together. Instead of "4 steel," repair requirements have been made meaningful, using better components. Power Armor will protect you well - as long as you maintain it well. And maintaining it will no longer be trivial. For example: if any piece goes red, then the suit's seals are broken, you get a warning alarm, and you lose the poison/acid immunity (along with the decreased damage resistance)." |
Better Generators[edit | edit source]
Files to download :
Description : |
Realistic Bullets - Velocity and Gravity[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : I received request to upload this to Nexus, So here it is. Works with .esp only, no external assets needed. This mod adds more realistic Velocities and Gravitational drop to your bullets! No more hitting the target instantly, With this mod Bullet actually take time to travel to the target and are effected by gravity!" |
Timescale Defaults to 6 (when leaving Vault 111)[edit | edit source]
Files to download :
Description : For those that don't know – Timescale affects how quickly time passes in the game. e.g. with the vanilla value of 20, for every minute of real world time, 20 minutes pass in the game." |
Move (Get Out the Way)[edit | edit source]
Files to download :
Description : It increases the distance traveled by followers or NPCs when you bump into them, and cuts the reaction time in half. Tired of Dogmeat blocking doorways? Settlement clogged with loiterers? Try this mod!" |
Rich Merchants[edit | edit source]
Files to download :
Description : Now in three variants, the norma Rich Merchants with 10000 caps, the Rich Merchants Less Caps with 2000 caps and the Very Rich Merchants with 30000 caps. The 30000 caps variant works perfectly and does not have the Skyrim bug were you could'nt get the monies when the merchant had more than 32K. It modifyes the base calculation so it should work for all merchants of weapons, armors and medical supplies. Now settler merchants included." |
Better Companions[edit | edit source]
Files to download :
Description : Features This mod does the following to the companions:
All companions are supported, including DLC." |
Concealed Armors[edit | edit source]
Files to download :
Description : The armor pieces affected are limited to the 5 armor pieces (chest, legs, and arms) of all the armor categories (leather, raider, metal, combat, synth) as well as the DC Guard Armor. It works for all 3 tiers of each armor, and it works fine with legendaries. The armor pieces will stay invisible no matter who is wearing them so you can outfit your settlers in heavy combat armor without ruining their outfits. This mod also adds armor appearance downgrading. You can change the appearance of a heavy armor piece to its medium or light version while leaving its stats the same. Think of it as partially concealed armor. The medium armor can be also changed to its light armor version." Install Instructions :
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Sorting, Cleaning and Testing: Part 3[edit | edit source]
Once again, sort your load order with LOOT.
Clean the following plugins with FO4Edit:
- Realistic Survival Damage.esp
- Campsite-Full-Sleep.esp
- No Combat Boundaries.esp
Run the game and load your last save. If the game loads without issue then you have correctly followed this guide so far! Continue on to the next part champ.
Immersion[edit | edit source]
Yeah yeah, it's cool to hate on immersion mods that take it too far. Hopefully these don't, princess.
Immersive Vendors[edit | edit source]
Files to download :
Description : Features :
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Pip-Boy Flashlight (Pipboy - Power Armor - Lamp Overhaul)[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : |
Long Range Bullet Holes[edit | edit source]
Files to download :
Description : |
Subway Runner[edit | edit source]
Files to download :
Description : The maps are fully nav meshed and companion friendly. I recommend using companion whistle to keep them close, especially if you are using more the one companion. This mod is large and modifies some world spaces to allow access to the subway network. I to care to avoid settlement locations and areas that could conflict with other mods. To gain access to Good Neighbour you must complete the quest “The Big Dig” otherwise the station is inaccessible from the surface. I did this as 3rd rail is often used by other modders as a player home." |
Diamond City Auto Close Gate[edit | edit source]
Files to download :
Description : This mod only runs after you have first encountered Diamond City and opened the gate." |
Immersive Drumlin Diner[edit | edit source]
Files to download :
Description : As we all know, the vanilla version is completely bare and makes no actual sense on how the residents are inhabiting this area. This simple overhaul changes the approach to the Drumlin Diner faction & area, adding immersive detail and a backstory to bring it all together. This mod only edit's the Drumlin Diner cell & faction, and may conflict with others that do so as well." |
Publick Occurrences Expanded[edit | edit source]
Files to download :
Description : Publick Occurrences Expanded is a simple immersion mod that adds extra news articles from Piper's travels with the Sole Survivor. Simply check in with Nat (at Publick Occurrences in Diamond City) to find Three Dog esque reports on your deeds. This mod is best enjoyed from the start of a new campaign, so you don't get all of the articles at once. Features:
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Light Radius Redux[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : Changes : 53 light sources altered in total, including those that are unlocked via schematic (Automatron wall spotlight for example). Most notable are the Wasteland Workshop street lights, Vault-Tec Workshop fluorescent lights, Wasteland Workshop string lights, Wasteland Workshop fire barrel, etc. Everything was altered to suit a game with dark nights, with logical and hopefully realistic lighting." |
Needles hurt[edit | edit source]
Files to download :
Description : This mod is beyond simple, contains no scripts, and adds a single effect to all the stimpacks in the game. I would describe it as bbarely noticible, but immersive at the best of times." |
Vault 81 Close Door[edit | edit source]
Files to download :
Description : This mod only works when the first vault 81 intro quest is completed (Gained access to Vault 81 and talked to the overseer)." |
Vault-Tec Historical Preservation Initiative[edit | edit source]
Files to download :
Description :
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First Person Messages[edit | edit source]
Files to download :
Description : "You are carrying too much.", "You aren't strong enough to do that.", "Your family hates you.", "You're fat." Well, fear not! This little mod changes the messages you get to first person. Never again shall you have the game telling you what you are and what you are doing. Now you will think these messages to yourself. "The Brotherhood hates me.", "I'm hungry.", "<sigh> I'm still fat." With this update I was able to find a lot of the missing messages that I had been looking for. No STRING files were abused or otherwise penetrated for this functionality. I will be doing a full update when the GECK drops in April to clean up any issues that I may come across with this mod. This mod was inspired by "Think To Yourself Messages" for Skyrim by VorpalBlades. None of VorpalBlades' resources were used or harmed in the making of this mod. Built by me with FO4Edit. Enjoy!" |
Charismatic Eyewear[edit | edit source]
Files to download :
Description : Sole exception is the Gas Mask With Goggles since it hides your face, it shouldn't add any Charisma. (still +1 PER) This mod also changes "Liam's Glasses" to have a custom object effect (+2 INT, +1 PER and +1 CHR). If you use the Automatron file, it adds +1 CHA and PER to the mechanist helmet. You also now can wear eyewear with the Sentry Bot and Assaultron Helmet." |
Hydrating SURVIVAL Beverages[edit | edit source]
Files to download :
Description :
How it works:
Current Hydrating Drinks (Ice Cold):
REQUIRES FAR HARBOR PAST THIS POINT
REQUIRES NUKA-WORLD PAST THIS POINT
Current Hydrating Drinks (Regular):
REQUIRES FAR HARBOR PAST THIS POINT
REQUIRES NUKA-WORLD PAST THIS POINT
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Radio Reverb Fix[edit | edit source]
Files to download :
Description : It also slightly amplifies the volume of the music." |
Reverb and Ambiance Overhaul[edit | edit source]
Files to download :
Description :
parameters as the player tails, rather than the more muted vanilla style. This really makes gun battles lively and loud, especially indoors.
less tinny and easier to understand." |
Hide Helmet in Dialogue Mod or Face Reveal Mod[edit | edit source]
Files to download :
Description : |
Craftable Cats[edit | edit source]
Files to download :
Description : There's eight colors/breeds to choose from - tortie, white, Siamese, black tux, orange tabby, Russian blue, and calico, plus the vanilla grey tabby - and you can scrap them for cat meat, bone, and fertilizer. (Don't do this to living ones, you monster.) The textures are still somewhat crude, but will do for now. For some reason the icons still won't appear. I've added two craftable bowls to trigger animations - one for drinking and one for sunning (aka just laying there). They may help people with issues with cats walking off and drowning." |
To Cook a Cat - A Fallout Recipe[edit | edit source]
Files to download :
Description : |
Sorting, Cleaning and Testing: Part 4[edit | edit source]
Congratulations on making it this far. This guide has taken almost 60 hours of work at this point, and as you'll see by the time I've finished that there's a lot more to go.
