Fallout 4


Version 0.1


Almost all Decals like bloodstains, impact marks, and so on were removed. Certain decals integral to quests or were extremely localized like the Raider and Gunner sigils were retained.

The Wood, Deco, WLP (Wallpaper), High Tech, Concrete, and Brick interiors have gotten a huge facelift.

Industrial areas were also edited, and since some of them are shared with exterior areas, some benefits will be seen around places like factories, such as much cleaner and uniform concrete.


Version 0.15

Vaults will have all textures redone. They looked decent already, this will just further remove unremovable streaks, grime, and baked in grunge.

Most Mists (Movable statics) will be disabled with blank meshes. These mostly exist to add extra fog details and replacing them with blank mesh data just lets the player appreciate the architecture more. A few movables statics are things like the flames see in Fraternal Post 115 or otherwise in some areas where they have no collision and do not serve as proper hazards. Given how fake these look and how troublesome they are for build anywhere mods, these have been disabled and their sound effects removed. The rest of the movable statics have gotten texture facelifts to their best possible looking state when such assets were available.

High Tech textures got a further facelift, most of the overly rusty localized texture swaps (applied on a cell by cell basis) have been reverted to global values. These areas still look old and aged, but no longer look like they were rusting on the ocean floor for over 200 years.

Wasteland Workshop is now a dependency since I cleaned up the horrible concrete and railing textures. The stock game had nicer materials I used over the WW garbage, now you no longer need mods like Clean Wasteland Workshop if you want the concrete and railings to look good.

Added a patch for users of the Sentinel Power Armor Creation Club if they want to remove the permanent fire hazards added to a stretch of Lexington's highway.

Further touchups to existing textures where needed.

Version 0.2

Containers and Furniture will be getting a facelift.

Containers generally were left mostly alone, except for making the Workbenches use their cleaner textures, and a few other items that had prewar textures were allowed to use them since some of them were in places this would not be grossly out of place. The bloodstained vandalized first aid boxes were changed to the dirty version of the same.

Furniture got similar edits. One mattress texture was so horrible I did everything I could to replace it. In some cases, I was required to replace entire bed models to do this. This only causes major clipping into some walls in one minor instance, but it's in a location where it's barely noticeable and breaks nothing important, so I deemed the change worth doing.

The mattress texture in question was the Mattress01 texture, which looks so disgusting I'd rather take my chances sleeping in the mud, the latter would be the cleaner of the two options. My options for fixing this were somewhat limited, but I generally defaulted to either the second mattress texture (which is still dirty but still recognizable as a mattress) or a modified use of the Comfy Pillow texture for the worst offenders.

All the above include edits to all major expansions and the Contraptions/Wasteland Workshop DLCs.

Sanctuary and all areas that used the Residental exterior textures and meshes will be getting a partial restoration. With the exception of the player home, which has all the pieces to restore it to an almost entirely "pre-war" state, most of the rest of the houses have placeholder meshes with no working roof meshes, so while I will be restoring most pre-war textures to their post-war models, most of the roof shingles and paneling will still look pretty gutted, but sturdy enough that, unlike the stock versions, the roof still looks like it would hold up in terms of basic structure, even if it's kinda leaky.

You no longer would need mods to replace the Sanctuary textures, but I still recommend mesh replacers if you want to fix the roofs aside from the player house, which I was able to restore.

A few more material swaps used on a localized basis got cleaned as well.


Version 0.3


Landscaping of vegetation will be handled in this update. Some limited restoration of pre-war textures and models will be done, insofar as causes no issues with mesh or texture deformity. Some post-war models, while similar to their pre-war models, it's not possible to restore the pre-war models textures because of meshes for the pre-war equivalents not being 1:1 counterparts. Overall, this will make the Commonwealth not a lush garden, but somewhat less withered looking. Canonically, the Commonwealth got off pretty easy compared to Washington D.C. when it came to getting bombed, so a lot more vegetation will be changed to reflect this and make the landscape a bit less dull.

I will be making sure the vegetation mostly conforms to the "perma-autumn" look of the stock game, any texture and mesh replacers that change the theme to something else will supersede my changes.

Set Dressing and Doors (the animated and usable versions, not statics) will get an upgrade as well.

Reverted interior brick tileset changes (to be redone at a later date) and cleaning up some interior parts I missed, some interiors still have mismatched parts.



Version 0.4


Shacks will be getting an overhaul. Mostly making sure the pieces look more study and uniform. Bethesda made them look so poorly put together with lots of alpha textured pieces, which make them look far more slapdash and crude than they really are (and remove all the fake holes). Swapping out the non alphaed textured really improves their appearance. Since this is stuff the player can build as well, it makes shacks look something they'd get decent shelter from the elements under.

Bunkers got some overhaul as well. While their overall mesh work is solid, real military bunkers are made to conceal as well as protect, and given the prevalence of bunkers set in hillsides, I altered the textures to cover the majority of the metal parts. The interiors still show signs of it, but that's fine, it's just the exteriors I want to better reflect real military engineering.

