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Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Talen_Soti posted:

As someone new to modding FO4 on PC, what are some recommended QoL and playability mods?

If you don't want to use the modpack Boba Pearl linked, here's my list of stuff to go along with Horizon (a pretty major survival overhaul, but it doesn't touch everything). Stuff in bold is definitely recommended, everything else is more on the QoL/"add to taste" side of things. None of them make major gameplay changes (other than Bullet Time maybe), they're just mods to make playing the game less annoying (imo).

-F4SE (https://f4se.silverlock.org)- Fallout 4 Script Extender, a framework that's required for a lot of other mods. It needs to be updated whenever FO4 gets an update, but thankfully that's pretty rare nowadays.
-Mod Configuration Menu (https://www.nexusmods.com/fallout4/mods/21497) - lets you adjust settings for compatible mods (like Unlimited Survival Mode, Bullet Time, and Quick Trade from my list here)
-Everyone's Best Friend (https://www.nexusmods.com/fallout4/mods/13459/) - the only must-have mod, imo, because it lets you bring your dog and a non-dog companion at the same time
-Unofficial FO4 Patch (https://www.nexusmods.com/fallout4/mods/4598) - since Arthmoor stopped cutting out voiced lines and other "I know better than the developers" bullshit, it's a decent bugfix mod (the lines weren't subtitled, you see, so they obviously weren't supposed to be there)
-Unlimited Survival Mode (https://www.nexusmods.com/fallout4/mods/26163/) (if you play Survival difficulty) - lets you adjust survival mode parameters to your liking (I just re-enabled the console and the ability to save, because gently caress whoever at Bethesda decided their game was stable enough to not need the console or the ability to save; I think it also enables a sleep-or-save option at beds, so you don't need to risk disease just to save if you want to stay "true" to Survival mode as implemented)
-DefUI (https://www.nexusmods.com/fallout4/mods/10654) and Full Dialogue Interface (https://www.nexusmods.com/fallout4/mods/1235) - these make the UI more betterer
-Clarity (https://www.nexusmods.com/fallout4/mods/31991) - minor visual tweaks (softening fog borders, no blur while aiming, and a few other little things)
-Faster Workshop (https://www.nexusmods.com/fallout4/mods/35382) - less delay to access the workshop menu
-Settlement Limits Slashed (https://www.nexusmods.com/fallout4/mods/14823) - if you're on PC, you probably don't need an artificial limit on how much stuff you can place at a settlement, or if you do, the limit should be much much higher than it is.
-QuickTrade Redux (https://www.nexusmods.com/fallout4/mods/41101) - lets you use a hotkey to immediately go to the trade menu for vendors (or the inventory menu for settlers and companions)
-Pip-boy Flashlight (https://www.nexusmods.com/fallout4/mods/10840) - self-explanatory
-Bullet Counted Reload (https://www.nexusmods.com/fallout4/mods/41178) - reloads one bullet at a time instead of doing the full-reload animation for some weapons (only really noticeable if you use certain guns, but it annoyed me enough to get a mod to fix it)
-Delta Wasteland Radio and the Extra Tracks additional file (https://www.nexusmods.com/fallout4/mods/11087) - adds a delta blues radio station, I think it's particularly fitting for crawling through Far Harbor. Your musical tastes might differ, so if you don't like the blues, find something you do enjoy! The actual in-game radio station uses a bunch of songs that were in the CONELRAD mod for 3 and NV, if you ever used that.
-Vault 81 Mole Rat Disease Fix (https://www.nexusmods.com/fallout4/mods/8908) - only checks for the molerat disease if you get hit by a molerat during the quest. Not if they hit your companion, not if they hit the robot you can activate during the quest, only you.
-Bullet Time (https://www.nexusmods.com/fallout4/mods/9325) - drains AP to give you slow motion. it's pretty great to pop off 3 headshots on 3 different enemies, ending combat before it even really starts.
-Darker Nights (https://www.nexusmods.com/fallout4/mods/191) - another self-explanatory one

If you play Survival mode and realize quickly how half-assed it is, and how easy it is to still break the game entirely (Ask Me About Being The Sanctuary Hills Water Baron), maybe check out Horizon (https://www.nexusmods.com/fallout4/mods/17374). It's pretty comprehensive, and has its own settlement building/job/production system (Architect, a sort of sub-mod that's part of Horizon) that probably won't play well with Sim Settlements (SS2: https://www.nexusmods.com/fallout4/mods/47976). I haven't used Sim Settlements myself, but it gets a lot of positive talk in this thread and other places, so if you really want to dive into town-building, you'll probably want to look at it.

