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https://www.nexusmods.com/fallout4/mods/1478
Case in point - OCDecorator[www.nexusmods.com] lets you place things locked down, so bumping the table won't knock over your carefully placed perfectly preserved pie plate, fork, napkin, and nuka quantum... it may or may not affect the halloween stuff, though, because it didn't exist at the time it was last updated. Likewise, Homemaker[www.nexusmods.com] is widely though of as the best one for making that lived-in settlement look. Originally made in 2015, works just as well today on .984 as it did then.
I would Highly suggest Sim Settlements 2, the amount of content that mod alone adds is epic. Great story line that runs along the main quest perfectly. Great Mod.
Also this for all your decorating and ocd placement needs lol This adds so much.
The reason I was concerned about the age of some older mods is that when I was googling trying to find out, some folks mentioned breaking their game with some of them and not to use them until you were "done questing."
I'm not a big mod guy. Don't wanna mess up my game.
in a nutshell though, if it has any specific F4SE-based mod requirement, it may or may not be updated yet (and may never be) so this is what people mean by "broken" -- mods that are .esm/.esp/.esl with no prerequisites at all other than the game's files themselves, are going to be fine, which is ~90% of them...
the issue is, the mods that *really* change the game, the ones that give you a wholly different Fallout 4 experience, are the ones most mod users want, and these nearly all require F4SE and other compiled .dll mods, and those always get broken when the game updates. (because they hook into the actual executable at specific addresses and inject their code that way, not through the standard content modification framework.)
knowing the difference is key to your mod-using happiness. Not that all .es* mods are good, or functional, or not broken to begin with - every modder has different levels of skill and ability; some are smart but not very methodical and don't test very much, others are better than Bethesda employees and make rock-solid things you can trust, others are egomaniacs that put more effort into their splash page graphic than their actual mod, etc. you'll lean this over time... it's something you pick up along the journey.
You WILL eventually break your game modding. It's part of the experience. Something sounds good, but turns out to be a nightmare. Or works great by itself, but not with the other 22 mods you have, and you have to figure out why. Sometimes it's just a simple load order issue, other times you need to make a patch, or get very technical, or just surrender and remove it.
Just go slow, don't batch-download. Use common sense. You'll be fine.
Yep, that's why I just wanted something simple that added the ability to craft containers I've already seen in the game. Didn't think that would be too game-changing.
That's enough for the first time playing through.
It's immersive because it's very unlikely MC & Co will be able to pull off building concrete walls, complex architectural summits, multi-story brick buildings with reinforced floors, etc, etc. They'll have neither the means to salvage existing structures like that nor move those heavy elements anywhere.
--> mod in question[www.nexusmods.com]
It's far more believable that MC will build walls, fortifications and shelters out of basic logs that require minimal processing. And the structures there aren't the classic Bethesda "ugly, barely holding together" wooden shacks too - fairly decent and will not fall apart after the first radstorm.
And I disagree, I really want proper containers to put my crap in. My OCD/organization loves it.
I don't have much interest in the settlements, or outdoor building. Just wanna deck out Home Plate.
Plus, I'm not going to replay this for at least 10 years, so I'd like to do my playthrough the way I want.