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

I have a boatload of mods installed, almost all for building stuff. I decided to go through them and see if there's any I want to uninstall and I decided to post a list and some details here in case anyone wants it.

The list is in alphabetical order because I just copied it from NMM. This is not the load order.

There are also two standalone tools I use:

LOOT optimises the load order of mods. It uses metadata from the mods themselves when possible and a masterlist when not. One click to sort, one to apply and you're done. It's extremely
useful if you have mods, especially a lot of mods.

Bethini allows for easy changing of ini settings with some convenient presets that I (and many other people) think are better than the presets in the game. There are good explanations of
each setting too.

This is a very big post, so I'll put it in spoiler tags. There aren't any spoilers, but there isn't a "very long post" tag either.

1x1 Craftable Foundation Pieces

1x1 versions of the standard 2x2 concrete and wood-topped concrete foundation blocks. Many uses for them.

Atomic Radio and Tales from the Commonwealth - Atomic Radio v2.6
Atomic Radio and Tales from the Commonwealth - DLC Commentary Patch for TFTC v2.3
Atomic Radio and Tales from the Commonwealth - Tales from the Commonwealth v2.4


Atomic Radio is a huge radio station in the style of pre-war Fallout USA, i.e. like 1950s USA. It has songs, adverts for companies from the pre-war gameworld, radio plays, etc. Many voice
actors for the ads and plays. It's very well done indeed.

Tales from the Commonwealth is a load of additional locations, NPCs and quests integrated into the main gameworld. It matches the style perfectly and is done so well that people who didn't
know it was a mod would probably think it was all part of the vanilla game. I've found at least a dozen extra locations and I'm almost sure there are more. The website for the mod is very
short on information, apparently deliberately. Some (and only some) of the locations and quests can be found from completing the "You've got mail" quest from the mod.

Automatically Lowered Weapons

Because you wouldn't walk around with your gun up all the time. You just wouldn't. This moves it to a more realistic carrying position when you're not in combat and haven't fired for a
little while.

Better Bed Mattress Textures - Cleaner Mattresses

Changes the vanilla mattresses to clean ones. I had this for my early settlements because why would I be making filthy stained mattresses for my settlers? It changes all the ones in the
game though, so you might not want it. I make different beds for settlements now, using a different mod. We have peace (mostly) and plenty of resources, so carpentry should be resurgent and people should be
making nicer furniture.

BS Defence - BS Defence


I had enough of having to teleport to heavily fortified settlements to rescue 20 heavily armed settlers who would be beaten by 5 raiders with pipe guns. It's such a silly gameplay issue that one
of the signage mods includes a joke about it - a sign saying "Number of days since a settlement needed a hand wiping its own ass - 0". This mod changes the way the results of an attack on a
settlement are calculated, so your settlement will always win if it has enough defence.

Buffed Minutemen Militia - Buffed Minutemen Militia

I've just installed this one, mainly as a result of repeatedly being called to defend the checkpoint near Jamaica Plain (where I'm working on the settlement) and a few other checkpoints.
The minutemen in the vanilla game aren't strong enough and often get killed. Maybe it's because of my level (139) affecting some NPCs. Maybe the minutemen are just not very strong.
Whatever the reason, it's bad for morale and for my new country. So I've improved training and vastly improved the kit issued to the minutemen. Now they're far better suited to protecting
the New Commonwealth.

Build High - Expanded Settlements 3.3 - Build High

Just the old version to increase allowed build height. I thought the lateral expansions made the settlements too big.

Build Your Own Pool - B.Y.O.P.

I installed this mainly for the showers, but maybe I will build a pool in larger settlements.

Clean Undershirt and Jeans Texture - Clean Undershirt and Jeans

I think this is over-written by the JC mod for shirt and jeans.

Cleaner and Dirtier Soups

Not used this, but it's a roleplay mod for me. Of course settlers would make soup.

CleanSettlements-Clean Vendors
CleanSettlements-Workstations


Settlers wouldn't have filthy ramshackle shops and workstations if they had a choice. We're rebuilding civilisation, not grubbing in dirt. After safety, shelter and secure water and food,
people would make nicer things or at least cleaner things.

Clothing Shelves - Clothing Shelves

Not using this, but I might. Decoration for clothing shops.

