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Some Cool Fallout 4 Mods #1173488
01/02/19 04:02 PM
01/02/19 04:02 PM
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The thread about Fallout 76 got me to fire up a Fallout 4 game. I think FO4 was the turning point of this Dev studio when it came to Fallout. There are some great aspects of the game, but there are also some immersion, if not game breaking bugs that not even the unofficial patches fix. Prime example is the DLC "Automatron". Super fun premise: add a conspiracy about the military building tons of psycho soldier bots using harvested human brains, lots more foes, tons of crazy looking severely overpowered robots and a new workbench to build your own monstrosity; what's not to love? Then you reach the end of the quest, it glitches and you're stuck there staring at the boss. No end game, just a floating quest marker that never goes away unless you use the console. Anyway....

On a good note, I did come across four great mods for Fallout 4. Two are great if you really love heavy, but fair and level combat, one is just fun if you want a more personable robot companion and the other makes your character look battle field chic lol

Modern Firearms Tactical Edition : This needs to be loaded through the FO4 Mod selection in the start menu. It adds a SERIOUS amount of real world weaponry and crafting potential to the game, along with a crafting station AKA vending machine that takes lots of Pre-War money (finally, something to do with that stuff!). The graphic models of the firearms are pretty amazing, lots of detail. It also adds a decent amount of tactical armor like gear harnesses, holsters, tactical vests and so on. It's rated as fair and balanced, which it really is because even the bad guys end up with big fire-power. You don't start seeing the guns in-game until around level 7 or so, and the heavy combat rifles don't make an appearance until around level 13, which is in tune with the level you need to be at to get a Level 2 Gunsmithing Perk, which you'll need to modify any of these weapons. At first, I thought they were a little over-powered because I was mowing down raiders fairly easily, until I watched my character get cut in half by a Super Mutant Skirmisher wielding a high-caliber sub-machine gun, so surprise! LOL

Fallout 4 Faster Respawn Rates So, when getting to the higher levels of FO4 some of the city settings become ghost towns because you've wiped out most of the foes. The vanilla respawn rates are ridiculously long (like weeks), so enter this mod. It allows you to select the in-game time it takes to respawn foes for those areas you completely clear and areas not fully cleared. A word of warning - I set my rates at 12 and 6 hours respectively, and wow did it make a difference! A vanilla feature in the game is to introduce higher level foes as you level up (i.e. Raider Specialists), this mod causes the earlier foes to respawn along with higher level foes. So, you may walk into an area that was moderately difficult to begin with and now find about 30-60% more enemies coming at you with around 2-5% being legendary. Definitely keeps things interesting, that's for sure.

Ada2Human This allows you to replace the robot texture for the Automatron companion Ada with that of a human female, keeping the same robotic female voice and general personality. The mod also allows you to modify her combat awareness, response and gear, making her a much more capable companion. One word of warning, if you do use this mod, make sure Ada has standard robot legs instead of the Mr. Handy jet - once you change Ada to human form, she can end up with a flame appearing in a very awkward place until you change that. lol

Eli's Armour Compendium This adds a shop, plus a bunch of lore friendly armors to the game. It has options that allow you to equip settlers and NPC's with the armor mashups. Glory from the Railroad quest ends up with a very cool set that totally matches here neo-punk personality. thumbsup

TM thumbsup

Last edited by Trail_Mystic; 01/02/19 04:08 PM.

I feel a lot more like I do now, then when I first got here

Re: Some Cool Fallout 4 Mods [Re: Trail_Mystic] #1173490
01/02/19 04:12 PM
01/02/19 04:12 PM
Joined: Jul 2000
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Marian Offline
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Thank you for the mod recommendations, TM. thumbsup

Re: Some Cool Fallout 4 Mods [Re: Trail_Mystic] #1173957
01/06/19 09:53 PM
01/06/19 09:53 PM
Joined: Nov 2000
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hagatha Offline
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More Fallout 4 stuff! grin


I think I'm quite ready for another adventure.
Re: Some Cool Fallout 4 Mods [Re: hagatha] #1173958
01/06/19 10:16 PM
01/06/19 10:16 PM
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I've been using the firearm and respawn rate mods in tandem now for a bit and wow, does it make a difference. The modder increased the damage caused by bullets that varies based on armor. As a result, you really need to keep your head down in the first 10+ levels of the game until you can start finding/upgrading better armor and weapons. Even then, the level of damage seems to increase with your characters level, especially when facing legendary foes. It's pretty much required to keep the armorer and gunsmith perks in line with your character's level, at a minimum you'll want to get at least two points in gunsmithing and it's worth it to add points when possible to the armorer perk. Running the Railroad quest line at least up to the point where you get access to the Tactical Weave is a real life saver as is having access to some form of modded armor.

