This is a list of commonly used mods that either have patches or people have requested patches for. If you are skilled and make a patch, let me know so I can add a link. Check the authors of these patches as they have likely made other useful patches/mods. You can also click on the "Requirements" tab in the mod description and look through the mods that require Lunar Fallout Overhaul.
Unoficial Fallout 4 Patch: here
Creation Club: My patches are included, most workshop patches are compatible.
Workshop Framework: here
See through Scopes: here
Workshop Rearranged: here
NPCs Travel: here
Creative Perks: here
VAFS: here
Lore Based Power Armor Changes: here
Requests
These are mods others have requested patches for or I have contemplated making patches for but haven't/won't get around to.
DOOMBASED Weapons Merged (Weapon Pack)
MikeMoore's MCAM - Melee Collectable and Adventure Mod (Weapon Pack)
Northland Diggers (have not confirmed it needs a patch).
Capital Wasteland Outfit Pack*
Merc Outfit Pack*
More Clothes and Textures
*I contemplated making a patch that adds the clothing from these three mods to the NPC loot table in the game. I think most of the clothing would only require slight balance adjustments.
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Frequent Requests that aren't Compatible, primarily due to the effort to patch them or major balance conflicts
Armor and Clothing Overhaul (ACO)
Equipment and Crafting Overhaul (ECO)
Better Locational Damage
Any mods that flatten health scaling
AWKCR/Armorsmith
1 comment
1. Textures included are simple and easy to retex to fit into the game (I'm going to try adding some scratches/rust there and there, alongside renaming most weapons to make sense alongside fallout lore... expect goofy fallout lore s***, like Fo2 where P90 was a HK weapon for example.)
2. While the anims are the weakest point since all the rifles are based off SMG anims, one author did a re-anim for the reload anims and I'm going to try to implement that across all the weapons. With proper permissions of course.
3. Half of the weapons are weird/fictional and really fit into the game with a bit of rework. (Twin-barreled machine gun? .45-70 revolver? sign me up)
4. While again the assets aren't as HD as many modern weapon mods... this is perfect - I think the biggest issue with modern weapon mods for this game, is that they stand out like a sore thumb once you have them ingame - this causes the player to always prioritize modded weapons over vanilla ones. It's kinda like the fiasco of installing HD cars in GTA games, same thing. You always end up looking for the better looking cars afterwards and straight up ignore vanilla content.
I'll have to delete quite a bit of weapon mods such as the ammo types, do retextures so some weapons stand out less (especially that LK-05 rifle. I'll probably try making it look all worn with wooden hanguards) and worst part will be balancing of course, especially loot lists. Essentially while a few weps will fill roles that the vanilla game lacks, the rest of them should feel like rewards for high levels, especially the new assault rifles. Also there's no way I'm keeping injected loot lists, so I'll probably base the lists off your existing weapon pack, worst case scenario I can make seperate plugin if for any weird reason people don't wanna use LF weapon pack.