It's that time again to run LOOT and clean the mods that I list below:
- Vault81Etiquette.esp
- Vault-Tec Historical Preservation Initiative.esp
Now run the game and make sure it still works.
Sound / Music[edit | edit source]
Sound Effects[edit | edit source]
Cinematic Sounds - Complete Collection[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : This is simply a collection of all of my "Cinematic Sounds" mods and comes in two different downloads... [Explosives] Sounds Covered:
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Quieter Settlements[edit | edit source]
Files to download :
Description : Sounds Changed:
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Towbie's Realistic Weapon Sounds[edit | edit source]
Files to download :
Description : In the current version it replaces the following:
Notes : Personally I don't use this mod, I like most of the vanilla weapon sounds and I don't feel that this mod improves on them, it just makes them different. |
Louder Rainy Sound[edit | edit source]
Files to download :
Description : |
Radiant Birds[edit | edit source]
Files to download :
Description : Install Instructions :
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Radiant Birds (Less Radiant)[edit | edit source]
Files to download :
Description : |
Quiet Dogmeat Paws[edit | edit source]
Files to download :
Description : |
BetterVertibirdSound[edit | edit source]
Files to download :
Description :
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Energy Weapon Sounds[edit | edit source]
Files to download :
Description : The Laser Rifle sound is the same as my other mod, but everything else has been remade from the ground up." |
P.A.M.S - Power Armor Movement Sounds[edit | edit source]
Files to download :
Description : |
Misc[edit | edit source]
True 3D Sound for Headphones[edit | edit source]
Voice[edit | edit source]
Aggressive synth voice overhaul[edit | edit source]
Files to download :
Description :
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Followers Aren't Loot Critics[edit | edit source]
Files to download :
Description : |
Music[edit | edit source]
Dynamic Music Overhaul[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : |
Digital Nightmare - Dark Apocalyptic Soundtrack[edit | edit source]
Files to download :
Description : |
Musical Lore - Wasteland Edition (Soundtrack Mod By Nir Shor)[edit | edit source]
Files to download :
Description : |
Radio[edit | edit source]
OLD WORLD RADIO - BOSTON[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Installation :
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More Where That Came From - Diamond City Radio Edition[edit | edit source]
Files to download :
Description : The mod also disables Travis's introductions and segues into the default songs. Otherwise, Travis would tell you he's about to play Grandma Plays the Numbers and then play something else. Hopefully you've played the game enough to know all his song-specific jokes. Travis will continue to report the news as usual." |
Elvani's Track Pack for Diamond City Radio[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : |
Jetfuel Radio Standalone[edit | edit source]
Files to download :
Description : You get 46 brand new songs and an in-universe host." |
Existence 2.0[edit | edit source]
Files to download :
Description : Read the features section for more information on what was contained in the Fallout 3 and New Vegas version of the mod -- and what is to come in further releases for Fallout 4! Features : This mod adds a new radio station to your Pip-Boy 3000. 'Existence 2.0' is hosted by Junket, an unknown model of robot wrought with perpetual existential angst and a general malaise toward the wasteland's current Existence. Jaded with this bleak world, it broadcasts 'experimental ambient terror' music across the wasteland to echo 'humanity's new existence 2.0', and shares it's views on survival and what is 'being'. Backstory revealing it's past and intentions are revealed throughout the broadcasts. >>>Now I will play another track<<< The station contains over 180 minutes of original music across 50 tracks. Over 45 minutes of new broadcast material featuring Junket, such as: intros, dream diary entries, and handy proverbs on surviving in the wasteland.Help Junket out by completeing the quest you receive by listening to an important broadcast; with rewards such as new music added to the playlist.Brand new cell featuring the Existence 2.0 broadcast studio, choked full of background information on the station's lore, including the ability to chat indirectly with the robot host, Junket. Welcome to your Existence 2.0 >>>Do not go to sleep<<< |
Reneer's Radio Mod[edit | edit source]
Files to download :
Description : |
Blues Radio - Standalone Station with 100 Tracks[edit | edit source]
Files to download :
Description : The atmosphere while exploring the wasteland is enhanced in a really unique way while listening to these old blues songs. I've also made slight adjustments to each track to make them sound more tinny, like they're actually being played through the pipboy. I believe this enhances the atmosphere even further." |
Boston Pirate Radio - Anarchist Raider Punk[edit | edit source]
Files to download :
Description : All songs acquired through reputable public sources -- either rare unreleased recordings, demos, rough cuts, or simply stuff from the catalogs of bands like Crass or the Avengers whose performances have been made public on Archive.org." Installation : |
Sorting, Cleaning and Testing: Part 5[edit | edit source]
You know the drill by now, sort with LOOT and then clean this mod:
- JetfuelRadio.esp
Player Homes[edit | edit source]
Basement Living - Bunker and Basement Player Homes (with standalone Workshops)[edit | edit source]
Files to download :
Description : Basement Living adds 10 completely standalone basements & bunkers (interior cells) each with their own standalone workshops and craftable door hatches, allowing you to place/enter into them from any settlement you choose. They work just like Home Plate, so you can tear-down and decorate them however you like! This was done carefully, and methodically, and does not alter ANY existing settlements or interiors whatsoever, nor does it require any batch files, god mode, or other workarounds. They're mostly copies of vanilla cells, so you may recognize a few. I found a couple cool unused cells and copied those too, adding a few things and lighting touches. Every interior features a fusebox with 100 power, and a control panel to disable/enable the default lighting, fog effects, and trash/debris! It may not seem like it, but this was three weeks of work to get all the elements set up and working (including replacing lots of floors and walls!) **WHEW!** NO BATCH FILES. NO GOD MODE. NO RE-ASSIGNED SETTLEMENTS. FULLY STANDALONE. These are real interior cells you will 'zone' into, just like vanilla interiors, which makes them a safe place from enemies, weather, and settlers when you feel the need to get away. They act just like a player home. There is a lot of stuff by default to scrap in each location to get you started, and it's easy to just climb up the hatch and grab materials from your main Settlement Workshop if you need more. This uses vanilla keywords, and as such is fully compatible with Settlement Keywords. Hatches to "teleport" to the basements are under the Special category. I may change where they are in the menu if there is enough feedback, or require Blueprints in your inventory to keep it clean. How It Works :
Locations :
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Faction Housing Overhaul - Railroad HQ[edit | edit source]
Files to download :
Description : Mod adds a room for the player to use in the Railroad HQ, and links all the workstations there together so they have cloud storage. Features :
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Faction Housing Overhaul - Prydwen Quarters[edit | edit source]
Files to download :
Description : Features : Your room now has all basic workstations
A MIRROR TO CHANGE YOUR APPEARANCE.
