What are the most necessary mods to make this a better game?
Posted Jun 17, 2017, 2:09 PM UTC
Posted Jun 17, 2017, 2:09 PM UTC
Vivid Weathers, True Storms, Pre-war Money Isn't Junk, and Tales of the Commonwealth are my picks.
Pre-war Money isn't Junk?! Holy hells, why did it take this long for me to hear about that?
Yeah I never heard of it either!
Yeah, more than a few people who have made this tweak. The easiest to find on Bethesda's site is Eli's Tweaks & Fixes All in One.. but If you just want a simple fix without all of Eli's other changes you have to go digging in the hell whole that is bethesda's mod search engine.
True storms combined with Darker Knights has made the game 10000x more immersive at night. Holy shit it is so scary to roam the Commonwealth when you can't see shit outside. Almost makes me wish the radius on the pip boys light or headlamps from Power Armors was bigger.
http://www.nexusmods.com/fallout4/mods/6708/?
It's definitely a must with darker nights.
Of course there's a mod for that. Thank you, kind stranger.
And it gives you a reason to sleep!
i've started a new game today with
**Natural and Atmospheric Commonwealth - A Complete Realistic Weathers Storms Sounds Lighting and Visual overhaul by L00 **
http://www.nexusmods.com/fallout4/mods/7657/?
and i'm amazed.
NAC is great. Removes the need for all water, weather, lighting and darkness mods. Fantastic.
It looks incredible. I've had trouble getting NMM working and have stuck to beth.net so far, but this makes me want to try again.
Are true storms and vivid weathers compatible?
there is a patch
Why would you use the two together though? Don't they do the same thing?
True Storms give more varied and extream storms while Vivid Weathers change all weather, clear or stormy.
I've had no issues running them together (no patch), and they seem to complement each other really well. I sometimes wonder what effect is coming from which mod.
i've started a new game today with
**Natural and Atmospheric Commonwealth - A Complete Realistic Weathers Storms Sounds Lighting and Visual overhaul by L00 **
http://www.nexusmods.com/fallout4/mods/7657/?
and i'm amazed.
Cool, never heard of Tales of the Commonwealth, but the fact it's by 3DNPC is an immediate sale.
It's amazing: great voice work, solid writing, and more nuanced quest resolutions than much of the base game. Pairs well with Atomic Radio and Plenty O' Exploration.
Forgot the name, but the full dialogue mod that actually displays what each choice will say.
That's awesome. Sometimes the dialogue 'hints' are the opposite of what the dialog actually is.
Ex. something like
"Apologize" -> "I will never apologize to you!"
but basically all the options remain the same:
Yes, Yes, Sarcasm, Maybe Later
Yep, it's Full Dialogue Interface, at least on the PC.
I think Nuka world had issues with hud modifying mods like this
The unofficial patch.
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Well necessary mods is kind of vague as that varies between players but I can list off a few mods that I find I end up installing / using every run.
A lot of these are realism mods, making the game a tougher more brutal / realistic experience.
Darker Nights - Super simple mod, lightweight, makes night time a lot darker and scarier. It's great to pair this with pip-boy flashlight which tweaks the original pip-boy flashlight to actually behave like a flashlight and be useful. Adds for some great exploration and atmosphere during spooky nights.
Subway Runner - Absolutely brilliant mod, should have been added in the original release in my opinion. Adds to the subway system making it a vast interconnected subway all throughout fallout, filled with dangerous enemies. Allows for alternative travel routes, instead of running to diamond city, or goodneighbor out in the open you can go through the subway underground. Giving the game a much better feel with a lot more diversity. You can check the connected subways here.
Synth/Raider/Super Mutant overhaul - These three are all made by the same person iirc, great additions, aren't to heavy on the load but with all three will spice up a lot of the common enemies you see, and add variation. I like to also throw in Aggressive synth voice overhaul and Unique NPCS which just really puts the icing on the cake in terms of diversity in the wasteland.
Smokeable Cigars - This is only needed if you are playing survival, allows you to smoke cigars and cigarettes which can be found around the wasteland, once finished smoking it will create a save game. A nice "lore" friendly approach to saving instead of having to sleep every time you want to save. However cigarettes count as a drug and you can get addicted so watch out!
Reverb and Ambiance Overhaul - Very nice sound mod, I like to pair it with Towbie's Realistic Weapon Sounds and Realistic Bullet Cracks for an awesome experience whenever you get into a gun fight.
Start Me Up - Alternate Start and Dialogue Overhaul - One of the main problems for me in fallout 4 was that you were forced to be one character every play through, looking for your son. This mod takes care of that in the best way possible, It's an alternative start mod so you choose where you start, and who your character is, from there you wake up with a quest for a rumor hearing about vault 111. In the vault you will find the female and male main characters dead and an audio file you can play on your pipboy with audio of the incident at the beginning (where they steal the baby), thus starting the first quest. But the mod doesn't stop there, it changes A LOT of the dialogue in the game to make it where you aren't the parent looking for their lost boy, all voiced with original voice actor / actress.