Concrete Walls with Window Glass

Because holes in walls let rain, cold and insects in. In reality, people always covered them in some way even when they didn't have glass. I'm not using them because the texture on the
concrete doesn't match the texture on other concrete walls I use and because I couldn't think of a plausible way that settlers could clean the outside of the windows in buildings more than
a couple of stories high. Instead, I have glass panels on the inside of the walls, so they could be removed, cleaned and replaced.

Craftable Elevators - DD_craftable_Elevators_Closed_Fast_only_2_1

I never used this, but it's a good idea. Settlers don't use it though.

Craftable Glass Stuffs - DD_Craftable_glass_3_0_ALL

I don't remember which mod added the glass stuff I use. Probably this one.

Craftable Interior Shack Doorway Wall - DD_Interior_Shack_Doorway_wall

Great for building interior rooms with wooden walls. Several versions, including one that looks like it was made with some care rather than crudely slapped together from scrap. Odd that it
wasn't in the vanilla game, really.

Craftable Ramps and Rails - DD_Ramps_Mark1 v 2.0

Never used them, but it's a good idea.

Craftable Tall Walls and Spacers - DD_Tall_Walls_1_1

Slightly higher wooden walls and a plank-like spacer to snap onto a standard height wall (like the interior shack doorway, above) to make it the same height. Give your settlers less cramped
quarters, because you're a benevolent dictator.

Crafting in Fallout 4 - Ultimate Craft - Ultimate Crafting v1.6.7.

Not using this, but it adds a lot of crafting options. I installed it so I could make combat armour for my settlers, but I decided to get all resources and kit only from scavenging, farming
and trading for roleplay purposes. Slaughtering Gunners for their armour fits in with a slightly nuts leader of the minutemen.

CREAtive Clutter - CREAtive Clutter DLC Version-FH NW CW 1_4

Brilliant for decoration. Lots of stuff with other stuff on it :) A bedside table with a couple of books, a tool board with tools, that sort of thing.

Crimsomrider's Unique Furniture - Crimsomrider"s Unique Furniture - DLC EDITION

I've just installed this. I'm intending to use it for the animations, to make settlements look more alive. Much of the "furniture" is actually animation markers, so you can have settlers
drinking coffee, sweeping a floor, etc, etc.

Custom Combat Armor - CustomCombatArmors V2.52 SHINY AND CHROME

Because I Am Important and I want everyone to know that. Actually, I installed this because it makes it possible to convert combat armour between light (standard), medium (sturdy) and heavy
variants. I was getting a mixture of types from my adventuring and I wanted a lot of light combat armour for my settlers. But I'm the Founder and it reassures people to see me striding around in
my custom combat armour, righting wrongs and inspiring people to believe that we can and will rebuild civilisation.

CWSS Redux v2 - Craftable Working Showers Sinks Baths Toilets Urinals Kitchens etc

Plumbing is a very important part of civilisation. No cholera for my settlers! The only thing that this mod and BYOP between them don't do is clean the settlers. They'll use the showers,
but they come out just as unrealistically filthy as when they went it. It grates on me. Even people in hovels make some attempt to clean at least their face and hands at least enough to not
look smeared with dirty greyness.

For some reason the toilet I use (from either this mod or BYOP, I'm not sure) is a light source. That's a bit strange, but oh well.

Decal Stain Remover - REDUX - Decal Stain Remover REDUX - All DLC

Removes most of the flat decals that are placed on top of objects. Ever scrapped something, built something else there and had some dirt or suchlike appear on top of it? Not after you
install this mod.

Disable Minuteman Radiant Quests - Disable Preston and Freedom Radio Quest Giving
Disable Minuteman Radiant Quests - Disable Settlement Defence Quests


Also know as Shut Up, Preston! No longer recommended because it changes things behind the scenes and will break saved games if uninstalled. A bit of a dirty fix from before the creation kit
was released and the author got a better look at how it all worked.

DLC Letters - DLC Letters

The letters from wasteland workshop are tiny and don't snap to each other. This mod makes them bigger and adds snap points to the sides so you can line letters up to form words. Which is
kind of the point of letters and should have been there to begin with.

Do It Yourshelf - clutter for shelves and bookcases

Excellent for making shelves and bookcases with stuff on them. Make the shelf or bookcase, make stuff to snap onto it. Very handy for decoration.