General Info :
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Faction Housing Overhaul - The Castle[edit | edit source]
Files to download :
Description : It's a very basic room, albeit pretty. It only has a kitchen area, bed and some storage and so on. How to get in : The old General in the tunnels has the key (OBVIOUSLY), get the key when you loot his armour. General Features :
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Faction Housing Overhaul - Vault 81[edit | edit source]
Files to download :
Description : It also adds a gym, a laundry room and a shower area for maximum immersion (like holy crap these poor people didn't have showers or washing machines). In order for V81 to actually be a viable player home, I also added all workbenches (cooking, chem, armor, weapon and power armour) and made Alexis have more than 100 caps on her. If you want to also have Armoursmith Workbench and Weaponsmith workbench from AWKCR, use the alternative version that adds those too. The room has 2 magazine racks, a Bobblehead stand (shelf) and lots of storage. Features :
General Info :
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Faction Housing Overhaul - Institute Director's Quarters[edit | edit source]
Files to download :
Description : Mod overhauls the Director's Quarters in the Institute. It adds all workstations, storage, a bed and tons of shiny clutter. Features :
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Marlborough Mansion[edit | edit source]
Files to download :
Description : The idea and request for this came from one of my Patreon supporters." |
Thirty-Yard Bunker[edit | edit source]
Files to download :
Description : Mod adds a small highly detailed bunker in the fields of Diamond City (see screenshots), it's yours for the taking, no jumping through hoops to get it, just walk on in. Features :
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Outfield Retreat - Diamond City RV Player Home[edit | edit source]
Files to download :
Description : Not for the claustrophobic or people who want to display 50 power armours...
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Sanctuary Bunker Player Home[edit | edit source]
Files to download :
Description : (see screenshot for location, it's well hidden) Want to live in your old home in Sanctuary Hills but the gorramn Quincy survivors keep bumming in your house? This mod gives you some privacy, and cover from the extreme wasteland weathers as well. Nate was preparing for the worst, as they didn't know about the Vault admission until the day of the nukes, so he made preparations for a shelter to take his family to. Codsworth kept the place nice and clean for two centuries and it's there just waiting for you. No need to sleep in your neighbours crappy dirt cellar or a house full of holes. Nate also left behind some sweet goodies in a footlocker so you can start the game with something better than a pipe pistol. Features :
Navmeshed, as usual, what do you take me for, a hopeless newbie? Cleaned with xEdit as well" |
Rockin' Red Rocket[edit | edit source]
Files to download :
Description : This mod turns the garage into an interior cell. It means it's behind a load door and unaffected by weather.
The power armour workbench inside is mainly for leaving your armour at when you come home. It cannot be used for crafting as the animation is blocked by a wall. But if you activate it, it will move the power armour into the frame so it's all parked nice and tucked away. I made this mod for myself, so it reflects my visions and preferences. It may not be for everyone. The house is also full of items related to the game so it's more like an end-game house but you can get it any time, really. Additional Features :
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The Starlight Storeroom Player Home - Better Homes and Bunkers Vol. 1[edit | edit source]
Files to download :
Description : This mod adds an interior cell player home to the large storeroom behind the screen at the Starlight Drive-In. The vanilla door to the room has been replaced by a load door that connects to the player home interior cell." |
The Oberland Station Basement Player Home - Better Homes and Bunkers Vol. 2[edit | edit source]
Files to download :
Description : This mod adds a loading door to the base of the railroad tower at the Oberland Station settlement. After you gain access to settlement, the door unlocks granting you access to the interior cell. Until you control the settlement, the door to the interior cell will remain locked and inaccessible. The Oberland Station Basement is decorated with many railroad-themed items drawing inspiration from being a railroad fan my entire life as well as having nearly a decade of railroad service working as a train dispatcher. That's "railroad" as in trains, not the FO4 faction!" |
The Slog Diner Player Home - Better Homes and Bunkers Vol 3[edit | edit source]
Files to download :
Description : This mod converts the abandoned diner adjacent to the Slog settlement into a furnished and functional interior cell player home. After you gain access to the settlement, the door unlocks granting you access to the interior cell. Until you control the settlement and activate the workshop, the door to the interior cell will remain locked and inaccessible. The Slog Diner is decorated with pretty much everything you’d expect to see in a vintage American diner. I’ve created lots of custom design signage with glorious 4K textures to capture that vintage diner feel. I’ve even included guest checks on the counter and dinnerware with the diner’s logo." |
The Goodneighbor Condo Player Home[edit | edit source]
Files to download :
Description : To gain ownership of the Condo, you must purchase the property deed from Daisy. The deed is found in the Misc. section of her inventory. This will add the key to your inventory and you’ll then be able to unlock the doors. A note on the Condo front door will give you more details. The purchase price will vary depending on your character’s Charisma and Barter skills. Location : The Goodneighbor Condo is located in Goodneighbor (obviously) on the main square opposite the Third Rail entrance." |
The Overboss Hideaway Player Home (Nuka World)[edit | edit source]
Files to download :
Description :
Once you unlock the safe and add the Overboss Hideaway Key to your inventory, your Pip Boy map is updated with a map marker showing the Hideaway location. Go there, unlock the door and enjoy your new home. The mod promo video below will show you exactly what you need to do to get the key. The Overboss Hideaway comes with a little backstory concerning Overboss Colter (your predecessor as Nuka World Overboss) and his connection with the house. It can be learned about by reading his journal entries on the Book Store Terminal inside the player home. Location : The Overboss Hideaway is located in Nuka World at the abandoned bookstore located south of the Nuka World Transit Station, and to the northeast of Evan’s Home. Yeah, I know it’s located on the ass-end of Nuka World but I made this mod for my own game after finding the location and thinking it would make a great player home. I thought the elevated entrance was pretty cool, and decided to make use of it. The out-of-the way location gave rise to the little bit of lore I added to the terminal journal entries. Because this mod was made for my own game, it suites my tastes and gameplay." |
Nuka World Fizztop Grille Enhancements[edit | edit source]
Files to download :
Description : That being said, I’ve focused my work on the interior cell where I spend most of my time in-game, and have only made a few tweaks to the exterior patio cell. While this is not a full-blown player home renovation, I would consider Fizztop Grille Enhancements to be something along the lines of “Player Home Lite.” I’ve added some features that should have been included by default, as well other features for my own game. When I finally started playing the Nuka World DLC, I was a bit surprised and rather disappointed at how Bethesda seems to have dropped the ball in setting the Fizztop Grille up as a player home. None of the workbenches were linked, and the beds didn’t even give the Well Rested bonus. I decided at the very least, to link all the workbenches (interior and exterior) and fix the beds to give the Well Rested bonus. After that, I sort of got carried away and Fizztop Grille Enhancements is the result." |
Cambridge Bungalow Player Home[edit | edit source]
Files to download :
Description : Then the bombs fell. Get the key, and the house is yours. In the tradition of player home mods from Fallout 3 and Fallout: New Vegas, I present the Cambridge Bungalow. The Cambridge Bungalow is a small player home packed with scripted interactive features and designed with an eye towards Survival mode and Fallout: FROST playthroughs. Location : The Cambridge Bungalow is located in the north end of Cambridge, right across the street from the Plumber’s Secret unmarked location, and just behind Wattz Consumer Electronics." |
Dauntless[edit | edit source]
Files to download :
Description : G'day, as you may be aware, my modding repertoire has to date been somewhat lacking in terms of creating something truly unique. I decided that my previous mod, Moses' Bunker while a great start to modding FO4, wasn't what I truly wanted a player home mod to be. Therefore I had an idea after playing through the Far Harbour DLC and being fascinated by 'The Vessel' in the nucleus. I thought This would make a perfect player home if done right. After many weeks of trial and error I am proud to present 'Dauntless' as a player home that aims to achieve just that. EDIT: I'm appreciating all the feedback and im glad theres been some helpful suggestions that i've been working into, and updating the mod over time. I would like to add a function to send companions/settlers to the sub to act as a 'crew' but my scripting knowledge is very limited so keep that in mind. Any help would be appreciated! Features :
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Sorting, Cleaning and Testing: Part 6[edit | edit source]
