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Some good Mods for next Playthrough

There are a bunch that I can either take or leave, but there's honestly only two that NEVER get removed from my load order anymore.
Heather Casdin companion and Companion Ivy.


Most people already know about Heather, but Ivy is an amazing follwer mod with some very well thought out and executed quests added in. And she also has some hilarious interactions with the vanilla chars, like Preston and Sturges. It's best to get her very early in the playthrough though, I tend to get her as a follower almost as soon as I step out of the vault.
 
Current favourite toys are the "Russian Assault Pack" weapons - sure you COULD argue that they're not "lore friendly" but despite the name that "Handmade Rifle" in Nuka-World is 100% an AKM variant, so it's not that much of a stretch to include these, since the Saiga12 and the PP19-Bizon are also grandchildren of the Kalash.

plus, the Saiga has an option for Dragons Breath rounds - f yeah shotgun shells loaded with napalm
 
Maybe the Chinese left some in Alaska? ;)
 
Ok, here are some of my "MUST HAVE" mods....besides SS2...

Damn Apocalypse w/loot modules -
- I find the vanilla game give WAY too much loot - of all kinds. Not only does this make things way too easy from a material goods perspective - it is also (for me) incredibly immersion breaking. I mean, that med kit sitting there in the open has never been checked in the last 200 years? Really? This mod has a bunch of tweaks to make the game a bit harder in terms of food, water, caps and loot. I can't imagine playing without it (think a very light less intrusive version of horizon).
DEFUI
- the base game UI is terrible. I cannot imagine functioning without this or any of the associated mods.

There are a ton of other mods -I find really important (and some of my own) but honestly, without these top two - I would not play the game.
 
I'd actually never tried out that "Heather Casdin" companion-mod until this current playthrough; pretty impressed how much contextual-dialog she has. Plus she's a damn good shot with the Alien Blaster Pistol my Pipboy told me she'd like.
 
I like the geckos mantises raiders and mutants mods This guy does. they integrate well and work and look good plus add missing stuff into the game. Other then that I use a lot of the weapons packs others here mentioned. On a side note I use the Squirrels of the commonwealth and Chickens and rabbits. they add some life to the background as well as animal noises and stuff when your out and about. Just be careful the squirrels are feral so find and use the friendly patch unless you want to be fighting squirrels.

with all those mods you will have lots of new creatures and animals to fight and have around your settlements.
 
Just found a cool sanctuary mod for my next play through plus he has ss2 patch for the magazine that’s always a plus. Here’s the mod if anybody has tried it let me know the look of the streets and houses is great and functional plus more interior for plots and stuff.
 
Just found a cool sanctuary mod for my next play through plus he has ss2 patch for the magazine that’s always a plus. Here’s the mod if anybody has tried it let me know the look of the streets and houses is great and functional plus more interior for plots and stuff.
I actually just downloaded that myself; going to try it for my next start-over too. Making the houses not be different visually to the entire rest of the map was a nice idea. Looks like there's probably technically more "flat space" ideal for throwing plots onto too. (eg the 'boardwalk' along the river)
.. wonder if they included revised "hammer on the walls forever" animation-marker locations for the Quincy Five, though.

And just for completeness's sake while I'm here, I should mention I discovered this "no longer requires AWKCR" version of Unique NPCs - Creatures and Monsters. Can confirm it works fine as long as you follow the instructions in the description - only issue I've found is that Radroaches are substantially tankier, which can cause problems with how they teleport back into place to be "following" that robot during that one SS2 quest.
 
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Ok so downside to that "Anom's Sanctuary Hills Overhaul": None of the new houses appear to be scrappable, even with PlaceEverywhere's "extra object selection" switched on - several are wholly boarded up, too, meaning they can't even be used to wiggle Interior Plots into. And there's significantly less total Junk to be gained from cleaning out that zone without the "destroyed houses" in vanilla that have that ton of steel/concrete/etc in when scrapped.
 
Ok so downside to that "Anom's Sanctuary Hills Overhaul": None of the new houses appear to be scrappable, even with PlaceEverywhere's "extra object selection" switched on - several are wholly boarded up, too, meaning they can't even be used to wiggle Interior Plots into. And there's significantly less total Junk to be gained from cleaning out that zone without the "destroyed houses" in vanilla that have that ton of steel/concrete/etc in when scrapped.
Bummer but he has made a few updates and fixes so here’s hoping to it getting completed with a more functional open setup. But I still like the fact it covered the bridge and connects the streets all the way around as well as brings the settlement more into the rest of the wastelands looks.

maybe the buildings are unscrapable due to having new precombines and previs ran. Pretty sure I ran custom precombines for sanctuary last year and it worked though.
 
And just for completeness's sake while I'm here, I should mention I discovered this "no longer requires AWKCR" version of Unique NPCs - Creatures and Monsters. Can confirm it works fine as long as you follow the instructions in the description - only issue I've found is that Radroaches are substantially tankier, which can cause problems with how they teleport back into place to be "following" that robot during that one SS2 quest.
yes I’ve been watching this one for a while cause I love the original mod it replaces but I hate awkcr ( although the author has been making patches to remove some of the stuff added by the mod ) I also like the less spawns of some of the creatures especially the night stalkers , I’d prefer wolfs over the night stalkers honestly but idk much about doing replacers for mods that are doing replacers.

the mod Crazy safari 3.0 does a lot of what I like but also does some stuff that isn’t exactly needed. But honestly a couple well placed mods can do like 75% of what those two mods do. Although creatures and monsters is probably one of my top 10 favorite mods ever for Fo4.
 
Bummer but he has made a few updates and fixes so here’s hoping to it getting completed with a more functional open setup. But I still like the fact it covered the bridge and connects the streets all the way around as well as brings the settlement more into the rest of the wastelands looks.

maybe the buildings are unscrapable due to having new precombines and previs ran. Pretty sure I ran custom precombines for sanctuary last year and it worked though.
It's definitely nice. I took a little video walk-around to give a better idea of the scale (and point out a couple things, put Subtitles on English(UK).)
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of COURSE SKK Settlement Attacks had to trigger while I was trying to record
 
Holy shit that place looks huge.

I mean... if all it does is make City Plans not work...

I think you can fit interior plots in there without needing Place Everywhere? If so, that's a godsend for people like me.

I want it so bad now.
 
I don't THINK the actual buildable space has been substantially changed (maybe a little bit around the back of the house I put the Bar in, I'm not 100% sure) but making the houses be two-story changes the "feel" of the place significantly. Definitely keeping it for my next 'actual' playthrough though.
 
If I knew I could easily remove it if it doesn't let me put down interior plots, I would get it. But for now, I will just.. longfully watch from a distance.
 
Well besides the floating shower soap rack that looks great just have to fly up and console disable that if it can’t be scrapped. Honestly the normal sanctuary layout always bugged me 1 road into a turn round and very little houses on a decent sized island that could have double that was kinda lacking. mod author says he may be able to do something with the boarded up houses like replacing them with the covenant houses so they can be gotten into. That would be the icing on the cake for that mod would probably live in my list of mods I use every game.
 
of COURSE SKK Settlement Attacks had to trigger while I was trying to record
Murphy's Law... again!
What's that in the sky (top of screen, right of center) @ 0:37? Maybe another SpawnItem with an incorrect z value? NVM - you explained it @ 1:02! Antom's or SS2?

Sanctuary looks quite weird without the Homes of the Future... there's a lot of pavement as well. I really like what they did by the river.
 
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