Fallout 4
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Fully Modded and Stable Fallout 4 - [Streamlined] - 30 Aug 21
Por kdodds
This guide is intended to be a list of mods that work well together and enhance the Fallout 4 experience without straying (at least not too far) from the unmodded game, gameplay, and lore. As a user pointed out in the comments below, Fallout 4 is a lot more forgiving when modding than any previous Bethesda game. I only had two real issues when testing out all of these mods (and a lot that didn't make it). The first issue was with a largish "expanded territory/quest" mod that caused CTDs for me, presumably due to known conflicts with one of the DLC. The other issue I had was my own fault, forgetting to install a patch after downloading.

Please read all mod pages before downloading and installing mods. When downloading, pay attention to the files you are grabbing. Some mods require you to download different files depending on which DLC you do or do not have. All mods listed here will work with all DLC installed. Not all of them will work with only the base game installed.

If you are having problems with mods or with your install, please refer to the mod pages, your load order, and your patches before considering your install broken. I have verified that all of these mods will work together. If they are not working for you, you may have made an error during install, most likely forgetting to read and/or grab required patches or selecting the wrong options during the FOMOD install process.

I am one person. I can try to help you, but I can not guarantee I can, or can in a timely fashion. Please post all issues on the Fallout 4 Discussions, where there are many more people that might be able to help.

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Preface
Steam and your PC
Please note that the default Steam install directory is \Program Files (x86). Windows treats its Program Files folders a bit differently than user created folders. As a result, sometimes non-standard programs, regardless of whether you choose "Run as Administrator" through right-clicking or ticking under Compatibility, will be denied access to files and/or subfolders. Prior to Fallout 4, I had not had any problems in this respect, although I know many had and still have problems. This is not a Fallout 4 problem, it is a Windows/Windows User Acces Control problem. Even on a single user machine, the user is not, and does not have access to, the same as the escalated Administrator account, even when that user is categorized as an Administrator. The end result of this is that you may sometimes experience errors, glitches, and even crashes that are completely unrelated to the game itself, but rather Windows seizing control of and denying access to files and folders.

Troubleshooting and/or working around this problem is well beyond the scope of this guide. Fortunately, there is a simple solution to prevent problems in the first place. Install Steam to its own path, outside of Windows' Program Files folders. Make sure your Steam Library folder does not exist under either Program Files folder. Set the Steam and Steam Library as "safe" or "ignore" within your anti-virus/security suite of programs including, but not limited to, Windows internal programs.

New to Modding?
You need a Mod Manager. If you're only using a handful of mods, it is possible to manually install them. However, with a game like Fallout 4, where there are literally hundreds of top notch mods, it is doubtful that you will keep your mod count in single digits. There are two basic choices. Vortex is simple, straightforward, and easy to use. However, it is no where near as powerful as Mod Organizer 2. And, the more mods you install, the less likely you will be to easily resolve issues in Vortex. Users of Mod Organizer will find nothing really unfamiliar in day-to-day usage. I would not consider using Vortex if your planned mod list will be more than a couple of dozen mods. Even then, the investment in time learning how to use Mod Organizer 2 will, in my experience, eventually pay for itself.

Vortex tutorial, first video:
https://www.youtube.com/watch?v=3kbOteChLJE&index=2&list=PLE7DlYarj-DfYgxma5znKGYEqAHDU_WU-&t=0s
Series link:
https://www.youtube.com/playlist?list=PLE7DlYarj-DfYgxma5znKGYEqAHDU_WU-

Mod Organizer tutorial, first video:
https://www.youtube.com/watch?v=ruq6hQIAvB8&list=PLlN8weLk86Xh3ue76x2ibqtmMramwQmHB&index=2&t=0s
Series link:
https://www.youtube.com/playlist?list=PLlN8weLk86Xh3ue76x2ibqtmMramwQmHB

Both Mod Managers above are (in general) specific to files that are placed under the Data folder in your Fallout 4 directory. There is, however, a recently released (mod) plugin for Mod Organizer that allows the user to create mods that virtualize to the Fallout 4 root folder. Vortex has a "mod type" selection (default is none) for dInput and ENB. So what do these do and why do you want them? Essentially, it allows you to create a mod for any files you'd normally have to hard-place in your root folder. A prime example, and likely what it will be most used for, are ENB presets. With this new plugin, you can create mods for any ENB presets that do not write to the Data folder. Usually they'll contain two ini files and an enbseries folder. Precedence still takes place in the left sort, meaning you can have a single, core, enblocal.ini, but an overwrite one for any ENB preset specific changes. Changing ENBs then becomes as simple as checking and unchecking whichever "mod" you choose to use that day. Once (if) the plugin author can get executables working, you'll even be able to turn ENB on or off completely with a single click. In MO2, the mod can not have a Data folder, so you would need to, if necessary, create two separate mods. Vortex handles this admirably on its own.

