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:
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.
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.
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 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.
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.
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:
Download Shadow Boost by clicking the Download button towards the bottom of the page
Either save the file or use 'Open With > WinRAR'
Copy across the following files and directories to your Fallout 4 root folder (where Fallout4.exe is located)
ShadowBoost.asi
ShadowBoost.ini
xinput1_3.dll
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.
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]
MAIN FILES - Armor and Weapon Keywords Community Resource v3.2
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Armor and Weapon Keywords Community Resource (AWKCR)
Armor and Weapon Keywords Community Resource (AWKCR)
Game Options
Game Options
All DLC
Finish
Description : "This resource accomplishes the following things:
Creates a standardized framework for armor and cosmetics keywords for mod authors to prevent conflicts
Standardizes armor and cosmetics slot usage to prevent conflicts (contributed by all major cosmetics mod authors).
Creates a standard armor and weapons workbench to be utilized for crafting items added by mods.
Adds a standard ma keyword for use by weapon modders, a set of OMODs for damage upgrades for blade weapons, and dn keywords for Tactical Light, Laser Sight, & Tactical Light/Laser Sight combo OMODs. The release of Weaponsmith Extended will demonstrate how to replace ma keyword filtering for mod weapons with a GetEquipped condition. This was set up so that people can use lots of mod weapons without using up a bunch of the very limited amount of ma keywords that we have available before hitting the cap and causing the mod menu category formlist cap/ invisible robot bug.
Adds sorting keywords for weapon calibers to make it easier for weapon modders to set up their gun mods for dynamic sorting."
MAIN FILES - Armorsmith Extended v3.31, Armorsmith All DLCs Patch v3.3
Description : "This mod does twelve things:
Every outfit in the game can now be worn under armor pieces and all armor pieces should show up when equipped.
Every hat and helmet in the game that doesn't cover your face can be worn with bandanas & gas masks.
Every outfit and every hat & helmet in the game can have ballistic weave armor added to it.
I completely redid the entire clothing modding system from scratch.
Adds new craftable outfits, headgear, gloves, custom Dogmeat armors, Helmets/Hats With Hair, Under Helmet Flight Cap & BOS/Sack Hoods, Nudifying Rings, Invisible Therm Optics Combat Armor, Pistol/Revolver Harnesses, Katana Belt, Sniper Rifle on back, a working jetpack, and a wide variety of wearable weapons. Outfits are crafted at the Armorsmith bench, wearable weapons are crafted at the Weaponsmith bench.
All clothing items are moddable now and are also rename-able.
I made this mod compatible with Legendary Modification by teaLz.
For the master armorsmith/scientists out there I've implemented a new craftable set of armor called Therm Optics Combat Armor. Using stealth technology it is now possible to create cloaked combat armor pieces.
This mod is now fully compatible with Valdacil's Item Sorting.
I optimized the slot usage for all vanilla clothing to use the minimum amount of slots necessary for things to work properly.
All apparel can now be worn by Nick Valentine.
Strong or any other future super mutant followers/settlers can wear all hats/helmets, gas masks, bandanas/masks, and glasses."
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Settlement Keywords Expanded v1.55
Settlement Keywords Expanded v1.55
SKE Files
SKE Files
SKE Scripted Menu Version
Next
Settlement Keywords Expanded v1.55
Settlement Keywords Expanded v1.55
SKE Patches
SKE Patches
Select Nothing
Next
Settlement Keywords Expanded v1.55
Settlement Keywords Expanded v1.55
OCDecorator Patches
OCDecorator Patches
Select Nothing
Next
Settlement Keywords Expanded v1.55
Settlement Keywords Expanded v1.55
Advanced Bubble Turret Patches
Advanced Bubble Turret Patches
Select Nothing
Next
Settlement Keywords Expanded v1.55
Settlement Keywords Expanded v1.55
Placeable NPCs Patches
Placeable NPCs Patches
Select Nothing
Finish
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."
MAIN FILES - True Storms - Wasteland Edition v1.4.1
OPTIONAL FILES - Nuka World Add-On (with TS Far Harbor Compatibility)
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True Storms: Wasteland Edition v1.4
True Storms: Wasteland Edition v1.4
Main Files
Main Files
True Storms
Far Harbor DLC
Next
True Storms: Wasteland Edition v1.4
True Storms: Wasteland Edition v1.4
Dangerous Glowing Sea
Dangerous Glowing Sea
4x Damage
Next
True Storms: Wasteland Edition v1.4
True Storms: Wasteland Edition v1.4
Dangerous Far Harbor
Dangerous Far Harbor
4x Damage
Next
True Storms: Wasteland Edition v1.4
True Storms: Wasteland Edition v1.4
Sunset Time
Sunset Time
Earlier Sunset
Next
True Storms: Wasteland Edition v1.4
True Storms: Wasteland Edition v1.4
Heavy Fogs
Heavy Fogs
New Heavy Fogs
Finish
Description : "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)"
Description : "Have you ever thought about scavenging the Commonwealth, even though, the super mutants, Ghouls or Raiders
may horrifically and violently rip your heart out?
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."
Description : "A comprehensive bugfixing mod for Fallout 4. The goal of the Unofficial Fallout 4 Patch (aka UFO4P) is to eventually fix every bug with Fallout 4 not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package."
Description : "This mod will make actors collide with dead bodies, a.k.a. ragdolls, so you can push them, climb on them, etc...and won't just clip through them."
OPTIONAL FILES - Faster Terminal Displays (5x) Creation Kit Version
Description : "I find the speed that the text on the terminal screens takes to appear is too slooooooooow, I always find myself just clicking to get it all to show up.
So I've increased it by 2, 3, 5, 10, 20 and 100 times, just download whichever file suits your needs."
Description : "This mod patches the hardcoded "features" that come with the Survival difficulty.
This mod restores:
Using the console
Using Quicksave
Saving from the Pause menu
Fast travelling
Saving while travelling
This mod also allows you to return to the Survival difficulty if you had previously downgraded your difficulty.
Godmode is also partially restored, but not fully functional i.e. you still die, however you have infinite resources in the workshop.
This mod comes with an ini file to enable or disable the mentioned features."
MAIN FILES - Workshop Spotlight Fix with DLC - All in One Installer
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Workshop Spotlight Fix
Workshop Spotlight Fix
Main Files
Main Files
200 Range Shadow
Finish
Description : "This mod will fix the fast travel blackout bug of the vanilla workshop spotlight and partially fix the wall spotlight from DLC Automatron and provide several light range and shadow options for the workshop spotlight."
Description : "Rain of Brass is a small mod that makes shell casings from the player and NPCs last longer, and be visible from far away, so that after a firefight you can find piles of spent brass wherever anyone was shooting.
Main version: Shells stay for 1 hour and are visible from weapons fired within 500 meters."
Description : "This mod prevents your personal vertibirds from defying physics. In other words: no more flying through buildings, trees, the ground, etc. when you ride a vertibird. Now they should detect buildings and such and will adjust their altitude and/or heading to prevent crashing into buildings."
Notes : You only need the Far Harbor version of this mod if you also have a mod that allows vertiderps to be used in Far Harbor.
Description : "Adds the various 'Robot' armor parts (chest, arms and legs), the three helmets (Assaultron, Eyebot and Sentry Bot) and the two melee weapons (Assaultron Blade and Mr Handy Buzz Blade) to the drop lists for legendaries. Adds all vanilla clothing items to the allowed legendary loot lists."
Description : "Prevents the Berry Mentats effect from highlighting your current companion and disables the effect entirely while your weapon is holstered or you are in dialogue. Also includes the fix to stop the effect from turning certain neutral NPCs hostile."
Description : "This mod simply attaches a light source to every glowing animal variant, making them emit light. The size of the animal determines the radius and strength of the lights, so deathclaws are brighter than ghouls, which are brighter than radroaches, etc.
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]
MAIN FILES - Follower Stealth Distance Fixes - Now with Dog Leash
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Companion Stealth Distance Fix (No Free Hugs)
Companion Stealth Distance Fix (No Free Hugs)
Stealth Fix
Stealth Fix
Now with Added Dogfix!
Finish
Description : "Ever notice that no matter where they are, your companion tries to Archon Merge with you as soon as you crouch? This stops that. They crouch and stealth also, but they maintain their current distance."
Everyone's Best Friend (Dogmeat and Companion At Same Time - No Console - No Hack)[edit | edit source]
Description : "This mod allows you to have Dogmeat and a standard companion at the same time using in game functionality (not hacks or console commands). Also includes spacefiddle's bug fix for companion idle chatterspam."
Description : "Nuka-World has some graphical bugs, one of which is the bottle scenery appearing massively oversized and clipping through walls. This mod replaces the bugged models with ones that work."
Description : "This is a very simple mesh replacer to fix the problematic vanilla Workshop light bulbs.
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."
OPTIONAL FILES - All merchants Fix 0.3 - excludin Ron (see bug section)
Description : "I was tired of my unique merchants disappearing every day, so I addressed it using FO4edit and managed to prevent them from leaving, and all stay lvl 4 merchants. Now regular settlers are fixed as well, they stick to their assigned store and only leave when commanded or to sleep at night"
Keep Commonwealth Radiant quests within the Commonwealth[edit | edit source]
Description : "This is a small patch mod to prevent Vanilla Radiants from the Brotherhood, Institute, Railroad, and Minutemen from sending you to Nuka World or Far Harbor locations. It also prevents the Diamond City bounty quests from sending you to these locations as well."
Description : "Are you using Bethesda's DLCs together? Then odds are depending on your load order you're missing out on some of the settlement attacks that the ofifcial DLCs bring.
Automatron:
Adds in settlement attacks from a raider gang called the Rust Devils and their cobbled-together robots.
Wasteland Workshop:
Adds in increased settlement attacks from creatures and enemies in the Wasteland when you capture creatures and people in cages. Want more deathclaw attacks? Capture a deathclaw and the chances of them attacking your settlement increases.
Far Harbor:
Adds a new faction of attackers to the list, trappers on 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."
Description : "This mod fixes the infamous reload bug when using Lever Action Rifle. Player always loaded 5 bullets no matter how many times you have shot. There already is the other mod which fixes that bug, but this one uses completely different approach + works in 3rd person."
Description : "Bethesda made a small mistake when making the crab mirelurks. The UV maps of one of the parts used in the model is not set properly and it results in some kind of thick shell that blocks the gills of the mirelurk from showing. At first I believed this was intentional but after seeing many of the concept arts and the like I realized it was not intentional and they simply messed up. This fixes that problem."
Description : "Reposition X-01 Armor to fit Power Frame better and less clipping bug and also fix small floating bolt on the right pauldron. It's still have some clipping issue mostly on leg parts but thats require 3d modelling program to fix it properly."
Nuka World Novatron Assaultron Torso Fix[edit | edit source]
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Power Line Physics v1.0
Power Line Physics v1.0
Sensibility
Sensibility
6.0
Next
Power Line Physics v1.0
Power Line Physics v1.0
Flexibility
Flexibility
0.60
Finish
Description : "Swinging power lines on settlements that dynamically react to wind conditions."
MAIN FILES - Moddable Robot Settlers Compilation v1.15
Description : "Makes all the robots in Graygarden, the Drinkin Buddy, Professor Goodfeels in Sunshine Tidings co-op and Deezer in Covenant fully moddable as Automatrons. Also fixes multiple bugs like Codsworth not being moddable and Goodfeels' auto-disappearance."
Description : "Although lore-wise the disease is contracted after being bitten by an infected Mole Rat, in-game the player can contract the disease a number of other ways:
The player's companion is attacked by an infected Mole Rat
A friendly NPC is attacked by an infected Mole Rat
An infected Mole Rat attacks anything at all
The player happens to be in the right section of Vault 81 and the game just f%$#ing feels like it
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."
Description : "When you take fusion core from fusion generator its lights blinking and then just stay on. This is one of many 'WTF' moment in the game. And tired to see this again and again, so i just fixed script that control lights. No .esp, just script replacer."
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CryoFreez Fix
CryoFreez Fix
Version
Version
Optional version
Finish
Description : "This is fix for freezing script. Without it enemy that was killed with cryolator or any other cryo weapon respawns in dead-like state. They just lay on ground or stand still, not attacking, not moving."
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Auto Doors
Auto Doors
Language
Language
English
Next
Auto Doors
Auto Doors
DLC
DLC
Far Harbor
Finish
Description : "Auto Doors 2.0 uses new way to automate doors and was rewritten from scratch. New esp, new scripts, some new textures and meshes (well it's a edited vanilla actually)!
This mod addes craftable devices that will allow to automate your settlement doors. There are three main type of devices, some have few types:
Door Closing Mechanism - this device will automatically close opened door after some time. It's snapable to wall and should be placed as close to door as posible. When (re)placed script attached to this device will find door and start continuously scan it status.
