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  • Fallout London - Audio Mods

    Hi All,

    I've been playing through fallout london good few hours in and for the most part a bunch of the audio mods carry over well.

    There has been from the fallout london team a couple of odd choices on reverb room size for certain areas so some sound off but i'd say 80-90% are working as intended.

    Here is the list of mods that i recommend that don't effect all the new audio and sounds put in by the fallout london team but do just deal with what has been taken from the base game.

    TO MAKE SURE THAT FALLOUT LONDONS AMBIENCE IS NOT OVERWRITTEN DISABLE / REMOVE THE AMBIENT WASTELAND ESP AFTER INSTALLING REVERB AND AMBIENCE MOD

    MODS

    Atmosphere & Ambience 

    Mute and Silence Ambient Audio Effects - http...

  • ZJ Minimalist City Plan - Design Philosophy

    What the heck is this all about?
    I wanted to provide some thoughts on why I'm designing things the way I am, so maybe this helps you decide if these city plans are up your alley or not. Here goes...

    Originally, doing this series stemmed from having a potato for a machine, and not wanting to wreck my performance with hugely decorated, overbuilt settlements. Especially in areas where you already have overlapping areas of influence (Triangle of Death, et al). My stance has changed a bit over the years of doing this, and here are my guidelines now:

    Overall Style:
    I do still want to limit the decorative style of the settlement to something minimal. I will decorate a bit, especially areas like player homes, or where I want to make a plot fit in with an ov...

  • Combine Soldier (Half-Life 2 - Alyx)

    Half-life 2 - Overwatch Elite
                       Overwatch soldier
                       Overwatch Shotgunner
                       Overwatch Prison Guard
                       Overwatch Supressor
                       Civil Protection

    Half-LIfe Alyx - Ordinal
                              Supressor
                              Charger
                              Grunt
                              Engineer
                              Hazmat

    Miscellaneous - Combine Assassin
                                Combine Synth Soldier...

  • Loaded Bases Epilogue Walkthrough

    SPOILERS AHEAD!

    What things mean:

    00LBQuestID <- This is the quest ID
    "Quest Name" <- This is the quest name or description
    Stages:
    10 - These are the stages
    20 - The words next to them are the designer notes
    30 - Thats why some of them are stupid
    40 - Because I wrote them as reference while working on the mod
    50 - Hope their clear enough for you sorry
    60 - To use them do "player.setstage QUESTID STAGENUMBER"


    00LBEpilogController
    "Controller for various random things in the epilogue"
    Stages:
    10 - Starts the epilogue by checking what ending you got before
    15 - internal for dialogue
    30 - tells decker to sit in the brainwash chair
    35 - found info on where bug...

  • Bugs

    Just comment here your issues and bugs you encountered in the mod, and I remind you again, this mod works with Next Gen, I haven't tested with older versions of the game yet......

  • Applied Cartography - Creating Maps For Mod Worldspaces

    It's perfectly possible to create a new map for a custom/mod added Worldspace.
    The cartographic process is however somewhat involved:

    Phase I - Imaging the Worldspace
    - Create an overhead rendering of the target worldspace (satellite map)
    - Crop the render as required and save it as DDS, this is gonna be the map texture
    - Save another DDS copy, and near top left and bottom left right corners of the map texture, draw a red dot or cross in that copy
    - This copy with the red dots will be our cartography texture
    - Edit the target worldspace mod to use the catrography texture (with the 2 red dots/crosses) as the worldspace map

    Phase II - Measuring the Worldspace
    - Load game with target worldspace mod, move player character to...

  • Behind the Scenes Stuff

    Like with the previous mod, I've included some trivia and developer commentary about this mod. Be advised, however, that this article contains spoilers.

    General


    I originally planned to make a DLC interior mod for Far Harbor first, but I couldn't find enough suitable places to use. I might return to this idea later, though.
    The core idea with this mod was to add locations to areas in Nuka-World that lacked them, and thus all four locations are found on the outskirts of the region.

    Unique Weapon


    Paulson's Revolver is an actual weapon in the Mothership Zeta add-on for Fallout 3. The appearance and functionality of the mod version very closely match the original (apart from balancing changes).
    The weapon was origi...

  • Unique Weapon Details

    This article contains the location and other details about Paulson's Revolver (unique Western Revolver).

    Location: Inside the Vault 115 cafeteria, behind the counter next to Fenton's body. If you used explosives to deal with the turrets (or somewhere else nearby) the weapon may have been thrown somewhere else in the room.

    Details:

    Paulson's Revolver works differently compared to it's common counterpart: rather than firing a single bullet, it splits it into 8 projectiles, making it behave like a handgun-shotgun hybrid. The exact changes are as follows:

    -Fires 8 projectiles per trigger pull (no additional ammo cost)
    -Increased spread and decreased accuracy
    -Increased damage (split evenly between projectiles)
    -Reduced rate ...

  • Quest Walkthrough

    If you're having trouble completing Mad with Power, you can consult this guide for help. However, note that this article contains spoilers for that quest.

    Quest stages can be found at the end.

    Starting the quest:

    The quest will start automatically once you reach the main door of the Vault.

    Get inside Vault 115:

    The first part is easy: just head on inside, deal with the wildlife and step into the elevator. The objective will complete once you reach the atrium.

    Find a key to unlock the locked doors:

    Go through a doorway to the east on the bottom level of the atrium (the same level where the elevator left you). Head to the residential section (look for the overhead signs) and make your way through it un...

  • Compatibility

    Although this mod is designed to be compatible with most other mods, there are a few known incompatibilities. I've put them in two
    categories: "Incompatible with" and "Compatible, but unimmersive".


