Lunar Fallout Overhaul is a pretty broad overhaul of Fallout 4, so there is understandable concern over whether it will be compatible with other mods. I'll try and cover every scenario where compatibility might be a concern. I'll try and update this as needed.
General Rule
Lunar Fallout changes a lot. In general I load Lunar Fallout towards the end of my load order and load patches or mods that I want to override Lunar Fallout after. However, it's perfectly fine to load Lunar Fallout early in your load order and let everything else override it.
Weapon and Armor Mods
These are generally not compatible without some work. There are two main reasons for this.
- Lunar Fallout rebalanced all of the vanilla weapons and armor and so any added items will likely over or under perform.
- I made some radical changes to the leveled lists that spawn items on NPCs. Most mods use script injectors to add their items to these lists, and due to my changes, results may vary.
Quests and New Location Mods
These are generally compatible. Possible issues:
- Lunar Fallout makes the vanilla game more challenging and some quest mods do the same by throwing more at you. For example, Deathclaws were kind of easy enemies so I made them more dangerous, but a quest mod author thought the same and created an event where they throw 3 at you at once.
- A quest mod might include new weapons and armor.
Food and Drink Mods
Lunar Fallout edits and adds new food and drinks and ties them into the Lead Belly perk. Generally adding new food items will not be an issue but shouldn't be needed. Mods that add new items as a secondary thing (like quest mods) should not be a problem.
Survival Mods
Survival mods should all be compatible. I made sure not to edit the survival script and listened to players who have given feedback on improving compatibility wherever possible. Lunar Fallout was designed primarily for non-survival play-throughs, so difficulty will be increased considerably for survival players, but people seem to like that.
Settlement related Mods
Compatible, with some balance issues.
Lunar Fallout rebalances vanilla settlements so that it feels more like part of the game. I'll list some general issues then some specific mods
- Functional settlement structures that add things like defense, food/water/energy production have all been edited and rebalanced. Some are gated and now require perks to place. Some are changed to improve quality of life and are actually more useful than vanilla. Most mods do not change or add new utility items so this is not an issue.
- Cosmetic/structure items like floors, walls, stairs, etc. have not been changed and mods that add these are generally very compatible. These make up the majority of settlement mods.
- Lunar Fallout edits settlers quite a bit so mods that change them are generally not recommended.
- Lunar fallout does not edit the settlement script.
Sim Settlements bypasses most of Lunar Fallout's settlement changes but this is actually advantageous in making the two compatible. You lose a few features from Lunar Fallout but gain a lot more. One thing worth noting is that Sim Settlements defense structures often include several turrets. Because Lunar Fallout buffs turrets, these structures become considerably stronger. This becomes clear if you play the Conqueror expansion and attack pre-built settlements. However it isn't a deal breaker.
Combat and Damage altering Mods
Mods that drastically change combat such as changing locational damage or removing limbs from living NPCs or mods that try to flatten the health levels of NPCs to prevent bullet sponge are not recommended. Lunar Fallout was designed with the existing Fallout 4 systems in mind and you should really give it a try without mods like this. While there might not be obvious conflicts, there's a high chance of gameplay feeling too hard or too easy.
While I did change combat AI, my changes were not drastic. Mods that improve combat AI should be compatible. Just load them after Lunar Fallout to be safe.
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