Door Sensor - thee are to types of door sensors, one with internal power (Autonom) source and one that should be powered externally (External). External door sensor will not consume power unit but if not powered it will not work (mostly like a lamp). Both door sensors when attached to door will continuously scan area for actors (player or any other NPC) and when one approach to setted distance will open door, once actor leave range it will close door.
Keycard panel - there are three types of panels, each differed by color: blue, red, yellow. When attached to door it will continuously scan door status and if it closed will lock it to key. This door may be unlocked only through this keycard panel if actor have specific keycard. There are three keycard, by one for each panel type. Keycards craftable at chemlab under UTILITY category. Limited NPC support. Keycard panel will unlock door when NPC that has appropriate card in inventory but NPC may not understand it. May be when F4SE come out on full throttle there will be a way to change it.
Emergency Lockdown Mechanism - big metal device, supposed to be used on gates, but will also work with all other doors. Require power and wire connection. When powered on will close and lock gate (door) until power off.
Proximity sensor - works as automatic switch. Turns on when hostile or ally NPCs in its range, and turns off when targeted NPC out of range. Each sensor can be tweaked to react on hostiles or allies, also range can be increased or decreased. Require wire connection.
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."
Description : "Minor edits to fix the missing audio when wielding a revolver in third person. This restores the sound effects for reloading and cocking the hammer of the Pipe Revolver and .44 Pistol, as well as any other weapons which use their animations (e.g. Nuka World's Western Revolver, or skibadaa's .223 Revolver). Also has a similar fix for missing reload sounds with the Submachine gun and any inheriting weapons in third person (which for some reason only happened in Power Armor)."
Description : "There exists in Fallout 4 a horrible bug which causes the player to reload inappropriately when switching from 1st person to 3rd person. This occurs whenever changing perspective during any mandatory post-shot animation, such as cocking the hammer on the .44 Revolver or cycling any bolt-action weapon like the Hunting Rifle.
This makes certain play styles, particularly trying to use scopes in 3rd person, unnecessarily painful and frequently lethal."
Description : "Fixes three of the main lighting issues within the Vault-Tec Workshop DLC; brightness, lighting node positions, and the bug that caused lights that were on to appear off. It also adds connection points to various Vault walls, so that players can now snap lights into position without tediously trying to line up each light, and addresses some minor quality of life issues (see features)."
Notes : Manually download this mod and then add it to Nexus Mod Manager by clicking the green plus icon in the top left, and then double clicking the mod in your download location.
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Weapon Rack Fixes
Weapon Rack Fixes
Version
Version
WeaponRackFixes-NukaWorld.esp
Next
Weapon Rack Fixes
Weapon Rack Fixes
AWKCR
AWKCR
WRR-NW-Patch-AWKCR.esp
Finish
Description : "While working to update all of my mods for Nuka-World, I decided to use the Contraptions Workshop Weapon Racks to make it easy to access all of the different weapons. During this, I found a number of weapons that didn't go on the racks. There were both weapons from the vanilla game and Nuka-World that didn't go on the racks, so I ended up making two versions of this mod. One for people with Nuka-World, and one for people without. The Nuka-World version does fix a few other problems with the weapons too, such as allowing them to benefit from the appropriate perks.
Here's a list of the weapons, and the racks they can go on in the default version:
Flare Gun - any pistol weapon rack
Cryolater - any rifle weapon rack
Alongside the ones above, here's a list of the Nuka-World weapons, and the racks they can go on in:
Acid Soaker - any pistol weapon rack
Thirst Zapper - any pistol weapon rack
Paddle Ball - any pistol weapon rack
Animatronic Alien Blaster - any pistol weapon rack"
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Wetness Shader Fix
Wetness Shader Fix
Wetness Shader Fix
Wetness Shader Fix
Read me
Next
Wetness Shader Fix
Wetness Shader Fix
Wetness Effect reduction
Wetness Effect reduction
Level 2
Texture resolution
Texture resolution
High Resolution DLC
Finish
Description : "This mod fixes the excessive shine of specific objects like one of the cooking stations and some clothes like the bowler hat."
Notes : If you are not using the High Resolution DLC, you can select the Vanilla texture resolution option.
Description : "The new material swap system works pretty well, but it looks like the developers forgot to actually apply some of
the textures to the items. Specifically items with a pre-war and post-war version.
So far this fix includes:
Dirty Trench Coat now uses post-war textures on male characters (Vault-Tec Rep actually looks like he's supposed to now).
Dirty Army Helmet now uses correct textures when dropped or viewed from inside inventory.
Lab Coat uses correct textures on female characters.
Lots of Vault Suit fixes:
All of the clean vault suits actually use the correct Armor Addons now.
Female vault suits get their own material swaps, meaning the clean textures show up for female characters.
All the on-the-ground models (folded vault suits) use proper materials.
The trim texture doesn't look like it does much of anything but I swapped them anyway just in case.
All 1st Person (arm) models use proper textures.
These include Vault suits not actually in the game.
Vault-Tec Security Armor for Vault 111 (dirty and clean variants) uses V111 textures instead of V81 textures on ground and in preview.
Clean Vault-Tec Security Helmet now uses clean textures on ground and in preview.
The black paint scheme for robots using Sentry legs now uses the proper material.
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
MAIN FILES - Full Dialogue Interface - All languages - NMM installer - Beta12
UPDATES - (English) Nuka World DLC support - Revised 9-6-2016, (English) Revised Far Harbor DLC support - Fixes some missing lines
Description : "The Full Dialogue Interface mod makes the game display the full lines of what your character is going to say in conversation, instead of just a paraphrase. It also revamps the interface so that the game will now display dialogue options in a list and use the number keys/face buttons for input, depending on your control scheme. The mod supports both keyboard and gamepad. Many different interface layouts are available, so check the screenshot section for examples of what the mod looks like in action."
Notes : Pick the one that you like the look of during installation.
DEF_UI - 1.4.3 - by Neanka and Valdacil and Old Nick and ParasiteX and sekoms
Files to download :
MAIN FILES - DEF_UI 1.4.3
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
DEF_UI
DEF_UI
Readme
Readme
IMPORTANT
Next
DEF_UI
DEF_UI
Interface (One Required)
Interface (One Required)
DEF_HUD
DEF_INV
Language
Language
English (EN)
Screen Ratio
Screen Ratio
16:9
Next
DEF_UI
DEF_UI
Display Components
Display Components
Use Sorting Mod Component Tags
HUD Config
HUD Config
Vanilla HUD
Next
DEF_UI
DEF_UI
Sorting Mod
Sorting Mod
I already have sorting xml files
Next
DEF_UI
DEF_UI
IMPORTANT
IMPORTANT
Readme - Mods
Readme - HUD
Readme - INV
Finish
Description : "This is a re-package and re-release of Neanka's DEF_INV and DEF_HUD mods (with permission from Neanka) with a new consolidated installer. These are currently the last versions Neanka released and are provided as-is.
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:
Sorting tags can be replaced with icons in all three screens.
New tabs are available in container and barter screens to limit what is displayed by category 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)."
Unobtrusive Interface Preset for DEF_HUD[edit | edit source]
UPDATES - VIS - Armor by Slot v9.1, VIS - Cosmetics by Type v9.1, VIS - Weapons v9.1
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
Valdacil's Item Sorting
Valdacil's Item Sorting
Readme
Readme
Instructions
Next
Valdacil's Item Sorting
Valdacil's Item Sorting
Val's Picks
Val's Picks
Val's Picks (DLC Version - Vanilla Weight)
Customize
Customize
Customize
Next
Valdacil's Item Sorting
Valdacil's Item Sorting
Junk
Junk
Better Junk + DEF_INV
Not Junk
Not Junk
Default
Next
Valdacil's Item Sorting
Chem Redux + VIS:Aid
Chem Redux + VIS:Aid
Vanilla Weight
DEF_INV Tags
DEF_INV Tags
DEF_INV All
Valdacil's Item Sorting
Chem Redux + VIS:Aid
Chem Redux + VIS:Aid
Vanilla Weight
DEF_INV Tags
DEF_INV Tags
DEF_INV All
Finish
Description : "This mod renames items with tag prefixes so that they will sort better in the inventory. The vision behind the sorting method is to:
Group like items together (notes, holotapes, keys, food, chems, etc)
Sort the most commonly used items near the top for easy accessibility
Modularize the options to give you the ability to customize which items to sort"
MAIN FILES - Zoom-out Extended for 1.7 - Installer
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
Zoom-out Extended for 1.7
Zoom-out Extended for 1.7
Map Resolution
Map Resolution
4K
Icon Style
Icon Style
All White
Finish
Description : "Zoom-out Extended is incompatible with Fallout 4 v1.5 and up, and there won't be any updates from the author Zenotep here on the Nexus as she has gotten herself banned... :(
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"
Description : "So you've just woken up to another day in the wasteland. You have some breakfast, build a new scope for your favourite sniper rifle, and gear up for another day of exploration. Before heading out you have a quick nap...
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:
Adds a save option to beds
Optional full save setting
Optional saving at owned beds
Optional adrenaline penalty (lowers by 1 when saving - on by default)
Does not work while in combat
Allows saving while wearing power armour
Does not trigger a needs update
Uninstall friendly
Save-O:
A new chem that saves your game upon consuming it
Made at the chemlab with 1x Jet and 1x Mentats
Cannot be used in combat
Recipe can be disabled through holotape settings menu
Cleanly removed when the uninstall option is used"
Description : "Are you tired of picking up that bottle of Nuka Cola, opening you pipboy, and finding the Nuka Cola in your inventory aid menu just to use it?
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."
Description : "A simple 2:00 video of a Radio playing "The Wanderer" at night time with animated background, ambient noises and proper reverberation effects that replaces the default main menu. This mod is hugely inspired by the main menus of Half Life 2, Kane & Lynch 2, Spec Ops The Line and Metal Gear solid 5."
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FOMOD Instructions
Cartographers Map Markers (Fallout4 Edition)
Cartographers Map Markers (Fallout4 Edition)
Cartography
Cartography
Commonwealth
Far Harbor
Nuka-World
Next
Cartographers Map Markers (Fallout4 Edition)
Cartographers Map Markers (Fallout4 Edition)
Thank You
Thank You
Thank You
Finish
Description : "Adds hundreds of new map markers to your in-game map. Don't miss anything, see it all!"
Description : "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 : "The aim of iHUD is to provide the immersive feel you get from having no HUD, whilst keeping the usefulness of having one. It takes the permanantly visible HUD elements such as compass and crosshair, and hides them when not needed. Hence the motto:
HUD when you need. HIDE when you don't.
What does it let you do?
Hides the HUD and lets you set the circumstances under which it re-apears.
Lets you set up situations where single HUD elements appear rather than the entire HUD.
Toggle the HUD with an in game item.
Toggle the compass with an in game item."
Description :
This mod required activation in-game. Go to the Misc section of your Pipboy and use the Immersive HUD holotape to start it up.
Description : "Imagine you have built a lovely house and spent hundreds of days and nights furnishing it. After saving another settlement for Preston Garvey, you feel tired and hungry. Now you are home. Seeing Brahmin steaks you have carefully positioned on plates makes you happy. Then you put all those freshly cooked steaks into your filthy pocket and eat some Bloatfly meat cause it's easier to find in your inventory. Wait... WAIT! Why couldn't you grab that Brahmin steak and eat instead of putting it away? It looks like our Sole Survivor, who can hack Master terminals and robots can't figure out how to eat out of the plate!
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!"
Description : "Ever wonder why that locked safe behind the Police Chief's desk, or the one in the Prewar businessman's office always seemed to have some homemade pipe weapon in them rather than a proper store bought weapon? It bothered me enough that I made this small tweak."
Description : "Makes plants give a realistic number of ingredients based on the in game model instead of 1. Outputs range from 1 to 'an approximate based on the model' for example corn stalks can give 1-3, bloodleaf plants 1-8. With the standard file you still have the potential to only receive '1' except for Tarburys which have 5-10 as a minimum."
Description : "I hate how your character is always pointing his gun foward 100% of the time in First Person, it's not immersive. Now your character will have their guns downed when not firing it. It's a simple animation sweep, for now..."
Milk That Brahmin - A Milk Mini-Overhaul[edit | edit source]
MAIN FILES - Milk That Brahmin version 1.0.01 - No Wild Brahmin
Description : "That's right, you cow wranglin', milk drinkin', sons of guns. Put on your udder-tugging gloves because it's time for MILK THAT BRAMHIN! Featuring a new milking mechanic, additional brahmin spawns, leveled list integration, and of course, milk, Milk That Brahmin! is literally the best milk overhaul mod that's been made for anything ever."
MAIN FILES - Real Dogmeat Armor Scripted Installer 1.01
WARNING
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FOMOD Instructions
Real Dogmeat Armor NMM Installer
Real Dogmeat Armor NMM Installer
How Precious is Dogmeat to you?
How Precious is Dogmeat to you?
Standard
Finish
Description : "This mod gives dog armor, collars and helmets real armor values based off of the values on Combat Armor Chest pieces.
It comes in 3 armor value versions as well as versions that render the armor invisible only on Dogmeat.
