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I'm downloading this to play for the first time ever. I'm familiar with modding Bethesda games, but I want to keep it pretty vanilla for a first-time go through. Are there any recommended mods/fixes for a first time vanilla playthrough? Stuff like the unofficial patch project but for Fallout 4?
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# ¿ Mar 7, 2019 23:40 |
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# ¿ May 15, 2024 09:52 |
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Internet Wizard posted:Isn't it the unofficial patch that randomly changes the spelling of refrigerator on a lot of items Refridgerator is the correct spelling, thankyoo
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# ¿ Mar 8, 2019 18:27 |
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Does anyone know of a simple mod that provides a turn off/on radio key that doesn't require going through the Pip-Boy menu? Also I'm going to ask just in case anyone's heard of it before: I'm having an odd bug where some text in terminal logs is cut off, it just won't let me scroll to see the rest of it. This is my load order: https://www.dropbox.com/s/9vykwzsffcntc4k/2019-04-05%2010_24_31-Fallout4.png?dl=0
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# ¿ Apr 5, 2019 15:25 |
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SeanBeansShako posted:Yeah that mod looks great. It's even got a DOOM themed power armor frame what is not to love? At least Bethesda could keep rape camps out of their own games!
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# ¿ Sep 30, 2019 19:40 |
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cheesetriangles posted:Just to be sure. You are on a 64 bit version of Windows right? the system addressing more than 4GB of memory means they must be
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# ¿ Apr 6, 2020 19:55 |
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Is there a good wabbajack or guide for a vanilla+ modded setup, something like Viva Las Vegas? I want to give my focused main quest + Railroad run a go again. Which also means I want a mod to stop radiant quests randomly showing up in Far Harbour since that derailed the last one.
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# ¿ Feb 7, 2022 03:28 |
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Glazius posted:Have not used it myself, but word on the Internet is that "Welcome to Paradise" is a minimally tweaked vanilla experience. And it's by the same author as the Phoenix Flavour, which I already used to good effect with Skyrim. Perfect, thanks.
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# ¿ Feb 7, 2022 05:14 |
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I went with Welcome to Paradise which has been mostly good. It does use one piece of Creation Club content, I had to turn off one mod (lockpick/hacking cheating), and I wish it had a mod to scrap power armor, but oh well. It has an absolutely ghastly map mod though:
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# ¿ Feb 9, 2022 20:47 |
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Ygolonac posted:Ghaaaaah. It looks kinda like they were trying for a cartoony "tourist map" vibe, without any of the additional art that makes such a thing kitschy, like the Nuka-World pamphlets and displays. The hilarious thing is, looking at the mods involved I think the mod pack creator thinks it’s actually an increase in legibility and usefulness. It’s HORRIBLE.
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# ¿ Feb 10, 2022 00:22 |
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Ygolonac posted:Ghaaaaah. It looks kinda like they were trying for a cartoony "tourist map" vibe, without any of the additional art that makes such a thing kitschy, like the Nuka-World pamphlets and displays. Okay, so there are three things that it turns out contribute to this. 1) the modpack uses FallUI and turns off the existing pipboy effects, so the base colour is white and not green. that doesn't help the map a LOT, and is not the fault of the map mod. with pipboy effects turned back on it's green and it looks better, but not great. in other words, the map mod isn't designed to fit with the ui mod. so 2) replace the map mod, there's one recommended on the fallui map mod page that does work (I grabbed the one that's not on nexus, it's on loverslab lol). this looks a lot better with the fallui. great. but 3) the enb the modpack uses also blows it out all to hell, and I don't know how to fix that. toggling the ENB off makes the map look very good, but yeah. so it's the combination of original map mod + fallui map + enb that makes it look that bad, i fixed the first part to go with the second but the third is still kinda eh. e: also after loving around with it a bit i definitely understand why people went goo goo gaa gaa for the settlements system. pretty fun to build houses and stuff.
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# ¿ Feb 11, 2022 07:02 |
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Glazius posted:I'm not sure how well it would play with the modpack, but if you want to get hugely settlement-involved, Sim Settlements 2 is an attempt to do that on top of the base gameplay, while adding a little main questline to explain where it's all coming from and a bunch of side quests as you attract all manner of interesting people to come hang out. Yeah, a bunch of the fallout 4 overhauls (sim settlements, horizon, frost) look GREAT but I'm holding off. I'm weird, I'm the one person the main quest actually works for and I really just want to get Shaun back once and then I can actually gently caress around with all the other fun takes on the Commonwealth. I got most of the way last time, then got derailed to Far Harbour like I said.
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# ¿ Feb 12, 2022 07:13 |
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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).