Sort your mods with LOOT, and then clean these mods:
- Eli_Faction Housing Overhaul - Railroad HQ.esp
- Eli_MarlboroughHouse.esp
- Eli_Rockin Red Rocket.esp
- Eli_Faction Housing Overhaul - V81.esp
- Eli_Faction Housing Overhaul - The Castle.esp
- RRTV_GoodneighborCondo.esp
- RRTV_OverbossHideaway.esp
- RRTV_FizztopGrilleEnhancements.esp
- RRTV_CambridgeBungalow.esp
- RRTV_HomesAndBunkers_Starlight.esp
- RRTV_HomesAndBunkers_Oberland.esp
- RRTV_HomesAndBunkers_Slog.esp
- MosesSubmarine.esp
Misc[edit | edit source]
Bobble Girl - with Slooty Vault Suit[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : |
Quests[edit | edit source]
Combat Zone Restored[edit | edit source]
Files to download :
Description :
It does not restore the Drinking Buddy quest to the Combat Zone because I'm not sure there's enough of that remaining in the files as is to do so. The bartender also doesn't work, so it's bring your own booze." |
Concussion[edit | edit source]
Files to download :
Description : Final version! Again, no hints or images. It's just an interesting little adventure. If you want to know more, you have to play. I guarantee it to be "different". It's not easy. You can start it with a note on the Diamond City "Bounty Board." |
Egret's Secret[edit | edit source]
Files to download :
Description : Go in, that's what its for. Be forewarned it isn't for the faint hearted. I won't tell you what to expect in there. I won't show you pictures. No hints or spoilers from me. So , don't ask. Adds backstory and a little adventure. If you are worried about quality check out my other mods. They have pictures and nice spoilery descriptions. You will need all of the DlC's except the texture pack. Remember I warned you. Take heed of the image above. Have fun." |
Sunshine Township........a tragedy.[edit | edit source]
Files to download :
Description : I was always a little unhappy with Sunshine tidings Co Op. It's such a nice spot. Great for a settlement. Even companions remark how nice it is there. But what about those shacks? And those broken porches, yuck! You can't fix them and you cant scrap them? Well, fret no more. I have a solution for you! I got rid of those eyesores. I replaced them with houses. Nice lore friendly houses with good roofs and working doors. You can still build in them just like before. All the scrapable items and enemies are now in the houses instead of shacks. The magazine is still right where it should be. You may have already made a settlement here and think its too late to use this. Well I'm not saying it'll be perfect but the houses are in the same places as the shacks and are the same height from the ground. Add to that the fact that the new houses are close to the same size as the shacks and the end result is you should only need to tweak anything that you built. Pretty cool! Why is it a tragedy? Well, I leave that to you to discover for yourself. Exploration will be rewarded. I promise you that. Will conflict only with mods altering the buildings in Sunshine Tidings. Nothing else! Guaranteed absolutely clean and error free by Fo4 edit standards. Enjoy." |
Jamaica Overland Express[edit | edit source]
Files to download :
Description : |
Welcome to Goodneighbor[edit | edit source]
Files to download :
Description : This Mod Adds:
Quests:
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Ending Epilogue Restored[edit | edit source]
Files to download :
Description : First complete the main quest for the minutemen, leaving the BoS intact. Then you will first find a note in Maxson's quarter's which will lead you to another note in the observation/air traffic control tower on the vertibird flight deck. Due to how the scripts work, you must leave and return to the Prydwen." |
A Cannibal In Concord[edit | edit source]
Files to download :
Description : A Cannibal in Concord offers a new house location in Concord. If you're the type of person who likes to run & gun, THIS MOD IS NOT FOR YOU! Instead you will be looking around, moving objects etc to find your way through the house. This mod is based off a real cannibal by the name Albert Fish. Some of the short stories you'll find are made up, but some are quotes from the man himself (slightly altered to fit in with the lore). This mod is now feature complete. The basement is now unlocked and free for you to explore. Enjoy!" |
Skip DIMA memories - Far Harbor[edit | edit source]
Files to download :
Description : |
Minutemen Supply Caches[edit | edit source]
Files to download :
Description : This mod adds a sub-quest experience after you reach the end of the quest, by giving you a key to find and collect all the supply caches found throughout the commonwealth all having there own map markers and fast travel if you happen to stumble upon them before the quest,as with plans to add more locations and caches - this will sure to bring some reward and sense of accomplishment as you find these throughout the world. I have placed them in places also in which i felt there was no reward pay off in the area, such as Wildwood Cemetery. The caches are settlement based, so they will contain within them various supplies such as wood - steel and cloth. Along with ammo and others. Basic foundations have been added to the mod, and more unique and varied items are to be added in the future." |
Revolted The retro minigame[edit | edit source]
Files to download :
Description : Revolted (the future of gaming) has many features which include Three dimensional Graphics, Mono sound, poly processing and Next level artificial intelligence. Revolted is teh next level of challenge, bad guys are really mean, bullets give you damage, toxic waste is toxic and the language at times borders on inappropriate." |
Sparky's Quantum Adventure[edit | edit source]
Files to download :
Description : Start this story by accessing the Dark Tunnel, southeast of Abernathy Farm." |
Episode I - Family Problems[edit | edit source]
Files to download :
Description : |
Episode III - The Experiment[edit | edit source]
Files to download :
Description : |
Bountiful Boards[edit | edit source]
Files to download :
Description : This mod does a couple of things related to bounties:
This mod adds some time between quests appearing. I felt that having them pop up one right after another broke a little of the immersion of having these posted by real people. Now, around 24 in-game hours must pass before a second one pops up. This mod also allows a second bounty quest to be accepted while the first is outstanding. This was done so that you can keep two in your journal while you quest your way across the commonwealth until you get close to the spot with the quest. Third, it adds new bounties to break up the monotony of only getting a few of them repeatedly.
For these new quests and their rewards, I added a mechanic that I felt was more immersive than placing caps on the body of the target. Instead, you will find the reward somewhere in Diamond City after you kill the target." |
Gone Feral - Quest[edit | edit source]
Files to download :
Description : Go to the diner-like building just outside of the Slog to find a note and start the quest." |
Spare Railroad When Playing As Brotherhood[edit | edit source]
Files to download :
Description : Talk to Kells as normal and choose either "Do they all have to die?" or "Why is the Railroad such a threat?", which gives you a variety of 3 very hard speech checks. Pass one of them and he will reluctantly end the quest." |
The Agency - Prologue[edit | edit source]
Files to download :
Description : What Does This Mod Contain:
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Maxwell's World[edit | edit source]
Files to download :
Description : Now, the park lies open, shrouded in legend and danger. A thousand myths say that Maxwell hid a treasure, deep inside the control center of the park, just waiting to be reclaimed by some wasteland. Unfortunately, a thousand more myths say that something happened to Maxwell’s World. They tell tales of shambling skeletons in the park that attack anything in sight, robots that find you and force-feed you hot dogs, of the rides coming to life and devouring those inside. There are some that say that Maxwell traded his soul to keep the park running, and not even the apocalypse stopped that. All anyone knows, is that whoever enters Maxwell’s World, never leaves. Because the park isn’t just open. It’s alive. Maxwell’s World is my horror quest mod for Fallout 4, that finds the Sole Survivor trapped in the twisted amusement park known as Maxwell’s World. Teaming up with a group of survivors, the player leads a last ditch expedition through the park, in an attempt to uncover just what happened to the park, and how to escape. Maxwell’s World features an emphasis on multiple paths and resource management! The park is malicious and out to claim your soul, and will happily give you cursed resources to further than end. Carefully manage what you’ve brought with you, or take the plunge and use the tainted weapons and aid that Maxwell gives you! Aspects of the quest change based on your dialogue as well. Take sides among your companions, learn their histories, uncover secrets, and watch as the end of park changes to match your perspective! Features :
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Ransacked Relays and Shuddersome Subways[edit | edit source]
Files to download :
Description : Features :
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Atomic Radio and Tales from the Commonwealth[edit | edit source]
Files to download :
Description :
Quests :
Miscellaneous Quests and Encounters :
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Vault 1080[edit | edit source]
Files to download :
Description : Features:
Locating the mod in-game:
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Locations[edit | edit source]
Better The Third Rail[edit | edit source]
Files to download :
Description : This mod adds more authentic NPCs and many new details to improve overall pub atmosphere and immersive gaming experience." |
Better Goodneighbor[edit | edit source]
Files to download :
Description : So, what is new?