Root Builder - Mod Organiser 2 Plugin:
https://www.nexusmods.com/fallout4/mods/43814
I. Core Modifications Prior to Installing Mods
1. Enable modding
This is a very simple process, just follow this tutorial:

2. F4SE - Fallout 4 Script Extender
This modification is not technically a "mod", but rather allows mods access to the Fallout 4 Scripting Engine without which many mods will not work. If you are only interested in texture mods and/or ENB as a means of improving looks, you may not need F4SE. But now that the excellent mod, MCM, is supporting more mods, F4SE is worth it for this reason alone. The downside is that F4SE will automatically cease functioning whenever Bethesda releases a version change to Fallout 4. Historically, the F4SE team has been able to release their new version within hours. Mod Organizer will recognize F4SE automatically. WIth my last try with Vortex, it did not. Disable Auto-Updates for Fallout 4 in Steam if you're worried about these game breaking updates. You can get F4SE here: http://f4se.silverlock.org/
Tutorial here:

3. UFO4P - Unoffical Fallout 4 Patch
This is a comprehensive bug fixing mod that is meticulously maintained. It fixes most of the known bugs that slipped through Bethesda's development cracks. It is included in this section for two reasons. First, some mods actually require it to be installed. And, second, if you download no other mods, this is the one you should download, especially if you're experiencing bugs and glitches in game. UFO4P can be found here: http://www.nexusmods.com/fallout4/mods/4598

4. ENB
It is important to state that ENB and ENB Presets are two different things. An ENB Preset is basically a graphical "skin" that sits on top of the ENB engine. You will need to install ENB if you wish to use presets. Even if you do not use presets, ENB is generally more stable and quicker than the internal effects engine and I would recommend using it, even without a preset. You can download the ENB for Fallout 4 here: http://enbdev.com/download_mod_fallout4.htm
The process has changed a little in that there is a VRAM size test now. There is a tutorial here:

5. ENB Preset
If you're going to use one, I strongly suggest picking one now and installing it. ENB Presets are very subjective and GPU heavy Presets may require you to rethink your mod list. It is much easier to change ENB Presets without ruining your saves than it is to remove mods.
I recently switched to PRC, but used Subtle for a very long time. PRC comes in so many different flavors, it's bound to have one that will interest you. I'll list a few more here for you to examine on your own. See each preset's mod page for installation instructions.

6. LOOT
Sorting your mods properly is still important. If you don't have LOOT, you can get it here: https://loot.github.io/ You must sort your load order with LOOT before creating a Bashed Patch. You can find a tutorial here:

7. Wrye Bash
Wrye Bash is a must if you are installing any mods that add items, especially to levelled lists. Wrye Bash can be found here: http://www.nexusmods.com/fallout4/mods/20032/? It is important to note that creating a Bashed Patch is a fairly simple process. It may be annoying at first, but it needs to be done to have a stable game. Wrye Bash is a bit of a bear to use with Vortex. Mod Organizer can easily be configured to run Wrye Bash. There is a basic Wrye Bash tutorial here:

8. FO4Edit
Hopefully, you will not need this for anything more than creating a Merged Patch. Also useful for more advanced modding, of course. Get it here:
https://www.nexusmods.com/fallout4/mods/2737

9. Merged and Bashed Patches
You need to do this after any changes in your mods. LOOT before and after. Follow Avrie's excellent guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=947769634