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# ¿ Feb 27, 2022 02:13 |
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I'm really surprised no one's come out with a replacement for this in the last like five years: https://www.nexusmods.com/fallout4/mods/14896/?tab=description just simple "share this container between multiple settlements" functionality, i figured everyone would have that.
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# ¿ Mar 7, 2022 15:23 |
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Psycho Landlord posted:Between item sorting functionality in current UI mods and the fact that settlement stores are already shared if they have supply lines or caravans set up, it's not super necessary? Maybe I'm missing something in like the big overhauls but having a shared box you can put your armor or weapons in and access them from other settlements is pretty great imo. (ie things that don't live in the crafting system)
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# ¿ Mar 8, 2022 13:38 |
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The story of university point is so sad. Poor Jacq and her dad.
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# ¿ Mar 20, 2022 07:36 |
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Flesh Forge posted:Terry Moore has a pleasant twitter presence okay but how do i add them to my settlement
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# ¿ Mar 21, 2022 16:47 |
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I just finished up the Vault 81 stuff for the first time. Much better more nuanced writing than I generally expect from Bethesda these days, even if the mole rats permanently reducing your HP is bullshit.
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# ¿ May 19, 2022 02:37 |
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Flesh Forge posted:since you keep getting HP as you level it really doesn't matter at all, my character has almost 1600 hit points lol Christ At like level 55 with 4 End I'm at 388.
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# ¿ May 19, 2022 04:08 |
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How the hell are you at level 151, you must have run out of content like 60 levels ago at most
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# ¿ May 19, 2022 04:52 |
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Boba Pearl posted:Honestly in a modded Fallout 4, I'd be happier if they just removed leveling all together. Like let me make my end game build, and be balanced around that. The sense of progression should come from gear and gear mods, I don't really care about leveling in most RPGs to be honest, and I feel like there area lot of games that are held back by levels. The only games that I feel like do it really well are the Souls games, and a large part of that is the static difficulty of the monsters, and easily grindable spots to progress. It's funny because I feel the exact opposite way, at level 55 there's still like 30 more levels of perks I really want and am still making hard choices between but the gear progression feels extremely shallow (outside of hoping for better legendaries). I'm using Welcome to Paradise as a modpack and I'm a Railroad stealthy sniper type.
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# ¿ May 19, 2022 05:08 |
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Flesh Forge posted:if you max out your int and try to keep it as high as possible it makes a very big difference, also the Idiot Savant perk is just bunch of bonus xp if you don't find it too silly yeah i'm at int 9 and i guess i could swap out my perception trench coat for a lab coat to go up to 11 i do find idiot savant silly though yes my run is going fine, it's just interesting how with more vanilla mechanics i'm having the opposite from you two
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# ¿ May 19, 2022 05:18 |
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Finished the main quest. It feels good to have resolved things between the main character and Shaun and now have new kid Shaun. For once, I want to keep playing, I still have a lot of stuff to do with Curie, magazines to collect, some quests to do, and I think I am gonna give Far Harbour a go and take Nick along with me. Plenty of perks I still want at level 60. edit: for the purposes of this thread, I did it with the Welcome to Paradise modpack. It was a pretty great vanilla+ experience the whole way through with some bugs and little tweaks I made along the way. The biggest change is that you can no longer wear ballistic weave clothing and armor at the same time, which works out fine from a damage/armour perspective. The downside is that as part of this the list of stuff you can apply ballistic weave to has been reduced a fair bit, you're left with stuff like lab coats, +Charisma suits and dresses, and some odds and ends like trench coats and the greaser outfit. I wish you could apply ballistic weave to any piece of clothing - it not stacking is fine, I just wish I could've used military fatigues, for example. Arivia fucked around with this message at 17:36 on May 20, 2022 |
# ¿ May 20, 2022 12:51 |
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the top end perception perks make you an aimbot wallhacker it's hilarious
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# ¿ May 22, 2022 03:21 |
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Ygolonac posted:I was nowhere near that, but I did have a few "loads of clothes" mods like Elianora's "three hundred t-shirts and daisy dukes and so forth". Ooo, can you link whatever that is?
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# ¿ May 27, 2022 20:18 |
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Yaws posted:So does this mod need others mods to work? It seems like this is telling me two different things. The first line tells you that that mod does not need a prerequisite to work. The second line and after are telling you mods that need the one you are currently LOOKING AT in order to work themselves, in turn.
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# ¿ Jun 11, 2022 21:53 |
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Flowing Thot posted:I'm afraid its terminal. hmm, yes, I should build up Boston Airport, you're right.