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Relyssa
Jul 29, 2012



Boba Pearl posted:

Just use wabbajack to install a huge curated modpack, it'll honestly be better that way and you'll actually play the modded game.

This one is my favorite https://www.wabbajack.org/#/modlists/info?machineURL=magnum_opus

I helped contribute to magnum opus (one of my mods is in it and I collaborated on the perk overhaul, among other things) so while I am biased as hell it is a really fuckin good modlist. I can also answer any specific questions about it you may have going in.

Slowpoke Rodriguez
Jun 20, 2009
Magnum Opus is great, I do miss having Workshop Rearranged though.

Entorwellian
Jun 30, 2006

Northern Flicker
Anna's Hummingbird

Sorry, but the people have spoken.



I still play a lot of of Fallout 4 and I played through Chapter 2 of Sim Settlements. Just a word of warning if you are going to start up a new game: it crashes a lot. I think if you have a high end PC that can handle all the scripts in the background it isn't too bad, but I have a mid-range system from 2015 that runs things fine on medium settings and I would have random crashes left, right and center. Usually it involved the new content in some way, whether it be approaching a settlement or going into a new area that the mod adds in. If you want to play it on Survival Mode, you should get a mod that enables saved games and also the console.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
idk I played through it and had almost no crashes except for the things I already know to exclude, like the ridiculously overbuilt premade settlements

Entorwellian posted:

If you want to play it on Survival Mode, you should get a mod that enables saved games and also the console.

even unmodded the game was never stable enough for me to tolerate the dumbfuck no parachute save mode, fuuuuuuuuuck that poo poo that's for ten year olds with infinite time to live I'm old and going to die soon

Entorwellian
Jun 30, 2006

Northern Flicker
Anna's Hummingbird

Sorry, but the people have spoken.



Flesh Forge posted:

idk I played through it and had almost no crashes except for the things I already know to exclude, like the ridiculously overbuilt premade settlements

even unmodded the game was never stable enough for me to tolerate the dumbfuck no parachute save mode, fuuuuuuuuuck that poo poo that's for ten year olds with infinite time to live I'm old and going to die soon

I had a fresh install and everything. It seems to be more stable on high end computers.
As for the survival mode, I tailor it to be more like New Vegas' survival mode in that you need to eat, drink, and deal with diseases but I enable fast travel and save anywhere.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

My experience of Sim Settlements 2 on a pretty beefy rig is that saving the game inside a settlement zone locks up the program for a period of time concomitant to the number of SS2 plots you've got going. It doesn't crash but it WILL make you wait 3-5 minutes before letting you continue.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Basic Chunnel posted:

My experience of Sim Settlements 2 on a pretty beefy rig is that saving the game inside a settlement zone locks up the program for a period of time concomitant to the number of SS2 plots you've got going. It doesn't crash but it WILL make you wait 3-5 minutes before letting you continue.

If you haven't played since 2.0.0m went up, they believed they found a fix for that, had to do with stuff not getting disposed properly such that a save was waiting for it to time out.

Slowpoke Rodriguez
Jun 20, 2009
I found the first thing I dislike about sim settlements 2. I built a wasteland theater, and it spawned a shitload of npcs, actors, and audience members (aren't my settlers supposed to be the audience?) who just hung around in the way. I removed the plot, and they didn't go away. Worse some of them are set to essential. I'm worried I'm gonna gently caress my game up if I markfordelete them.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
pretty sure that's not included in the base mod, you should take that up with the mod author and see about a safe way to remove them if they don't despawn automatically.

Talen_Soti
Mar 30, 2010

beats for junkies posted:

If you don't want to use the modpack Boba Pearl linked, here's my list of stuff to go along with Horizon (a pretty major survival overhaul, but it doesn't touch everything). Stuff in bold is definitely recommended, everything else is more on the QoL/"add to taste" side of things. None of them make major gameplay changes (other than Bullet Time maybe), they're just mods to make playing the game less annoying (imo).