The respawn rate change is crazy. The game spawns a variety of foes at locations that you've cleared. So if it would normally spawn super mutants at a spot where you've cleared out raiders, you might walk into a battle at that location between super mutants and raiders since the original foes will respawn along with those that are regularly scheduled to appear.


I feel a lot more like I do now, then when I first got here

Re: Some Cool Fallout 4 Mods [Re: Trail_Mystic] #1174043
01/07/19 01:38 PM
01/07/19 01:38 PM
Joined: Nov 2000
Posts: 8,105
B.C. Canada
hagatha Offline
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Chaos, in other words!

My current character is at about level 40. I've done almost none of the main quests (typical) but I do have some rather tacky warehouse-based communities happily making money for me, plus lots of dogs and cats and slot machines, items I never noticed in my previous go-rounds. Maybe a new mod or two will make the game more exciting, since I'm almost at one-shot kills with rifles again.


I think I'm quite ready for another adventure.
Re: Some Cool Fallout 4 Mods [Re: hagatha] #1174052
01/07/19 03:10 PM
01/07/19 03:10 PM
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The re-leveling of firearms damage also extends to energy weapons, just found that out the hard way. lol

As for one-hit kills, it's possible with that mod if you have points in the Sneak, Ninja and Rifleman or Gunslinger Perks. The exception are legendary foes, especially when Super Mutant Overlords start appearing.

If you want to make things really interesting add the Modular Simonov PTRS-41 Anti-Tank Gun mod to the list. It adds the venerable classic WWII weapon in various formats that can be modified a number of ways. It's a big, long (5-7ft) heavy (up to 30lbs and then some) gun that had the option of having a halberd blade added, giving that variant the nickname "Can Opener". Imagine sneaking up to a bunker only to have someone come running at you with a 7ft, 30lbs. bladed rifle swinging it like a big axe. scared They also have special versions that shoot incindiary rounds that ignore up to 65% of a foes armor. The power is equalized by it's lack of accuracy, cost of ammo and the fact it's a bolt action that can only hold 10 rounds. Still a lot of fun, except when it's being wielded by a raider scavenger, when you're level 5, THEN it's a one hit kill when you watch your character go down in flames. lol


EDIT: Yeah, you'll want to balance out those respawn times better than I did. lol I just got attacked by an insane amount of bloat flies outside of Augusta Safe House (old hospital). There's usually about 5 at the back entrance, but this time around there must have been 15-20 of them; that was a nightmare. I had to sprint through the mine field at the adjacent raider stronghold to get rid of all of them. YUCK! sick

Last edited by Trail_Mystic; 01/07/19 09:03 PM.

I feel a lot more like I do now, then when I first got here

Re: Some Cool Fallout 4 Mods [Re: hagatha] #1174162
01/08/19 08:33 PM
01/08/19 08:33 PM
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One other mod I forgot to mention is Build High - Expanded Settlements

I recall a couple folks on the forum that liked building out their settlements without the game's vanilla limits. The mod I had originally recommended, "No Build Limits", actually removes the build borders from around and above the settlements. While this gets the job done, it also allows settlers and critical NPC's to wander all over the place, eventually ending up at Bunker Hill. Among other issues, this causes the unfortunate deaths of most NPC's from Covenant and constant wandering by quest pertinent NPC's from the Warwick homestead.

Build high solves this by actually re-coding the settlement borders rather than completely eliminating them, and also adds some additional functionality. thumbsup

I was able to uninstall No Build Limits and Install Build High with an active game and so far, have not had any issues. As a bonus, the wandering settler syndrome seems to be fixed. grin

Last edited by Trail_Mystic; 01/09/19 12:21 PM.

