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Also, if you're going to use power armor, I recommend buying the "Impact Compensation" setting diagram for that power armor.
I'm not an English speaker, so I used machine translation to answer. Words that use "xxx" may not be used in the English version of the game. Sorry if I'm wrong.
2) Buy mod plans for the weapons and armor you are using. (If they can be purchased with caps).
3) Buy camp plans if you like to build.
You can easily find serums for ~50-200 caps.
Hats are what make your character unique as they are purely decorative without stats (except the Tattered Mole head).
Probably why Fasnacht masks are so sought after, it is one way to stand out from the crowd.
Spend your caps on caps and become the best you you can be!
IMO, your CAMP is the last thing you should worry about.
My main is 347.
Fine tuning your character's permanent stats, PERKS (and Legendary ones), and gear should be your priority.
Suggestions:
Grocer's backpack mod reduced Food and Drink weight by 90%
Traveling Pharmacy at R3 reduces Chem weight by 90%.
These two alone will reduce a lot of weight as all these given various bonuses.
Legendary Effects: To free up Perk slots:
Arm's Keeper's - Weapon Weight reduced by 20%.
Belted - ALL ammo Weight reduced by 20%
Pack Rats - Junk Item Weight Reduced by 20%; IMO not useful.
Thru-Hiker's - Food, Drink & Chems Weight Reduced by 20%.
*Weight reduction on any group maxes as 90%. IMO This one is pointless b/c the Groc mod takes out 2 of these groups while 3 Perk points in STR with one card takes care of Chems.
Wasting 4 Thru-Hiker 2 Star mods for 80% is a waste as there are better effects for the 2 Star slot.
My main is also a Medic in part and in events when someone is downed I rush to heal them.
I try to keep both my char's Well Fed and Hydrated most of the time.
IDK what build you have but at 119 you haven't unlocked all of the Legendary Park card slots if this is your main/only character.
I would be slow on buying mods even if you see ones you really need. You might find another player who's willing to make something at the cost of materials or trade.