the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Some good Mods for next Playthrough

I like sanctuary just like it is. It's always been a challenging settlement to build and I like that about it. Makes you have to play mental chess think 3 plots ahead and as for the interiors there's always been enough ss1 and or 2 plots to handle it just fine for me. Or just hand build it like the good ol days.
 
I like sanctuary just like it is. It's always been a challenging settlement to build and I like that about it. Makes you have to play mental chess think 3 plots ahead and as for the interiors there's always been enough ss1 and or 2 plots to handle it just fine for me. Or just hand build it like the good ol days.
I can absolutely respect this, and like the thought.
When I make a settlement - I put a lot of time into deciding where the homes would make sense, the shops, the rec plots, the power etc.
(yeah, in my own dorky way - I even make a plan on paper, then layout all the future foundations - I build plots on them when I get the chance coming through the settlement from time to time).

The thing I DON'T like about sanc (and true of other locations) is bethesda not facilitating for the garbage and junk to be removed.
(the stuff you can't scrap).
This is these people's HOMES. They are going to want to start a new life there.
They want fresh food, clean water, safety and recreation.
But they wont pick up the junk and trash? That totally wrecks the immersion for me. All the unscrappable stuff.

Yes, I get that is MY immersion hang up - but yeah, drives me nuts in some of the settlements.
(some much more so than others).

My ideal mod would be one that over time removes all the garbage (yes, with new precombines along the way) as a settlement advanced.
I mean, if the people have enough leisure time to build a pool hall - they can pull some weeds.
;)
 
I can absolutely respect this, and like the thought.
When I make a settlement - I put a lot of time into deciding where the homes would make sense, the shops, the rec plots, the power etc.
(yeah, in my own dorky way - I even make a plan on paper, then layout all the future foundations - I build plots on them when I get the chance coming through the settlement from time to time).

The thing I DON'T like about sanc (and true of other locations) is bethesda not facilitating for the garbage and junk to be removed.
(the stuff you can't scrap).
This is these people's HOMES. They are going to want to start a new life there.
They want fresh food, clean water, safety and recreation.
But they wont pick up the junk and trash? That totally wrecks the immersion for me. All the unscrappable stuff.

Yes, I get that is MY immersion hang up - but yeah, drives me nuts in some of the settlements.
(some much more so than others).

My ideal mod would be one that over time removes all the garbage (yes, with new precombines along the way) as a settlement advanced.
I mean, if the people have enough leisure time to build a pool hall - they can pull some weeds.
;)
I totally understand what you mean.
Now the mod I found doesn't do things automatically but it does allow you to clean up the leaves and trash in settlements. It has been in my load order since I found it.
 
I totally understand what you mean.
Now the mod I found doesn't do things automatically but it does allow you to clean up the leaves and trash in settlements. It has been in my load order since I found it.
Ooooo, and City Plans work?
 
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.
Ok so just looked at this mod again the author has made a lot of updates to it including functional houses with scrapable blockers so you can use them , added a dock and dock shack , as well as revised the mod in some areas and added a few more patches. Seems like it should be good to go now for a settlement mod , just be careful using it with any mods that alter precombines or previs in and around sanctuary or redrocket as they can conflict.

im impressed though by his talent and fixes an patches lot more work then a lot of moders put in their stuff. Now I just need to spend about 6 months playing some games that aren’t Fo4 and I’ll try it out.
 
Ok so just looked at this mod again the author has made a lot of updates to it including functional houses with scrapable blockers so you can use them , added a dock and dock shack , as well as revised the mod in some areas and added a few more patches. Seems like it should be good to go now for a settlement mod , just be careful using it with any mods that alter precombines or previs in and around sanctuary or redrocket as they can conflict.

im impressed though by his talent and fixes an patches lot more work then a lot of moders put in their stuff. Now I just need to spend about 6 months playing some games that aren’t Fo4 and I’ll try it out.
I can confirm and can't agree with you more. :drinks

I think think this mod is fantastic, exceptional, likely the best Sanctuary overhaul I have used to date. :ok

AnomNum has done something special here. :good

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.
 