General Modding Notes
Some configurable mods require configuration before they will work. Please read mod pages before installing. Take notes if necessary. Your modding experience will be more enjoyable the less you are confused by it in-game. If a mod specifies that it uses Mod Configuration Menu (MCM), it is vastly preferable to install MCM than to use configuration items. The order in which you install these mods is not really that important. There is a difference between physically installing the mods and the order of which they are installed when the game loads. As far as I am aware, Vortex (VMM) still has the same problem Nexus Mod Manager (NMM) had in this respect. Mod Organizer 2 (MO2) allows you to just work around this by sorting the left pane. With this in mind, most of the below refers to VMM. MO2 users have a lot more flexibility.
The only ordering you really have to obey is this:
  1. Any mod that explicitly states it should be installed for new games only should be installed before playing.
  2. If a mod requires another mod or mods, the prerequisite mod must be installed before the mod that requires it.
  3. If a separate patch is required for one or more mods that do not require one another, any of the mods can usually be installed before the others, and the patch installed after all are installed.
  4. If any patch is part of the FOMOD installer of a mod, the mod/s it is patching for should be installed first.
  5. Texture/mesh only replacers install loose files over one another. You can pre-examine these loose files, but honestly the full impact won't be seen until you're in game. It would be a major pain to examine every single little texture. This also holds true for the more current trend of packing those loose files into archives, which also improves performance. Again, MO2 outperforms VMM in this department. Just remember that the last loose files wins all conflicts.
  6. Exceptions to the above include, always allow mods that change textures with effects changes (water is a good example) to completely overwrite other mods and deny any overwrites from other mods. In this mod list, ELFX and WET are good examples.
  7. Exceptions to exceptions include mods that change the effects and textures of an effects and texture mod above. There are no clear examples here with the possible exception of Wetness Shader Fix. I don't recall if it overwrites WET, but it should, otherwise the shared effects would go unnoticed in game. The only really clear example is in Skyrim where ELFX and Torches and Candles can have some weird graphical smoke glitches if both are used.
  8. Lastly, all hand-picked textures for specific items or item groups should be installed after any mods that might overwrite them.
  9. All in all, this is a very safe and forgiving mod list that is very difficult to break unless you skip reading mod pages.
II-A. Mechanics - System
1. System Mechanics
These are mods that do not necessarily have an effect on gameplay, but are more out-of-game changes.
1. User Interface
These mods replace the overly heavy and annoyingly patch dependent VIS/VIS-G options. Mostly this consists of various modules for FallUI. However, more advanced users, pay attention to the auto-patching mods. Like creating a merged and bashed patch, you can automate your sorting into a single patch, no matter your mod list. 99% of mods should be covered.
II-B. Mechanics - Gameplay
3. Gameplay Mechanics
These are mods that change how the game works and will impact your in-game experience.
III-A. Graphics - Core
Notes on texture/mesh replacement:
Unless you are working with a top-end GPU, and even if you are, it will be very easy to cripple your game if you use all 4K and/or 8K textures.
8K Textures should be reserved for items that are always, or almost always, the only primary texture on-screen. For instance, your Pip-boy world map, especially when zooming.
4K Textures should be reserved for large items that generally take up large portions of screen space during normal play. For instance, building walls and other architecture.
2K should be reserved for medium sized items like clothing items, armor, furnishings and creatures.
Small items like ammo and ammo boxes, clutter and junk, aid items, etc. should be mostly 1K or smaller.
My order of install, allowing all overwrites is Vivid, FlaconOil, All Weapons, NMC, and Windows, then everything else.


I've been meaning to add a link to nVidia's tweaking guide for some time. It is an excellent resource and guide, with performance examples, that can help you to drastically improve the looks in you game without having to download a single mod.
The tweaking guide is here:
https://www.geforce.com/whats-new/guides/fallout-4-graphics-performance-and-tweaking-guide