Note that the armor values apply to any dog equipped with armor, not just Dogmeat!"
Description : "Have you ever wonder why the NPCs mostly just stay at the same floor, even though the cell (regardless where at) has multiple floors?
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?
Description : "This mod adds a trade menu option to vendors that opens the buy/sell menu, and an inventory option for your settlers.
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)."
Description : "Adjusts the player damage multiplier for Survival Difficulty to increase damage by 2 times normal difficulty damage, instead of increasing it to 1.5 normal."
MAIN FILES - Live Dismemberment - Increased Headshot Damage
Description : "Inspired by the musings of musical artists such as Blue Stahli and Carpenter Brut, I bring you the pinnacle of brutality-based engineering - your very own .esp that allows you to FUCK!NG KILL anyone who stands in your way with the power of mutilation! Now, after crippling an enemy's limb, the limb in question has a chance (or guarantee!) of blowing into bits or falling off, depending on the situation!"
Notes :
This mod does not include an installer however it includes multiple options in the form of seven different .esp files.
Ensure that only 'Live Dismemberment - Regular.esp' is enabled.
OPTIONAL FILES - Armor and Weapon Crafting Keywords (AWKCR) Patch, Full Nights' Sleep Patch for Survival
Description : "Camping is obviously one of those mods everyone wants in Bethesda games, myself included since day one. A month or so ago I jotted all my ideas down, and after I released Basement Living I set to work on this with the intent on making something simple, but still "immersive" and fun. It ended up growing into what you see here.
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."
Description : "This is one of those little gameplay adjustments I've had on my list to make for some time for those of us doing >survival or no-fast-travel<. I like to visit Nuka-World at random, and got tired of having to take the full monorail tram ride back EVERY SINGLE TIME, especially once you start doing quests that involve traveling back and forth.
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]
Description : "After spending way too many hours in the game, and leveling way up, the experience of hiking halfway across the map to a settlement just to put a silencer onto a gun, or lugging around a bunch of Desk Fans and Giddy Up Buttercup Legs just to scrap some screws out of them starts to lose its charm, especially in survival mode where carryweight is at a premium, and fast travel is disabled.
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."
Description : "Weapons as apparel on your back and in holsters have been around for a while now.
But so far, they've been mostly useful for screenshots because they aren't actually usable!
They stay on your back all the time, and nothing kills immersion more than seeing them stay static on your back when you draw that exact weapon.
They clutter up your inventory too.
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!"
Description : "Framerate not bad enough already? Let me fix that for ya'.
This mod takes the lights created by projectiles, muzzle flashes, and explosions and makes them cast dynamic shadows."
Lore-Friendly Immersive Realistic Chalk Components Expanded and Extended HD 4K[edit | edit source]
Description : "I never liked hacking minigames since Fallout 3, they take too much time and disrupt the natural game flow for me. With this mod you will always see only one password, the correct one. Keep in mind that you still must have corresponding perks to access terminals."
Description : "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."
Description : "Just a little plugin to make the Eyebots explode on death, like in FO3 and FNV. The explosion is slightly more powerful than the frag grenade. It creates new opportunities to create some chaos. They will turn to ash afterwards, since there is no dismemberment in-game for them."
Description : "This is a small plugin to remove combat boundaries, so enemies will follow you indoors from outside and vice versa. That's it! No more using load screens to end a fight."
Search and Destroy - Extended Combat Range and Stealth Searches[edit | edit source]
Description : "This mod only does two things: increases the length of time enemies will hunt for you, and increases the range over which they will detect and follow you. Designed for maximum compatibility - by only tweaking these two factors, and not touching skill buffs,light factors, sound, companions, traps, etc., it should work alongside any set of mods you want to use to tweak your game. It was designed for stealth use, but affects all forms of combat, greatly increasing the number of unscripted events, especially outdoors."
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
Lone wanderer fast travel
Lone wanderer fast travel
DLC Expansions
DLC Expansions
Far Harbor
Nuka World
Textures
Textures
Pick a colour that you like
Finish
Description : "This mod was created as an alternative way of fast travelling and as an alternative to my APC transport mod for people who prefer a motorcycle. It is mainly intended for survival mode but can also be used for any other difficulty. The motorcycle comes standard with some built in storage but there are upgrades available such as a portable campsite, cupholder, an upgrade to halve fuel consumption ,and a bobblehead fender ornament which allows you to repair breakdowns once every 2 hours real time.
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]
MAIN FILES - Scarcity - Includes HUD widget for enviro-seal status.
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
Scarcity
Scarcity
Main File
Main File
FULL - All Changes
Finish
Description : "When a Power Armor piece is destroyed, it's really destroyed.
No silly zero-weight, zero-health inventory entry, with the broken pieces of it on the ground.
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)."
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FOMOD Instructions
Realistic Bullets 1.3
Realistic Bullets 1.3
Version
Version
Vanilla + DLC Without Tracers
Finish
Description : "Originally made to be a PS4 friendly alternative to similar mods such as "Weapons of Fate", "Visible Bullets", and "Tracers - Light 'em up".
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!"
MAIN FILES - Timescale Defaults to 6 - Loose Script
Description : "Sometimes when I start a new character I forget to change the timescale to my preferred value of 6, in previous games you could change it in a plugin, but because Bethesda set it to be zero until you leave Vault 111 that won't work. So instead I've edited the script that runs when you ride the elevator up out of the vault to set timescale to 6 instead of 20.
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."
Description : "This mod is heavily inspired by (or shamelessly ripped off of) the essential Move it Dammit for NPC Companions and Followers by Apogee777.
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!"
Description : "Tired of merchants having only 300 caps when you have lots of items to sell, including your old modde weapons that cost much more ? Then this mod is for you.
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."
Description : "I realized that none of the companions behave like they are suppose to. Their weapon switching conditions are very irregular. They only switch to 1H weapons and even that is random. They cannot switch to Fist weapons and 2H weapons automatically. Also, if I want them to use a shotgun at melee range and a rifle at long range, I cannot do so. Now to change all of this I made this mod. And while making it, I added few perks to make them strong and unique in their own way.
Features
This mod does the following to the companions:
Adds missing perks.
Adds specialty perks.
Adds utility perks.
Adds fall damage immunity.
Adds unlimited ammo and unbreakable power armor functionality.
Adds auto teleportation when out of combat.
Allows player to modify companion distance.
Allows companions to revive themselves when they go down.
Allows companions to switch between primary and secondary weapons on the fly.
Fixes sneaking.
Improves gun accuracy.
Improves affinity perks.
Improves bumping. They will move away from player faster and further.
Description : "This mod adds a category to armor pieces called Visibility. At no cost you can dynamically modify armor pieces to be invisible. And you can change them back to visible whenever you want. You can imagine that the armor is concealed underneath your outfit. You can hide all your armor pieces, or only the ones you don't like. It's up to you. You can run around naked while still having full armor protection if you want.
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 : This mod required repackaging using files from another mod. Below are step by step instructions on how to do this. Thanks to moriartykain and hlifehotdog.
Download the Concealed Armor mod using the 'download manually' link
Save or open the file, and extract the content to an easy to reach folder
Delete 'ArmorKeywords.esm' from the folder you extracted the mod to
Manually download the main file for this mod; at the time of writing this guide it is named 'Concealed Armor Season Pass AWKCR 3.x.x compability patch'
Extract ConcealedArmor.esp to the folder where you extracted the first mod, and overwrite the file of the same name
Create an archive of the folder using the zip or 7z format
Add this new archive to Nexus Mod Manager and activate the mod
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.
Description : "Immersive Vendors improves all craftable stores with visible products and new variants for the level 3 vendors. The goods will only display if a vendor activates his stall.
Features :
all stores have visible products (during business hours 08:00-20:00)
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
Pip-Boy Flashlight
Pip-Boy Flashlight
Page 1/4
Page 1/4
Greetings wastelander...
Core File
Core File
Pip-Boy emitter
Sound Effects
Sound Effects
Single click sound
Optional
Optional
Offset 1st person light
Next
Pip-Boy Flashlight
Pip-Boy Flashlight
Page 2/4
Page 2/4
Information
Pip-Boy
Pip-Boy
Pick a Pip-Boy light style that you like
Next
Pip-Boy Flashlight
Pip-Boy Flashlight
Page 3/4
Page 3/4
Information
Power Armor
Power Armor
Pick a Power Armor light style that you like
Next
Pip-Boy Flashlight
Pip-Boy Flashlight
Page 4/4
Page 4/4
Information
Distance
Distance
100% (shadows)
Finish
Description : "The default Pip-Boy light that has been in use since FO3 is an archaic tool. It emits a glow in all directions, including straight through your character. Similar games like S.T.A.L.K.E.R. and Metro 2033 use an actual flashlight beam. It really helps elevate the atmosphere, not only because it's more realistic, but also because your vision cone is limited, creating more suspenseful gameplay."
Description : "Long Range Bullet Holes is a small mod to make bullet impact effects and decals appear at long ranges. It also extends the time of wound decals and decal limits."
MAIN FILES - Subway runner dynamic lighting (shadows) 7 fixed nav mesh culling issues and aggro range
Description : "This mod connects 90% of the standard subway stations, and creates a network of subway tunnels filled with raiders, super mutants, synths and ghouls. Subway stations have been added throughout this network. With a focus on survival play through there are easy to access to beds for save points to bunk down for the night. This system once cleared out of enemies allows the player to move quickly across the wasteland. Be warned the battles to take back the network and make them safe for travel will be not an easy one.
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."
Description : "This mod automatically closes the gate to Diamond City everytime you leave the area and come back again. To open the gate go up to it and activate it.
This mod only runs after you have first encountered Diamond City and opened the gate."
Description : "With the increase of raider activity and the growing volume of feral ghouls in Lexington, Trudy and her husband, Joe, had no other choice but to push north to protect their son Patrick. Losing her husband in a daring escape from being spotted by a group of raiders, they stumbled upon the Drumlin Diner; a decent building still intact. Trudy decided to stop running, she put Patrick to work and together they secured the building. She could not help but notice her son was growing distant as time went on. With the death of his father Patrick was constantly battling the images of that night in his head, struggling to keep sane. Out nearby in Concord, Patrick was scavenging for items to supply their shop, where he came across Wolfgang, a low end chem pusher. Feeling like there is nothing to lose, Patrick found himself convinced into trying out Jet for the first time. As time progressed so did his habit. Trudy feels that she is loosing the only thing that is worth living for, so she decided enough is enough and will no longer support his increasing habit.
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."
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FOMOD Instructions
Light Radius Redux
Light Radius Redux
DLC Selection
DLC Selection
All DLCs
Finish
Description : "Alters the light output radius and falloff exponents for most workshop items added by Automatron, Wasteland Workshop, Contraptions Workshop, and Vault-Tec Workshop, as well as a minor ambience overhaul for natural light sources added in Vault-Tec Workshop interior cells, this alters only the output radius and falloff exponents for all light source forms via esp.
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."
Description : "Does it bother you how your character just crams needles into his/her chest without so much as an "ow!" This simple esp makes it so that when you use a stimpack, you take 0 damage, your character makes says one of his/her "Pain" lines, and then the stimpack does it's thing. This should work for every npc in the game as well as the player.
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."
Description : "Yes it might be good etiquette to leave doors open but not when its a vault! This mod closes the door behind you when you leave vault 81. So the next time you come back you have to open it again using your pip boy.
This mod only works when the first vault 81 intro quest is completed (Gained access to Vault 81 and talked to the overseer)."
MAIN FILES - Vault-Tec Historical Preservation Initiative
Description : "What this mod currently does:
Swaps the prologue T-60 Power Armored soldiers for the T-51b, and alters the T-60 Loading Screen Text to better explain why, and how, it exists.
Adds a terminal entry detailing Mr. House's response to the false claims made by Cambridge Polymer Labs regarding Liberty Prime. It can be found on the "Director's Terminal" in Cambridge Polymer Labs. (as of v1.1)
Removes all instances/mention of Jet from Vault 95, and by extension Vault-Tec Regional HQ (as of v1.12)
Alters the Quest Reward of Cambridge Polymer Labs to produce a T-45/T-51 variant (depending on player level; attempting to force it to be T-51) (as of 1.15)
Adds a "Synth Component" to the inventory of Billy, Carol Peabody, Matt Peabody and Bullet to better justify Kid in a Fridge (as of 1.15)"
OPTIONAL FILES - First Person Messages - Automatron, First Person Messages - Far Harbor
Description : "Does it take you out of the game when you get a message in the upper-left hand corner of the screen and it is in third person?
"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.
Adds the ability for Ice Cold and regular Beer, Ice Cold and regular Nuka, and Ice Cold and regular Vim! to properly hydrate you DEPENDING ON THE VERSION YOU CHOOSE!
How it works:
It's complicated. A user has explained this perfectly in the Bugs section.