FallComplete - Automatically Track Quests - Locations - Magazines - Bobbleheads

Must. Do. Everything.

Flannel Shirt Pack - Flannel Pack

I think this is over-written by the JC mod for shirt and jeans.

Full Dialogue Interface (NewDialog English and CN-DE-ES-FR-IT-JA-PL-PTBR-RU translations) - (English ONLY)
Full Dialogue Interface (NewDialog English and CN-DE-ES-FR-IT-JA-PL-PTBR-RU translations) - (English ONLY) Update for Patch 1.7
Full Dialogue Interface (NewDialog English and CN-DE-ES-FR-IT-JA-PL-PTBR-RU translations) - (English) Far Harbor DLC support - English version
Full Dialogue Interface (NewDialog English and CN-DE-ES-FR-IT-JA-PL-PTBR-RU translations) - Automatron DLC support
Full Dialogue Interface (NewDialog English and CN-DE-ES-FR-IT-JA-PL-PTBR-RU translations) - Full Dialogue Interface - All languages - NMM installer - Beta12


Not sure if I need all 5 of those, but it works and if I only installed one mod it would be this one. The way dialogue is handled in the vanilla game is utter rubbish and this mod fixes
that by showing the words your character will say and not a vague, inaccurate and sometimes downright misleading summary for people who can't or don't want to read more than three words. A
mod that shouldn't be needed because the vanilla game shouldn't have been like that in the first place.

Functional Displays - Display Your Collection (The Original Display DLC)

Displays you can attach items to. Lots of different displays - shelves, gun cases, mannequins, etc. They work as containers, so you can attach and detach items as you please. The mod also
adds models to the loot lists, so you can go scavving for a model Vault-Tec van and dozens of other models to put on or in your functional display shelves and cases. Who needs caps and
resources? Collectible models are the thing to go scavving for!

Fusion City Rising - Quest Mod Plus - Fusion City Rising v.1.0

A new DLC area, basically. I haven't started it yet. I'm too busy scavving for collectible models.

G2M - Workshop - g2m_Workshop_4_03

Many more things to build, conveniently added as a seperate submenu. I use it mainly for stairs (construction/wood/stairs). There's a stair-only item that you can use to make stairs in a >
shape so you can build a stairwell. Given how bad NPC pathfinding is, it's a good idea to build multiple ways between floors and this item is perfect for that. Now I can build a set of
stairs to all floors in a 1x1 block and I can conveniently have at least 4 sets of stairs to every floor and at different places for fire escape purposes. Perfect.

Ground 1.2.0

Dirt blocks, like foundations but dirt rather than concrete. I use it to make farms. There's an option with slight furrows in it, which looks good for farming. They have snapping points on
top for plants.

Gruffydd's Signs and Posters

Lots of signs and posters for decorating and signposting your settlements, including name signs for settlements with faction details.

Healthier Brahmins - Healthier Brahmins by Uruchat

Gives brahmins less exposed skin, making them look more like healthy cows and not sickly dying things.

Hey Thats Not Junk - Hey Thats Not Junk 2.01

Changes a few things from junk to misc so they're not generally scrappable. Stuff with a relatively high value (e.g. pre-war money) so you can sell it instead. Unique items. Undamaged pre-
war items. Children's toys. Items used in crafting. You can choose which categories to move to misc and which to keep as scrap.

Homemaker - Expanded Settlements - Homemaker 1.41

Many more things to build, with its own menu and submemus. I don't use it because I prefer stuff from other mods, but it's a lot of things to choose from.

Invisible Furniture - Invisible Furniture

Animation markers. Which I don't use. But I probably will.

JaL - Just a Ladder - JaL - Just a Ladder

Functional ladders from one place to another, but I installed it solely to place ladders for decoration. After a while, I found that one of the mods I have that adds many craftable items to
various vanilla submenus has added decorative ladders so I didn't need this mod. But I'm keeping it because some of the ladders are already built with it.