Version 0.45 

This update will improve the workshop and the warehouses.

The former merely renders better/clean versions of the stock buildable items. Apparently, the game wants the player to believe you can only build the same dirty and run-down versions of the original items, particularly lights, despite having cleaner and repaired models. All I did is restore these better models as defaults for workshop creation.

Warehouses are getting overhauled. The stock game uses a single sided yellow corrugated metal panel for the walls. This tends to look very flimsy and is alpha channeled, meaning it has a ton of fake holes due to added transparency. To lend credibility to the idea warehouses managed to survive over 200 years of acid rain, salt water (since the Commonwealth is on the Eastern seaboard), and nuclear fallout, all of the stock textures were replaced with the material swap for the double sided shack corrugated metal. Greenhouses have overlap with this texture set and got the same fixes.

This also fixes the metal look to be appropriately dark and rusty, like you'd expect from over 200 years of brutal exposure to the elements.


Version 0.50 

I've covered some minor exterior stuff like for Sanctuary, and some parts that share heavy overlap with interiors and exteriors like the Industrial stuff, but this update is going to be exclusively for exteriors.

The HouseKit and some Metal exteriors will get a facelift this time.

The former will mainly affect the suburbs and smaller town areas, like Concord and the Lexington residential stuff. Bethesda had a fetish for faded brick and dark, scuffed wood that I hated. For the brick, I added much more dark red brick, as fired clay is built to last and makes the areas I mentioned look way less dull. The wood finish was replaced because Bethesda reuses the dark scuffed look of the wood practically everywhere and I wanted to break up the monotony.

Further, houses got better stains and siding. Given this is a state on the Eastern seaboard and taking into account the architectural sensibility of the Fallout-verse, I wanted to have nicer paint that looked like it was oil stained and given a deep cover veneer. The stock look resembles some terrible water-based look that results in faded house after faded house. To contrast the perma-autumn terrain and vegetation and dead trees, the houses tend toward horizon blue/grey and occasional greyish yellow with brighter wood finish.

The biggest change, however, will be the external decokit pieces. Lexington uses the mass majority of these, and it's clear based on both the actual and reputed damage (like Redeye's over the top story of the Raider named Atlas in Nuka-World) that Lexington was made quite sturdily and survived the post-war era with quite a bit intact. To that end, I'm going to replace most of the tile and other weaker-looking materials with red brick, stone, and better interiors to match. Further, Preston mentions that he and the others lived there until the Ghoul problem forced them out. I thus want to make Lexington (and areas that use the same tile pieces) look like it was the place where Preston and the others decided to hunker down at for awhile by jazzing it up to more resemble the backstory a bit.

Also, Lexington and Concord got a few minor pieces repaired so I could better show off some set pieces that are little used. Again, I tried to be careful with this, so they'll still look damaged and all damaged pieces important to quest or general navigation progress were untouched.

Finally, I got any remaining concrete interior pieces cleaned up and covered the utility interior pieces since they share overlap. There are still some weird unfixed remnants in some places (USAF Station Olivian is a good example, some of the walls are cleaned up, some are oddly still dirty, related to some SCOL objects I need to hunt down and clean up their component parts), but I'm going to get that fixed in a future update.

Version 0.50a

Small bugfix for Version 0.50. I had to bake some new SCOL records to force the game to override the engine defaults.

Version 0.60  

Diners got a major overhaul in this version. I had very few pieces to work with, and they still look run down, but the roof no longer looks like it's going to cave in on most of them and the counters look a little better. I have updated my patch that makes changes to Nuka Cola Arcade's CC and made it depend on Ultimate Decal Remover so it will load after. This is because it will further clean up the diners by adding in the better diner seats and overhaul the diner pieces with the material in this CC. This also has the secondary effect of integrating the CC into the world a bit more seamlessly.

Sidewalks got improved as well. There are three major sidewalks used for landscapes, and only the sidewalk used in post-war Sanctuary doesn't look like it got carpet bombed. I used it to replace the other two types where possible and frankly, it makes the sidewalks look more uniform. They are still broken and show the effects of time and wear, but they look less busted and destroyed to the point of being pounded into powder.

Subways were mostly left alone, the stock look is fine. However, I got tired of seeing the same streaky, faded concrete and replaced it with cleaner concrete. I fully agree it's not very realistic, but I freely admit realism was never my absolute highest priority with this mod. That said, it does pair beautifully with mods that repair and restore the subway tunnels to working order.

Retaining wall pieces got some major enhancement. These are seen near water and are also used for some roadways and thoroughfares. The ones used to hold back rivers had a lot of nice detail buried under some decals and some odd texture choices, my version shows MORE detail than the game did by default but looks a lot nicer. The dirt on top of these pieces also got replaced and the changes in wall texturing means you see a lot more of it, making the separation of the wall and ground look less blatant than before. The concrete and sidewalks also got some glowup to match the other sidewalk pieces. 

