Fallout 4

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  • Root Cellar Workbench

    - I just wanna have this root cellar as player home, make my own decision on what delete and what not. -
    NOTE:

    This is my frist attempt to create something with CK. I hope work well... 
    Let me know. ...

  • I hope I listed all my mods

    My apologies if I left anything out of my list of requirements. Most "Builders" will probably have the correct mods installed... (crosses fingers). ;)...

  • posting vs updates

    I wld hope I am not alone in this but sometimes I get tunnel vision on one specific aspect and then w out recalling I had several areas to work on wld go ahead and post it.

    I am sorry for the repitition, the 4 updates in 42 days, but it was sadly required.

    I had to also add Castle in the sky, Atom's Greatness to the already massive mod list. Apologies, but I hate repitition and using this many mods makes that a far less liklihood. ...

  • Does It work - question

    I understand you may not endorse the file as something in it might displease you. Would you share if it work? If you have issues with it, perhaps you'd share it on the bug tracker (tab BUGS) ?

    About the title appending " - question", I couldn't save this article with '?' in it.

    Thank you for your consideration...

  • A Lot O'Mods

    I'm pretty sure I covered all the mods I used.. please let me know if there are any issues. Cheers, Adam...

  • Just Becuz

    Simply way over - powered but necessary for my game level....

  • Apparel Without Body Slots

    Get your models ready. You will need MiningHelmet1stattachLight.nif from Meshes\Clothes\Hats. Search inside Fallout4 - Meshes.ba2 and extract. Open the file in NifSkope and copy the NiStringExtraData.


    Open the model of the apparel in NifSkope, select the main NiNode and paste the NiStringExtraData.


    Select the NiStringExtraData and press CTRL+Up several times, until you move it to position 1. Then got to the Block Details and edit the Data. Change NamedNode&Camera to NamedNode&Head_Skin. For this example, other possible variant is NamedNode&HEAD. In this case Head_Skin and HEAD are the bones. For other apparel, like a backpack, the bones will be different.


    Next you have to go through each NiNode of the bones and Cl...

  • What is it JDialogs

    JDialogs the dialog system that is enabled with this DialogMode option with a value other than 0.

    Its tasks include reproduction .json files for displaying the dialog on the screen.
    <Fallout4>/Data/F4CKFixes the folder of this mod with data.

    In it, the "dia" folder contains dialogs, it has a high priority all dialogs in it are loaded first. Only then are the archives read .zip. There can be no duplicate dialogs, if the dialog is loaded, the duplicate one will be skipped.

    Total dialogues in CK 509.
    Uncovered dialogues from CK here.

    The new "DialogMode" option can be in 4 states, where 0 means not to enable this system.

    1 value will load 8pt dialogs (I recommend this for now);
    2 value will load 10p...

  • CreationKit.ini settings

    I leave the CreationKit.ini settings under which development is underway in case people have problems with an existing CK.


    sLanguage=ru
    bCullingBatch=0
    bUseMyGamesDirectory=0
    bUseVersionControl=0
    SLocalSavePath=Saves\
    SLocalMasterPath=Data\
    sLocalBackupPath=Data\CheckInBackup\
    uiFaceGenMaxEGTDataSize=67108864
    uiFaceGenMaxEGMDataSize=67108864
    bUseEyeEnvMapping=1
    bFixFaceNormals=0
    bUseFaceGenHeads=1
    bFaceMipMaps=1
    bExternalLODDataFiles=1
    bOnlyActiveFileForRefFix=1
    bForceCheckOutOnRefFix=0
    bFixPersistenceOnRefInit=0
    bFixBadLocRefsOnInit=0
    iCheckCellRegionsOnInit=0
    bCheckDoorCollisionOnInit=0
    bWarnOnGameSettingLoad=0
    bFaceGenTexturing=...

  • Color Moddable Sirius.12-16 Armor SEV.

    This is a customized addon for the Sirius Armor on the Nexus, by humannature66. This addon introduces color modifications for all pieces of the suit, plate, armor and weapon types from the original Sirius.12/16 mod. Materials, Chromes, Plating, Blades, Powers and LEDs. This is a work in progress (WIP) Further additions will come in the future, based on user feedback, activity and reception.

    This is my first mod, be merciful.

    SEV stands for SpecialEdition Vyro....

  • The are BOTH main files

    Nora is not outdate... the are both main files! :)...

  • DOCUMENTATION - So you want to Overhaul your weapon...

    The basic premise of "Overhauling" Is simply fleshing out of the weapon attachments, that means a separate Frame, Damage, and Triggers, so that in itself isn't hard. But the Ammo-Types, and Sub Ammo-Types are  bit more complicated, I've chosen Perk-Based bonus damage so that they apply properly and without diminishing returns.
    Phase 1: Integration of Multiplicative Damage
     
     > Step 1: Zero Out

    As in you remove the base-damage of the weapons in the very weapons themselves. This is to prevent further mishaps such as getting a Legendary that both adds 25% attack damage of your base, and then multiplies this again to by 25% via perks. By Zeroing out the base damage, the bonuses of the legendary would also be zeroed.

     You must also Zero-Out the R...

  • Robco ENB Holotape

    RobCo Industries have designed an ENB holotape for Fallout 4. This holotape can change the cinematic atmosphere in real-time. Accessed via the Vault-Tec Pitboy, thanks to RobCo, your game will look and feel how you want it to. 