1. Fundamental Changes to Visuals
These are mods that effect global changes to the game. Some will also effect sound and gameplay. On a side note, there is an excellent ini tweaking guide from nVidia, for those using their GPUs here: https://www.geforce.com/whats-new/guides/fallout-4-graphics-performance-and-tweaking-guide
2. Core Texture Replacers
These are general texture and/or mesh replacement mods that effect many items across multiple item types, from weapons to furniture to architecture. It is suggested that these be installed first and experienced before moving on to the more specialized replacers in the Optional Texture Replacers section below.
III-B. Graphics - Optional
3. Optional Texture Replacers
Most of these mods offer resolution and alternate texture options.
IV. Sounds
1. Sound Effects Modifiers
While not sounds themselves, these mods change how sounds, well, sound, in-game.
  • Reverb and Ambiance Overhaul - What ELFX and ENB do for light, this one mod does for sound. You may not even know you "need" this until you have it installed. Watch the videos on the mod page and tell me I'm not right.
    http://www.nexusmods.com/fallout4/mods/10189/?
2. New Sounds and Sound Replacers
V. Armor and Clothing
1. Armor
I do not use CBBE, I do not know if all of these mods are CBBE compatible. They are all vanilla compatible.
  • Eli's Armour Compendium - Fair warning, there is a fair bit in this mod that is not lore friendly. The only reason I installed it was due to some requirements in Better Settlers. If you can forego the option (see Better Settlers mod page), you might consider doing so if you don't want to see graphic tees in game. Contains both armors and clothing.
    http://www.nexusmods.com/fallout4/mods/22431/?
  • K-9 Harness -- Tactical Body Armor and Backpack for Dogmeat
    http://www.nexusmods.com/fallout4/mods/17686/?
  • Raider Power Armor Chop-Shop - A very well done mod impeccably showcasing a Raider/Mad Max vibe that fits perfectly into FO4 lore. Not just a graphical mod, functional improvements as well.
    http://www.nexusmods.com/fallout4/mods/13552/?
  • T-51.C Advanced Computer System - An audio warning from your suit's on-board compter when Core depletion is imminent. Fair warning, if you've adjusted Fusion Core consumption in another Power Armor mod, the verbal warnings may be inconsistent with the charge you're seeing while in your armor.
    http://www.nexusmods.com/fallout4/mods/7733/?
2. Clothing
VI. Weapons
1. New Weapons
Lore friendly only.
VII. Items and Crafting
1. Items
All non-Weapon, non-Armor/Clothing mods. Some are tactical, some useful, none are really frivolous.
2. Crafting
  • Better Cooking Stations - Adds much needed visual and sound improvements to the various cooking stations. While on its surface this mod may appear to be a simple mesh/texture/audio replacer, it does a lot, lot more than that. Recipes now make sense according to station type. No more stewing on a spit or roasting in a hanging pot. Settlers can be assigned as cooks and become food vendors. Many other improvements to cooking dynamics. No longer on Nexus.
    http://www.nexusmods.com/fallout4/mods/12104/?
  • The Mobile Mechanic - Portable workbenches for on the go weapons and armor upgrade and repair. I was kind of iffy on this one. Reading in more depth and looking at the item weights and hearing that all scrap still get placed back in your inventory, I've now added this.
    http://www.nexusmods.com/fallout4/mods/18262/?
VIII. Creatures
1. New Creatures
There are a few mods for new creatures. I did not find any of them to be both high enough in quality as well as lore friendly to be included here. Nightstrikers is one of the better ones, and certainly worth a look. Unique NPCs, which alters sizes and textures for some variance with existing species is also worth a look.