JC - Shirt and Jeans - JC - Shirt and Jeans for Vanilla Body

What I want is clean and realistic clothing, i.e. something that looks like it's hand made and not by a skilled tailor from fine materials. This was the least bad option I could
find at the time, but it's not what I want. It looks mass produced by machinery. It only works for female characters (male characters have jeans and a clean plain white T-shirt) and,
surprise surprise, the shirts for women are unbuttoned down to the navel. I want everyday clothing, not out on the pull clothing. But they're all wearing combat armour over the shirt and
it'll do until I can find something better.

Just Rugs - Friffy_Fixed Rugs_v3
Just Rugs - Friffy_Fixed Rugs_v3 - All rectangular rugs snap


Too patterned to be realistic, but I wanted some rugs for settlements. And no, not the vanilla building menu option of filthy scraps full of holes that were rugs 200 years ago. We're not raider scum.

Keep Commonwealth Radiant quests within the Commonwealth - No DLC vanilla radiants

I use the two BoS radiant quests from Cambridge Police Station for scavving and a bit of a change from settlement building. It got on my nerves to be sent to Far Harbor for them.

Laundry Day - LaundryDay_1_0

Working washing machines and working handwashing tubs. Seriously. Who doesn't want that?

Longer Power Lines - Longer Power Lines 3x

Wonderful mod for settlement builders. The vanilla length restriction is very short.

Lore Friendly Posters - Lore Friendly Posters

Craftable posters copied from in-game magazine covers.

Magazine Mesh Cleanup - Magazine Mesh Cleanup

Makes the magazines less ragged. Nowhere near new, but not as damaged.

Modular Vault 88 Rooms - Modular Vault 88 Rooms
Modular Vault 88 Rooms - Modular Vault 88 Rooms for More Vault Rooms
Modular Vault 88 Rooms - Vault 88 Railings


I haven't built Vault 88 yet, just cleared it, put defences in and the basics for the 3 settlers you start with. These mods will probably be handy when I do built it, though.

No More Fake Puddles - No More Fake Puddles

Puddles that remain regardless of the weather and these non-puddle puddles on the floors of my settlements. No. Begone!

NorthlandDiggers Resources - Animals - Landscape - Garden and more...

I recently installed this mainly for decorative plants, but it has a lot of stuff. You can farm animals, make new workstations that generate small amounts of resources (plausible in the
context of settlers either scavenging or buying from scavengers), all sorts of things.

Note Racks - no more SPECIAL Bug

Allows you to put notes and suchlike on magazine racks. Which I haven't done. But with this mod I could, if I wanted to.

Old World Tunes - Old World Tunes by Old World Radio - Boston

The Storyteller from Shoddycast as a DJ with lots of 1950s-style songs. If you haven't watched the Storyteller machinima, I recommend it.

Place Everywhere - Place (Fallout4 1.9.4 - latest release)

Monumentally useful mod for settlement building. It might not sound like much, but it is. Building anything anywhere greatly reduces how restricted you are in building. You can toggle
snapping off and build things inside other things. You can change how much a button press rotates an object so you can put it precisely where you want it at the angle you want it. You can
toggle settlement boundary timeout off so you can move stuff outside of the settlement and place it anywhere you want (do this at your own risk, but I've done it a little to neaten up
exteriors and it hasn't caused any problems). You can toggle extended object selection on and then scrap almost everything. Including things that shouldn't be scrapped, so at your own risk
again. You can combine the two and scrap stuff outside settlements. Including whole buildings, things needed for quests, etc, etc. At your own risk. The only restrictions still in place are
items that must be built in dirt or water (although you can move them elsewhere after building) and not being able to build outside a settlement (though you can build stuff inside and move
it outside). I think this is the most useful mod for settlement building. Note that it requires Fallout 4 Script Extender (F4SE), but that's free and easily installed. The only potential
issue is a new version of FO4 not working with the existing version of F4SE, so if you have FO4 auto-updating you might have a problem for a little while after an update.

Pool Table HD Variants - Pool Table HD - Green and Natural

Pool tables that look like they could be played on. Why bother having manky old tables with worn, ripped and holey cloth? Just a waste of space in a settlement. These are too in a sense, since
they're not usable, but they make sense from a roleplay perspective. Making felt doesn't require advanced technology and infrastructure. It's probably too green, but it'll do. Maybe vibrant dyes
aren't completely unrealistic - we have some knowledge of chemistry and some degree of ability to apply that knowledge, so we wouldn't necessarily be restricted to plant-based dyes.