-F4SE (https://f4se.silverlock.org)- Fallout 4 Script Extender, a framework that's required for a lot of other mods. It needs to be updated whenever FO4 gets an update, but thankfully that's pretty rare nowadays.
-Mod Configuration Menu (https://www.nexusmods.com/fallout4/mods/21497) - lets you adjust settings for compatible mods (like Unlimited Survival Mode, Bullet Time, and Quick Trade from my list here)
-Everyone's Best Friend (https://www.nexusmods.com/fallout4/mods/13459/) - the only must-have mod, imo, because it lets you bring your dog and a non-dog companion at the same time
-Unofficial FO4 Patch (https://www.nexusmods.com/fallout4/mods/4598) - since Arthmoor stopped cutting out voiced lines and other "I know better than the developers" bullshit, it's a decent bugfix mod (the lines weren't subtitled, you see, so they obviously weren't supposed to be there)
-Unlimited Survival Mode (https://www.nexusmods.com/fallout4/mods/26163/) (if you play Survival difficulty) - lets you adjust survival mode parameters to your liking (I just re-enabled the console and the ability to save, because gently caress whoever at Bethesda decided their game was stable enough to not need the console or the ability to save; I think it also enables a sleep-or-save option at beds, so you don't need to risk disease just to save if you want to stay "true" to Survival mode as implemented)
-DefUI (https://www.nexusmods.com/fallout4/mods/10654) and Full Dialogue Interface (https://www.nexusmods.com/fallout4/mods/1235) - these make the UI more betterer
-Clarity (https://www.nexusmods.com/fallout4/mods/31991) - minor visual tweaks (softening fog borders, no blur while aiming, and a few other little things)
-Faster Workshop (https://www.nexusmods.com/fallout4/mods/35382) - less delay to access the workshop menu
-Settlement Limits Slashed (https://www.nexusmods.com/fallout4/mods/14823) - if you're on PC, you probably don't need an artificial limit on how much stuff you can place at a settlement, or if you do, the limit should be much much higher than it is.
-QuickTrade Redux (https://www.nexusmods.com/fallout4/mods/41101) - lets you use a hotkey to immediately go to the trade menu for vendors (or the inventory menu for settlers and companions)
-Pip-boy Flashlight (https://www.nexusmods.com/fallout4/mods/10840) - self-explanatory
-Bullet Counted Reload (https://www.nexusmods.com/fallout4/mods/41178) - reloads one bullet at a time instead of doing the full-reload animation for some weapons (only really noticeable if you use certain guns, but it annoyed me enough to get a mod to fix it)
-Delta Wasteland Radio and the Extra Tracks additional file (https://www.nexusmods.com/fallout4/mods/11087) - adds a delta blues radio station, I think it's particularly fitting for crawling through Far Harbor. Your musical tastes might differ, so if you don't like the blues, find something you do enjoy! The actual in-game radio station uses a bunch of songs that were in the CONELRAD mod for 3 and NV, if you ever used that.
-Vault 81 Mole Rat Disease Fix (https://www.nexusmods.com/fallout4/mods/8908) - only checks for the molerat disease if you get hit by a molerat during the quest. Not if they hit your companion, not if they hit the robot you can activate during the quest, only you.
-Bullet Time (https://www.nexusmods.com/fallout4/mods/9325) - drains AP to give you slow motion. it's pretty great to pop off 3 headshots on 3 different enemies, ending combat before it even really starts.
-Darker Nights (https://www.nexusmods.com/fallout4/mods/191) - another self-explanatory one

If you play Survival mode and realize quickly how half-assed it is, and how easy it is to still break the game entirely (Ask Me About Being The Sanctuary Hills Water Baron), maybe check out Horizon (https://www.nexusmods.com/fallout4/mods/17374). It's pretty comprehensive, and has its own settlement building/job/production system (Architect, a sort of sub-mod that's part of Horizon) that probably won't play well with Sim Settlements (SS2: https://www.nexusmods.com/fallout4/mods/47976). I haven't used Sim Settlements myself, but it gets a lot of positive talk in this thread and other places, so if you really want to dive into town-building, you'll probably want to look at it.
I will take a look at these, do you have to use nexusmods' vortex interface? I tried that and it kept messing things up when i was trying to set up

Relyssa
Jul 29, 2012



Talen_Soti posted:

I will take a look at these, do you have to use nexusmods' vortex interface? I tried that and it kept messing things up when i was trying to set up

Use MO2 instead, it won't touch the data folder and is just generally a better mod manager.

null_pointer
Nov 9, 2004

Center in, pull back. Stop. Track 45 right. Stop. Center and stop.

Goons, I want to get back into FO4, but I want to put my 3060Ti to the max. What are the go-to "everything including the kitchen sink" graphical overhaul mods?