2. Creature Modifications
IX. Homes, Settlements, and Cities
1. New Player Character Homes
I tend to shy away from all home mods; not on the grounds that I am against the character having nice/multiple places to live, but more because they tend to be placed on the worldmaps and in such a way that you can almost always find another mod that will conflict in some way. Since you already can build any home you'd like in settlements, it hardly even seems necessary for any amount of roleplaying purposes. You can, of course, simply choose not to populate any given settlement, and voila, new player character base of operations. Still, one did catch my eye as something a "lazy" character would do instead of building an actual house.
  • Basement Living - Bunker and Basement Player Homes (with standalone Workshops)
    http://www.nexusmods.com/fallout4/mods/10967/?
  • Personal Storm Shelter - Excellent implementation of a lore friendly way to give you a jump start in surviving Survival. Fair warning, this is a little overpowered for lower difficulty levels and clearly intended for Survival. You can, if you like, adjust some of the loadout options. Bonus, works with Sim Settlements and Rise of the Commonwealth.
    https://www.nexusmods.com/fallout4/mods/29070
2. Settlements
I'vw off-loaded pretty much everything to Sim Settlements, letting the settlers/game take care of their own business after I've liberated the area and provided some minimal guidance.
  • CWSS Redux v2 - Craftable Working Showers Sinks Baths Toilets Urinals Kitchens etc - Added for the little extra Survival buffs afforded to the Wastelander who bathes. Functionally immersive with Get DIrty. There's also a new mod (Feb 2020) with toilet needs/debuffs. No longer on Nexus.
    http://www.nexusmods.com/fallout4/mods/14326
  • Uncapped Settlement Surplus - Stop penalizing overproductive settlements.
    http://www.nexusmods.com/fallout4/mods/12430/?
3. Sim Settlements
This list contains the core mod that has completely revolutionized the settlement portion of the game and, for me, has made it playable. The rest are add-ons to the core mod's framework.
  • Diverse Visitors for Sim Settlements - Extends the pool of randomized looks for the visitors added by Sim Settlements. Dips into the extended pool if using Better Settlers.
    https://www.nexusmods.com/fallout4/mods/37965
  • Sim Settlements - The gamechanger, worthy of its own heading. Highly recommended to get the Three-In-One version that includes Industrial Revolution and Rise of the Commonwealth, even if you're working with an old build. Upgrade is seamless and should not break your game. With so many support and add-on mods being released for Sim Settlements, I've now gone with a more stream-lined approach.
    http://www.nexusmods.com/fallout4/mods/21872/?
  • Sim Settlements - City Plan Pack - Contest Entries - A lot of (ongoing) City Plans for the Rise of the Commonwealth feature in Sim Settlements.
    https://www.nexusmods.com/fallout4/mods/35648
  • Sim Settlements - Idek's Logistics Station - One of the few standalone supports I will not remove. Idek's manages supply chains, allows delivery of personal goods across locations, and so on.
    https://www.nexusmods.com/fallout4/mods/28945
  • Sim Settlements Mega Pack - Year One - Incorporates about half a dozen of the most popular early add ons for Sim Settlements.
    http://www.nexusmods.com/fallout4/mods/30396/?
  • Sim Settlements Mega Pack - Year Two - Incorporates about half a dozen of the most popular second year add ons for Sim Settlements.
    https://www.nexusmods.com/fallout4/mods/37983
  • Sim Settlements Mega Pack - Year Three - Incorporates about a dozen of the most popular third year add ons for Sim Settlements, and some previously unreleased exclusives.
    https://www.nexusmods.com/fallout4/mods/43718
  • Sim Settlements - Nobody's Leaders - It is okay to have more than one leader pack. Just make sure to only use duplicate leaders once if they still appear in the available leaders list. This is the most comprehensive leader pack currently out there.
    https://www.nexusmods.com/fallout4/mods/40857
  • Sim Settlements - Settlers of the Commonweath - City Leaders - Makes NPCs from the Settlers of the Commonwealth available as leaders.
    https://www.nexusmods.com/fallout4/mods/29799
4. Cities
I have excluded Goodneighbor and Diamond City. The mods that are available have too many issues to recommend using any of them. Mostly these result in fairly frequent random crashes.
  • Combat Zone Restored - Having played through with and without - with no issues - it is my feeling that this mod is very worth of consideration.
    http://www.nexusmods.com/fallout4/mods/21498
  • Immersive Drumlin Diner - From the very beginning, the lack of security at Drumlin bothered me. This fixes the incongruity between the Diner and its introductory mini-story. Fair warning, this can be flaky. I reenabled this for my most current playthrough and have had no issues at all. However, in the past, it has resulted in area crashes.
    http://www.nexusmods.com/fallout4/mods/18995/?
  • Extended Diamond City Holidays - Extends the date span for Halloween and Christmas decorations. Dates are in-game dates, not real life dates.
    http://www.nexusmods.com/fallout4/mods/14809
X. Radio Stations
1. Individual Stations
I have only considered standalone stations. Since replacer stations will replace each other (usually over Classical Radio), there does not seem to be much point in them.
  • Atomic Radio - All other mods are downloaded from the Nexus. However, with the tracks, this file would have either exceeded Nexus' limits or receives more consistent updates. There is a download link on the mod's file page here: http://www.nexusmods.com/fallout4/mods/8704/? that points to the link here: http://3dnpc.com/ if you want the pre-loaded tracks as opposed to loading your own. This is a partnered mod with Tales of the Commonwealth, which is listed in Quests and Locations under Extending Your Gameplay below.
  • Blues Radio- A superb mix of (very) old time blues tracks.
    http://www.nexusmods.com/fallout4/mods/11166/?