PreWar Sanctuary Bridge - PreWar Sanctuary Bridge

I wanted a bridge that looked like it was made by people at least quite skilled at carpentry using hand tools, i.e. realistic in context. This will do for that.

Quieter Settlements - Quieter Settlements

Sturges invented a muffler for the turrets and there was much rejoicing.

Realistic Pool Balls HD

Yes, there are mods to make pool tables with balls on them. But I'm scavving for every ball on every table in every settlement and I want them to look better. They're "real" balls so my
settlers can play pool for entertainment. Except that they can't, of course. But with my setup they could if they could.

Rebuild - Modular Sanctuary Pre-War and Post-War Build Set

I installed this for non-flat roofs. Which I haven't used.

Renaming of magazines (Multi10 with tags) - def_mag_1.0.0

Adds issue number to magazine names. I'd forgotten this was a mod - I assumed it was that way in the vanilla game.

Renovated Furniture - Renovated Furniture 5.1

If you're building a new seat, why would you make it look like a 200 year old rotten filthy holey pile of ickiness? If you're making a new table, do a halfway decent job of it. You don't
need modern technology to do basic carpentry. This mod adds lots of non-manky craftable furniture.

Sanctuary Clean Roads - Sanctuary Cleaner Roads

We can't make new tarmac, but we can clean the dirt and weeds out of the roads and we can relay the cracked pieces so the road is mostly level. It's the capital of a new country, not a
raider den.

Scavver's Toolbox - Portable Junk Scrapping - Scavver"s Toolbox


Bulk scrap junk items into the resources. Does the same thing as scrapping each junk item individually, but far more quickly and conveniently. Just drop the toolbox, select it to get a
menu, store junk, check there isn't any junk you want to keep and scrap junk. Quest items aren't junked even if they're marked as scrap. Shipments are converted into whatever amount of
whatever resource they should be. It's perfect.

Screen Flicker Killer and no blur effect - Screen Flicker Killer 1.2

I am not a fan of deliberately making things look bad just for the sake of it. This mod makes the pip-boy display far less pointlessly annoying by stopping the utterly pointless flickering,
blurring, scan lines, etc.

Settlement Attacks Beyond - Nuka World - Settlement Attacks Beyond - Nuka World
Settlement Attacks Beyond - Settlement Attacks Beyond
Settlement Attacks Beyond - Settlement Attacks Beyond - Far Harbor


One Step Beyond! Spawns sunglasses and saxophones. It's Madness!

Not really. It moves hostiles spawning points outside of settlements, where they should be. Raiders et alia would not be teleporting into your settlements.

Settlement Management Software - Settlement Management Software

Lets you use a terminal to get more information on a settlement and settlers. Predates the DLC version and as far as I know has more functionality. But I used it once and then ignored it.
I'll get around to it some day.

Settlement Objects Expansion Pack - Settlement Objects Expansion Pack - All DLC

I've just installed this because I only had about 5000 things to build so I obviously needed a thousand more because reasons.

ShelteredBeds - Always Sheltered Beds for Happy Settlers


My settlement happiness target is capped at 80%, so no matter what I do it won't stay above 80%. I thought it might be because beds were incorrectly being marked by the game as unsheltered
because the game can't actually tell if a bed is sheltered or not. But the cap is still 80%, so either that's not the cause or this mod didn't work. Or both.

Snap Snap (WWE) - More Blocks - Stackable


A variety of smaller concrete foundation blocks.

Snap Snap (WWE) - Snap Snap

More snapping points on concrete foundation blocks, so you can snap at quarter, midpoint and three-quarters on each side.

Snap Snap (WWE) - Snap Snap your pumps


Adds snapping points to the sides of the concrete basis of powered water pumps so you can align them neatly. I have farms of them. The showers don't actually need water, but they should so
I roleplay for it.

I've just installed the three Snap Snap mods and haven't used them yet. But I will.

Snap'n Build - Immersive Modular Doorways - Snap"n Build - Immersive Modular Doorways
Snap'n Build - Roofs - Snap"n Build - Roofs 1.2
Snap'n Build - Windows - Snap"n Build
Snappy HouseKit - Snappy_HouseKit


Some building construction mods I thought I'd use but haven't yet.

