**** Official Fallout 4 MODS Thread ****

I'm just about to try to mod this... and I can't even get it to launch properly! Bethesda rely shamlessly on the modding community to code their games for them, honestly they are a complete joke.

Anyway, dispensing with the rant... how do I get this running at 3440*1440?
 
I'm just about to try to mod this... and I can't even get it to launch properly! Bethesda rely shamlessly on the modding community to code their games for them, honestly they are a complete joke.

Anyway, dispensing with the rant... how do I get this running at 3440*1440?

You don't need a mod for the res just the UI you just edit the Fallout4Prefs.ini in my games/fallout 4 folder

bTopMostWindow=1
bMaximizeWindow=1
bBorderless=0
bFull Screen=1
iSize H=1440
iSize W=3440
 
You don't need a mod for the res just the UI you just edit the Fallout4Prefs.ini in my games/fallout 4 folder

bTopMostWindow=1
bMaximizeWindow=1
bBorderless=0
bFull Screen=1
iSize H=1440
iSize W=3440

Appreciated. :cool:

I see Flawless Widescreen has a profile, should I be running that too?

Will get some mods installed later and post some screenies.
 
I haven't played any FO4 since around April, and the reshade/mediator thingy seems to have changed (maybe it's just the installation and nothing more). What's a good mod pack / essentials to start with?

I think the last time I did a little modding with it, I only used a few mods like weapons lowered or something. I can't really remember much.


Edit: trying out some of the ones in the OP. I've got Skyrim to get to grips with as well! :D
 
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This is the latest mod I've installed (84 now) and I'm liking it enough to put it here:

http://www.nexusmods.com/fallout4/mods/17507/?

Scavver's Toolbox. It allows bulk scrapping of junk items. Any amount from 1 junk item to thousands. I scrapped the junk in my Sanctuary workshop, which weighed over 24,000. You craft the toolbox, drop it and activate it. A menu appears and you can move items in and out of the toolbox (including all junk items in one go). Select the scrap option and every junk item in the toolbox is scrapped, the resources are transferred to your inventory and so is the toolbox.

No more settlement workstations containing 76 broken lightbulbs, 18 dumbells, 97 footballs, etc, etc. Particularly handy if you're developing an unprovisioned settlement and want to take resources to it. Just make sure you haven't got any junk items in there that you might want to keep or sell (undamaged items, unique items, pre-war cash, whatever).

You can take it with you when scavving and scrap stuff on the go to reduce weight. I don't because it seems a bit silly to me (I'm clearing a building with enemies in it...so I'll just stand there for a while disassembling desk fans and suchlike) but that's up to you.
 
Angilion;30481567 said:
This is the latest mod I've installed (84 now) and I'm liking it enough to put it here:

http://www.nexusmods.com/fallout4/mods/17507/?

Scavver's Toolbox. It allows bulk scrapping of junk items. Any amount from 1 junk item to thousands. I scrapped the junk in my Sanctuary workshop, which weighed over 24,000. You craft the toolbox, drop it and activate it. A menu appears and you can move items in and out of the toolbox (including all junk items in one go). Select the scrap option and every junk item in the toolbox is scrapped, the resources are transferred to your inventory and so is the toolbox.

No more settlement workstations containing 76 broken lightbulbs, 18 dumbells, 97 footballs, etc, etc. Particularly handy if you're developing an unprovisioned settlement and want to take resources to it. Just make sure you haven't got any junk items in there that you might want to keep or sell (undamaged items, unique items, pre-war cash, whatever).

You can take it with you when scavving and scrap stuff on the go to reduce weight. I don't because it seems a bit silly to me (I'm clearing a building with enemies in it...so I'll just stand there for a while disassembling desk fans and suchlike) but that's up to you.

Nice find :)

Have you found any issues since the 1.9 patch and any of the other mods you have used...?
 
Vimes;30481918 said:
Nice find :)

Have you found any issues since the 1.9 patch and any of the other mods you have used...?

I haven't installed the 1.9 patch because one of the mods I use relies on Fallout 4 Script Extender (F4SE) and I'd need to install a version of F4SE that's compatible with FO4 1.9 first. I haven't checked if there is one yet.

It's a bit of an inconvenience, but the mod in question is Place Everywhere and that's extremely useful for anyone who builds settlements at all, let alone as much as I do.

The only patch/mod interaction problem I've had is that a few patches back one broke most of the arcade games in the mod for those. I hadn't built any of them anyway, so it wasn't an issue. I was going to, but didn't. So I just uninstalled the mod.

