Fallout 4

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This game is so addictive, mod question help ?
I only bought this on a whim a few months back and have already sunk just over 200 hours into it, cant stop playing it.

I have got a fair way through the game story but before i go any further i think i will start a new run with some mods. These are the mods i currently use -

Settler and companion dialogue overhaul
NPCs change clothes
High FPS physics fix
Heather Casdin ( couldnt enjoy it so much without this one )
F4SE
Diamond city radio extended
bugfix maglocks terminal delay
Vault dwellers survival guide (magazines)

If i add the following mods should everything work together -

Tales from the commonwealth
Settlers of the commonwealth
Sim Settlements 2
NPCs travel
Caves of the commonwealth
Atomic radio

I have looked on Nexus and cant see any glaring incompatibilities but does anyone know for sure ?

Also, having so many game changing mods, can you still play the actual story through to the end has well ?

Many thanks

Also, with these
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Showing 1-15 of 21 comments
Unlikely, there are some major overhauls in there, particularly SS2.

I would finish a game before doing SS2 as it’s basically a different game with a different story.

When you do play SS2, start with that only and check their forums for what is safe to add.
Stevejan Feb 25 @ 7:00am 
How about without SS2 ?
Ss2 really is a whole new game and story, probably best played separately maybe with a mod list someone has tested
Stevejan Feb 25 @ 8:20am 
How about without SS2 ? Should the others all work together ?

Thanks
UwU Owne Feb 25 @ 8:38am 
for the ss2 mod i suggest you go to this page https://www.nexusmods.com/fallout4/mods/73394 get the 2 none SS2 required mod then download the main file on that page that will five you ss2ch1 ss2ch2 and ss2ch3 as one big 7Gb mod file and not as 3 2.33Gb mod files meaning you can add more mods later but if you do add SS2 cause of the way it work you will need to start a whole new game if you already have build more then one generator and Recruitment radio beacon
Last edited by UwU Owne; Feb 25 @ 8:40am
UwU Owne Feb 25 @ 8:44am 
Originally posted by The Inept European:
Unlikely, there are some major overhauls in there, particularly SS2. I would finish a game before doing SS2 as it’s basically a different game with a different story. When you do play SS2, start with that only and check their forums for what is safe to add.
Originally posted by Mr Robert House:
Ss2 really is a whole new game and story, probably best played separately maybe with a mod list someone has tested
SS2 doesnt change much in the game it just changes as far as i can tell vault 111, gunners plaza, a police station for one of the ss2 factions and a office building for a second ss2 faction its story is not a way to finish the fo4mq but its own whole self contained side story that can get help from the main story factions
Zekiran Feb 25 @ 2:11pm 
You should look more deeply through comments sections and FAQ along with bug reports on any large scale mod that does any overhaul or impacts the same SORTS of things as other mods.

Sim Settlements conflicts with a LOT of things but it also tends to bog the program down a lot too, so if you're running multiple large scale mods of any sort, it'll only hinder your performance.

Be picky, don't pile on too many mods.

KEEP TRACK of the mods you are using. I've got a whole system for choosing among the 400-some settlement location mods I like to go through, and have a huge pile of those ready for my next, ngu-installed game.

If you like settlement BUILDING, like doing it yourself, think about whether sim settlements will do too much that you already like doing. The one real big thing it does is has a lot more granularity and detail to the settlers and such themselves. But I personally don't care for most of it and micromanagement like that isn't much fun for me. It might be right up your alley.

I do keep my settlements written down by hand, since I use What's Your Name along with orphans of the commonwealth, and have a LOT of very fun additional duties and types of settlement furnishings and trade gear. I name the settler and then assign them based on that :) I have versions of my .doc out there somewhere, it's much easier for me to keep track of all this when flipping through printouts.
Stevejan Feb 25 @ 2:33pm 
Ive started a new play through with all the mods i mentioned except SS2. Seems to be ok so far, fingers crossed.
Zekiran- thanks for your detailed help
any and all texture upgrades by luxor if you want your game to look it's best...add 'em and you'll be addicted even more...
Dale Feb 25 @ 9:32pm 
According to Nexus mods, I have 162.
Played it 15 times when it came out.
Now I've played it 25 times @ 3,400+ hours.
Yeah, it can become addictive since it can be played
so many different ways...Siding with the BoS or Minutemen.
Only ONCE did I side with the Institute - which made me
nauseated since I had to betray the RR who helped me
and gave me their trust.