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# ¿ May 13, 2023 07:53 |
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isndl posted:Sure, except he doesn't grab anything and then I later get a message saying he's leaving with zero items. Tried with automatic, also with manual except I can't find any documentation explaining what the keys are for manual activation. wouldn't manual be the same keys as you use for commanding your companion normally? like hold e or whatever.
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# ¿ May 18, 2023 02:34 |
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Zereth posted:Anything I might likely want to turn off in, or add to, Magnum Opus? I saw that Rad-Ban Eyewear mod people were talking about earlier scroll past in the preview... if this is your first time using a wabbajack list, don't touch anything. removing or adding anything can gently caress the whole thing up, and you're much better using a couple mods you don't think are perfect than trashing the entire list.
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# ¿ May 21, 2023 00:53 |
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Tankbuster posted:Oh cool. Another one of those Arthmoor fuckups fixer mod. how long is it gonna take arthmoor to make an unofficial patch for starfield i wonder. -1 days?
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# ¿ Jul 10, 2023 12:44 |
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About to finally do Nuka-World (by killing everyone, gently caress actually signing up with the Raiders). Any companion in particular worth taking? I'm guessing it'll be awhile before I get access to a workshop/settlement, so a big carry load for the purposes of carting around all the unique stuff might be nice.
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# ¿ Jul 25, 2023 06:05 |
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Philippe posted:Build a Sentry Bot with lots of storage. I figured out who to take, someone I never used much who’s gonna love doing raider cleanup. Cait. TIME FOR MURDER.
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# ¿ Jul 27, 2023 03:50 |
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I'm actually really liking Nuka-World. Something about Bethesda's post-apocalyptic literal worldbuilding has always worked really well for me, and Nuka-World has the same "destroyed rusting hulks of what used to be modernity" aesthetic that made the Pitt my favourite Fallout 3 DLC. The actual quests ain't half bad too, I almost feel bad that I'm gonna have to wipe out the raiders instead of letting them expand into the Commonwealth.
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# ¿ Jul 31, 2023 08:09 |
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After 141 hours it's done. Pretty good game, all things considered. This was with Welcome to Paradise release 2.2 circa 2021, and I just got around to finishing up now.
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# ¿ Aug 1, 2023 10:31 |
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I recently finished a complete game play through with Welcome to Paradise and can confirm it’s quite good/stable.
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# ¿ Sep 6, 2023 03:11 |
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Tankbuster posted:What does Welcome to Paradise add in terms of gameplay enhancements? Some common place quality of life stuff is about it. https://thephoenixflavour.com/fo4/wtp/introduction/
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# ¿ Sep 7, 2023 09:42 |
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gradenko_2000 posted:okay. I managed to figure it out. This is all correct. You did it successfully! Adding/using different executables in MO2 is a pretty common thing once you get past very basic modding stuff.
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# ¿ Oct 9, 2023 16:58 |
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orcane posted:I don't know the patch well, but I heard enough of Arthmoor to assume he does this out of spite because it's his vision(TM) that he certainly won't alter for filthy plebeians, not because it's impossible to do differently. That post I quoted (from the mod's forum/posts tab) at least makes it sound like his usual brainworms. It's a non-trivial addition to complexity. There's what, 4 or so major DLC? Far Harbour, Automatron, Vault-Tec, Nuka World. Plus the two Workshop DLC. If you're building for combinations, that's like 30 extra versions to keep up to date. Arthmoor is a dick, don't get me wrong, but I can understand why that's not appealing for a volunteer team. Conversely, it's very understandable why the Nexus went "gently caress this we're doing it without you" for Starfield (and then no one cared because Starfield sucks, it seems).
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# ¿ Dec 4, 2023 22:54 |
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ThaumPenguin posted:Good news! You can get a whole curated modlist installed and configured while you're doing the dishes or walking the dog. Check out Wabbajack, and see if one of the Fallout 4 modlists in the gallery are to your taste! Note that doing it this way requires spending like $5 for one month of Nexus premium so you can do unlimited downloads. e: I don't object to this, I've used Wabbajack plenty myself, but I figure it's worth mentioning.
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# ¿ Dec 9, 2023 17:32 |
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One other thing that's worth mentioning with fallout 4 enemy hp is that legendary enemies will automatically heal to full and power up the first time they are reduced below half health (if they're still alive, if you're very quick or one-shot one it doesn't heal from dead.) This is an intended mechanic, the game isn't bugging out when it happens, but it does also contribute to feelings of bullet sponginess.
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# ¿ Jan 2, 2024 20:31 |
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# ¿ May 15, 2024 09:52 |
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I think it’s okay to unlock all three as settlements, the Minutemen basically require it, you just don’t want to actually build up all three. Only pick one and use it as an actual full-featured settlement, the other two are ghost towns.
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# ¿ Jan 4, 2024 01:14 |