Current Hydrating Drinks (Ice Cold):
Standard Ice Cold Beer
Ice Cold Gwinnett Ale
Ice Cold Gwinnett Brew
Ice Cold Gwinnett Lager
Ice Cold Gwinnett Pale
Ice Cold Gwinnett Pilsner
Ice Cold Gwinnett Stout
Ice Cold Nuka-Cola
Ice Cold Nuka-Cola Cherry
Ice Cold Nuka-Cola Quantum
REQUIRES FAR HARBOR PAST THIS POINT
Ice Cold Vim!
Ice Cold Vim! Quartz
Ice Cold Vim! Refresh
Ice Cold Vim! Captain's Blend
REQUIRES NUKA-WORLD PAST THIS POINT
All DLC Ice Cold Nuka-Colas
Current Hydrating Drinks (Regular):
Nuka-Cola
Nuka-Cola Cherry
Nuka-Cola Quantum
REQUIRES FAR HARBOR PAST THIS POINT
Vim!
Vim! Quartz
Vim! Refresh
Vim! Captain's Blend
REQUIRES NUKA-WORLD PAST THIS POINT
Probably not gonna add flat Nukas, since it seems silly."
MAIN FILES - Reverb and Ambiance Overhaul - ALL DLC
Description : "TL;DR: Makes weapon sounds more realistic for player and NPCs. Improves and balances ambiance and reverb to be more realistic and lively. Increases the diversity and dynamics of in-game sound. Fixes numerous issues. Lightweight and compatible with all sound replacer mods.
Adds two sliders in the Audio menu for Reverb and Ambiance. To make the sliders sticky, they default to 100%, slightly louder than vanilla (which is around 80-90%). "Ambiance" controls the volume of machinery hum, birds, water drips, insects, room tones, etc. It also controls in-game radios. "Reverb" simply controls the amount of reverberation - most noticeably gun trails, explosions, and things like reverb from Magnolia's singing - it does not turn off the actual reverb in the cell, just how certain things interact with it. Thus, you may hear some things like voices to a degree even at 0%. There is no way to completely remove it, and it would sound weird as hell anyway. Still, this allows you maximum flexibility.
Adds ambient sounds and reverb types to regions where they were absent, or fixes inappropriate or generic settings. For example, outdoor ambient sounds are removed in the vanilla game when you enter small shacks or other small structures with "faked" reverb settings - this mod fixes that. This makes the sound design of the game (which I quite like) denser and more "alive" feeling. Additionally, "one-shot" ambient sounds like wind gusts and creaking wood will now trigger more frequently.
Adds newly created ambient types to areas that used generic settings. Glowing Sea caves, sewer pipes, and elevators now no longer sound identical.
Adds vanilla ambient sounds to appropriate regions. This includes birds and occasionally cicadas during the day, crickets and howling dogs and wolves at night, etc.
Rebalances Indoor and Outdoor Ambiance. Vanilla is much louder indoors - this brings them closer to being even without totally changing the dynamic. Some incidental sounds have been made slightly louder.
Increases (or in some cases decreases) the amount of reverb certain sounds produce. Gunshots, exploding cars, and the like now behave much more realistically, and quieter sounds are somewhat tweaked as well on a case-by-case basis.
Fixes outdoor weapon trails to match the various weapons. In the vanilla game, all weapons use the same generic pistol and rifle sounds. With this mod, laser, plasma, and gamma weapons have unique outdoor reverb tails, along with unique-sounding weapons like the broadsider.
Rebalances NPC weapon sounds to be seamless with player sounds. What this means is that the tails now run through the same reverb
parameters as the player tails, rather than the more muted vanilla style. This really makes gun battles lively and loud, especially indoors.
NPCs now use unique outdoor tails, allowing youto distinguish ballistic and energy weapons from a great distance.
Different room types and areas behave differently. Vaults are now cavernous, echoey, and metallic. Wooden rooms are more muffled. Cinderblock is more sound-absorbent than metal, etc. The difference between small spaces and large ones is greater. Outdoors has as close to a simulated echo as the engine allows, letting you really feel the power of big guns and the power armor impact landing. Speaking of which...
Power armor footsteps and Impact Landing now reverberate a little more, for both player and NPCs. This is a small tweak, just barely noticeable, but it has a nice effect when surrounded by NPCs in Power Armor.
Increases attenuation for almost all reverb types. This allows sound to propagate over longer distances, whilst decreasing the distance in which sounds will play in "2D". A bullet whizzing next to your head will sound much different than a wide miss, or a hit.
Fixes the wimpy-sounding frag grenade. A home-brewed mix of the vanilla frag mixed with some of the frag mine and a hint of exploding car to add bass, this should work well with any sound replacer mod or with vanilla. Fun fact: exploding cars use the Skyrim fireball sound as their main layer.
All explosions are slightly louder, and will rumble a little more. Grenades of all types have been tweaked to emphasize their individual sounds (i.e. flames for Molotov, ice for cryo, electricity for pulse, and so on). If you have a subwoofer or good bass-heavy headphones, they will sound huge, but are in fact only a measly 3 db louder.
Larger creatures and NPCs produce more reverb and louder sounds. This is mostly improvements to the Deathclaw - the roar and stomp are much more impressive now. Mirelurk Queens, Behemoths, and Liberty Prime all make louder footsteps, etc.
Pip-boy radio behaves like in-game radios and will interact with the reverb of whatever cell you are in. Mucho immersivo. (Not affected by ambient slider).
In-game radios, PA systems, power armor speakers, pipboy radio, eyebot radio, TVs, intercoms, etc. have improved audio quality, making them
less tinny and easier to understand."
Hide Helmet in Dialogue Mod or Face Reveal Mod[edit | edit source]
Description : "This mod will auto-hide your helmet when in dialogue with another NPC. Once you exit dialogue your helmet will reappear if it's still in your inventory once you enter combat. A notification will appear on the screen when the helmet is selected."
Description : "I wanted some cats for my settlements, so I made this. They are craftable under the Decor/Misc category for one empty milk bottle. Each cat adds +1 happiness. They don't do anything else, they're just cats.
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."
Description : "Cats are a species of small predatory carnivorous animals that were valued by humans before the Great War for their companionship and ability to hunt vermin, such as rodents, snakes, scorpions, and other household pests. After the Great War, many cats in what used to be the United States were hunted for food because they were an easy prey until few domestic specimens were left, although some still survive as witnessed in The Commonwealth."
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:
MAIN FILES - Cinematic Sounds - Complete Collection (Installer)
WARNING
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FOMOD Instructions
Cinematic Sounds - Complete Collection
Cinematic Sounds - Complete Collection
Discovery
Discovery
Discovery (Shorter)
Explosions
Explosions
Explosions -1.0
Leveling (Level Up)
Leveling (Level Up)
V2
Leveling (EXP Gain)
Leveling (EXP Gain)
Exp Change
Finish
Description : "This is the complete collection download of all Cinematic Sounds files, created due to request, to be updated as new mods are released/updated.
This is simply a collection of all of my "Cinematic Sounds" mods and comes in two different downloads...
OPTIONAL FILES - All-in-one with recommended settings.
Description : "Quieter Settlements reduces the volume of generators, turrets, and other settlement sounds. Choose different volumes for different sounds. Most sounds have the following volume options: Original, 50%, 25%, 10% (Recommended), Silent.
Description : "This is very much a work in progress and new sounds will be added daily.
In the current version it replaces the following:
Grenade Pins
SMG
Rocket Launcher
Ripper
Flare Gun
Minigun
Hunting Rifle (Silenced and non-silenced)
.50 Caliber Sniper Rifle
Handmade Pipe Revolver (Silenced and non-silenced)
Handmade Pipe Rifle (Silenced and non-silenced)
10mm (Silenced and non-silenced)
10mm Auto Pistol
Covert Pistol (Silenced and non-silenced)
Double-Barrel Shotgun
.44 Magnum
Combat Rifle Semi
Combat Rifle Auto
Combat Shotgun
Gauss Rifle"
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.
Description : "Indipindi's original mod is really great. My only complaint was that I thought the birds were too loud. (And then some.) So I reduced the volume significantly. I think version 0.5c is nearly right. (Good enough that I CBA.) Some sounds are deliberately louder than others. I wanted them to startle occasionally, but without causing madness. If it's still too loud for you, try the old version 0.5b."
Description : "I was annoyed by the fact that when Dogmeat was running by my side I was convinced that I have a horse companion. This mod decreases the volume of every Dogmeat's sound that he makes while he's WALKING/RUNNING by exactly 10dB (5dB when it comes to water. Why ? Because dog in water gets loud... that's why). I think it would be around 60% of original volume. Now you can hear him only when he's quite close."
Description : "IMHO, the default Vertibird sounds are closer to a lawnmower than a tilt-rotor aircraft like the V22 Osprey. So I created a whole new sound set (inside and out) that offers something a lot closer to the real thing. I hope you enjoy it!
added new rotor and turbine sounds for near, medium, and far distances
added new interior sound
lowered volume of wings and gear extending/retracting
Note: There is a sound bug - when the Vertibird lands on the ground, the engines wind down, but one of the sound files keeps playing - making it sound like the engines are still running when they have stopped visually. The sound will stop eventually, but that's unfortunately out of my control."
Description : "This mod remakes the Laser Musket sounds(All 4 charges), the laser and institute rifle + pistol(They share the same files), the Plasma Rifle, Plasma Scatter, Plasma Sniper Rifle, Gamma Gun and Alien Blaster Pistol.
The Laser Rifle sound is the same as my other mod, but everything else has been remade from the ground up."
Description : "After playing game while using power armor, i noticed that walking/running/sprinting sounds doesnt make me feel heavy, this mod fixes that, by adding some weight to vanilla power armor movement."
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FOMOD Instructions
Dynamic Music Overhaul
Dynamic Music Overhaul
Music Behavior
Music Behavior
High level threats
Finish
Description : "Completely change the way the game's music system to behaves."
Digital Nightmare - Dark Apocalyptic Soundtrack[edit | edit source]
MAIN FILES - Digital Nightmare Main v1.10, Far Harbor Music Addon, Mega Battle Pack
Description : "Digital Nightmare is a full music soundtrack mod for players who want dark, dangerous atmospheric background music to enhance their Fallout experience. Perfect for survival mode, hardcore mods or any player who wants to make their game feel more dark and foreboding."
Musical Lore - Wasteland Edition (Soundtrack Mod By Nir Shor)[edit | edit source]
MAIN FILES - Old World Radio - Boston v6.0, An Old World Radio Christmas Decorations, An Old World Radio Christmas
OPTIONAL FILES - New Settlement Keywords Expanded (SKE) patch for v6.0 by Sharlikran
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FOMOD Instructions
Old World Radio - Boston v6.0
Old World Radio - Boston v6.0
Important Notice
Important Notice
I understood!
Next
Old World Radio - Boston v6.0
Old World Radio - Boston v6.0
Settlement Decorations
Settlement Decorations
install with DLC
Next
Old World Radio - Boston v6.0
Old World Radio - Boston v6.0
Settlement Keywords
Settlement Keywords
don't install (default)
Finish
Installation :
Manually download 'New Settlement Keywords Expanded (SKE) patch for v6.0 by Sharlikran' in the Optional Files section.
Add the mod to Nexus Mod Manager and activate it after you have installed each of the Main Files, overwriting them.
It will show up as just 'OLD WORLD RADIO - BOSTON' in Nexus Mod Manager, but again, make sure that you enable this last.
Description :
More Where That Came From - Diamond City Radio Edition[edit | edit source]
Description : "This mod adds 111 new lore-friendly, thematically appropriate songs to Diamond City Radio using JRavens' excellent Extra Tracks Pack - DIAMOND mod (included with Jvarnes' permission). It no longer modifies the base game's songs in any way.
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]
MAIN FILES - Elvani's Track Pack for Diamond City Radio v1.0
UPDATES - FIX THAT SOUND
WARNING
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FOMOD Instructions
Elvani's Track Pack
Elvani's Track Pack
Extra Tracks
Extra Tracks
Elavni's Track Pack
Finish
Description : "This mod adds 36 period-accurate songs to Diamond City Radio without removing the original songs, and without removing or messing up Travis' line delivery. Only works for the English version of FO4."
Description : "New to Existence 2.0? A radio station hosted by a robot named Junket who is playing ambient horror music, perfect for exploring dark basements or moving through the decayed wastelands at night. The player in Fallout 3 has helped it achieve its one goal: lucid dreams, and using new technology it has relocated to the Commonwealth ...
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<<<
>>>dedicated to everyone that just died<<<
>>>in the time it took me to speak this<<<<
>>>sentence ... rest in pieces<<<
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<<<
>>>in the wasteland at night...<<<
>>>or the radroaches will eat you.<<<"
Description : "Adds a standalone radio station with 100 country blues recordings from the 1920s-1940s. Shows up in your pip-boy as "Blues Radio". Compatible with OWR Boston! This mod was inspired by lugaruclone's wonderful "Radio Blues" mod for Fallout 3. Blind Lemon Jefferson, Bukka White, Charley Patton, Memphis Jug Band, Robert Johnson, Son House, Furry Lewis, and Big Joe Williams are just a few of the artists whose recordings are included in this station.