Roads were overhauled. Aside from Sanctuary, which I left mostly alone because it was fine, the rest of the roads looked boring with pale, mostly washed-out concrete. I went for the dark asphalt look, and found the Glowing Sea texture surprisingly adaptable to all the concrete based roads. The dirt roads had some fake puddles and tire marks removed, at least in the non expansion areas, the expansion versions will be covered in a future update.

Interiors and some exteriors got those cell/worldspace edits I had been trying to avoid to fix some essential issues with the SCOL records. This results in fixing mismatching pieces with the old texture and mesh data being replaced with the updated stuff in the stock game areas. Mods should pick up on my changes and apply the fixes retroactively, at least based on my testing, but the stock game and expansions absolutely required regenerating SCOL records in many stock cells to fix a lot of places and prevent error markers. If I missed anything or you get CTDs, please send me bug reports.


Version 0.70


First off, I implemented a lot of fixes from lessons learned in the last version and further attempted to optimize some cluttered records. One thing I've learned in particular is to strain the mod with a fine tooth comb for any records that should NOT be edited, so hopefully, this version caught all the things I needed to make patches for in Version 0.6. A lot overriding default material swaps were also removed to make it easier to do my custom replacements.

That said, added some new stuff.

Dams, exterior sewers, and the Easy City Downs sets got some retextures and cleanup. Nothing overly complicated, just standardized them to stuff they have overlap with.

Bunker Hill doesn't give one much to work with. I attempted to do a few mesh repairs, but it's still going to look pretty beat up. Get a mod that restores the place and/or its meshwork (loose files) for better results. 

Pier Shacks got minor touchups, mostly replacing the boring roof shingles with some Far Harbor stuff. Skybridge stuff got some minor repairs as well.

Parking garages got a massive overhaul, now they look like stone forts. The Residental tileset reused a lot of Bunker Hill textures stuff so I switched it out for the marble walls to highlight how new it looks (makes the Cabot House stand out a lot better, as it uses many of these textures), which fits their "people who came out of a time capsule of Pre-War America" motif so well and to make the metal portions stand out more without being dragged down by the smudgy stone from the default look. Portions will slightly clash (certain outcroppings, mostly), but this due to a modeling decision to give certain portions different texturing and modeling and beyond my control.

For the Neo-Classical set, instead of reusing the Bunker Hill textures again (Bethesda used these quite a bit in Boston), I replaced them with one of the Church stone wall textures, it really makes the Boston Public Library look great from the outside.

Finally, this update overhauls the Shell textures. These are a mix of interior and exterior pieces commonly used all over the Commonwealth, but especially Boston, to make exterior locations with interior pieces, like houses accessible from exterior cells with no cell loading transition. For these, I made the brick less garbage, standardized the wood and plaster, burnished the concrete, and otherwise applied most of the same fixes I applied to the other texture sets this is a mixture of.

I have also reverted the interior wallpaper, to be revised in a later update. Like the interior brick set, I've gotten a better idea what works and what does not and want to redo it with that in mind. The Industrial textures has been partially reworked with different textures to fix some serious issues that were reported. Other texture sets with flicker errors have been extensively edited to eliminate this.

Version 0.8

I had intended to wait on this, but it was so superior to Version 0.7 in quality I pushed it out ahead. On top of finishing a lot of texture common to Boston proper, this release and any subsequent hotfixes will be adding texture sets I experimented with early on but did not add because the results were not satisfactory. Before I work on Version 0.9 proper, which will work on the DLC content almost exclusively after release, I want to make sure the rest of the stock game content is as covered as is humanly possible. Version 0.9 proper will thus take a lot longer than prior releases, and all releases leading up to it will be incremental hotfix snapshots of Version 0.8 as I further hone and refine things and stomp any visual errors out.


Version 0.85 

The Diamond City, Churches, Glass, Metal Exterior, SwimmingPools, MassPike, JunkWall, HighTechStains, FenceChainLink, Deco Exteriors, CIT, Bridge01, BostonCommons, and Bathhouse textures are done, and many improvements and bugfixes to everything else. All base Fallout texture work should be done.

Very preliminary work done on expansion content, to be done by 0.90.

A patch will be included for the Tunnel Snakes Rule CC to forward some changes so that DLC added content area will match the rest of the mod.

Version 0.90

Technically, the stock game and all expansions are done, albeit they will nigh certainly need much more polish.

Therefore, this release will be the "preliminary" final release. Even after the final release, I will be doing hotfixes for any key issues.


Version 1.0

Gold release, barring hotfixes


Texture and Mesh Replacer version

It is entirely possible to use my mod in tandem with texture and mesh replacers, as my mod will cover what those do not, but I had to modify the ESP to remove all the deliberate cell edits caused by removing the stock material swap records in said cells and all the combined objects records were also removed. This ensures max compatibility with replacers and my work in a manner that should allow for the "best of both worlds" to cover the entire game. The modified ESP is based on the latest version of the original and either it or the original should be used, the former if you want to use mesh and texture replaces alongside my mod, the latter if playing a vanilla world texture experience.

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Geth7n

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