True Storms - This has probably been said in this thread before, it's pretty simple, great storm variation, new storms, not that heavy of a mod to download either, highly recommended.
Live Dismemberment - Allows you to modify the chance for dismemberment, but also entirely change its rules. If you shoot someone in the arm with a shotgun you can make it where his arm gets dismembered and he can no longer shoot his gun. Or if a death claw is charging you, and you blast off his legs you can watch him try to crawl to you like a harmless baby. You can make it as OP, or as realistic as you want.
Wasteland Creatures Redone - Makes all of the wasteland creatures more realistic and scary, nice mod to have for a fresh, more exciting wasteland.
Horizon - Hands down my favorite mod, and if you take any mod from this list, this one should be the one you take. Absolutely monstrous overhaul of fallout4 giving you an absolutely brutal survival experience (if that is what you like). There are so many god damn things this mod changes and I heavily recommend reading some of the additions on the mod page before adding but I can give a quick run down of a few key ones.
Hope this helped a little!
My favorite part of Fallout 3 was the subways, so I looked at the Subway Runner mod page at your recommendation. However, it has 21 bugs on the bug page, which is a bit scary. I've never seen a mod with that many bugs listed. The tab has 2 pages of bugs!
So I'm wondering ... has it been buggy in your experience?
For me personally, no. I usually try to make sure everything is generally compatible before I download. I'm looking through a lot of these bugs and they seem to be people getting bugs with other mods conflicting with this one. The only real bug I see is that it was messing up a railroad quest a long time ago (2016). I'm unsure if it is fixed as I haven't tried that quest with it, it was some optional quest for railroad where you had to go into a subway.
Cool, thanks.
Configurable Fusion Core Drain, there's a couple. That's imho a must have. Power Armor animations, changes the animations to make getting in and out of power armor quicker. No negative affinity, carry weight modifications, customizable targeting hud.
Those few really improve the game for me, but it really depends on you.
Homemaker and SSX work with Sim Settlements.
No negative affinity and companion unbreakable power armor and unlimited ammo kept me from just dismissing all companions forever. Like, in real life, I'd not be responsible for my companion's armor and ammo, wtf? Also was absolutely disgusted by how easy it was for Piper and the other companions to hate me or want to leave me. Who would be living in a post apocalyptic situation and NOT be stealing everything they could get their hands on when no one was looking? ALSO: how the fuck does my companion know I'm stealing when they are ON THE OTHER SIDE OF A CLOSED DOOR? ugh
wheeldog, tell em how you feel dog, always keep it real dog
For real, dog.
The great trundle
I recommend More Smarter Companions
wheeldog, tell em how you feel dog, always keep it real dog
Those are all basically cheats :D
But to each his own
The one that turns NPCs into minions
CBBE :)
Sheldon's Realism Mod is the best mod out there if you're looking for more immersion and don't necessarily care about balance. http://www.nexusmods.com/fallout4/mods/13306/
He tries to justify his changes with lore, then gets too deep into it by making all Gen 3 Synths the same as humans, including Coursers, which kills one of the best fights in the game, and all the threat of synths. Gen 2 are now more deadly than coursers? WTF?
Same with Horizon, he gets too deep into no healing, so that he removes blood packs, despite that's what you would need if you've lost blood.. maybe make Clinics generate it the way Brahmin do for fertillizers at your settlement
Goddamn that mod sounds vicious.
I need to try it.
Pilgrim ENB OK, technically I could play FO4 without Pilgrim, but I honestly wouldn't want to. Pilgrim just makes the world so grim and foreboding, which is exactly how I feel a post-apocalyptic game should be. I fully get the kitschy, overdone 1950's aesthetic of the FO series, but after playing through it for countless hours, I've fallen in love with the more horrific feel that Pilgrim gives the game.
I've wanted to try it. Sadly, not compatible with NAC and I can't uninstall that huge mod mid-playthrough
Keep it mind when you do your next playthrough. The weather and lighting included with it is great. Not to mention the soundtrack which is amazing. It really turns FO4 into a whole new experience.
It technically works with NAC (l00ping is the author of NAC after all) but you have to keep it on default/vanilla weather. It actually makes the weather effects much better in Pilgrim.
Also, NAC can be adjusted mid-playthrough. It's not as nasty as Vivid with savegames.
Yeah NAC is compatible with Pilgrim, I use it myself. Just leave the NAC climate off.( btw NAC is virtually compatible with anything now, I know the description is out of date, but don't have time to update it as I'm working my ass off on the final version of Pilgrim)
Holy shit that looks terrifying.