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Better Skylanes Flight 1981 Crash-site[edit | edit source]
Files to download :
Description : |
Better Atom Cats Garage[edit | edit source]
Files to download :
Description : |
Better UFO Crash Site[edit | edit source]
Files to download :
Description : |
Better Skylanes Flight 1665[edit | edit source]
Files to download :
Description : So, what is new in this mod?
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Better Boston Airport[edit | edit source]
Files to download :
Description : |
A Sensible Prydwen Overhaul[edit | edit source]
Files to download :
Description : |
A Sensible Prydwen Overhaul[edit | edit source]
Files to download :
Description : |
Diamond City Expansion[edit | edit source]
Files to download :
Description : |
Vault Tec in Concord[edit | edit source]
Files to download :
Description : |
Vault Tec in Concord[edit | edit source]
Files to download :
Description : |
N.E.S.T Survival Bunkers v1.3[edit | edit source]
Files to download :
Description : Failed to secure a golden ticket into a vault? Government propaganda got you scared for your families survival? Well don't worry! Our N.E.S.T Shelters are being rolled out across the United States. Thanks to government funding, we can offer full construction of your very own shelter! Want a small box room for you and four children? Done! Want to be locked in underground with your wife? Done! Fancy breeding a small cat army to colonize the remains of your country? Done! We offer construction of basic designs, as well as custom specifications. Each shelter will require monthly payments following construction. (rates may vary in line with size, components, resources, inflation, nuclear annihilation) Government subsidies allow payments to be stretched over long periods of time. This way you can carry on living the American dream, safe in the knowledge that you might not get home in time to use your personal bunker, but your wife and kids should be fine! Order Today!" |
Stumble Upon Interiors[edit | edit source]
Files to download :
Description : Enjoy the laidback atmosphere of Coltrane's Bar! Check in to see if Grandma Flora in Cambridge has got everything under control! Stumble Upon Interiors is a collection of new, immersive interiors added to the Commonwealth. There's no quests tied to these places, and none will have mapmarkers; they are all made to be stumbled upon while traversing the Commonwealth. I've tried to make them all atmospheric and interesting to explore in their own ways, and I've also aimed to get the interiors relatively close to vanilla Fallout 4 in terms of loot, lighting and encounters. More interiors will hopefully be added with time. As of version 1.3 this mod adds 7 new interiors to the Commonwealth:
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Sorting, Cleaning and Testing: Part 7[edit | edit source]
Sort with LOOT you sloot. Then clean these mods:
- CombatZoneRestored.esp
- WelcometoGoodneighbor.esp
- Cannibal.esp
- Minutemen Supply Caches.esp
- 90sgame.esp
- BacktotheFuture.esp
- FamilyProblems.esp
- TheExperiment.esp
- GoneFeral.esp
- TheAgency.esp
- MaxwellsWorl.esp
- RansackedRelay.esp
- 3DNPC_FO4_DLC.esp
- TrainBar.esp
- CrimeTown.esp
- PlaneWreck.esp
- AtomCatGarage.esp
- UFOCrashSite.esp
- DeadAirplane.esp
- BetterBostonAirport.esp
- A Sensible Prydwen Overhaul.esp
- Stm_DiamondCityExpansion.esp
- VaultTecConcord.esp
- NEST_BUNKER_PROJECT.esp
Characters[edit | edit source]
Caliente's Beautiful Bodies Enhancer -CBBE-[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : These meshes have a total of over 21k vertices - compared to the vanilla body's modest 1750 - for optimal smoothness. In tests there have been no reports of these high-poly meshes causing any slow down, but may still be too much for weaker systems to use, so be warned. Included in the main installer are bodies, textures, all vanilla and DLC outfits, and BodySlide addons for the body and outfits. There are also morph files for the body and the outfits included, which are used for in-game morphing with LooksMenu or other script mods. Options : Please note that these shapes are what you get when the very centre of the weight/body morph triangle is selected. The shape will then morph according to where ever you select in the triangle, just as the vanilla body does.
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BodySlide and Outfit Studio[edit | edit source]
Files to download :
Description : Unprecedented flexibility coupled with marvelous ease of use allows you to have all the outfits and shapes you've ever dreamed of. For the latest updates, known issues and more, check out the sticky comment and the changes tab! Note: As of version 3.8 of BodySlide, this utility requires OpenGL 3.3. If your card does not support this (cards that meet the minimum system requirements for Skyrim should), you should not update BodySlide until you can get a better card. BodySlide
Outfit Studio
Physics
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Ponytail Hairstyles by Azar v2.5a[edit | edit source]
Files to download :
Description : |
Wasteland Salon - Hair Texture Improvement Mod[edit | edit source]
Files to download :
Description : So here is my mod to improve the contrast and variation of the vanilla hair textures. Now with optional brighter version!" |
Lots More Female Hairstyles[edit | edit source]
Files to download :
Description : |
XCE - Xenius Character Expansion[edit | edit source]
Files to download :
Description : Includes contents of the following mods, in one add-on:
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No More Glowing Mouths[edit | edit source]
Files to download :
Description : There is an extra mesh that gets attached to the mouth for shadowing/simulated subsurface, with an effect material that renders a color gradient that retains its emission color regardless of the light. So, I just cut that gradient alpha way down. The insides of mouths are a tiny bit darker overall, but it looks more real IMO and you don't have the glow-in-the-dark mouth." |
New Outfits / Accessories[edit | edit source]
Clothes[edit | edit source]
JC - Shirt and Jeans[edit | edit source]
Files to download :
Description : |
Proto Vault Suit[edit | edit source]
Files to download :
Description : |
Accessories[edit | edit source]
Rad-Ban Eyewear Inc.[edit | edit source]
Files to download :
Description : In the unforeseen event of *ahem* Total Atomic Annihilation, The Rad-Ban lenses employ a Nuka-Tech® radiation application that produces a small field around the user, minimizing the effects of radiation. WOW! SCIENCE!" |
Functional wedding rings[edit | edit source]
Files to download :
Description : Now I have an answer: keep them of course! They are useful. Player's ring grants +1 to Strength and Endurance to the wearer. |
Tomb Raider Accessories (AWKCR-AE)[edit | edit source]
Files to download :
Description : |
Tactical Flashlights[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : Each light has been added to armor vendors, or you can craft them at a chemistry station under "UTILITY". Different bulbs and armor mods can be crafted at any armor workbench. Each item has also been distributed to various factions across the wasteland! Atmosphere :
Customization :
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K-9 Harness -- Tactical Body Armor and Backpack for Dogmeat[edit | edit source]
Files to download :
Description : Side pouches, and a backpack can be added to give Dogmeat extra carrying capacity. For extra protection, Ballstic Weave can also be added. If you download the Armorsmith Extended version, more linings and options will be available.