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]
OPTIONAL FILES - Alternate Frequency - REQUIRES MAIN MOD
Description : "Just a quick little mod to add what I felt was needed flavor to raiders. Mostly fast punk, with a tiny bit of goth and psychobilly for good measure. Also included are a craftable radio for your settlements, as well as radios placed in 12 different raider bases and other appropriate locations across the map.
I get that maybe punk never happened in Fallout, but I've made an effort to make sure it sounds at least "lore-plausible." That means no famous tracks, nothing included just because I liked it, but stylistic continuity above all else. Nothing post-1990, for instance.
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 :
Manually download the optional file and add it to Nexus Mod Manager. Be sure to activate the main file before the optional file.
Description : "Ever wanted to take a break from the outside world, have a pause from the weather (and settlers?) Ever wanted to store your weapons, Power Armor, and other items in a secure space where they will be left alone? Look no further.
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 :
Under Special you will find 10 new basement hatches, one for each unique basement. They require 10 metal, 10 wood, 10 concrete, to give the effect of "crafting" the basement, even though you're just crafting a "teleport" door to get in.
Place a hatch anywhere on the ground of your Settlement. I like to place these behind the house, or in a settlement bedroom.
Once placed, the basement workshop will automatically link or re-link to the settlement you're in
Open it up like any door, and you're now in the interior basement cell!
Enter into Workshop Mode to scrap the interior, and begin decorating it how you like!
Only one door to each basement can exist at a given time, so if you craft a second door to the same exact basement, the old one will just move to your location, and you will be notified where it moved from. See video for details.
The interior cell will remain 100% the same as you left it, so you can move the entrance doors around to any settlements with no issues or effects to the interiors.
Description : "OK, so the rest of the RR crew want to live like sewer hobos. Not me. I built this place for myself since I'm doing all the work anyway.
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 :
A MIRROR TO CHANGE YOUR APPEARANCE.
Activate the mirror in the bathroom with [Space].
Draw your gun after changing your face if you have trouble with 3rd person camera.
Custom named storage for some items
Epic static clutter and decorations
Sink with fresh water supply
Terminal to play holotape games etc. on
Your own black-ish cat (he's name is Geronimo)
Idle and furniture markers for companions so they do stuff when idle
Description : "This is the next mod in the faction housing overhaul series, it completely redesigns the player's room inside Prydwen.
Features :
Your room now has all basic workstations
Thanks to expired6978:
A MIRROR TO CHANGE YOUR APPEARANCE.
See the privy behind the curtains. Activate the mirror with [Space].
Draw your weapon after changing your face if you have trouble with 3rd person camera.
Custom named storage for weapons etc.
Glorious static clutter and decorations
No more three loading screens! Enables fast-traveling to and from the quarters
Sink with fresh water supply
General Info :
The map marker gets enabled once you get the quarters from Maxson
All the workbenches inside Prydwen MAIN DECK are now linked to the Boston Airport so you can share resources EVERYWHERE on board Prydwen with the settlement below."
Description : "This is the fourth mod in the faction housing overhaul series, it adds a completely new private interior for the Minutemen General.
It's a very basic room, albeit pretty. It only has a kitchen area, bed and some storage and so on.
I figured people want to fix0rupp3r their castles their own way and add their own workbenches, so this one only has cooking (which is linked to the Castle cloud storage).
How to get in :
The old General in the tunnels has the key (OBVIOUSLY), get the key when you loot his armour.
General Features :
No one except your active followers should enter the quarters. You get a real, private area in the Castle and no one will sleep in your bed.
You won't be able to send anyone here, only to Castle like normal
Mirror in the bathroom can be used to change your appearance
(not compatible with Locksmith something something)
Description : "This mod overhauls the room given to the player in Vault 81.
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 :
All crafting stations
Surgery chair at the clinic
Functional terminal so you can play hologames etc.
Better merchant
Murshive facilities for the vault
General Info :
I tested on a new and old save and everything enabled properly.
YES EVERYTHING IS STATIC YOU FENG SHUI RUINING UNDESIGNERS. Can't have you barging in at night after drinking too much Bobrow's Brew and knocking over my precious decorations.
Once the main quest for Vault 81 has been completed, the room items will activate
There will be a map marker that lets you travel directly into the Atrium, plus I have enabled fast traveling out of the Vault 81 too
Workbenches outside your room are linked to cloud storage, it might take a moment for the game to recognise that.
Made with F4CK, cleaned with FO4Edit"
Faction Housing Overhaul - Institute Director's Quarters[edit | edit source]
Mod overhauls the Director's Quarters in the Institute. It adds all workstations, storage, a bed and tons of shiny clutter.
Features :
Bed for X2 outside your "bedroom"
Mirror in the bathroom can be used to change your appearance
(not compatible with Locksmith something something)
Functional terminal to play holotapes
Glorious unique storage stuff, workstations and clutter
The Food Synthesizer in the kitchen area works as a cooking station
It's not as packed and intricate and full of stuff you run into because the quarters you're given are HUGE. Like what am I supposed to put in there? If I fill it up to the brim like the other houses, your Institute would be like 5 FPS."
Description : "This location is a vanilla one. It had a small, useless note about an unmarked quest about HalluciGen, Inc , and a bunch of dead raiders/Gunners. This mod removes all those, and overhauls this GLORIOUS cell into a small, luxurious player home (the window lighting was here when I started working on it, so I can't take credit for that). The location is near HalluciGen, Inc building. There is a map marker.
The idea and request for this came from one of my Patreon supporters."
Description : "As per requested (MULTIPLE TIMES STOP IT ALREADY), here's the house I built for myself in Basement Living, now rebuilt greater than ever in Creation Kit.
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 :
Bed gives well-rested bonus
BOBBLEHEAD SHELF. YES THERE IS A SHELF STOP ASKING AND LEARN TO READ :X
3 magazine racks
Cat (YAAAAAAAAAAYH)
All crafting, they're linked to Home Plate crafting workshop
Tons of safe storage
Terminal you can use to play holotapes
Thanks to expired6978: A MIRROR TO CHANGE YOUR APPEARANCE.
Activate the mirror with [Space].
Draw your weapon after changing your face if you have trouble with 3rd person camera."
Outfield Retreat - Diamond City RV Player Home[edit | edit source]
Description : "Mod adds a small bunker in the player's Sanctuary home backyard.
(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 :
Mirror to change your appearance
Workbenches inside the house are linked to Sanctuary workshop so they share items
Armour, weapon, chem and cooking stations
Functional terminal
Bobblehead shelf
Nuka-Cola display shelf that works with the DLC items
Armour Rack
Bed gives Well Rested bonus (or Lover's Embrace)
Water source for survival
Unique named storage
Plenty of idle markers so your friends will sandbox nicely around the place
Navmeshed, as usual, what do you take me for, a hopeless newbie?
Description : "I am very excited to bring you all my first house mod for Fallout 4. It's an overhaul of the "Sanctuary Red Rocket".
This mod turns the garage into an interior cell. It means it's behind a load door and unaffected by weather.
The interiors are mostly static, and cannot be edited.
There is no workbench for settlement building - What you see it what you get
The decoration is also my trademark static and cannot be moved around, can't have you ruining my carefully placed Feng Shui
While decoration is static, all the workstations and containers work and are safe to use
The workbenches like armour and weapon are linked to the RED ROCKET WORKBENCH so they share resources with the outside (cloud storage)
You can still use the OUTSIDE of the garage as normal settlement, build and invite settlers etc. Just they can't come inside. The only edits outside are the workbench location, adding some trees and cars and stuff.
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 :
Immersive Toilet Paper
Custom named storage in the bedroom, unique wardrobe
Bobblehead stand and 4 magazine racks
Double bed
Day and night cycle (different lighting during the day and night)
Mirror to change appearance
All vanilla crafting benches but with a twist: They look magnificent and unique
Glorious unique clutter and decorations"
The Starlight Storeroom Player Home - Better Homes and Bunkers Vol. 1[edit | edit source]
MAIN FILES - RRTV_HomesAndBunkers_StarlightStoreroom_v1b.7z
Description : "The Better Homes and Bunkers series kicks off with:VOLUME 1: The Starlight Storeroom Player Home
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]
MAIN FILES - RRTV_HomesAndBunkers_OberlandBasement.7z
Description : "The Better Homes and Bunkers Player Home Mod Series VOLUME 2: The Oberland Station Basement Player Home
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]
Description : "The Better Homes and Bunkers Player Home Mod Series VOLUME 3: The Slog Diner Player Home
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."
MAIN FILES - The Goodneighbor Condo Player Home v1.3.01
Description : "The Goodneighbor Condo is a large player home inspired by old-school player home mods from Fallout 3 and Fallout: New Vegas. It provides a comfortable, pre-decorated, move-in ready home with all the amenities and many scripted interactive features.
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]
OPTIONAL FILES - Beantown Interiors for Nuka World Compatibility Patch
Description : "This mod adds a furnished and functional player home for your Nuka World Overboss character to the southern end of the Nuka World map. To gain access to the player home you will need to have the key to the door. To get the key, you must:
Complete the Nuka World Gauntlet and have access to the Fizztop Grille patio.
Pick the lock of the safe located next to the bed on the Fizztop Grille patio. The key is located inside this safe. The safe has an Expert level lockpick which is unchanged from the vanilla game.
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."
MAIN FILES - RRTV_FizztopGrilleEnhancements-102.7z
Description : "I initially made this mod for my own game, but I thought others might have been as disappointed with the Fizztop Grille as I was. Yes, there are mods that will turn the Grille into a settlement, but...I really am not a fan of using workshop mode.
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."
Description : "October 2077:
A young Cambridge couple goes away on vacation, leaving the key to their small home with an employee of the hardware store across the street.
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."
Description : "The SSBN 'Dauntless' was a pre war nuclear powered ballistic missile submarine commissioned into the United States Navy on the 4th August 2069. She was to be designed as a smaller, faster and more stealthy submarine that still could carry a complement of four nuclear SLBM's.
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 :
Completely Custom Submarine Layout and interior and I mean down to every wall and Hallway that is TO SCALE and representative of the exterior model.
I can respect that for gameplay reasons, the interiors of 'The Vessel' and the 'Yangtze' are exaggerated in order to create a playable area. However I Felt that while in these interiors, you never really got the feeling of being underwater inside a submarine where you expect it to be cramped.
Custom Crafting Benches for Armor, Weapons, Chemistry, Cooking and Power Armor located throughout the ship so that every room has a purpose
Custom Storage that is LINKED so that all crafting components are nearby
Nav Meshed properly throughout
Surgery Chair For Customising Appearance
Barber chair and various other fixes to the port engine room"
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
Bobble Girl
Bobble Girl
Base Files
Base Files
Bobble Girl
Options
Options
Slooty Red
Finish
Description : "Yes! it's simple replace for vanilla Bobbleheads!"
Description : "This restores the majority of the content originally cut from the Combat Zone including:
The original introduction to Cait
The basement
Betting on NPC fights
The ability for the player to fight for caps
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."
Description : "A mod I made for myself that I decided to share. It takes place in Jamaica Plains and adds a little life. Adds a trader too. It will be very helpful if you want a settlement there. Still cool even if you don't. It's not too big so I made it as atmospheric as I could. I suggest taking your time and exploring. It might be a little tough at a spot or two. For sure if you are lower levels."
Description : "This mod expands and adds tons of new content to Goodneighbor. At over 500 lines of dialogue, this mod will take between 2-3 hours to complete. This mod requires no addons, DLC, or other mods.
This Mod Adds:
2 Story Quests
3 Assassination Missions
7 New establishments
2 Player Homes with Workshops
New locations in commonwealth related to the story
New enemies, items, and more!
Quests:
Fast Food – Talk to Andrew in the Diner area.
A Heist to Remember-Talk to Doug in Club Fire.
Assassination Missions-Talk to Fantum in the alley behind Club Fire."
Description : "Originally you were to be a Sentinel and, ultimately become the leader of the BoS following Maxson's death. Through a quick patch I've restored this ending through integration into the game itself. NPCs will even acknowledge that the player used the Minutemen AND will also mention that you're a sentinel. This is truly a "cut" ending that allows for you to reach the end of both the Brotherhood and the Minutemen.
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."
Description : "This mod contains graphic content and descriptive lore taken from real life serial killers/cannibal that some users may find incredibly disturbing and or sick. Some of the lore was altered to match the lore of Fallout 4. I promise I'm completely sane.
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!"
Description : "Minutemen Supply Caches is a mod project i came up with the give the player an incentive after the Old Guns - Find the Armory quest given to you by the Minutemen. The original reward was some supplies to build the mortar and the Generals uniform, which was not enough for me personally.
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."
Description : "Revolted is a video game you can play on the terminal in Concord Speakeasy.