No NPC Greetings - Disables the unending remarks NPCs spew at the player when they pass.
Hate being talked at, so this and 'Silence is Golden' for Skyrim saved my sanity.
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Scrap everything is nearly required if you're doing settlements hardcore. You can get rid of even the debris decals and otherwise unscrappable piles of garbage to help level the building zones even more.
Darker Nights with the large Cone Pip-boy flashlight work wonders for me. I would suggest a regal pack but if your on console like me, it makes the game unplayable. Also I suggest 2 companion mods, one to take Dogmeat with another companion, and George the Albino Deathclaw mod. The George mod doesn't take up a companion space, so the 2 allow for 3 companions. 1 Slot, 1 Dogmeat, and 1 George.
Laser Musket uses no ammo, just a wind up like in concept art. I feel like it makes for a longer lasting iconic weapon for the first levels.
It all depends! What are you trying to do? Make it look better, make it more immersive/difficult? along with what everyone has said here I love Armorsmith extended, unique uniques, NpCs travel, more smarter companions, clean the commonwealth, and Natural Atmospheric Commonwealth. Those are good for anyone. If you're looking for more weapons and difficulty, Modern Firearms is awesome. Everyone's best friend is great because you can travel with dogmeat and another companion which just feels right. The "deadly raiders/gunners/ghouls/supermutants of the commonwealth" mods are great for more challenge and variety.
Home Maker Most things are not nav-meshed, so be careful not to build anything you want settlers to walk on.
Start me up. Have a skip button for beginning cut scenes, or completely be another person in another location at the beginning.
ReGroth . Make Fallout look like Farcry 3.... Makes memorizing the map much harder, and you get surprised a lot more because they have more places to hide. It also makes it much more realistic.
What is Raider Overhaul like, in terms of difficulty? I'm old and slow, so I find the game plenty challenging even on normal difficulty. So I've been hesitant to install this mod because the mod author said it makes Raiders harder; and they are already plenty hard for me.
It lets you grab their armor, and some very heavy guns fairly early in the game.
The first visit to concord should give you at least 1 dreadnought with light dreadnought armor. I usually try to sneak up, and lure him to follow me into a building, or in an alley so I am not getting direct fire from the rest on the street.
Then Psycho-Buff+Crowbar usually does the trick. Use VATS as much as possible. If he drops Bad Jet, or Pinkies when he dies us them immediately, to make your AP refresh faster, so you can use VATS more, or sprint to get away from the mob.
Once you have his armor, and guns try to lure the rest of them, if they are not already moving in your direction. Never try to take them all on while standing in the middle of the street, they will cut you to shreds, if you just have your vault suit on.
You are almost guaranteed a Pipe Shotgun. This is a 1 shot kill for pretty much any raider armor, with a close head-shot in VATS.
They have the same hit-points, they just have better Armor early in the game, so aim at their bare areas in VATS as well.
To shreds you say?
Yeah, at a distance their guns are not very effective on you,but close range they are really deadly.
You need to really plan your attacks. In the vanilla game , I can usually just "Rambo" everyone in concord, shooting them from the hip with the double barreled shotgun. But with this mod, I end up using up all of my stim-packs or simply die if I try walking down the middle of the road, into the mob.
Everyone's Best Friend
Ponytails by Azar
Accept nothing else
CBBE and Bodyslide
Ocdecorator an do it yourshelf are Kool Kool. I use enhanced blood and rocks too.(Xbox 1) also place anywhere
Place Anywhere is pretty neccesary to make the settlement building sensibly functional.
If you're on a PC, the equivalent is Place Everywhere, which itself also requires F4SE. I don't think Place Anywhere has a PC version anyway.
Do homemaker and most settlement mods work with sim settlements? I want the settlements to be as least shitty as possible
99% of home maker floor surfaces are not nav meshed, so you cant use it for things you want settlers to walk on.
So Catwalks, most of the security stuff, and the Vault stuff will be completely ignored by the settlers.
This is not just with the SIMS it is with any mod.
UCO has a lot of the same content, but they actually went and navmeshed almost everything.
Vanilla Sim Settlements only use in-game assets. But I know of at least one addon mod that uses, I think, the Snappy Build mod. I think the only way to control which building models are being used, is to keep building and knocking down until the desired model happens to be chosen, though
There's a little gadget in the chemistry bench called the Architect's T-Square, and it allows you to choose the build you want on a sim settlement plot.
Nice, didn't know that! :-D
Homemaker works with sim settlements. Idk about "most" settlement mods but I have quite a few in my load order and they all work together. Just be careful if you end up uninstalling one mid playthrough
Just do yourself a favor and never uninstall a mod mid playthrough if you want to avoid issues.