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Survivalist Go-Bags[edit | edit source]
Files to download :
Description : |
Armour[edit | edit source]
The Mercenary - Pack[edit | edit source]
Files to download :
Description : The mercenary outfit designed to give the Gunners leaders the fearsome look, it comes with three variants (light, medium, Heavy) all could be upgraded through the work bench, you also could change the armor colors and customize it to your liking. all the armor pieces that fit on top of The Mercenary works as a layered armor, you could also use it on top of vanilla underarmor. The lower ranks of the Gunners have there own outfits and Gear too. and bare in mind that you could use vanilla layered armors with any of the above so you have better customization options. Wastelander outfits had been added to NPC's level list and you also could buy most of the outfits from commonwealth vendors. The Rebel old design have been updated with slightly better textures, rigging and proportions. also there are 3 more variants with head gears and scarf. B-90 and SNCR also had same updates. you can still craft them from Armorsmith Extended bench." |
Eli's Armour Compendium[edit | edit source]
Files to download :
Description : These items are (mostly) made by mashing up and recolouring vanilla items, so most of them are very lore-friendly and blend into the world well. General Infos :
Muffler, Scarf, Eyeglasses, most t-shirt based outfits, Armoured and Unarmoured Jumpsuit and the Institute Casual Outfit
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Raider Overhaul WIP[edit | edit source]
Files to download :
Description : |
Raider Overhaul - Valdacil's Item Sorting (VIS) - Compatibility Patch[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : |
Wasteland Sniper by Hothtrooper44[edit | edit source]
Files to download :
Description : I always loved the look of big hoods on armor - and for a sniper, one with some ghillie esque 3D camo attached. I went on to create camo patterns for the major terrain types present in the Commonwealth. The armor was given plenty of storage for lots of ammo and long nights, along with a few other sniper/spy type attachments. I put it all together with the new big hood and there you have it - The Wasteland Sniper suit was born! Features :
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Adventurer Outfit[edit | edit source]
Files to download :
Description : The female outfit is compatible with both Vanilla and CBBE textures.
It's a standalone outfit and doesn't replace any of the game files/outfits. You can use it on your character, any follower or settler." |
Randomized Diamond City Guard Outfits[edit | edit source]
Files to download :
Description : This adjusts the outfit for the Diamond City guards to use leveled lists for their Helmets, Left Arm Pieces, and Right Arm Pieces. They have a 1/3 chance of getting their default full helmet, 1/3 chance of getting the more open light helmets that were rarely used in the vanilla game, and a 1/3 chance of not having a helmet. They have a 1/4 chance of getting a full armor piece, 1/4 chance of getting just a shoulder piece, 1/4 chance of getting just a forearm piece, and 1/4 chance of not getting any arm equipment. Using this mod will make it clear why Bethesda gave all of the DC guards the same helmet, despite the variations existing. They have a very limited number of faces available, and the majority of the guards use the same face. It is a little bit disconcerting, so if things like that bother you, I wouldn't recommend the mod." |
Varied Diamond City Guards[edit | edit source]
Files to download :
Description : This will be the first of a series of mods that expand the faces for generic goons and soldiers, so stay tuned. I'm in the process of making one for raiders and gunners, and will then move on to the minutemen, railroad agents, coursers, etc. Since this mod only edits a lvlchar list, it is compatible with all mods that edit armor lists or change the stats of DC guards. This is purely cosmetic. You'll still want a mod that opens up their helmets, I recommend Randomized Diamond City Guard Outfits by darthbdaman." |
Sorting, Cleaning and Testing: Part 8[edit | edit source]
Sort with LOOT and then clean these mods:
- NukaRadBans.esp
- RaiderOverhaul.esp
- Radier Overhaul - AE Patch.esp
- Eli Armor Compendium AE Patch.esp
Run the game and make sure it still works.
Settlements[edit | edit source]
Sim Settlements[edit | edit source]
Files to download :
Description : This mod aims to completely change the way you think about settlements. You'll now be able to create detailed, living places with minimal effort. The ultimate goal: making every settlement a unique and awesome looking Fallout city, with perks and rewards that help you at every stage of the game. The Why One of the biggest problems with Fallout 4, is just how disconnected the Settlement system feels from the rest of the game. Settlements lack that Bethesda game feel of exploration and progression, and so there's not much incentive to actually use the system. It also feels bizarre that you have to micromanage all these people, and personally plant seeds and decide where people sleep - you're their leader, not their mother! You're supplying these people with security and tons of resources, why can't they kick in and help out with building up the city? The How In version 1.0, this mod adds the start of that vision by allowing you to place down zones (ala Sim City) that will make your settlers create buildings of the appropriate type in that zone. It includes a series of systems to help bring your settlements to life, and make them more dynamic and interesting to engage with. Randomization Buildings are chosen at random and filled with random things depending on how you zoned an area. Using the basic types of Agricultural (farms), Commercial (stores), Industrial (factories), and Residential (homes) - you create a basic outline for your settlement using the workshop system and the settlers will handle the rest. Version 1.0 includes a large selection of buildings with even more on the way! Upgrades Every building has multiple levels of upgrades that can be unlocked over time to keep you coming back to re-explore your own settlements and find out what's changed. Dynamic Needs [Optional]: To help make settlements more interesting, the basic needs of your settlers change over time, making keeping them happy more of a challenge, raids less predictable, and the upgrade unlocks feel like they were earned. Living Cities No longer will all of your settlers share the same boring life story, some of them will be flagged with interesting backgrounds, likes, hobbies, and quirks that play out in a visual story in their homes to make them stand out and feel like a unique and important person. Clutter throughout homes and some shops is chosen randomly both at creation and periodically when you visit them to really make them feel lived in. Furniture markers are placed throughout the homes and buildings so your settlers spend less time clumped up waiting for something to do and instead engage with your settlement. Rewards To make the system even more worth it beyond the visual reward of the above systems, a tax system is in place to ensure the settlements can have a huge impact on your gameplay. In a future patch, tons of unlocks will be added in the form of special buildings and settler inventions that you can use while you're out conquering the wasteland!" |
Working Food Planters[edit | edit source]
Files to download :
Description : This means you don't have to have dirt in your settlement to actually get some food. These can be placed on most even surfaces." |
OCDecorator - Static Loot[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : |
Place Everywhere[edit | edit source]
Files to download :
Description : |
Brighter Settlement Lights[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.Description : |
Functional Displays - Display Your Collection (The Original Display DLC)[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
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Description :
"Were you disappointed when you found out the gunboard in the opening menu, wasn't in game?
I was. So I did something about it.
Countless hours later, and days of my life lost, I brought much needed displays to the wasteland! Functional Displays allows you to display your collections of weapons, loot, armor, etc.
It originally started with crude gun racks, and evolved into a much larger mod all about displaying your collections.