Spring Cleaning - Spring Cleaning 2.05
Spring Cleaning Compatibility Patch - Spring Cleaning Compatibility Patch - ini compatible version


Allows scrapping of a lot more things in settlements. I don't know if I still need it after installing Place Everywhere, but I certainly used it a lot before I installed Place Everywhere.

Stackable Concrete Foundations - DD_Stackable_concrete_blocks 2.0


I have used this so much. One of those "that should have been in the vanilla game" mods. Clashes with Snap Snap, unsurprisingly, since they both edit the same items.

Tina De Luca Voiced as a Settler (Dependency Revisited)


I don't remember why I installed this fix, since I'd already done the quest with her in.

Uncapped Settlement Surplus - Uncapped Settlement Surplus 1.4.4

I've used this mod to slightly increase the amount of food and water a settlement stores. The vanilla amount is fine for a couple of shacks, but we have villages with root cellars and
granaries. You can increase the amounts to almost any level and have your settlement traders bring in many thousands of caps per day if you want.

Unofficial Fallout 4 Patch - Unofficial Fallout 4 Patch

Just installed this. It fixes some things, as you'd expect.

Vault 88 - More Vault Rooms - Vault 88 - More Vault Rooms

Because you always need more things to build, of course.

Vault-Tec Workshop Overhaul - Vault-Tec Workshop Overhaul 3.1

Changes some aspects of the lights from the Vault-Tec Workshop and adds snapping points to walls and ceilings for the lights. Which might become relevant if I finally get around to building my
Vault 88 settlement.

Wasteland Workshop Independent Patch - Jzk_WW_Patch.esp


Puts all the Wasteland Workshop items into a seperate menu and submenus from the main crafting menu.

Workshop Request Time - Curtain door request
Workshop Request Time - For GenericFallout
Workshop Request Time - For GenericFallout
Workshop Request Time - For HandofBobb
Workshop Request Time - For hard8


A modder makes mods by request. It would be nice if I could remember what each of those 4 undescribed mods are. One of them adds a 1/3rd height concrete wall. No idea what the other 3 do.

Workshop Wall Filler - Main file

1/3rd height walls. Various wooden ones, various metal ones.

WW Concrete Retextures - Smooth Concrete Retexture


Retextures WW concrete items to look like they're new and not >200 years old. Because they're new. The texture looks stained and imperfect, which I think looks right. It's new, but it's
being made in the wasteland, probably using old materials and imperfect knowledge.
 
I have around 260ish mods installed and found LOOT was quite useful TBH,however it is not always perfect so you might need to use NMM to tweak the load order.
Same for S:SE. LOOT got the majority order there, but there were a few sepcifics that I had to change. After that, I just manually ensure the mod is above or below anything it conflicts with etc.
 
I have around 260ish mods installed and found LOOT was quite useful TBH,however it is not always perfect so you might need to use NMM to tweak the load order.

That's true, but it's close to perfect and it's better and vastly more convenient than setting load order entirely manually. Unless a person likes using the CK to examine their installed mods to check for conflicts and dependencies, LOOT is always the best thing to start with. At worst it will get the load order close to optimal and it will still be manually editable afterwards.

There will be cases in which there isn't a perfect load order, e.g. 2 or more mods that change the same item in different ways, but you're stuck with that. There will also be cases in which someone installs a mod that requires DLC and/or other mods they haven't installed, but nothing will fix that other than installing the required stuff.
 
Well TBH with so many mods I suspect I am more a niche case!! :p

Regarding mods,I might have some suggestions for people to try out.

War of the Commonwealth will hit your system hard,but it makes the whole world a massive war zone:

http://www.nexusmods.com/fallout4/mods/12395/?

I had to tone down a bit on my IB Core i7 but some of the battles are awesome.

BTW,SIM Settlements is pretty awesome too:

http://www.nexusmods.com/fallout4/mods/21872/?

Basically you can get settlers to build their own settlements,etc.

There is even a mod to copy and import settlements between saves:

http://www.nexusmods.com/fallout4/mods/22442/?

Mods 2 and 3 have both come out only recently but it is amazing what some modders have come up with.

This is one of the ones I had some fun with,where you can build your own synth settlers:

http://www.nexusmods.com/fallout4/mods/16354/?