In the game you play as the Overseer of Vault 102 and must take back control of the Vault from
the evil Professor.
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."
Description : "I enjoyed the bounty board quests but found that they ended far too soon! So I made my first mod to fix that problem.
This mod does a couple of things related to bounties:
Fixes the vanilla bounties so that they repeat
It adds some time between the quests appearing
Allows two bounties to be accepted at one time
Adds four new quests that are repeatable
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.
Synths
Wildlife
Gunners
Children of Atom
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."
Spare Railroad When Playing As Brotherhood[edit | edit source]
MAIN FILES - Spare Railroad When Playing As Brotherhood
Description : "This mod changes Tactical Thinking into allowing a peaceful resolution. Now you don't have to destroy the Railroad to progress the Brotherhood questline.
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."
Description : "As you wake up from your sleep, you remember a shadowy figure approaching you just before you dozed off. Luckily, none of your stuff is missing, but a note has been placed in your pocket... That was weird! Meet new characters as you tear into the mysteries which wait for you in your efforts to enter Vault 111-B in a new custom mapped environment.
Description : "Located just a few miles from Boston, Maxwell’s World was once a place of joy. The biggest amusement park in the country, Mister Maxwell dedicated his fortunes and life to making everyone’s time at Maxwell’s World as happy as possible. Then the bombs fell and it all went to shit.
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 :
A seven part quest of survival and fright, with more than four different endings, that reacts and changes based on your choices during the main quest.
An entire new world space, Maxwell’s World, with over five completely different sections, hidden detail, and much much more.
Three new companions, fully voiced with their combat styles, and miniquests.
Brand new gameplay elements!
In Maxwell’s World, the things you find are tainted and can affect both enemies and the quest. Consume them if you dare, or focus on using the precious little non-cursed resources you brought with you!
A respawn system. Maxwell wants you to stay, and is content to kill and resurrect you over, and over, and over again. Watch your stimpaks and microfusion cells, because you won’t get them back!
Animated ride bosses! Malevolent bumper cars and serpentine rollercoasters are out to kill you! These juggernauts are scattered throughout the park, and can come to life at any time! Some say that there are weapons in the park that can deal with them, but you risk losing your soul to Maxwell’s influence!
The Presence. A mysterious entity that travels around the park, bringing the rides to life and causing machines to go haywire. Reroute power to different parts of the park to draw it away, or risk its wrath for the comforts electricity brings you!
Minigames! Shooting galleries, robot fights, and more
New enemies. Face off against deranged animatronics, living rides, ghoulified mascots, and the terrifying Revelers; those guests before you whose souls were claimed, now forever cursed to wander the park in great armies.
New weapons! From firework cannons, rayguns, mallets, to the triumphant return of Fallout 3's heavy incinerators.
A new clown paintjob for power armor."
Ransacked Relays and Shuddersome Subways[edit | edit source]
Description : "Welcome to a little quest mod I banged out to show what's possible. Ransacked Relays and Shuddersome Subways adds a pair of brand new adventurous areas, that will have the player dodging traps and navigating precarious walkways to face off against some of the Commonwealth's biggest and nastiest foes.
Features :
Two new fullscale dungeons, with traps, creepiness, and sights abound.
Two new quests: Ransacked Relays and Shuddersome Subways, for the player to complete, each gives a fairly decent-tier reward.
Two new massive bosses: ACRONYM and the Mirelurk Godqueen Deathkiller Supreme, which have their own unique attacks and ways to be defeated.
New weapons for both unarmed players and players who like to let other things fight for them
Voice acting for all dialogue in the mod"
Atomic Radio and Tales from the Commonwealth[edit | edit source]
Description : "NVIDIA's Vault 1080 mod leads you through a foggy, murky marsh to the ruins of an old church. Bright shafts of light guide you through the shadows to Vault 1080, which contains three large levels of buried secrets and hidden horrors. Uncover the story of a misguided congregation that embraced darkness and sickness in order to survive, and judge for yourself whether monsters deserve salvation.
Features:
New Quest
4 new areas to explore (marsh, church, cave, vault)
About an extra hour of gameplay
Locating the mod in-game:
Track the quest 'Church of the Valley'
Objective will point you to a small hut outside of the marsh."
Description : "Everyone who has actually played the game knows that in the Third Rail are few boring people sitting around doing absolutely nothing. I have set out to fix that.
This mod adds more authentic NPCs and many new details to improve overall pub atmosphere and immersive gaming experience."
Description : "After the revamp of the Third Rail I also wanted a better looking exterior for the Goodneighbor. There wasn't anything interesting to visit or explore, and because of that I had added a lot of custom details and npc-s to bring some atmosphere to this location.
So, what is new?
A lot of new objects and details
New custom made textures (graffiti, signs, police APC vehicle...)
More NPC-s and vendors (with voice)
Unique vendors (you can now change you pre-war money and make a profit if you know how, and finally, you can now sell your paint cans)"
MAIN FILES - Better Skylanes Flight 1665 by Mika999
Description : "Just another location modification from my "Better" mod series. Don't know for you, but I expected much more from the plane wreck in the middle of the most radioactive zone in the Commonwealth. But what I found there was just the same plane as Skylanes Flight 1981, and nothing special and innovative.
So, what is new in this mod?
new radioactive texture of a plane and airplane seats- new skeleton textures
much more details
A lot of glowing fungus: now, you will actually know where to find them, and with this, Skylanes Flight 1665 becomes useful after all. I don't think this will unbalance the game, since there are lot of them, it becomes a quite boring if you're trying to pick them all.
Deathclaw nest (watch your step, mother Deathclaw is there somewhere)"
Description : "Boston Airport now looks a little bit different. I draw inspiration from the concept art to create more interesting location to explore. Its not the same as concept images because base model is too much different, but has interesting details that draw my attention."
Description : "I hated the vanilla Prydwen, from not haveing a place to go to the bathroom, to the scattered stained beds that barely fits a unit, let alone an army. So I made this mod, a mod that attempts to fix the Prydwen."
Description : "I hated the vanilla Prydwen, from not having a place to go to the bathroom, to the scattered stained beds that barely fits a unit, let alone an army. So I made this mod, a mod that attempts to fix the Prydwen."
Description : "Just a small little Vault-Tec office in Concord that has been taken over by Raiders. When heading towards Concord from Red Rocket, turn left on the road where the dead Brahmin is. The Vault-Tec office is just on the left.
As I don't currently have the knowledge to script quests, I've done what I can to make the level less boring. Workbench, fully navmeshed, map marker, fast travel, medkits, and lootable items (10 ammo crates, 5 chests, 4 safes)."
Description : "Just a small little Vault-Tec office in Concord that has been taken over by Raiders. When heading towards Concord from Red Rocket, turn left on the road where the dead Brahmin is. The Vault-Tec office is just on the left.
As I don't currently have the knowledge to script quests, I've done what I can to make the level less boring. Workbench, fully navmeshed, map marker, fast travel, medkits, and lootable items (10 ammo crates, 5 chests, 4 safes)."
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!
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:
MAIN FILES - Caliente's Beautiful Bodies Enhancer - v2.5.1
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
Caliente's Beautiful Bodies Enhancer -CBBE-
Caliente's Beautiful Bodies Enhancer -CBBE-
Body Shape
Body Shape
Curvy
Underwear Options
Underwear Options
NeverNude
Outfit Options
Outfit Options
Vanilla Outfits
Automatron Outfits
Far Harbor Outfits
Nuka World Outfits
Misc Options
Misc Options
F4EE Morphs
Finish
Description : "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!"
Description : "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."
MAIN FILES - Ponytail Hairstyles by Azar v2_5a - BA2 version
Description : "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[edit | edit source]
OPTIONAL FILES - Wasteland Salon Lighter Haircolours Option
Description : "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.
Description : "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."
Description : "This mod adds 143 character customisation options to the game.
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.
MAIN FILES - JC - Shirt and Jeans with BodySlide, JC - Shirt and Jeans AWKCR
Description : "This mod adds 7 different versions of Shirt and Jeans to your game, that is craftable through the Chem lab.
Unless you have the AWKCR version then it's craftable from the workbench the mod adds.
Thanks to DaBigPit For making the esp file for the mod."
OPTIONAL FILES - Armorsmith Eyewear Mod patch, Nuka Scratch-Patch
Description : "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!"
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
Tactical Flashlights
Tactical Flashlights
Core Files
Core Files
Greetings wastelander...
Main
Main
AWKCR + AE
1st Person
1st Person
Left offset
3rd Person
3rd Person
Select Nothing
Next
Tactical Flashlights
Tactical Flashlights
Beam Distance
Beam Distance
150% + Shadows
Finish
Description : "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!
Description : "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."
Description : "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!"
Description : "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."
MAIN FILES - Eli's Armour Compendium - CBBE and BodySlide 1.5
OPTIONAL FILES - AE and VIS patch
Description : "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."
Description : "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!"
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FOMOD Instructions
VIS Raider Overhaul Patches
VIS Raider Overhaul Patches
Choose One
Choose One
Stock RO - AE
Finish
Description : "Adds current missing Item Tags for Raider Overhaul 12.4 to Valdacil's Item Sorting 9.0.2+ Food, Chems, Alcohol, Armor, Weapons etc."
MAIN FILES - Randomized Diamond City Guard Outfits
Description : "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."
Description : "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."
Description : "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!"
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
OCDecorator
OCDecorator
Select your DLC
Select your DLC
Far Harbor + Nuka World
Optional Files
Optional Files
Select Nothing
Finish
Description : "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."
MAIN FILES - Place (Fallout4 1.9.4 - latest release)
Description : "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)."
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FOMOD Instructions
Brighter Settlement Lights
Brighter Settlement Lights
Pick a version
Pick a version
Less Harsh
Finish
Description : "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)[edit | edit source]
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FOMOD Instructions
Functional Displays v0.2.9.2 BETA
Functional Displays v0.2.9.2 BETA
WELCOME
WELCOME
Welcome Message
TERMS
TERMS
I understand how to use this mod
Next
Functional Displays v0.2.9.2 BETA
Functional Displays v0.2.9.2 BETA
Main File
Main File
Functional Displays Main File
DLC
DLC
Automatron
Far Harbor
Nuka World
Weightless Junk and Tools
Weightless Junk and Tools
Don't Select This
Display Board Texture
Display Board Texture
Wood
Display Rack Texture
Display Rack Texture
Wood
Next
Functional Displays v0.2.9.2 BETA
Functional Displays v0.2.9.2 BETA
Sorting Mod
Sorting Mod
Valdacil's Item Sorting
Overhaul or Crafting Patches
Overhaul or Crafting Patches
Select None
Overhaul or Crafting Patches
Overhaul or Crafting Patches
Select None
Bobblehead Mod Options
Bobblehead Mod Options
Bobble Girl
Next
Acknowledgement
Acknowledgement
I agree to mod responsibly
Credits
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]
MAIN FILES - Do It Yourshelf v1.6a (NMM version name fix)
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
Do It Yourself - clutter for shelves and bookcases
Do It Yourself - clutter for shelves and bookcases
Core files (required)
Core files (required)
Shelves
Extra clutter by cartman1975
Extra clutter by cartman1975
Extra half-shelf clutter (full cost)
Retextures
Retextures
Select Nothing
Finish
Important Install Instructions :
When asked if you want to overwrite Immersive Vendors, select 'No to Mod'.
Description : "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."
Description : "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."
MAIN FILES - DD_Is_a_god_All IN One Enhanced Build Limit
Description : "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."
OPTIONAL FILES - Darker Nights No Fog Glow Fix for Far Harbor DLC
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
Darker Nights 1.11p6
Darker Nights 1.11p6
Darkness Level
Darkness Level
Medium (level 3)
Misc
Misc
Vanilla Sky
Next
Darker Nights 1.11p6
Darker Nights 1.11p6
Merged DLC Patches
Merged DLC Patches
Far Harbor DLC
Nuka World DLC
Merged Overhaul Patches
Merged Overhaul Patches
True Storms 1.4
Standalone Patches
Standalone Patches
Select Nothing
Next
Darker Nights 1.11p6
Darker Nights 1.11p6
Detection
Detection
Automatic (Recommended)
Next
Darker Nights 1.11p6
Darker Nights 1.11p6
Night Vision
Night Vision
Alternative (Green Tint)
Next
Darker Nights 1.11p6
Darker Nights 1.11p6
Night Vision Strength
Night Vision Strength
Stronger
Finish
Description : "This mod will make the nights in the Commonwealth darker. Not by a whole lot, but dark enough I think so that you know the night has fallen without having to check the time on your pip-boy. Interiors will be darker during the night as well unless they are well lit. There are seven levels of darkness to choose from."
MAIN FILES - Fr4nsson's Light Tweaks V1.6 - Indoor Only
Description : "This mod aims to fix the out blown lights in Fallout 4 both indoors and outdoors and remove skylights a.k.a FakeLights indoors. It does also remove bloom if you want to (look in file section). It goes very well with Unforbidable's Darker Nights. I'm using Darker Nights Level 1 with this mod and it looks great.