2. Station Compilations
  • Old World Radio - Boston - Adds a bunch of themed stations for your listening pleasure. Survival Mode, Campsite, and a horror story on the radio. Nothing goes better with an end of day meal in the waste. Warning, there are some non-lore friendly stations.
    http://www.nexusmods.com/fallout4/mods/9048/?
  • Old World Radio 2 - More themed stations. Again, there are some non-lore friendly stations. Some conflicts here with other mods. The Enclave stations' eyebots spawn constant quest scene dialogues that can prevent other mods' animations, scripts, etc. from running. The worst thing about this is they're constant. Being in an interior cell doesn't change the aberrant behavior. Recall the eyebots through the station's holotape. If that doesn't work, don't use this mod.
    https://www.nexusmods.com/fallout4/mods/28711
XI. Extending Your Gameplay
1. Quests and Locations
The following mods will add new quests and/or locations. I have carefully considered these with respect to compatability with one another and the vanilla game and all DLC. There are several more available, both larger and smaller. Some have been removed from consideration because of quality, some because of plaguing compatability issues, and some because of severe breaks with lore.
It is important to note here that all of the larger "DLC sized" mods available right now are of lesser quality than Bethesda production. Almost all of them have issues with voice acting (either the audio or actor or both) and may break lore in some (or many) ways. If you are a canon purist, none of these mods are for you. It is highly likely that the events in these mods will never slip into canon.
  • A Cannibal In Concord
    http://www.nexusmods.com/fallout4/mods/14320/?
  • Atomic Radio and Tales from the Commonwealth - This mod is partnered with Atomic Radio, listed under Radio Stations above. They share the same mod page, however the full download of Atomic Radio is available only off-Nexus.
    http://www.nexusmods.com/fallout4/mods/8704/?
  • Beantown Interiors Project - You know all of those boarded up buildings that you can't get into? They're fixing that. It is not without issue. Clipping, tearing, and pop in (and worse, out) do happen from time to time.
    http://www.nexusmods.com/fallout4/mods/4612/?
  • Drunken Gnomes - The Gnomepocolypse - Adds quests to recover the gnomes added by Beantown Interiors (also available as a standalone).
    https://www.nexusmods.com/fallout4/mods/21643
  • Lexington Interiors - Over two dozen interiors added to Lexington. I have not yet gotten to testing the conflict area with Beantown Interiors Project. I'm getting conflicting reports on the potentially fixed problem area. The settings holotape contains disablers for conflicting areas. You should use them if you're also using those other mods, disabling Lexington, as there is no "override the other mod" option (nor should there be).
    https://www.nexusmods.com/fallout4/mods/19120
  • Tales from the Commonwealth - Partnered with Atomic Radio and also Settlers of the Commonwealth. Adds quests and companiions. Be sure to grab Settlers of the Commonwealth as well, which adds several interesting settlers. Technically the same mod (they all share the same page), there are separate downloads for each, each with their own independent files/plugins.
    http://www.nexusmods.com/fallout4/mods/8704
  • The Collector's Guides - Missed a bobblehead or comic or two? Starts quests for collectibles. An excellent non-cheaty cheat to grab those missing collectibles.
    http://www.nexusmods.com/fallout4/mods/14084/?
  • Vault 1080 - If the Vault number bothers you, there is a mod to change everything 1080 to 80. This is the nVidia designed mod intended to showcase their hardware in game, but also very enjoyable.
    http://www.nexusmods.com/fallout4/mods/18172/?
  • Vault 80 (A Vault 1080 Alteration and bug fixes) - Fixes some bugs, changes Vault 1080 to Vault 80, and removes some of the loot.
    https://www.nexusmods.com/fallout4/mods/38844

2. Companions
While Pugmeat, Pirate, and Shadow are awesome companions, I'm now focusing on a leaner, more concentrated traveling "party". I would have kept Pugmeat if he was an actual follower of me, instead of Dogmeat. Unfortunately, he is an immovable object unaffected by "Move", and a liability in close quarters. I have tried the more popular human companions, but each has resulted in issues at some point. Curiously, both Ellen and Heather broke Automatron. I'll be sticking with the Vanilla companions (and maybe one or two from Settlers of the Commonwealth as "catch and release" options).
XII. Screenshots


