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Welche Mods verwende ich für meinen aktuelles "Fallout 4" Spiel


Miauzi

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For my story told in the blog I use a number of mods - some here are from "loverslab" - but the majority from "nexus"

 

Unfortunately, the character present "Tomie" is no longer available on the Nexus page
It was not restored by its original author for Fallout - but it can be found here for Sykrim

The similarity of the name of my game character with the mod author is not accidental.

https://www.sunkeumjeong.com/about-tomie

 

The selected body template is "Fusion-Girl" - because this is easiest to get working with the AAF framework - for the men I use "Bodytalk"

"FG zero slider" is selected by default - so that the applied "morphs" work best

In order to adjust certain physical changes in NPCs (as well as companions) for snapshots - the following presets are used:

"rrs_fg_0.08.7z "

https://www.nexusmods.com/fallout4/mods/64756

 

 

So that you can play anything other than just "Nora" all the time

https://www.nexusmods.com/fallout4/mods/18946

 

 

For my companions I use the following three mods

https://www.nexusmods.com/fallout4/mods/36254

https://www.nexusmods.com/fallout4/mods/23273

 

This companion mod is a special case - it is installed - but not used for the narrative - because there is no meaningful place for this companion in the narrated story

https://www.nexusmods.com/fallout4/mods/30488

 

for the vanilla characters I use the following mods as a supplement

https://www.nexusmods.com/fallout4/mods/31766

(The mod shortens the vanilla curie grind:
the crazy molerat experiment double vault ordeal
the synthesizer conversion with Dr. Amari - starts as soon as affinity is high enough - bypasses Fort Hagen by killing Kellog in the process)

 

https://www.nexusmods.com/fallout4/mods/59329

(Ultimately, you can choose to either fight against the entire hall full of bandits or against Cait in the cage)

 

 

important frameworks to get the "shop" up and running

https://www.nexusmods.com/fallout4/mods/31304

 

For furniture (for NPC fixation) and equipment (headgear)

 

For physical changes caused by radiation at hotspots

 

allows in conjunction with "HR" to capture raiders

 

Raider camps have prisoners who can be freed and recruited as settlers

 

Allows you to capture surrendering raiders and employ them as labor or sex slaves in your settlement

 

"HR" adds the possibility of capturing "normal" NPCs such as freed settlers from "CC" and using them as slaves

 

 

Allows settlers and in conjunction with "HR" prisoners to produce blood, sperm and breast milk

 

Devices supplement the RRS equipment

 

https://www.nexusmods.com/fallout4/mods/31853

Animation package for aaf-framework

 

https://www.nexusmods.com/fallout4/mods/11829

to be able to work with several companions

 

https://www.nexusmods.com/fallout4/mods/68278

Vampire mod for "Fallout 4" - unfortunately never completely finished - therefore only installed as "background".

 

 

Quest mods are essentially used as follows:

https://www.nexusmods.com/fallout4/mods/21469

https://www.nexusmods.com/fallout4/mods/35513

https://www.nexusmods.com/fallout4/mods/28085

 

these mods are part of the "family" - but will hardly or not at all be used in the story to be told

https://www.nexusmods.com/fallout4/mods/16423

https://www.nexusmods.com/fallout4/mods/25564

 

 

Very little has been implemented at new locations:

https://www.nexusmods.com/fallout4/mods/19663

(Supplements the already existing Vault 111 - but may only be activated after exiting the Vault (vanilla style) or the first visit to the Vault (alternative start) - otherwise there will be overwrites - which prevent the clean triggering of the start quest (search for the baby prevent "Shaun")

 

https://www.nexusmods.com/fallout4/mods/58514

(Adds a secret undersea vault (#120) - planned to be used later in the story as a second underground base)

 

https://www.nexusmods.com/fallout4/mods/25591

(Used in combination to replace the ghouls as "First Residents" with "BigDaddy" and "BigSister".)

 

https://www.nexusmods.com/fallout4/mods/36260

(small mod for "cheating" - enables the supply of the underwater settlement by setting up these shrines)

 

 

small additions for settlement construction (is constantly being added)

https://www.nexusmods.com/fallout4/mods/29683

(Power supply ala "Fallout 3" or "New Vegas")

 

 

Since most clothing and armor mods are created for the "cbbe" body - they require conversion for the "fusion-girl" body - this collectible thread is therefore essential

 

Of the many installed clothing and armor mods, only a few can be seen in the (published) blog.
In order to be able to keep track of things, I will update the status as of 6.12. only list the ones used so far - but update this list regularly

 

https://www.nexusmods.com/fallout4/mods/20950

die FG-Konvertierung -> https://www.nexusmods.com/fallout4/mods/42132

(Warning: Something is wrong with the conversion - as soon as NPCs wear these suits, they often become invisible after a while and a CTD occurs after about 20-30 minutes)

 

https://www.nexusmods.com/fallout4/mods/54193

(replaces Vault-tec's slave suit)

 

https://www.nexusmods.com/fallout4/mods/61925

die FG-Konvertierung -> https://www.nexusmods.com/fallout4/mods/62236

 

https://www.nexusmods.com/fallout4/mods/57338

There is only one conversion for the base mod so far - so the pictures were taken with a "cbbe" body before the game was completely switched to "fusion girl".

