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I like sexy men, if you haven't installed all of the Atomic Muscle and Ulfbert's AAF Patch it's worth it. Can get very NSFW so beware. If you do want this type of game you have to follow the very detailed step by step on lovers lab for AAF.
https://www.nexusmods.com/fallout4/mods/29447?tab=description
Classic Holstered Weapons System
https://www.nexusmods.com/fallout4/mods/46101?tab=description
beware, some other holster mods don't use your weapons...
Also, be careful of texture mods. They appear to be the most constantly mentioned problem mods I've read on these forums. I'm not saying there aren't some very good texture mods, they just seem to be the most problematic.
Oh yes, I forgot to mention CHW, I also consider that essential, no more pulling weapons out of nowhere! Except for heavy weapons of course.
What's your experience with Backpacks of the Commonwealth? Have you used it long term? I never got a chance to try it due to some reports of it breaking precombines, which is not something I'm willing to risk on my current playthrough.
Which problems are you referring to, if I may ask?
Texture mods are the least problematic of the various types of mods if I'm not mistaken, even if you somehow install two mods that affect the same item, the one loaded later will simply override the one loaded earlier, since they only act as replacers and don't add much else into the game.
A common issue people run into such as purple textures, invisible items, etc. is usually caused by error during the installation process or incompatiblity with other mods.
Why ask
https://www.nexusmods.com/fallout4/mods/19544
Need my curie....
boston fps fix=literally cannot play without it or crash. Makes boston city area much more tolerable and less stuttering and 1000% less crashes.
insignificant item remover=makes the seas look less polluted and less stuttering. Which lets face it the sea has like 1 maybe 2 missions / quests then that is it.
clean waters mod=makes it able to see the waters of the commonwealth crystal clear which makes swimming less of a hassle overall especially in far harbor. Overall far harbor has more water based missions so it's useful along with the insignificant item remover.
4 seasons mods=mostly winter and spring makes it look like a different game. Summer is eh and fall also eh so i stick with spring and winter. Major difference!!!
always build raider settlement items=to build raider items from the get go except alcohol booze stills and after the raiders too if you decide to kill them off (which i always do). Having build-able raider items before and after you kill raiders (unlocks booze still) permanently is pretty useful.
no fog in far harbor=makes the game more tolerable. See stuff better too. especially indoors.
no interior fog=fps boost especially indoor settlements. Also just indoors in general not just settlements.
place anywhere mod=do i even need to say???? I believe it's a mod that almost everyone can't get rid of even if they had to only keep 1 mod it's just too good to go to waste.
starting chest mod=starting with items very small or a large amount of items depending (especially an extra vault 81 cure b/c ♥♥♥♥ austin and the entire mission). Also gets you some starting materials to craft stuff with right off the bat.
all books and bobbleheads=places all the books and bobble heads outside of vault 111. It is technically cheating but honestly some books (especially the Massachusetts Medical Surgical Journal books locked behind a quest door) and the bobble heads all around the maps are tedious af. I'd rather get them off the bat. helps since skills aren't based on other skill lvls only SPECIAL stats and player level. So having 8 (7 bobble heads + the SPECIAL book in sanctuary) at the start is a good head start. Saves 10 skill points too that would've gone to SPECIAL lvls instead go to something more useful.
captives of the commonwealth mod=i know it's technically a sex mod from lover's lab but it makes it more realistic. Instead of waiting for settlers you can save some from raiders, super mutants, gunners, etc. Also the beacons glitch for me so just saving them from areas helps not have that. It's like you got all these hostile mobs and npcs and it's barren cept for them. Having some captives nearby gives you some extra incentive to get extra settlers for your crops and whatever else is needed.
and lastly last 2 mods
vault 111 settlement and sanctuary hot springs settlement mod=vault 111 being unusable as a settlement always bugged me. It's like your house / home everything is still there. Just get a workbench and clear out the clutter and it's a good vault for people who don't have the vault tech workshop dlc. Gotta get the Mirlurk construction site area cleared to get the vault 111 as a settlement. Wish there was a bit more to it like maybe a clogged pipe all the way at the end of that settlement and would explain the water filling up the vault but hey it's a mod and you can use vault 111 afterwards. A soft lock to unlock it so i'll take it.
Sanctuary hot springs settlement also has a bit more appeal. One of the things that never gets addressed as much is the lack of survival areas / bunkers. Like everything stayed intact and no one really tried rebuilding. With that mod it looks like someone tried to hoarde everything possible and also make a shelter and thrived after a bit. Helps that the person is a ghoul so it makes sense how he got some stuff. Accounts for the lack of items around Sanctuary (since pre war you see a ♥♥♥♥ ton of stuff but then suddenly disappears so having it nearby is like the guy looted the place slowly but surely and how all the items in nearby houses also disappeared even though no one cept Codsworth was there). It adds appeal and fits into the lore just fine since people had small stashes in sanctuary like the house with the cellar with the bed and the safe.
YES YES YES i want that. also got the first 2