XIII. Deprecated Mods
  • Armor and Weapon Keywords Community Resource (AWKCR) - A framework required by other mods, most importantly Armorsmith Extended. Allows categorization of items for a cleaner inventory. This mod is no longer necessary. It, and Armorsmith Extended are replaced by Armor and Clothing Overhaul.
    http://www.nexusmods.com/fallout4/mods/6091/?
  • Armorsmith Extended - A complete overhaul of armor game mechanics.
    http://www.nexusmods.com/fallout4/mods/2228
  • Commonwealth Conifers Redux - This may or may not be to your taste. Adds life back to the trees while still trying to keep things "open". Even wasteland purists might, just might, after a little play time, find this palatable. It's definitely not in the same ballpark as Boston Natural Surroundings, which you should try if you want an, in my opinion, overgrown world. Addendum: BNS has matured exceptionally well since its inception. The script is essentially flipped, and BNS is less dense now. The biggest reason for switching is the necessary cleanup of poorly placed trees in CCR. BNS is much more intelligently designed. No longer on Nexus.
    https://www.nexusmods.com/fallout4/mods/16509
  • DEF_UI - Includes Def_Inv and Def_HUD. I recommend using both. Both require a little post-install configuration. Note that the font changes for inventory do not cover the entire UI or the Pip-boy. If using Valdcil's, pay attention during the FOMOD. Do not overwrite Valdacil's. Note the MO2 "workarounds" under HUDFramework above.
    http://www.nexusmods.com/fallout4/mods/10654
  • Grasslands - The only real competition, imo, is True Grass. Use one or the other, not both. Grasslands is less verdant, especially the Unhealthy versions. My preference is Unhealthy Extreme. This was earlier replaced by True Grass, for a bit more verdancy, and somewhat better performance.
    http://www.nexusmods.com/fallout4/mods/11267
  • True Grass - Provides a more "recovering well" look to the world. May be too verdant for some. Even if you don't experience fps loss, use the half-sized textures. There is no appreciable difference unless staring down at the grass for extended periods is your playstyle.
    https://www.nexusmods.com/fallout4/mods/23469
    VIS-G
    Valdacil's Item Sorting - Gambit's revision is a comprehensive tag list of vanilla and DLC game items that allows them to be categorized in inventory. There are, literally, dozens upon dozens of patches for different mods that include items. Unfortunately, they all include plugins. Until a more elegant solution arrives, I recommend limiting the number of patches used. Currently I am running VIS-G with minimal patching (where available). If a mod has a VIS-G patch on its page, I'm using it. Otherwise, I'm only using one (multiple plugins) patch mod. Replaced by FallUI.
113 comentário(s)
SilverFox 28/dez./2024 às 10:02 
Good job! :goodjob:
kdodds  [autor(a)] 18/abr./2023 às 7:34 
Thanks for the heads up. I have not played in a while and I'm not looking to start a new, fully modded run in the immediate future. Right now, I have an open playthrough I'm doing on my Deck, modded through Beth.net . Eventually, I'll probably get around to a new mod list, but not too soon. And yeah, AWKCR can be a pain.
repaeR 17/abr./2023 às 18:09 
ACO mod is retired. The author makes NEO to replace it. This is headache part for me, I wish that I could know about ACO/NEO mod before going for AWKCR mod. Now I have got like 100+ mods. Not gonna go through to check and reinstall every single one of them. Though most of mods that are dependent on AWKCR are incompatible with NEO, so the author said. Oh well.
kdodds  [autor(a)] 4/ago./2022 às 20:09 
Awesome, glad to hear this helped!
VivienneNGS 4/ago./2022 às 19:52 
Thanks so much for this list, after finally cracking when my own list random CTDed for the 5th time in 10 hours, I knew something needed to be done, but I had no idea the sheer amount of old and depreciated mods I had installed. Also love the amount of mods here that do multiple things in one. There were certain things I chose not to install cuz I either personally don't like the mod or felt like I didn't need it, but overall this cut my list down from like 170 plugins to a much more manageable 85, even after I had installed extra stuff I felt like I couldn't live without that wasn't listed here. I played the same 10 hours with this list and didn't CTD once.
kdodds  [autor(a)] 7/out./2021 às 7:51 
You're very welcome.
Naruto 607 7/out./2021 às 5:21 
This looks like a comprehensive guide. I might gonna need it for my 8th playthrough (and beyond) and my plans to create a new companion mod, along with Horizon and all sorts of stuffs that who knows I might be considering to be put in place.

You deserve my sincere thanks after I played this until the 7th time for countless of hours. :steamhappy:
kdodds  [autor(a)] 28/set./2021 às 9:30 
You're welcome guys. Glad it helped.
Wo0p 28/set./2021 às 9:25 
This is an awesome guide. Thanks for saving thousands of hours collectively from finding all these wonderful mods for us :D
Madbat 25/mai./2021 às 10:20 
Really good guide, thanks a lot for this.

As a recommendation, Have you tried the quest mod 'The Bleachers'? It's very well done, with great voice acting.