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed

Talen_Soti posted:

I will take a look at these, do you have to use nexusmods' vortex interface? I tried that and it kept messing things up when i was trying to set up

Like the other poster said, use Mod Organizer 2, not Vortex.

Arivia
Mar 17, 2011

Relyssa posted:

I helped contribute to magnum opus (one of my mods is in it and I collaborated on the perk overhaul, among other things) so while I am biased as hell it is a really fuckin good modlist. I can also answer any specific questions about it you may have going in.

general curiosity question: how does it do in terms of creating weapon/armor diversity? fallout 4 feels very shallow in terms of different weapons, like everything has variants out the wazoo but you've still only got two shotguns and there's what, four pistols? midway through the game having signed on with the railroad I have the deliverer and tinker tom's rifle and once I trick those out, that's it unless some legendary creature drops some AMAZING mod version. it's the thing that bugs me the most about fallout 4's gear I think (and it feels like there's similar issues with armor, where combat armor/synth armor is the cap unless you're going to power armor or railroad garb).

cheesetriangles
Jan 5, 2011





Yeah I vastly prefer the New Vegas weapon variety. They in general also felt much more fun to use even though the actual shooting feel in 4 is much better. The energy weapon selection in 4 is pretty poor and some kind of grenade launcher is badly missed. There is lots of 4 weapon mods on the Nexus but like 95% of them are all modern tacticool guns.

Acebuckeye13
Nov 2, 2010
Ultra Carp
New Vegas has some great weapon design — there's a ton of weapons, but there's a clear sense of progression between different weapon types, and many weapon mods and ammunition types work not only to improve stats but also to provide unique benefits for using that gun over other options (Such as the scopes on the 9mm and Trail Carbine, or the silencers on the 10mm and 12.7mm pistols). Someone who wants to play a cowboy character will find steadily improving weapons throughout the game that match their archetype (Such as the .357 revolver leading into the .44, followed by the Hunting Revolver/Ranger Sequoia), while an EW-focused character will find a clear line of progression from the Recharger Rifle into the Laser Rifle, the Plasma Rifle, and finally the Plasma Caster.

Man I love New Vegas.

Philippe
Aug 9, 2013

(she/her)

cheesetriangles posted:

Yeah I vastly prefer the New Vegas weapon variety. They in general also felt much more fun to use even though the actual shooting feel in 4 is much better. The energy weapon selection in 4 is pretty poor and some kind of grenade launcher is badly missed. There is lots of 4 weapon mods on the Nexus but like 95% of them are all modern tacticool guns.

I KNOW

I'm running around a wacky postapocalyptic wasteland and there's finally colors other than sickly green and there are trees and I don't want to shoot a dumb real gun, I want the weird poo poo

Relyssa
Jul 29, 2012



Arivia posted:

general curiosity question: how does it do in terms of creating weapon/armor diversity? fallout 4 feels very shallow in terms of different weapons, like everything has variants out the wazoo but you've still only got two shotguns and there's what, four pistols? midway through the game having signed on with the railroad I have the deliverer and tinker tom's rifle and once I trick those out, that's it unless some legendary creature drops some AMAZING mod version. it's the thing that bugs me the most about fallout 4's gear I think (and it feels like there's similar issues with armor, where combat armor/synth armor is the cap unless you're going to power armor or railroad garb).

It adds quite a lot of weapon and armor mods and does a pretty good job of integrating them in a way that makes sense. You don't get bombarded with a billion "go find x weapon out in the wasteland" quests immediately upon exiting the vault. I'd say New Vegas still wins as it has the ammo variety too but it's a drat sight better than vanilla in my opinion.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

A note about Magnum Opus, because I went ahead and installed that and then some other lighter poo poo on top for my PA playthrough I was asking about - most of the tactilol guns are actually pretty okay for the setting relative to older Fallouts but they're all hilariously overpowered, so be careful injecting some of the more advanced ones into leveled lists. Also the brotherhood overhaul mod changes all their weapons into some unique laser that does plasma damage which is also OP as poo poo (but very fun to use tbh)

There's a classic gauss rifle in the list that I adore though. Great gun.