    "Incompatible with" means that the listed mods may cause issues; usually this means that something from the one mod is using the same location/route as the other. Crashing etc. is unlikely, but possible in some specific cases.
    "Compatible, but unimmersive" means that the two mods have no technical conflict, but they create an unrealistic/physically impossible combination without affecting each other. For example, if mod A adds a load door to one  side of the building and mod B to the other but they lead to an entirely different cell, it'd fall to this category. ...

  • Read Me

    Latest Highlights
    Added new encounters for Far Harbor. After informing the Railroad about Acadia, you will occasionally see Railroad escorting synths to Acadia. Also added more details to the Compatibility section under the Description tab.
    Added a patch for Deadeye that puts the keyword currently used by Glory to the Robot category, which would make her immune to headshot kills, by default. e.g. certain weapons can be configured to headshot kill robots such as energy or gauss rifles.
    Added patch for Institute Technology Overhaul ITO
    Updated faction relations to make the Railroad enemies with the BoS even outside random encounters.
    Added a patch to Tumbajamba's Synth Power Armor. Armored Railroad agents now have a chance to spawn with the Conductor power ...

  • Read Me

    Latest Highlights

    Added improvements to Caravan Guards. In addition, if you are using SS2, the armor changes to the Caravan Guards would also apply to some SS2 NPCs such as the NLTC and Nightingale Guards.
    Merged the changes to the Diamond City Security and the Goodneighbor City Watch. Added an Encounters module and a Vault 81 Security option. NOTE that the changes to the Vault 81 Security would only apply if you haven't gone to Vault 81 yet or they haven't been loaded by the game. Otherwise, you will only see the changes by refreshing the NPCs via console commands. As for the Encounters, Goodneighbor guards are using the same traits as Triggermen, which for some reason have no dialogue outside Goodneighbor.
    Updated the DC Guards leveled list to adjust the chanc...

  • Read Me

    Latest Highlights

    Added a patch for NPCs Travel that changes some of the roaming raider groups to one of the Hostile Factions raider factions. To see/apply the changes, go to the NPCs Travel settings (MCM or holotape) set the Raider patrols to 0, close the menu and wait for a few minutes, then go back to the settings then set the Raider patrols to the desired number.
    Added boss legendaries for the Rust Devils, the Gorgon, who uses melee and shotguns, and Carnage, that uses ranged auto or semi auto rifles
    Added a new raider faction that will serve as an offshoot of the Forged. They will have encounters around the Commonwealth after completing the Minutemen side quest "Out of the Fire". These new raiders will be friends with the original Forged but will be neutral...

  • Read Me

    Latest Highlights

    Added new encounters wherein Institute Infiltrators would roam the Commonwealth after becoming enemies with the Institute. They will look like one of the factions the player is still allied with and will attack the player on sight. Depending on where they spawn they may reach and attack a random settlement
    Added more enhancements to Kellog. He is now immune to stagger and his attacks have a chance to stagger. Gave him the Gen 1 version of the Synth Trojan grenade which would allow him to summon Gen 1 reinforcements.
    Added an optional patch for Deadeye that adds the Institute boss keyword to the powerful category, which by default are immune to headshot kills
    Added patch for Institute Technology Overhaul ITO. Hotfix 1.9.4 for the ITO patc...

  • Read Me

    Latest Highlights

    Important Note For those using the patch to C1PH3RR for Enclave X-02 Black Devil Power Armor: messed up compacting the ESPFE so the new version in 1.2.9 will have different form IDs. While this shouldn't affect NPCs, as the armor is injected into their inventory anyway through RobCo, if you previously took the power armor from one of the legendary Enclave NPC from this mod, that armor will disappear. Before upgrading to 1.2.9, remove any upgrades you have on the armor.
    Added an optional patch to the FCOM AR2 that replaces the Hellfire, Tesla, and Sigma Operators
    Added new random encounters between the Enclave and the Fury Company which starts and stops depending on how you progress through AR2's main quest e.g. random encounters start appearing...

  • Read Me

    Latest Highlights

    Added an optional plugin that introduces the Midwestern Brotherhood chapter via the Random Encounter Framework. They will be using the latest version of MidWest Power Armor Revolution by NewerMind43.
    Added a patch for the Look At Me - Brotherhood REDUX by S4iS3i, which reverts the default outfit of the new vertibird pilot to the vanilla one that is edited by the Look At Me mod.
    Added an optional patch that would make the power armored BoS Knights wear a full health set of T-60b power armor. In vanilla, they wear a damaged set that starts at 50% health.
    Added a patch that will make Senior Paladins use NewerMind43's Ultracite Power Armor (ESL version) and pinedog's Ultracite Power Armor - East Brotherhood of Steel Paint
    Added a comp...

  • Read Me

    Latest Changes

    Added a patch for the NPCs Travel Minutemen so they would get their inventory and perk data from the vanilla Minutemen leveled list instead of the hard-coded Minutemen template NPC. To see/apply the changes so the existing NPCs aren't naked, go to the NPCs Travel settings (MCM or holotape) set the Minutemen patrols to 0, close the menu and wait for a few minutes, then go back to the settings then set the Minutemen patrols to the desired number.
    Updated the patch to WATM to forward some of its changes to the Minutemen flare gun wherein the NPCs would follow you in interiors
    Added patch to the Minutemen Enforcer Armor
    Added patch to NewerMind43's T65 Power Armor that will make Brigadier Dragoons use the T-65 power armor. Other power armor vari...

  • What do you think

    Honest opinions, even if they're shit...

  • INSECT'S MAYEM

    If you want to fill the void moments of your gameplay, then use this mod to spawn pesky insects over and over to harrass you forever....