So if you side with the Institute you can start building your own synth settlements.
 
I have another suggestion. I've just started using this and it's great for builders.

Fault-Tec Favourites System:

http://www.nexusmods.com/fallout4/mods/23008/?

It creates an in-game way to copy any buildable item to the Special menu, so you can have the items you build most in the same menu. Cuts down a lot on scrolling up and down and along menus and that matters even more if you have a lot of extra buildable stuff installed with other mods.
 
I have an issue after adding a few mods.

I added ReShade which seemed to be working and was loading effects. I then added Vogue ENB and when I run the game the ReShade wording at the top doesn't disappear and it says "No effects found"

Do you use ReShade and ENB together or should you choose one or the other?

Anyone know how I can fix this?
 
I have an issue after adding a few mods.

I added ReShade which seemed to be working and was loading effects. I then added Vogue ENB and when I run the game the ReShade wording at the top doesn't disappear and it says "No effects found"

Do you use ReShade and ENB together or should you choose one or the other?

Anyone know how I can fix this?

I personally don't have a clue, but I did find this video entitled "Modding Fallout 4 | How To Install ENB series + Reshade preset"


That might answer your question.
 
I restarted again...and went with sim settlers and its really good....not sure how much I am going to be able to shoehorn into hangmans alley!! that might have to be an old style settlement
 
I restarted again...and went with sim settlers and its really good....not sure how much I am going to be able to shoehorn into hangmans alley!! that might have to be an old style settlement

Would it help the sim settlers mod if you complete cleaned the alley out? Place Everywhere has an extended object selection mode (toggled with the insert key) that allows you to select and scrap things that are normally unselectable and a workshop timeout disable (toggle with F5) that allows you to scrap outside of settlements (including objects partially in settlements, which is what I'm thinking might be relevant to you in this case). I also have Spring Cleaning installed, which allows far more to be scrapped than in the vanilla game. I don't know whether or not it's necessary with Place Everywhere. Using either PE or both PE and SC if required, you can completely level Hangman's alley. Even the surrounding buildings can be scrapped. You could create a completely open area over the entire settlement.
 
Can anyone suggest a good mod for decorating general stores? I'm using the Clothing Shelves mod for clothing shop, along with display mannequins from the DLC for clothing shop and armour shop. DLC weapon racks with a clean racks mod for weapon shop. Full clinic for medical shop, with beds, gurneys, IV stands, Do It Yourself medical clutter shelves, etc. DIY and Creative Clutter also handles decoration for bar and food. But I'm thin on the ground for general store decoration.
 
Would it help the sim settlers mod if you complete cleaned the alley out? Place Everywhere has an extended object selection mode (toggled with the insert key) that allows you to select and scrap things that are normally unselectable and a workshop timeout disable (toggle with F5) that allows you to scrap outside of settlements (including objects partially in settlements, which is what I'm thinking might be relevant to you in this case). I also have Spring Cleaning installed, which allows far more to be scrapped than in the vanilla game. I don't know whether or not it's necessary with Place Everywhere. Using either PE or both PE and SC if required, you can completely level Hangman's alley. Even the surrounding buildings can be scrapped. You could create a completely open area over the entire settlement.

I think I already have a converted hangmans alley with it being clear and with some of the building being opened up with rooms in them

so I might just have to have normal beds in the open buildings but agricultural plots in the open area

I have a lot of mods and sometimes loose track of what I have! I know I have a Jamaica Plain mod that fixes the main building and opens up the other one
 
I have an issue after adding a few mods.

I added ReShade which seemed to be working and was loading effects. I then added Vogue ENB and when I run the game the ReShade wording at the top doesn't disappear and it says "No effects found"

Do you use ReShade and ENB together or should you choose one or the other?

Anyone know how I can fix this?

Just delete the corresponding .dll file from the game directory, it should be one of those:
d3d8.dll
d3d9.dll
dxgi.dll
opengl32.dll
 
I've not played F4 since its initial release and i'd like to have another play through now that there's a decent bunch of mods available but i dont really know where to start.

I'm pretty experienced with modding Skyrim but i only ever used Mod Organiser and from what I can tell we have to use Nexus Mod Manager with F4. Does anyone know of a nice up-to-date guide on modding F4? I'm used to being able to move mods around with Mod Organiser and i'm worried that i'll install things in the wrong order with Nexus Mod Manager.