E: oh and I think the UMP mod is busted and creating invisible guns that crash at the workbench so be careful with that

Psycho Landlord fucked around with this message at 21:19 on Feb 27, 2022

Relyssa
Jul 29, 2012



Psycho Landlord posted:

E: oh and I think the UMP mod is busted and creating invisible guns that crash at the workbench so be careful with that

If you're using Opus, disable the mod "Modcols for Weapons Mod" and it should fix that.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
I recently saw a tiktok video that said that the Automatron DLC wrecks the random encounters in FO4 because the rust devil and robot spawns are overtuned. Is this true and if it is, is there a mod that lowers the spawn chance for the robots so other encounters can appear?

cheesetriangles
Jan 5, 2011





Arc Hammer posted:

I recently saw a tiktok video that said that the Automatron DLC wrecks the random encounters in FO4 because the rust devil and robot spawns are overtuned. Is this true and if it is, is there a mod that lowers the spawn chance for the robots so other encounters can appear?

Yeah they spawn a lot. No idea on the mod thing.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Relyssa posted:

If you're using Opus, disable the mod "Modcols for Weapons Mod" and it should fix that.

Thanks, I'll try that. What does that mod actually do, out of curiosity?

E: nvm found it on nexus


Arc Hammer posted:

I recently saw a tiktok video that said that the Automatron DLC wrecks the random encounters in FO4 because the rust devil and robot spawns are overtuned. Is this true and if it is, is there a mod that lowers the spawn chance for the robots so other encounters can appear?

They specifically are a problem while the quest is in progress because they spawn too much, and automatron auto-starts very early and is easy to stumble into. Grab a DLC delay mod and set Automatron to start when you want it to, then just follow it through to completion when it does start.

Psycho Landlord fucked around with this message at 18:00 on Feb 28, 2022

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
as far as "overtuned" goes, if you're on survival difficulty yes some of the encounters (especially the first one) can be pretty hard, because combat in general in FO4 is pretty stupid. mainly the assaultron arm havers will do a ridiculous amount of melee if you allow them to land their lunge stab move on you, also the more advanced bots tend to blow up for a stupid amount of damage. the shooty types aren't very much different from any of the vanilla enemies, as far as I remember.

cheesetriangles
Jan 5, 2011





Psycho Landlord posted:

Thanks, I'll try that. What does that mod actually do, out of curiosity?

E: nvm found it on nexus

They specifically are a problem while the quest is in progress because they spawn too much, and automatron auto-starts very early and is easy to stumble into. Grab a DLC delay mod and set Automatron to start when you want it to, then just follow it through to completion when it does start.

It has nothing to do with the quest spawning. The quest can spawn but until you go and find Ada and fight off the robots the rust devil or whatever random events don't happen.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

cheesetriangles posted:

It has nothing to do with the quest spawning. The quest can spawn but until you go and find Ada and fight off the robots the rust devil or whatever random events don't happen.

The event that actually starts automatron is on a very commonly traveled path to Boston and subsequently is really easy to accidentally trigger if you don't know its there. Once you enter the cell and the bots spawn, that's it, automatron's going, and so rust devils and robots become the predominant random spawns you meet in the wasteland until you finish the quest and things normalize a bit. This is compounded with them being a bit tougher than most stuff you meet at level 14 or whatever the vanilla start level is.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Relyssa posted:

If you're using Opus, disable the mod "Modcols for Weapons Mod" and it should fix that.

This worked btw, thank you

Leal
Oct 2, 2009
Would it be wise to do a new game for chapter 2 of sim settlements 2?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
A whole bunch of core systems have been modified and some "data corruption" type bugfixes and workarounds were announced between then and now, so I would.

Inexplicable Humblebrag
Sep 20, 2003

day four of downloading and installing magnum opus

what's the texture optimisation stage for? i've downloaded and moved gigs and gigs of files and am running some process on them for no reason other than a pissy message in the readme told me to

cheesetriangles
Jan 5, 2011





Reducing the size would reduce the amount of memory they take up on your video card which depending on your card might be vital or might not matter that much. It’s not the kind of thing that would affect performance right until you run out of video ram at which point it tanks your performance massively.

Inexplicable Humblebrag
Sep 20, 2003

oh cool that makes sense

Mirificus
Oct 29, 2004

Kings need not raise their voices to be heard
[FO4] MCM and DEF_UI got hidden on nexus

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

lmao

Leal
Oct 2, 2009
What is it with Bethesda modders being god drat drama llamas?

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

You don't understand, this is the ultimate battleground in the war for Ukraine

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?
MCM is gonna remain essential, but I used FallUI last time I played and it was pretty great.

Mandrel
Sep 24, 2006

def_ui always gave me a ton of problems anyway

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Boba Pearl
Dec 27, 2019

by Athanatos
Ok but the funniest thing about this is that the collections lock in already happened, so it'll not effect mod packs because of the new policy / backend nexus has.

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