I feel a lot more like I do now, then when I first got here

Re: Some Cool Fallout 4 Mods [Re: Trail_Mystic] #1174273
01/09/19 10:45 PM
01/09/19 10:45 PM
Joined: Nov 2000
Posts: 8,105
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I love the Scrap Everything mod. Gets rid of all that awful junk lying around and allows me to build something that's actually nice and would be livable.

Most sites I just smack down some dormitory-like buildings but the seaside places get special treatment like long piers with shops and casinos. Of course, my scrungy-looking, cramped and nasty Somerville Place that I built in an hour is the only settlement to ever reach 100 happiness. Figures. Half of the settlers there are stuck with their heads sticking out of the floor, but dagnabbit, they is HAPPY!

I have run into height limits at Oberland and a couple of other places, though, which foiled my grand plans for the site and left my top-story Physical Plant rooms without a roof.

Soon, once I'm finished with DA:O I'll be back revamping some of my 'hoods. A couple of new mods would be just the thing.


I think I'm quite ready for another adventure.
Re: Some Cool Fallout 4 Mods [Re: hagatha] #1174388
01/11/19 12:20 PM
01/11/19 12:20 PM
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I have to do some checking, but I think one of the mods that I've loaded did some tweaking to the level difficulty. I know that the author of the modern firearms mod felt that bullet damage in FO4 was laughable, and I'd have to agree. On the "normal" gameplay difficulty my character could soak up a ton of shots by the early teens (level). I always thought it was kind of funny that I could bum-rush a bunch of super mutants with a machete while they were shooting away with automatic pipe rifles.

Aside from the damage adjustment, (which definitely surprises you at first) I seem to be hitting higher level enemies in numbers where I wasn't before. Before level 12 during 2 gunner encounters, before travelling south to the more difficult areas, I hit up to 3 gunner officers. The sergeants carry at least some AR variant with damage levels over anything I had and the commanders had either something similar or were carrying incendiary rounds. At one point, the only way I could defeat the group was by laying bottle cap mines at both entrances and leading the heavies towards those. Otherwise, three shots and my character was down and out. scared Super mutant brutes also seem to be armed with 1-3 shot kill weapons as well. I ended up moving the re-spawn rates out to days instead of hours because it was just getting too much. The loot was great, but I had to sneak my way to just about every location or I'd use up all my ammo and grenades before even reaching the quest markers. lol Definitely running better since I changed it to 6 days for areas that aren't cleared and 12 days for areas I totally clear. Those are in-game days, which can easily pass in a couple of gaming sessions.


I feel a lot more like I do now, then when I first got here

Re: Some Cool Fallout 4 Mods [Re: Trail_Mystic] #1174621
01/13/19 06:56 PM
01/13/19 06:56 PM
Joined: Feb 2004
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One thing I neglected to mention is the new mod manager that Nexus is pushing, Vortex.

I haven't personally tried it yet, but from what I gather it's not quite as user friendly as NMM, which incidentally Nexus is no longer supporting. You can still use it as a mod manager, but that update check at opening will error-out. Not a big deal, just close the message window and proceed, but would be nice if they wrapped it up a little better. From what I understand, Vortex is completely dependent on LooT and requires you to build rules around the load order. There is an active independent mod manager available that does get good reviews: Mod Organizer 2 The interface looks pretty intuitive and while the list of games it supports right now is a bit limited, it's a work in progress and they intend to add support of other games like Dragon Age and so on. Here are the games it currently supports:

-Morrowind
-Oblivion(*)
-Fallout 3
-Fallout NV
-Tale of Two Wastelands (TTW)
-Skyrim
-Skyrim SE
-Skyrim VR
-Fallout 4
-Fallout 4 VR

It's best to reload mods when using a new manager, so when I get more time I'm going to archive all my current mod files and try loading new ones through MO2. Rather than FO3 or 4, since I only run about 10 or 15 mods for those, I figure a good test will be Skyrim, since I regularly had 80-100+ mods running on my games. That should be a good shake-out run. grin


I feel a lot more like I do now, then when I first got here

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