I did my best to organize and sort what can go where, but ultimately, there's just way too much, so for some cases, it is generalized, so if you can fit it, you can display it." }}
Do It Yourshelf - clutter for shelves and bookcases[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Important Install Instructions :
Description : |
Snappable Junk Fences[edit | edit source]
Files to download :
Description : The following wall types have additionally snap nodes for floors:
This changes will affect all vanilla fences placed anywhere in the game (even those in raider camps). I don't think the 5% will have such a huge effect on them though, so you would probably not notice. All fences and guard towers that you have already placed in your settlements will automatically being updated." |
Increased Build Limit Enhanced 4K[edit | edit source]
Files to download :
Description : |
Overhaul[edit | edit source]
Horizon v1.0[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Important NoteIf you install this mod, disable or uninstall each of these mods in Nexus Mod Manager:
Also disable these mods in your plugin list:
Use Eli's AE patch by Rusey instead, it can be found under the Optional Files section of her Armour Compendium mod. Description"Horizon completely overhauls Fallout 4 in an effort to rebalance and expand the entire game. It contains thousands of changes and a large assortment of brand new additions. The goal is to make Fallout's gameplay more challenging, balanced, and interesting throughout your entire playthrough. Exploration, crafting, and survival, are key aspects of the Fallout games. Unfortunately they sometimes quickly fall to the wayside and become boring, uneventful, and lose their purpose after a few levels. Horizon attempts to reclaim these aspects, by making your entire playthrough more challenging and interesting. Horizon is created for and balanced around Survival Mode, but it can technically be played without it. I have included 4 optional difficulty modes so that Fallout players of all skill levels can enjoy survival mode and the changes Horizon introduces. FeaturesFirst, be aware that Horizon is meant to be an entire Fallout 4 replacement overhaul, and not a "drop in" mod. Horizon is designed to be played over an entire playthrough from start to finish, and not intended to be removed in the middle (or added to an existing save game.) The mod covers almost every aspect of gameplay, with a large assortment of features:
Health ManagementOne of the biggest features of Horizon is all of the healing and survival changes. Eliminating all the free/easy healing makes the game much more immersive and strategic. You can no longer be healed for free from sleeping, eating, and level-ups. In Horizon, the player's health pool is somewhat larger than normal, but enemies will wear you (and your supplies) down. The fact that it's much harder to regain that health back in Horizon, means you need to make better choices. All healing (except doctors) is now fixed-values, which means that the larger health pool won't be directly effecting heals themselves. This is what allows the healing system in Horizon to work so well. I believe this creates a much more intense survival experience. Instead of just getting "1-shot from full health and reloading your save game", you gain more time to re-evaluate your situation immediately, and respond to it.
Doctors are completely overhauled in Horizon. They offer a brand new menu-driven system, where you are now charged for exactly the amount of curing you need. The menu system also allows you to cure EVERTHING at once, or specific conditions if you wish. A full report of your Doctor's Bill is given beforehand, so you can see the prices of everything. The full list of all documented changes are contained in the Health Management article. SurvivalAlthough it can be used in any difficulty, Horizon is built for Survival Mode. It makes many adjustments to smooth out your survival experience, as well as makes some things more challenging. New methods of curing individual illnesses are added to the game, giving you more flexibility.
Radiation is also more difficult to remove, so avoiding it is best. Doctors will be a primary source of curing large amounts of radiation, but you can still use items such as RadAway for curing smaller amounts when you're out in the field. Poison damage is overhauled in Horizon. The duration of poisons are greatly extended, but it will no longer kill you quickly. Antidotes can be purchased or crafted, and doctors can also cure poisons. Poison resist is much smaller now, but these smaller amounts can be very effective. Fire and Cryo damage is also changed. Fire-based weapons usually do real "Fire" damage now, with separate Fire resistances. These resists are also in very small amounts, but can be very effective. Horizon also reduces some annoyances, like making you eat and drink so frequently. Instead, eating 1-3 cooked meals for the day (like a big dinner), and you'll be good to go until tomorrow. However, gaining nourishing food and water takes much more effort now. Most pre-war food and crops will have high radiation and little nutritional value. Ideally you want to aim for real cooked meals. If you lack the skills to hunt and cook your own food, you can always try buying some, or relying on what you find from exploring. Because healing and radiation are more difficulty now, I also remove some needless annoyances such as chems/stims making you thirsty or hungry. These types of things are just unnecessary when the rest of the game is balanced better. As you can see from the banner, all icons are also color coded specifically to help you identify buffs and debuffs better. Horizon's UI colors are best viewed if you use a pale colored UI theme (or something close to white.) TrainingThe leveling progression is much different in Horizon. Reaching level 30 is roughly like reaching level 60 in vanilla FO4. However, everything is rescaled around this. Try not to compare it directly to vanilla FO4, because the entire system works differently. Even though you are getting half the levels for your time spent, you will get bonus perk points every 5 levels to help customize your character just as much as before. Every 5 levels you can invest in a new rank of the VANS perk to receive 5 bonus points for training. Almost every perk is tweaked, balanced, or overhauled in one way or another. My goal is to make so many perks actually feel useful, that you almost have trouble deciding what to take. Which is exactly the type of thing you want in a perk system for any game. Some perks are completely redesigned to offer a new purpose:
Weapons perks are overhauled to provide a better system of customizing your combat training. While each perk is focused on specific weapons, many of these perks have benefits that can be used for a wider range of weaponry. Rank 3 of each of these weapon perks, unlocks the corresponding Focused Specialization.
Focused Specializations are a new system that allows you to focus on one particular area of combat. Once you choose a specialization, you can untrain it, but it has a high cost.
EconomyHorizon's loot system is very detailed, and covers a large array of containers and NPCs. Many new items are added to the game to increase the feel that you're in a living world. Containers often contain more appropriate loot. Locked containers also give more appropriate bonus loot based on the type of container (safes, ammo boxes, etc.) Horizon also gives purpose to some crafting ingredients that weren't widely used before, adding more diversity to hunting down materials. Certain junk items are even converted into real crafting ingredients (such as tools), instead of just being scrap. The economy of the Commonwealth actually feels more like a real thing now. Caps are much more valuable than they were in vanilla Fallout 4. Many items and services (such as doctors) are more expensive, and you will often find yourself actually needing to use them occasionally now. You may even need to buy cooked food and water, something that probably was rarely ever done before. Ammo is very expensive, and more difficult to find. You will most likely find yourself buying ammo wherever and whenever you can. You may want to consider a wider range of weaponry to make use of different ammo. Ammo crafting is now available in Horizon too. CombatThe first thing you need to understand with Horizon is that combat is rebuilt from the ground up. I started with player damage at a standard 1.0x multiplier, and rebalanced the entire game around it to create smoother and more fluid gameplay from level 1 to 40+. One of the main goals with Horizon is to reduce (or eliminate) any bloated scaling from leveling and buffs/perks (for both NPC and player.) In Horizon, many NPCs scale with your level, and should be more challenging throughout your entire playthrough. The problem is, simply changing NPCs to match your level is not a real method to scale NPCs. Horizon has a custom scaling system that actually adjusts the resistances and damage of NPCs dynamically based on your level. Humans and humanoids are the primary users of this scaling system (not every type of NPC uses it though.) The reason Horizon does this, is to attempt to eliminate the problem of having low level NPCs in zones lingering around and becoming WAY too easy later on. My custom scaling system will allow these NPCs to at least attempt to put up a fight regardless of how many levels you have on them. Because of the fact that health is more difficult to regain, NPCs should sometimes be dealt with cautiously.