Also, do most mods require that you have all the DLCs (i dont have any of them)?

Thanks
 
I've not played F4 since its initial release and i'd like to have another play through now that there's a decent bunch of mods available but i dont really know where to start.

I'm pretty experienced with modding Skyrim but i only ever used Mod Organiser and from what I can tell we have to use Nexus Mod Manager with F4. Does anyone know of a nice up-to-date guide on modding F4? I'm used to being able to move mods around with Mod Organiser and i'm worried that i'll install things in the wrong order with Nexus Mod Manager.

The order in which you install mods doesn't matter with FO4. It's only the order that mods are loaded in that matters. I suggest using LOOT. It's a standalone tool that optimises the order mods that mods are loaded in (the load order is determined by a text file so it can be easily changed without editing anything to do with the game). It usually does the job perfectly, especially if you have fewer mods installed. I have 113 mods installed and LOOT gets the order spot on with one click, but I have read of people with a couple of hundred mods having LOOT get the order not quite perfect with some of them.

http://www.nexusmods.com/skyrimspecialedition/mods/1918/?

It's now in the Skyrim SE section, but it works with the load order text file for the engine rather than a specific game so it's fine for FO4 as well.

If you do decide to alter load order manually, click the "plugins" tab on NMM and you can change load order by dragging them. The mods tab shows the mod names in alphabetical order, not load order. The plugins tab shows the actual mod files in load order.

Of course, some mods inherently clash regardless of what you do. If they edit the same things, they'll clash. Usually it just means issues with textures or snapping points on building objects, but a few mods are just flat out incompatible with each other. That's usually mentioned in the mod description on Nexus.

You need to edit an ini file to enable modding. It's just a matter of adding a couple of lines to it. Instructions here:

http://wiki.nexusmods.com/index.php/Fallout_4_Mod_Installation

Also, do most mods require that you have all the DLCs (i dont have any of them)?

Not most, no. Some do, but not most. If you use NMM and get your mods from Nexus, you should be warned of dependencies when you download the mod. They should also be mentioned in the mod description. Some mods require other mods, some require one or more DLCs, but most are standalone. Some mods have two versions - one that requires DLC and one that doesn't. You might have to click into the files section on the mod's page on Nexus to download the non-DLC version. Some mods require Fallout 4 Script Extender (F4SE):

http://f4se.silverlock.org/

That's uncommon and usually required only in more complex mods. Only 1 of the 113 mods I have installed requires it, but it's Place Everywhere and that is the number one mod for anyone who likes to build settlements.

One of the official FO4 patches broke mod support by making ini files default read-only, so it became necessary to launch FO4 through NMM if you wanted to use mods. I don't know it that's the case, but it probably is. No big deal. If you install and need F4SE you'll need to change NMM to launch FO4 through F4SE and I don't remember how to do that off the top of my head. It's a one-time thing and then it defaults to F4SE, so I've forgotten how I did it.
 
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I was looking for a mod that added clothing for the new shop I was making for Anne Hargraves, so I wanted clothing that looked newly made (she's the tier 4 clothing trader and it's clearly stated that she makes clothing). Many clothing mods are an endless sea of sexwear for women with unfeasibly large breasts, but then I found this mod that is absolutely perfect:

http://www.nexusmods.com/fallout4/mods/19809/?

1930s Retro Fashion. Suits, hats, shirts, ties, caps, trousers, shoes. Just the sort of thing she'd make, too. I'll make sure to put some fresh flowers in the shop for her.

Even better, the mod author updated it yesterday to make it possible to craft the clothing at a chemistry station (previously you had to use console commands and ID codes to add the clothes to your inventory).
 
Elianoras clothing mod is a good one, it creates a shop near diamond city and a workbench to make her clothing

also solved the majority of problems with sim settlements by getting a mod that just expanded buildable area and works in far harbour and nuka world

I have some great sprawling settlements now

and the industrial revolution update for sim settlements is excellent

it gives you new advanced industrial building that get better over time..and contribute more important resources..I have seen an oil well and a mine (the mine you can actually go into!) a brewery and a wood shop

also defence emplacements as well that come with search lights and things
 
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