    The holotape can be found on the metal table, in the Vault-Tec control station, next to Vault 111

    Requires no extra DDL files as opposed to 'standard' ENB presets 









    wv6VC60Q2mg


    Settings for this screenshot:
    Preset - Vintage
    Saturation - Low





    Settings for these screenshots:
    Preset - Default
    Darkness - Witching Hour







    IF YOU USE VIVID WEATHERS YOU DO ...

  • the BROWN BAG collection

    As per request, sections of cVc Dead Wasteland have been created as 'stand alone' versions, in the
    form of individual mods.

    Choose which sections of the Core file you'd like to add to your game

    Each asset is part of the Core file. Manual install recommended


    Contents:


    Alternate Guard Sources


    Adds a variety of custom built guard posts to the vanilla menu (defence / guard posts)



    Alternate Power Sources


    Adds a variety of custom built power generators to the vanilla menu (power / generators)



    Alternate Water Sources


    Adds a variety of custom built water sources to the vanilla menu (resources / water)



    BO...

  • DOCUMENTATION - Pointers within the Weapon Overhauls Framework

    > Multiplicative Damage and Ammo Switching - the original game. Multiplicative Damage is a must so that there isn't any diminishing-returns with the ammo-switching. It is IMPORTANT that the BONUSES would be ZEROED for related attachments. Because the Legendaries add by base-damage, having it on zero means you don't have to tinker with the legendries while allowing them to still work on the non-multiplicative weapons.

     > T6M_ENCH_Base_Core_Perks [ENCH:xx - This record houses the base perks of the weapon. This is not for the player, but for the NPC holding the weapon so that the bonus multiplicative damage will apply.

     > T6M_ENCH_Core_* [ENCHxx - This is really mostly used for just allowing for the ammo-switching to occur. 

     > ma_T6M_CanA...

  • Full list of sound keywords

    JSRS_s_40_1911 - Colt M1911, .45 ACP
    JSRS_s_40_357Revolver - .357 Magnum Revolver
    JSRS_s_40_44Revolver - .44 Magnum Revolver
    JSRS_s_40_9x39 - Unsuppressed 9x39 rifle, such as SR-3 Vikhr
    JSRS_s_40_AA12 - AA-12 Shotgun
    JSRS_s_40_ACR - Remington/Bushmaster ACR (.300 BLK version)
    JSRS_s_40_AKM - AKM, AK47, etc
    JSRS_s_40_AK101 - AK-101, AK variant chambered in 5.56 NATO
    JSRS_s_40_AK12 - AK12, more modern 5.45 variants
    JSRS_s_40_AK74 - AK74
    JSRS_s_40_AKS74u - AKS-74U, carbine variant of AK74
    JSRS_s_40_AR15 - AR-15, chambered in 5.56x45
    JSRS_s_40_AR300 - AR-15 chambered in .300 Blackout
    JSRS_s_40_AR458 - AR-15 chambered in .458 SOCOM
    JSRS_s_40_Ash12 - ASh-12.7/ShAK-12, bullpup rifle chambered in 12.7x55
    JSRS...

  • Real Time Cover Penetration Framework: Explanation and Variables

    A basic step-by-step is already provided in the description. Feel free to reach out for any questions. I would also love any and all feedback or suggestions.

    Usage Notes
    For Authors who want Direct Integration:

    If you want to directly integrate the framework into your mod, the most important thing to copy will be my Collision Layer . All Penetrator Projectiles you create should then link to your integrated copy of this Collision Layer. The initial Projectile (the one that results from either the Ammunition used or an OMOD Override-Projectile) should not have its Collision Layer changed (it should either be a Null Reference or L_PROJECTILE ).

    Everything else should be relatively simple; follow the step-by-step in the description and refer to the p...

  • NOTES ABOUT THE SAVE GAME AND WHAT TO KNOW

    TL;DR

    13 SETTLEMENTS BUILT AT WITH ENOUGH RESOURCES TO BE SELF-SUFFICIENT.  AROUND 200 DEFENSE, WATER ETC.  5 TO 15 BEDS.  MARK I TURRETS

    ALL CONTAINERS ARE VANILLA GAME CONTAINERS LINKED TO A LEVELED LIST AND RESPAWN.   YOU WILL HAVE TO BUILD YOUR OWN CONTAINER FROM BUILD MENU TO STORE YOUR ITEMS IN WITHOUT RISK OF A REFRESH DURING A CELL RESET.

    THE REMAINING SETTLEMENTS ARE UNLOCKED BUT NOTHING BUILT (SUSPENSE)

    NO BEACONS FOR SETTLERS ARE ON, BUT THERE IS AN ATTRACTION FIRE FROM CVC MODS.

    MAP MARKERS ARE HIDDEN FOR A REASON.  XP POINTS FOR DISCOVERY AND IT IS AS IF YOU ARE COMING OUT OF THE VAULT AND SOME OF THE COMMONWEALTH HAS COME ALIVE WITHOUT YOU SPENDING THE TIME TO DO SO.

    S.P.E.C.I.A.L.S. ARE SET AT 7...

  • Suggestions

    If You have any suggestions on similar bug fixes that need to be done maybe with some other settlements You can post them here...

  • Issues and mod incompatibilities

    Feel free to post any issues and mod incompatibilities that You encountered with my mod...