I've spent many hours tweaking for "correct" values in the lightning system so i hope it looks good in the whole game."
Description : "Enhanced Lights and FX has the goal to create a more atmospheric and realistic lighting. It overhauls the interior lights, effects, ambient light and creates a new mood. The lighting is not only based in the post war world, but in the pre war world too, with the light sources placed where it would make sense in a pre war Boston, whether the light is on or off. Also... bring a flashlight with you.
Features :
All interior light sources emits light.
More godray casting lights.
More shadow caster lights.
Enhanced interior day/night circle visuals.
Darker interior ambient light and fog(in some cases, really dark).
Description : "In vanilla, most of the oil lamps, burning barrels, large fires and even 'illuminated mist' all share the same light settings. This means that you cannot tweak the light emittance of these objects independently - so large bonfires have the same light intensity and radius as small oil lamps, which is hardly realistic. In v2 of this mod, I have created new lights and segregated most of the oil lamps, burning barrels, large fires and illuminated mist so that they have their own independent light sources.
Fallout 4 features flickering light effects. However, the settings for many of the lights are too subtle and the flicker effect is hardly noticeable. This mod enhances commonly used vanilla flickering fire lighting, including the burning barrels and oil lamps, tweaking their radius, giving them a deeper orange color, and intensifies the flickering effect to make it more appealing. It also adds burning fire sound to some large fires that were silent. The exterior of Saugus Ironworks is a great place to see the enhancements that this mod makes. The vanilla burning rubbish piles were quite dull and had no sound despite their large size, while the vanilla burning metal barrels hardly flickered at all.
This is a very simple mod. No scripts, no special installation or uninstallation instructions.
Occasionally, some lights don't flicker as expected, due to game engine glitches - this also happens with vanilla, so it is not caused by my mod. Quitting to desktop and reloading the save usually fixes this."
Purpose :
"One of the hallmarks of the Fallout series is its over-the-top comedic violence. Fallout 4 has its fair share of violence, but I wanted to to see if I could take it a bit further. This mod adds several new special effects by default, and allows you to enable excessive use of crit special effects with a holotape.
Out of the box :
This mod overrides the default Fire, Laser, AlienLaser, and Plasma critical effects. Whenever a Human, Ghoul, Super Mutant, feral dogs or deathclaw dies to a crit from those elements instead of leaving behind a goo/ash pile or a lightly burnt corpse they will be reduced to skeletal remains. Other actors/creatures will use the default effects. Elemental Legendary weapons will not always crit with their element unless...
In-game Holotape :
Included with the mod is a simple settings Holotape ("[Settings] CROSS Crits Holotape") that allows you to turn on a "always crit Fx Mode". While enabled, enemies will always play critFx when they die as long as you are using a compatible weapon. This means, for example, if you have a legendary Incendiary gun your enemies will always burst into flames on death, or if you have a Plasma weapon they will be 'skeletonized' or turned to Goo 100% of the time (Adjustments are made to nuclear material drop rate). You'll get the holotape as soon as you start up the mod, or if you lose the tape you can re-make it at a chemlab."
Description :"Now it illuminates stuff, the shorter fuse and lowered speed of the projectile means it won't get as high as before. Meaning I didn't have to put the light that ridiculously high to get it to illuminate it's surrounding."
Description :"Those pesky little hostile spotlights that follow you and ring their alarms when you're in their sight. Well now their lighting casts shadows."
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FOMOD Instructions
FogOut
FogOut
Select where to apply FogOut
Select where to apply FogOut
Interior
Exterior
Next
FogOut
FogOut
Interiors Selection
Interiors Selection
All DLC
Next
FogOut
FogOut
Exteriors Selection
Exteriors Selection
Darker Nights 1.11p6 Compatibility
Next
FogOut
FogOut
Select which level of Darker Nights is installed
Select which level of Darker Nights is installed
Medium (level 3)
Finish
Description :"FogOut removes the extra distance fog from Fallout 4!"
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FOMOD Instructions
Horizon
Horizon
Main Files
Main Files
Horizon
DLC Addons
DLC Addons
DLC (All-in-one)
Next
Horizon
Horizon
Difficulty
Difficulty
Survivor (RECOMMENDED)
Optional
Optional
Select None
Next
Horizon
Horizon
DEF_UI
DEF_UI
DEF_UI Config - Sub
Addons
Addons
Menus
Next
Horizon
Horizon
Optionals
Optionals
Armor and Clothing Icons
Blur Removal
Blur Removal
Select None
Settlements
Settlements
Sim Settlements
Armorsmith Extended
Armorsmith Extended
Armorsmith Extended
Weapons
Weapons
Select None
Overhaul Mods
Overhaul Mods
Raider Overhaul
Finish
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
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.
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.
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.
If you enjoy crafting, exploring for supplies, and using tactics in combat.. this mod is for you.
If you're a veteran Fallout player looking to start a new playthrough and want to try something different.. this mod is for you.
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."
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
Better Settlers
Better Settlers
BetterSettlers.esp
Next
Better Settlers
Better Settlers
Lollygaggers
Lollygaggers
No Lollygagging!
Next
Better Settlers
Better Settlers
Clean or Dirty Faces?
Clean or Dirty Faces?
Dirty Faces
Next
Better Settlers
Better Settlers
Gear Choices
Gear Choices
Better Settlers Default
Next
Better Settlers
Better Settlers
Gender Ratio
Gender Ratio
Vanilla
Next
Better Settlers
Better Settlers
Modded Community Assets
Modded Community Assets
Community Hair and Clothing
Next
Better Settlers
Better Settlers
Mortal Option
Mortal Option
Vanilla Settlers
Finish
Description : "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."
OPTIONAL FILES - Super Mutant Redux v1.4 (Hotfix Update)
Description : "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:
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."
Description : "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
Description : "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."
Description : "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."
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
DOOM Weapons Merged
DOOM Weapons Merged
Main Files
Main Files
AWKCR Version
Next
DOOM Weapons Merged
DOOM Weapons Merged
That Gun Reload Sound
That Gun Reload Sound
Replacer
Finish
Description : "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."
Time to sort your mods one last time before we move onto textures.
At this point I have 246 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. Quest mods are simple enough to remove without causing problems. 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.
Manually download and add to Nexus Mod Manager, then install. Do not overwrite mods previously installed by this guide.
Description : "Fallout 4 Texture Optimization Project(TOP) is tasked with improving you PC's Framerates Per Second(FPS) without sacrificing too much visual fidelity(save for close ups visuals). To accomplish this, I have replaced the high-resolution textures with properly compressed and resized textures.
All of this is done manually, one texture at a time, to ensure that any buggy files are fixed and the end goal will be a MUCH BETTER playing game ESPECIALLY for people with a low to mid tier PC with only a MINOR loss in texture quality.
Extra Info :
Vanilla textures are HUGE: 2048x2048 ground textures, 2048x2048 plant textures, and 4096x2048 tree textures, so on and so forth. Most entry level gaming computers cannot handle this.
Therefore, what I have done is fix that problem while retaining the vanilla art style all the while, reducing the texture size and using proper compression on textures. This leads to a VERY impressive micro-stutter fix and sometimes removal!
The mod is a VERY good FPS boost for low to mid-grade computers with anywhere up to Overclocked i7-3770ks and Overclocked gtx770s seeing massive improvements! Also, it is the BEST fps boost you can get for the quality retained, without making the game look like complete garbage, which is PERFECT for low to mid-tier computers.
Furthermore, it can even improve framerate stability, even on some higher end graphics cards!"
Install Instructions : When asked, overwrite the mod 'All Bugs fixed TOP 0.19 with all DLC', select 'Yes to Mod', this is the last texture pack that we installed.
Do not overwrite :
Super Mutant Redux
Functional Displays
Armorsmith Extended
Proto Vault Suit
Enhanced Lights and FX
Pip-Boy Flashlight
Immersive maps 2K - 4K
Chem Redux
MicrofusionCell Fix
Select 'No to Mod' for each of these.
When installing the DLC pack overwrite 'All Bugs fixed TOP 0.19 with all DLC'.
Description : "GraFix is a quick fix. I simply added sharpness and contrast to all the texture files I could find. GraFix is a good base mod to install FIRST, then install other mods and overwrite my files."
MAIN FILES - Manual_Fomod Installer - High Quality Pack - v3.7
WARNING
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FOMOD Instructions
FlaconOil's HD ReTexture Project - High Quality Pack - 3.7
FlaconOil's HD ReTexture Project - High Quality Pack - 3.7
Info
Info
Description
Main
Main
Select Everything
Next
Install Instructions :
Don't overwrite :
Functional Displays
Overwrite :
Enhanced Archi-texture
GraFix Texture Overhaul
All Bugs fixed TOP
Description : "A Total Handmade from scratch texturing (Except certain circumstances). All New diffuse (_d), specular/gloss (_s) and normal (_n). For most of the textures, i totally recreate the High Poly meshes for a total baking of maps.
This is a Lore-friendly mod, so I try to match as close as possible the vanilla ones. Exception can be possible but you can judge by the screens.
The mod is clearly intended to be a vanilla friendly HD re-texture. It's made by proportion and visual judgment, so of course a huge object like a big machinery will not have the same maps resolution as a little trashcan. By the way, in this example, the machinery have a 4K set of maps and the trashcan have a 2K (while vanilla's one are respectively 1K for both)."
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Description : "The OJO BUENO TEXTURE PACK for Fallout 4 brings you high quality, exquisitely grotesque hand-crafted retextures for common objects found throughout the commonwealth, available in sizes ranging from 4K down to vanilla-ish -- something for everyone!
Includes all previously released Ojo Bueno textures for Fallout 4
Includes the previously unreleased 'ICE-O-TOPE' Cooler retexture
Includes all previously released Ojo Bueno texture variants for Fallout 4, like the green Expresso Machine and Woodgrain Ham Radio
Includes scripted Nexus Mod Manager FOMOD installer with sample image for all optional textures
Available in five sizes ranging from 4K down to vanilla-ish (i.e. with a few slightly enlarged textures)"
Description : "This mod is an ongoing project to replace various textures within Fallout 4.
My aim has been to create higher resolution textures to replace those in game whilst trying to maintain the original style.
There are two versions of the mod: a 2K Version and 4K Version. I recommend the 2K Version to those with the recommended specs for Fallout 4, those with a beefier rig can try the 4K version and also the 4K Spec and Normals."
MAIN FILES - Fallout 4 HD Reworked Project Revised - Loose Files
Install Instructions :
Overwrite :
FlaconOil's HD Re Texture
Description : "This project aims to change a lot of objects, items and other stuff from worse quality to very high quality with very good performance. Everything is very polished and have a lot of details. Everything is preserved in post-apocalyptic style. Now you can even more feel and see all dirt and destruction on objects and items and you can even more delve into this gloomy and deserted world! And if you love every detail in graphics, then this modification is for you!
Features :
high quality meshes with a lot of details, ALL models (except Mutfruit Tree) are created from scratch, good optimalization is preserved
very high quality detailed textures with great sharpness and performance, without any unnecessary VRAM losses (no unnecessary big textures for small stuff, ie. no 4k and 2k bottles, cups etc.)
very high quality accurate normal maps, almost all is baked from high poly meshes, these normals combined with detail normalmaps, giving amazing look with almost any performance hit!
specially customized materials for all reworked stuff, now each surface looks similarly as in real life, also all reworked stuff have a wet materials (in original - not all objects have them)"
MAIN FILES - 4k Black Suit (Smoother), 4k Tuxedo (as requested)
Install Instructions :
Overwrite :
All Bugs fixed TOP
Description : "4k retexture of the clean black suit and Tuxedo, sharper details, cleaner fabric color, new buttons, cleaner shoes.
Drag and drop into your Fallout 4 Data folder, or install via NMM."
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Description : "A retexture of the Silver Shroud outfit, changing the leather to a dark brown and adding a few more tear marks, more dirt, better fabric textures etc.
I made this retexture because I really liked the model of the outfit, but couldn't get used to the black/silver color sheme."
Description : "Have you ever noticed that the glass of the points look like a piece of frosted plastic? You absolutely do not like this and you want to fix it? If so, then you are at the right place!"
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FOMOD Instructions
Fallout Texture Overhaul Pip-Boy
Fallout Texture Overhaul Pip-Boy
Pip-Boy Color
Pip-Boy Color
Vanilla
Next
Fallout Texture Overhaul Pip-Boy
Fallout Texture Overhaul Pip-Boy
4K or 2K
4K or 2K
4K Pip-Boy
Next
Fallout Texture Overhaul Pip-Boy
Fallout Texture Overhaul Pip-Boy
HoloTape
HoloTape
Holotape
Next
Fallout Texture Overhaul Pip-Boy
Fallout Texture Overhaul Pip-Boy
ScreenBlack
ScreenBlack
Select Nothing
Next
Fallout Texture Overhaul Pip-Boy
Fallout Texture Overhaul Pip-Boy
Optionals
Optionals
Select Nothing
Finish
Install Instructions :
Overwrite :
All Bugs fixed TOP
FlaconOil's HD Re Texture
GraFix Texture Overhaul
Description : "Overhauls the Pip-Boy in fallout 4 to high res with a choice to choose between 4K and 2K.