I suggest you create 2 folders under
your hard drive: Saves and Notes. There's lots of bugs and places
where you cannot progress unless you use console commands.
For example when it comes to getting the Barillium Agitator you can
either side with Institute or BoS. However when directed to talk to Ingram
with the BoS, she just blathers about her power armor instead of getting
on the vertibird and going to the top of the Mass Fusion building.
So you'll need to console: Setstage bos303 10 (begin Spoils of War)
And fail the Institute quest....now your enemy.

Also remember to immediately FAIL the quest (when it shows up)
TACTICAL THINKING by issuing: SETSTAGE BoS302B 355
so your Railroad buddies are not slaughtered by the BoS.

Then you can invade the Institute with either the BoS or the MM
but you'll have to first fail the Bunker Hill quest - then when you meet
Father, you respond totally NEGATIVE to him so you're kicked out of the
Institute and the MM will be used to go thru the tunnel entrance
underwater (nowhere where the marker says to be). Final note:
after Liberty Prime is activated, it just stands there so you must FT
to the CIT. When you get there, Liberty Prime will show up. Enjoy
Stevejan Feb 26 @ 8:48am 
Thanks,. Can anyone confirm if Diamond City Expansion works with the mods i have mentioned, specifically with Tales from the Commonwealth ?
We really can’t tell you whether every possible combination of mods will work together. That is billions if not trillions of combinations. You need to learn to do that yourself. Start by checking all the FAQs, docs and comments on the mods you want to use - or ask questions there on the forum page for the mod.

If you get more into it, learn to use LOOT.
Starchy Feb 26 @ 10:54am 
I like mods that are for better settlement building . Settlement building is my main focus .
Stevejan Feb 27 @ 3:47am 
I'm four hours into a new play through with the following mods and everything seems ok so far -

Settler and companion dialogue overhaul

Flirty Commonwealth

NPCs change clothes

High FPS physics fix ( a must have in my opinion )

Heather Casdin ( awesome companion mod )

F4SE

Diamond city radio extended

bugfix maglocks terminal delay

Vault dwellers survival guide (magazines)

Tales from the commonwealth ( and a couple of patches )

Settlers of the commonwealth

NPC's travel

Caves of the commonwealth

Atomic radio

Diamond City Extended ( and a couple of patches )

Arrived at Diamond City and the new additions are all there has they should be . I dropped Sim Settlements 2 on the advice of The Inept European. Will try that separately at some point. This maybe of use to someone considering a similar mod list.
UwU Owne Feb 27 @ 4:05am 
Originally posted by Stevejan:
I'm four hours into a new play through with the following mods and everything seems ok so far -

Settler and companion dialogue overhaul
Flirty Commonwealth
NPCs change clothes
High FPS physics fix ( a must have in my opinion )
Heather Casdin ( awesome companion mod )
F4SE
Diamond city radio extended
bugfix maglocks terminal delay
Vault dwellers survival guide (magazines)
Tales from the commonwealth ( and a couple of patches )
Settlers of the commonwealth
NPC's travel
Caves of the commonwealth
Atomic radio
Diamond City Extended ( and a couple of patches )

Arrived at Diamond City and the new additions are all there has they should be . I dropped Sim Settlements 2 on the advice of The Inept European. Will try that separately at some point. This maybe of use to someone considering a similar mod list.
so ss2 should work with all of those mods if you havent build a recruitment radio beacon yet you can add ss2 mid game
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Date Posted: Feb 25 @ 5:20am
Posts: 21