I'm getting some texture problems, but I don't know if that's a patch/mod issue. The occasional rainbow texture (on Dogmeat last night, which looked very strange) and for some reason the concrete floors I've built in Jamaica Plain change between concrete, wooden planks and a blackish texture that looks like burnt wood, depending on the angle and distance from which I view them.

Might be the texture optimisation project mod, which I don't think is doing anything for me anyway. I think I'll uninstall it and see what happens.
 
Thanks for that.

I might be tempted to get back into this game. I only have around 70 hours notched up in this version compared to the few hundred in FO 3, not that many in New Vagas.

For some reason FO4 hasn't gripped me the same.
 
I'm after a way of expanding the buildable settlement area for Jamaica Plain or removing the ruined buildings in the current buildable area. Moving them down into the ground would also do, i.e. anything that allows me to build on the whole area.

In essence, the problem I have is lack of space. I want to use Jamaica Plain as a realistic intermediate point on a provisioning route between Vault 88 and the Castle. While it's true that I don't really need a settlement as such there (I could leave it empty and assign provisioners to it from the Castle and from Vault 88), I want a settlement there. The small size of it and the ruined buildings taking up most of that small space rule out the sort of settlement I prefer to make. I'm rebuilding civilisation, not having a handful of people scratching a living squatting in ruins! I want a large bedsit for every settler, recreation facilities, a library, a school, showers, toilets, a laundry...and I've had to conclude that can't be done in Jamaica Plain without either increasing its size or getting the ruined buildings out of the way. It's bugging me because of course settlers could demolish the buildings. They're halfway fallen down already and they're only wood and single layer brick. You could knock them down with hammers...but they're invulnerable because reasons. It's not realistic and that's bugging me.


Spring Cleaning doesn't allow scrapping the buildings. Lots of stuff, but not the buildings.

Jamaica Plains adjusted and expanded (http://www.nexusmods.com/fallout4/mods/10970/?) is pretty much the size I want...but it no longer works. It's version 0.1, hasn't been developed for months and doesn't work past FO4 version 1.6.

The other Jamaica Plains expansion mod I could find (Jamaica Plains expansion v3) is far bigger than I want, so that's not quite right either.

Anyone with any ideas?
 
I have a question about a mod, so this is a long shot...

I've installed Tales From The Commonwealth, which is a superb quest mod that integrates locations, NPCs and quests into the vanilla gameworld. So you don't go to a place and have all the quest mod in one new location. There are dozens of new locations and new NPCs in vanilla locations.

While doing some scavving, I went to Harbormaster Hotel because I didn't remember it. Disappointingly, it's tiny because almost all of it is inaccessible. Probably why I didn't remember it.

However...there's a locked door that can only be open by a nearby terminal that can only be accessed with a code. That's not in the vanilla game. It's added by Tales From the Commonwealth. I can't find out how to get the code. The site for the mod is deliberately very short on information - all I could find was a snippet of NPC dialogue referring to the hotel as the location of a safehouse for a drug dealer, so it's a quest of some kind. Does anyone know how to start that quest?
 
Build High - Expanded Settlements might be what you're looking for?

It was, partly, sort of.

I used the extended item selection mode in Place Everywhere to make the buildings selectable and scrapped them. I used the Build High only version of Build High - Expanded Settlements to increase the build height. I didn't want almost all settlements greatly expanded in size, so I didn't use the standard version of the mod.

I'm still finding more uses for Place Everywhere. It transforms settlement building. Major things, like being able to, well, place everywhere :) but also minor things like being able to build while outside the settlement area. So, for example, I was able to walk outside the settlement and place a vent (decoration from another mod - I forget which one) on the outside of the main wall to match up with the extraction ducting (air conditioning unit, but I think it will look right enough) I'll build on the inside above where I put a chemistry station.

93 mods now, almost all for settlement building directly or indirectly (e.g. Scavver's Toolbox) and I'm not even using the completely unrealistic mods that let you build things like pre-war mansions with formal gardens.

A couple of other mod suggestions from me: BethINI and LOOT. The former is a meticulously researched configuration tool that also has convenient presets for performance/appearance balance (they're better than the default ones in the vanilla game). The latter is an easy way to manage the load order of mods, including a complete automated process that changes load order based on the data in the mods themselves. I was getting some crashes due to mod conflicts, but one run of LOOT and they're gone. It's also improved loading times a little.
 
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