NPC vulnerabilities are more drastic and varied in some cases now (i.e. Headshots on humans deal more damage, etc.) Some enemies also have brand new vulnerabilities. For example, a Protectron has a heavily armored torso that absorbs a high amount of damage, but it's flimsy legs and combat inhibitor are it's weak points. Deathclaws are another example, where their armored parts are even more armored now, but their weak points take extra damage. This puts more emphasis on aiming well and using tactics. Critical damage is completely overhauled. Critical damage is much lower, but can still be built up with perks and bonuses. Critical hits can also occur outside of VATS now, depending on the perks you invest in. Sneak attacks are also greatly reduced, mainly because of targeted vulnerabilities adding more damage. Overall, they are much more reasonable, without completely unbalancing combat. In vanilla FO4, ridiculously high sneak attacks were possible, but part of the problem was that NPCs also had bloated health (and the DLCs kept adding even MORE to that.) Horizon fixes both of these problems. Many NPCs are also given more variety in their loot drops. For example, Raiders (and raider-based loot containers) drop more appropriate loot that raiders might have. Raiders and synths have a chance to drop a damaged weapon instead of a functional weapon. Damaged weapons are junk items that can be scrapped for useful "weapon parts." Some creatures now drop new parts that can be scrapped into rare materials (ex: Deathclaws.) Aside from adding more immersive flavor to looting, these items also fill in gaps for giving rewards for creatures that normally felt like they weren't even worth the ammo. Keep in mind that while Horizon tries to add a lot of realistic elements to the Fallout world, it's not an "ultra realism" mod. I try to balance a good sense of realism with challenging gameplay. There's just some things that I believe don't work well if you try to make them too realistic. WeaponryMany weapons and weapon mods are rebalanced in Horizon. Weapon damage in Horizon is based on a slightly more realistic "damage per hit" rather than "damage per second", because of the fact that ammo is much harder to acquire now. Automatic receivers are now much closer in damage to semi-auto. Some weapons that felt underpowered (like Submachine Guns) were brought up to a usable status. Weapons like the .38 pipe gun, remain low damage at low levels, but higher level receivers will allow it to be upgraded much better now. Some weapons receivers are completely replaced.. bringing new options to fill gaps. I've specifically hand selected only certain weapons to have special receivers, to create variety and specific purposes for each weapon. Having too many ammo conversions on every weapons would make everything feel too stale and lack variety in weapons. Robotics LabThe Robotics Lab is a new crafting station, used to craft tools, parts, electronics, and settlement ingredients. Ideally, you will want one of these early on in your main settlement. A few useful items are:
Contracted Work There's a special category in the Robotics Lab (and Weapons Lab) called "CONTRACTED WORK." This category allows you to bypass the perk requirement for crafting certain objects. But it comes at a cost.. normally requiring caps and extra ingredients. The concept is that a skilled artisan makes the item for you (i.e. could be a settler, etc.) if you lack the skill to make it yourself. Weapons LabThe Weapons Lab is a new crafting station, used to construct/disassemble ammo and explosives, and build weapons. Horizon has it's own carefully balanced ammo crafting system. Everything is based on the average damage per shot of each round. Ultimately it should feel fair for any ammo type crafted, including explosives. The special ingredients required to make ammo can come from loot drops, vendors, scrapping junk, or scrapping other ammo.
Cargo BotsCargo Bots are a system I created to deal with transporting junk (or anything) back to your settlements remotely. You can call a Cargo Bot using a consumable device from any location. Simply interact with the Cargo Bot, and you can open it's inventory and have it send items back to your "Scrap Storage" container (which can be accessed from any settlement.) The Cargo Bot theme also extends to a new wearable piece of armor called an "Alpha Wrist Device." Each slot you upgrade, will add a stealthed Cargo Bot that increases your carry weight. Different slots require different perks and factions. This can be a great system for those who wish to extend their total carry weight, but want an immersive reason for doing so. Caravan TravelThe Caravan Travel system offers an immersive way to travel to other settlements. It consists of a "Supply" system, that needs to be restocked in order to travel. The system is very easy to use. The amount of supplies that are consumed, is based on the distance you travel. There are 2 objects you can craft for this: an outdoor hub, and an indoor radio console. SettlementsHorizon has an array of new settlement objects to expand your options. Resource Management Table
Water Purifiers
Command Mailbox
New defenses were added
I've created a few new decorated vendor meshes that I've always wanted to see
More settlement objects and information can be found in the Settlements and Crafting article. Settlement ProgressionThis new system is designed to make building and advancing settlements more interactive and goal-oriented. BETA NOTE: This particular system is still under construction Each level of progression grants new rewards and unlocks additional new settlement objects. One of the goals of this system, is to give builders extra materials they require to build up the elements that aren't directly gameplay related (such as walls, floors, etc.) Wood, concrete, and steel can be produced to continue building up your empire. I plan to continue to add quest objectives and side missions that are more interactive in future updates. NEW: The Command Table
NEW: Main progression quest line: "The Commonwealth United"
NEW: (Perk) Trailblazer
New resource production objects unlock as you gain ranks of Trailblazer:
More detailed info on the progression system is contained in the Crafting article. Is Horizon For Me?Horizon is aimed at players who enjoy the survival aspects of Fallout, however it can be enjoyed by players of all skill levels. I have included varying difficulty levels so that any player can enjoy Survival Mode and all the changes Horizon brings. There are 5 difficulty levels to choose from during installation:
Please note that this is NOT a "customize your own difficulty" mod. Everything is hardcoded to be balanced for a reason. The main customization of this mod will come from the difficulty settings, and a few addons. If you're looking for a more challenging survival feel.. this mod is for you. If you're not a hardcore player or heavily experienced with FO4, don't feel embarrassed to use "Novice" or "Wanderer" difficulty. It's still challenging. I want to have difficulty settings that allow everyone to enjoy all the changes I added with Horizon. If you're finding "Novice" difficulty to still be too hard, feel free to send me a message, and I'll try making adjustments to this difficulty mode. Survival Tips
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Sorting, Cleaning and Testing: Part 9[edit | edit source]
Sort with LOOT and clean these mods:
- FunctionalDisplays-Collectibles.esp
- Z_Horizon.esp
- Z_Horizon_DEFUI.esp
- Z_Horizon_DLC_All.esp
- Z_Horizon_Patch_RaiderOverhaul.esp
NPCs[edit | edit source]
Better Settlers[edit | edit source]
{{User:Kesta/ModInstructions
|flare=
|Better Settlers|http://www.nexusmods.com/fallout4/mods/4772/?%7C2.0%7CThom293
|Files to download :
- MAIN FILES - Better Settlers v2.0 DLC Master FOMOD
WARNING
Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.FOMOD Instructions |
Better Settlers
Better Settlers
Description : |
Super Mutant Redux v1.1[edit | edit source]
Files to download :
Description : WARNING: |
Weapons[edit | edit source]
Unique Uniques - Unique Weapons Redone[edit | edit source]
Files to download :
Description : Unique Unique replaces all "unique" weapons (those weapons that are just renamed versions of normal weapons) in game with unique appearances and effects. Over 30 weapons are replaced with new models, textures, and effects! What's more, uniques now behave like Kremvh's Tooth. The actual "unique" part of the weapon is a mod that can be detatched and put on other weapons, similar to Kremvh's Tooth. Also included is a brief system that uniqueifies any weapons you haven't gotten yet, and places unique mods down for any unique weapons you already found. Features :
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The M2216 Standalone Assault Rifle[edit | edit source]
Files to download :
Description : With this weapon, we the Government and through us the People, will once again reclaim our old world." |
M3D - Sig Sauer P220[edit | edit source]
Files to download :
Description : |
DOOMBASED Weapons Merged[edit | edit source]
Files to download :
WARNING Template:FOMOD_Instructions is deprecated and should no longer be used on this wiki. Please change this template call to use the better-looking and simpler Template:Fomod. We apologize for the inconvenience.
Description : |
Sorting, Cleaning and Testing: Part 10[edit | edit source]
Time to sort your mods one last time before we move onto textures.
At this point I have 242 active plugins. Note that the maximum amount of active plugins is 255, so if you're nearing or over this amount just keep this in mind as we continue, and maybe remove a couple of the optional mods further up in this guide. If you try to start your game with over 255 active mods, it will simply fail to launch.
Sorting your mods can also take a little while at this point, just let LOOT do it's thing.
- SuperMutantOverhaul.esp
- UniqueUniques.esp
At this point I advise you to start a new game and at least make sure that you can get to Sanctuary without crashing.