Rather than make another new thread on a similar topic, I'll just re-bump this one with my latest acquisitions - most of which were recommendations either on these forums or in the Addon Makers Discord. Or from Dak's youtube channel that Raybo linked to in the previous post - one of the few people actively doing FO4 Mod Reviews on there nowadays.

"Force Lock and Quick Hack" - adds a context alt-activation to skip the Lockpicking and Hacking minigames. Still require the relevant perk to actually DO it, but I know I'm not the only one that was sick of playing find the word.

"Bullpup Bozar" - another weapon from previous Fallouts, it's damn heavy but exactly as brutal as it should be. More to fill out the "higher levels" (30+) where in vanilla it'd just be Combat Rifles for everyone.

"Wasteland Medic" - adds 'lower-tier' healing items (bandages and splints, reasonably easy to craft) to try to reduce how you're basically able to build houses out of Stimpacks alone by about level 10 in the base game, and makes early-game a bit more challenging too. Plus it adds another "removes your Rads" Food item (a soup, actually) which is nice.

"MikeMoore's MCAM" - adds a TON of melee weapons, which is something I know I was neglecting to spice up. Everybody needs to experience the wonder of a Raider rushing you with a stainless steel frying pan.
 
Last edited by a moderator:
I wanted to try a game with a more classic karma system so I am giving this mod a try for my current game.
 
Rather than make another new thread on a similar topic, I'll just re-bump this one with my latest acquisitions - most of which were recommendations either on these forums or in the Addon Makers Discord. Or from Dak's youtube channel that Raybo linked to in the previous post - one of the few people actively doing FO4 Mod Reviews on there nowadays.

"Force Lock and Quick Hack" - adds a context alt-activation to skip the Lockpicking and Hacking minigames. Still require the relevant perk to actually DO it, but I know I'm not the only one that was sick of playing find the word.

"Bullpup Bozar" - another weapon from previous Fallouts, it's damn heavy but exactly as brutal as it should be. More to fill out the "higher levels" (30+) where in vanilla it'd just be Combat Rifles for everyone.

"Wasteland Medic" - adds 'lower-tier' healing items (bandages and splints, reasonably easy to craft) to try to reduce how you're basically able to build houses out of Stimpacks alone by about level 10 in the base game, and makes early-game a bit more challenging too. Plus it adds another "removes your Rads" Food item (a soup, actually) which is nice.

"MikeMoore's MCAM" - adds a TON of melee weapons, which is something I know I was neglecting to spice up. Everybody needs to experience the wonder of a Raider rushing you with a stainless steel frying pan.
Post up how the wasteland medic and the rest of them work out. Not sure how I like limiting stims in early game but late game I always end up with like 300 of them.

the hack n lock one looks good to as I hate messing with lock picks and hacking after so many play through’s
 
Post up how the wasteland medic and the rest of them work out.
In practice "Wasteland Medic" actually barely made a difference; my current save just hit level 18 and I'm still not having any concern about running out of stimpaks - never even had to craft any of the new items either except for some Rad Soup. The "Force Lock & Quick Hack" one is amazing, though, just got to tap R when pointing at a locked door/computer instead of do those little 'minigames' for the millionth time.

And heck, while I'm here, another gun mod that I saw on a youtube channel: the GIAT FAMAS. F'n gorgeous draw/reload animations, and it looks "retro-future scifi" enough to fit in nicely. (it's only one year newer than the Steyr AUG which was in Fallout:Tactics - both of which are older than the FN P90 that was in Fo2)
 
Last edited by a moderator:
I love all the new weapons mods coming out recently that was always my issue when I first started playing , the limited number of weapon choices. So many good mods coming out this last few months.
 