Features :
Up to 8x the resolution for the Pip-Boy.
Subtle Ambient occlusion on the model.
Normalmap and diffuse together to give more depth.
Description : "Started off with seeing noticeable blurring on areas of my current characters T-60 armor, worked towards upgrading all the existing textures to 4K
Power Armors :
X-01 - All Variants
T-45 - All Variants
T-51 - All Variants
T-60 - All Variants
Jetpack
Power Armor Frame
T-60 BoS Logos"
Fallout Texture Overhaul Power Armors UHD 4K[edit | edit source]
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FOMOD Instructions
Real Leather HD - Armor and Clothing - 4k
Real Leather HD - Armor and Clothing - 4k
Armor
Armor
Armor - Normal
Greaser Jacket
Greaser Jacket
Greaser Jacket
Harness
Harness
Harness - Normal
Longjohns
Longjohns
Longjohns
Raider Leathers
Raider Leathers
Raider Leathers
Road Leathers
Road Leathers
Road Leathers
Next
Real Leather HD - Armor and Clothing - 4k
Real Leather HD - Armor and Clothing - 4k
Armor Specular Maps
Armor Specular Maps
Less Shiny Specular Maps
Next
Real Leather HD - Armor and Clothing - 4k
Real Leather HD - Armor and Clothing - 4k
Harness Specular Maps
Harness Specular Maps
Less Shiny Specular Maps
Next
Real Leather HD - Armor and Clothing - 4k
Real Leather HD - Armor and Clothing - 4k
Raider Leathers Specular Maps
Raider Leathers Specular Maps
Less Shiny Specular Maps
Next
Real Leather HD - Armor and Clothing - 4k
Real Leather HD - Armor and Clothing - 4k
Road Leathers Specular Maps
Road Leathers Specular Maps
Less Shiny Specular Maps
Next
Real Leather HD - Armor and Clothing - 4k
Real Leather HD - Armor and Clothing - 4k
Shadowed Armor - Low Specular
Shadowed Armor - Low Specular
Shadowed Armor - Low Specular
Finish
Install Instructions :
Overwrite :
All Bugs fixed TOP
GraFix Texture Overhaul
Description : "4k and 2k retextures of all leather gear using photos of real leather. Aiming for realism and a unified aesthetic, while sticking reasonably close to the vanilla color scheme. Yes, they are shinier than vanilla by default - only raw, untreated leather is as flat as the vanilla texture. This is a fundamental part of this mod, not a bug. However there are alternate spec maps for those who want a less shiny version available in the optional files.
All finishes and makes of leather armor are covered, as well as longjohns, raider leather, the harness, and the road leathers. I've redone every single specular map to simulate the high gloss/low specular nature of real leather as well, and polished the metal bits somewhat. There are also black variants of the armor pieces and the harness.
There are some nice leather mods on the Nexus but none of them seemed to fit together well. That was the idea behind this one, to make all of the leather in the game mix and match without looking weird."
Description : "Hello everyone! I'm here to share my retexture for my favorite armor set in the Fallout series yet. The robot armor really caught my eye so I decided to spend some hours (waiting for survival mode) giving it a full retexture from scratch. I wanted to closely match the original look while trying to give a more uniform look to all the pieces. While doing that I tried to make sure all the pieces still looked detailed and beat up as they should. I also tried to make sure the materials all looked more realistic, so I redid all of the specular maps as well as added much more detailed normal maps to ALL robot armor pieces."
Description : "Hey guys! Here is a retexture of the Mechanist armor I did to look more like the concept art. The whole texture is made from scratch included with brand new normals and spec maps as usual. I also did some small edits to the knee-pads and the chest piece to be closer to the concept art. It's not a huge difference, but I hope at least a few people who use this armor can appreciate it. Feel free to let me know what you think! Thank-you!"
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FOMOD Instructions
AS Synth Armor Redone
AS Synth Armor Redone
Helmet
Helmet
Glowing Effects on Helmet
Finish
Install Instructions :
Overwrite :
GraFix Texture Overhaul
Description : "This is a (I think) lore-friendly re-texture of the Synth armor.
The textures are a combination of handmade textures and various FO4 textures - usually sharpened with subtle shadows added.
The 1k normal maps were tweaked to reflect changes, along with a couple new pieces of "flair" added to the armor & helmet."
}}
Description : "Bethesda attempted to copy my corrections to the Skyrim eye normal maps, but didn't quite get them correct, or sharp enough to really stand out. So I rebuilt them.
This will make the contrast between the sclera and iris a bit more dramatic. The changes will be subtle with 1b and slightly more enhanced with the high contrast version. And most importantly, it will also get rid of the contact lens halo caused by the vanilla textures on most custom eyes."
Description : "There are 5 ghoul eye types in the game, each ghoul NPC has one of those 5 ghoul eye types; this mod offers replacement textures for each of those types, plus alternatives. Each file, both Main and Optional, is standalone and replaces its respective default eyes type - which version exactly is written in the file's description."
Live Action Mr. Handy - Lights added to Codsworth and all Handy model Robot eyes encountered or created- Includes Automatron DLC[edit | edit source]
MAIN FILES - Live Action Handy - Pre-War - With Iris and GlowMap - Repack
Description : "This adds lights to all eyes found under Handy Torso in the Robot Workbench along with the vanilla eyes. Does NOT include Actuated and Hydraulic Eye Frames but I will be adding lights to both once I figure out a place to put them that I'm happy with. This works for all Handy models encountered in the Commonwealth as well (Handy, Gutsy and Nanny).
Lights turn off while sneaking and during the day. It will take a moment for the lights to turn on after leaving the Robot Workbench and a moment to turn off when entering sneak."
Description : "took the standard Plasticine scope from the base game and converted it into a metal variety. with new 2k textures, normal's and spec, and with added fine details for good measure. metal scopes where prevalent in the 20th century, and I feel like they add a more grounded look to weapons."
Description : "I made the Fallout 4 Fatman, look like the Fallout 3 Fatman. plus made it look alot better too. added some glow maps hear, some detailed normal maps there. Gave the targeting computer a Lore friendly Face lift, and made the mininukes a little more cool. not too shabby I'd say. while not required, i highly recommend downloading, "CUT WEAPON MODS RESTORED" in conjecture with this retexture, as it adds the targeting computer seen in the images. endorse so other people can enjoy it!"
Description : "a high quality retexture for the vanilla minigun to turn it into the Lore friendly "Rockwell CZ53 personal minigun" from previous fallout games. complete with a whole bunch of new detail for the minigun mains out there. enjoy."
Description : "new normal maps for missile launchers to give them increased surface detail. additionally I have tagged the targeting computer to have its buttons glow in the dark. recolored the 3 shot missile receiver to make it the same color green as the missile launcher. finally added correct PBR data to scopes to make the lens reflect light"
Description : "spruced up the plain old vanilla 44 revolver with new normal maps, a brand new wood grip, and reworked rubber grip. also fixed the shell casings, not having the correct PBR data. now they shine real good."
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FOMOD Instructions
AS Institute Weapons Redone
AS Institute Weapons Redone
Style
Style
Select Nothing
Finish
Install Instructions :
Overwrite :
All Weapons HD (A.W.H.D.)
Description : "This is a lore-friendlier re-texture of the Institute Weapon(s)."
ScratchMade - New Combat Shotgun and Rifle textures[edit | edit source]
MAIN FILES - Fallout 4 Combat Shotgun and Rifle retexture - 4096 tex
Install Instructions :
Overwrite :
All Weapons HD (A.W.H.D.)
Description : "Did another set of new textures; combat shotgun/rifle with all associated mods except muzzle break and combat rifle barrels & mags. Those use Hunting Rifle textures so they'll be replaced once I tackle the hunting rifle. Most textures are made at 4096 with also 2048 options available."
ScratchMade - New Double Barrel Shotgun textures[edit | edit source]
MAIN FILES - ScratchMade - FO4 Double Barrel Shotgun retexture
Install Instructions :
Overwrite :
ScratchMade - New Combat Shutgun
All Weapons HD (A.W.H.D.)
Description : "Heya, figured I should knock out a couple of quick scratch-made textures for the vanilla models while I wait for the mod tools to be out so I can actually put new weapons in. Big thanks to Caliente for helping me access the default models."
Description : "There seems to be a color palette attached to the gauss that i cannot remove atm. That palette affect my textures a little bit. I will adjusted it when the modding tools will be released."
Description : "Hello again! Here is a retexture of the assault rifle I did. It adds brand new Diffuse, Spec/gloss, and Normal maps. I retextured all of the mods for the weapon aside from the reflex sight because that is used on the 10mm pistol as well. I wanted to give the weapon that standard issue "black rifle" look while still maintaining that grime/rusted look. I really hope you guys enjoy the new look of the weapon!"
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FOMOD Instructions
Fusion Core Retexture
Fusion Core Retexture
Versions
Versions
Used
Finish
Install Instructions :
Overwrite :
GraFix Texture Overhaul
Description : "Retexture for the Fusion Core.
Better fitting retexture for your portable nuclear device."
Manually download this mod, and then extract the archive to an easy to reach folder
In this extracted folder, go into the folder named \Highres
Create an archive of the textures folder in \Highres and name it Radiant Clouds and Fogs
Add this archive to Nexus Mod manager and activate it
Overwrite :
GraFix Texture Overhaul
All Bugs fixed TOP
Description : "Radiant Clouds and Fogs replaces almost all Fallout 4 Clouds as well as the distant fogs in the mountains.
It trys to give clouds more depth and intensity and is available in Highres (2k) and Medres (1k) versions."
Description : "FAR optimizes and improves over 6000+ distant land textures, which means more performance and a more stutter
free experience. Other mods will just edit one or two textures, but I have gone the extra mile to pack in
as much detail as possible. For some reason, Bethesda made a big error when saving their distant land textures
and made them use twice as much memory as needed. This mod also fixes that while adding said extra detail.
Note: Nuka World and Far Harbor distant land textures don't have any problems."
Description : "This is a re-texturing i did of some of the grass and plant textures. A few of the base plant textures are from Arisen1's excellent mod Touch of Green."
Delightful Ivy - HD Vine Retexture - a natural and realistic green and brown plant overhaul[edit | edit source]
MAIN FILES - Delightful Ivy - HD Vines Retexture - OLIVE GREEN
Install Instructions :
Overwrite :
Tookie's Textures-Grass and Plants
Description : "The texture size is 2k, that's the same as the original vanilla vines, so there should not be any performance loss when you use the Delightful Ivy!
Enjoy your HD vines and take many beautiful images of them, they are perfect as screenshot background! :)"
"Grasslands" is an overhaul which offers new grasses to the game including flowers. The flowers offer beautiful meadows (in my opinion) in some areas of the game such as in the forests, which now are a lot more alive. Not just forests have been modified however, the cities now have more life to them with grass growing out of the piles of rubbish and debris, the marshes have been modified, and could actually offer better performance than the original game! The beaches and other areas have also been changed to look better.
There may be a performance hit, although from my testing it wasn't much of an impact. There are performance editions on offer, which lower the density and remove grasses underneath the water to improve fps.
There are two versions of the mod. "Healthy" will look like most of the screenshots and videos and has flowers and meadows, "Unhealthy" is a more dead looking version, and doesn't have any flowers but may also have better performance."
Description : "Just a very simple texture mod which allows you to change the marking style on the Machinegun Turret with 8 new choices of style, making your Machinegun Turret cooler and more customized..."
Phew. That was a lot of work. A few sleepless nights over the last seven or eight days and over 100 hours later, here we are.
424 active mods, 255 active plugins. Your list might differ slightly. If you have over 255 active plugins you can disable the .esp files for a couple of quest mods and then you should be good.
Here's my plugin list:
DLCWorkshop01.esm
DLCWorkshop02.esm
DLCWorkshop03.esm
Unofficial Fallout 4 Patch.esp
DLCUltraHighResolution.esm
ArmorKeywords.esm
HUDFramework.esm
ConcealedArmor.esm
SettlementKeywords.esm
TrueStormsFO4.esm
SimSettlements.esm
Vault-Tec Historical Preservation Initiative.esp
Z_Horizon.esp
Z_Horizon_DLC_All.esp
Armorsmith Extended.esp
Armorsmith All DLCs Patch.esp
chem redux.esp
Vault-Tec Workshop Overhaul.esp
AutoDoors.esp
ModdableRobotSettlers.esp
DeadBodyCollision.esp
RainofBrassPetals.esp
Realistic Death Physics - ALL DLC.esp
Less Annoying Berry Mentats.esp
PowerLinePhysics.esp
Merchants stick with store - Unique Settlers (except Ron).esp