Once I found modern firearms that's all the weapon mod I need. Especially when you get all the leveled list replacers and other goodys for it.
 
Yeah nice thing with modern firearms mod is that they update it a few times a year to include more or better stuff and often include a lot of the new weapons mods released through the year. Plus they do the animations for reloads and stuff and you only require a few mods vs a lot of mods.
 
I tend to be very reluctant to use weapon mods. All of the ones I have tried make the new weapons overpowered. I play mostly on survival so most things can kill (or be killed) with 3 shots any way. Legendary monsters are a big deal and mega fauna a literal big deal. Single burst firing to kill a legendary mirelurk queen is not a fun game.

Now if a mod is just cosmetic? Yeah I would love a service rifle mod. It should have shorter range but be lighter and its ammo should also be lighter. (Which btw lighter is a pretty big improvement in survival)
If you're on PC, I recommend getting to grips with FO4Edit so that you can change the damage values of the weapons. It's pretty easy, and there are plenty of guides out there. It's worth it because there are lots of high-quality weapon mods with excellent animations, textures, sounds, etc, like Deadpool's service rifle mod.

I also recommend something like the Game Configuration Menu mod to tweak character health levels / damage taken and dealt / a bunch of other things: https://www.nexusmods.com/fallout4/mods/33759

Doing both these things, you can get combat exactly how you want it, and any weapon mod you download can fit right in.
 
I can confirm and can't agree with you more. :drinks

I think think this mod is fantastic, exceptional, likely the best Sanctuary overhaul I have used to date. :ok

AnomNum has done something special here. :good

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.
I am going to use this in my next walk through .. ( first I need to de attach myself from FO76 :D )
 
So, are there mods for just fixing Sanctuary roofs and walls that do not break precombines?
 
After reading this thread, I have decided to start over myself. I have added the AnomNum Sanctuary Building overhaul as that just looks really cool.
I am getting rid of Boston Natural Surroundings and going with Fallout 4 Seasons - Spring
I am also going to go back to using Start Me Up, yeah I know it could cause some issues with SS2 but I am not going to skip any vanilla quests just it makes no sense from an RP sense that I am saving everyone else EXCEPT my own baby? So I use it to make sense in my head why I decide to build up rest of the common wealth as I have no attachment to the kid other then finding out someone took him.

This will also allow me to do the Franklin quest correctly as others stated he is a funny settler to have. I also updated to SS2 1.0.13a (which just came out) to fix "Hub of the Problem" Quest.

Edit: I also grabbed Scrap Everything, I know it breaks precombines and can lower FPS but I think I will be safe with my RTX3070, I have to use mods to keep my FPS at 60 or it will jump to over 150 and breaks things.
 
After reading this thread, I have decided to start over myself. I have added the AnomNum Sanctuary Building overhaul as that just looks really cool.
I am getting rid of Boston Natural Surroundings and going with Fallout 4 Seasons - Spring
I am also going to go back to using Start Me Up, yeah I know it could cause some issues with SS2 but I am not going to skip any vanilla quests just it makes no sense from an RP sense that I am saving everyone else EXCEPT my own baby? So I use it to make sense in my head why I decide to build up rest of the common wealth as I have no attachment to the kid other then finding out someone took him.

This will also allow me to do the Franklin quest correctly as others stated he is a funny settler to have. I also updated to SS2 1.0.13a (which just came out) to fix "Hub of the Problem" Quest.

Edit: I also grabbed Scrap Everything, I know it breaks precombines and can lower FPS but I think I will be safe with my RTX3070, I have to use mods to keep my FPS at 60 or it will jump to over 150 and breaks things.
Scrap everything does more than performance hits. Have fun loosing you 100 hour plus save when Scrap everything blows it up. SE is a ticking time bomb that WILL blow up in your face. Basically you are choosing to start a game with every chance to blow it up by choosing to use StartMe up and Scrap everything.
 
Top