 

https://www.nexusmods.com/fallout4/mods/43366

is mainly used for nude photos

 

Loba-Outfit für Ivy - siehe den tread auf Seite 11

 

https://www.nexusmods.com/fallout4/mods/22086

FG-Konvertierung -> https://www.nexusmods.com/fallout4/mods/42263

for the staff at the Vault Clinic

 

https://www.nexusmods.com/fallout4/mods/29348

FG-Konvertierung -> https://www.nexusmods.com/fallout4/mods/45044

for Piper

 

https://www.nexusmods.com/fallout4/mods/21162

FG_Konvertierung -> https://www.nexusmods.com/fallout4/mods/43977

for the gun -> https://www.nexusmods.com/fallout4/mods/19619/?

 

https://www.nexusmods.com/fallout4/mods/60131

FG-Konvertierung -> https://www.nexusmods.com/fallout4/mods/61391

The dominatrix outfit for the snapshots

 

 

For the "robot" milking suit

 

 

The DD stuff requires special care - as it is currently being revised - current status RC8
so please study the threads carefully

 

The power suits and armor from "angeli" are a particularly complex case. Firstly, the mod author hasn't been active for years - secondly, it's difficult

to find fixes and conversions - several authors have tried to do this

https://arca.live/b/tullius?category=폴아웃+모드&target=all&keyword=angeli

 

Edited by Miauzi

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Miauzi

Posted

1st update

 

if you follow the plan to capture female raider bosses and "re-educate" them (with sexual means like BDSM) - you should also pay attention to their appearance.
Unfortunately, the faces of the "Vanilla" game are rendered so greyish - that it is extremely demotivating to play this way without modifications.

 

A mod on the (in-house) LL platform is ideal here

 

 

Several things are important to get this to work as described in the mod itself:
1) the required mods listed in the list


2) a mod that "embellishes" the raiders in general
I use -> https://www.nexusmods.com/fallout4/mods/64850

A clear optical improvement can already be achieved with this

 

Spoiler

Fallout4_Kapitel19_135.jpg.6b305dd19f971b773e8c4241d527b033.jpg

Fallout4_emJ0JWZHza.jpg.2612cb5c6b24a3f358efb5911201bd8c.jpg

 

 

3) the mod has to get as far as possible to the end of the sequence of loading rows - otherwise it will quickly look like this

Spoiler

Fallout4_Kapitel31_108.jpg.24a3d356431174834992394b59c31557.jpg

Fallout4_3IweuP7YHX.jpg.de7b2e4ac27036a0b42fb658d7b00249.jpg

 

 

Ultimately, from my point of view, the time spent trying out and troubleshooting was worth it.
Thanks also to the mod author who ultimately gave the crucial hint

 

--

another important aspect for me is the landscape of the "Commonwealth" itself

 

it can definitely NOT be justified from the "lore" why the landscape looks so desolate after 200 years - especially since field cultivation is successful in it and this WITHOUT artificial irrigation.

 

So natural precipitation is sufficiently available - warm and cold periods - i.e. seasons - are also available.

From my point of view, it was more the game studio's financial considerations - since a barren landscape requires little graphics computing power and you can still play Fallout with the "last carrot".

 

Only then is the botched additional package for "high resolution" even less explainable - instead of new models and textures, every blade of grass in the desolate landscape is "extrapolated".
(not to mention the disaster with the "rusty faces")

 

In general, the (possible) lushness of the landscape in a normal game doesn't matter to me - only this time I want to take pictures to visually support the story I'm about to tell - so a few mods were needed:

https://www.nexusmods.com/fallout4/mods/57319

 

https://www.nexusmods.com/fallout4/mods/11267

 

https://www.nexusmods.com/fallout4/mods/62129

 

I use the alternative start on the "robot parking lot" north-east of Sanctuary - as soon as I left the "shelter" there was an "OMG" effect

Spoiler

Fallout4_Kapitel_01_12.jpg.96aa460cf36f0785a65aa66baa72da99.jpgFallout4_Kapitel_02_01.jpg.951e83fc63edfc8f90a502cacc05d317.jpgFallout4_Kapitel_02_02.jpg.59ade7decf6a64c4a7ef85529bbb9703.jpg

 

Do I plan to change the landscape to a "winter" one?


Yes - the idea exists - especially since I'm currently completing the "Mechanists" quest in the story pre-run and thus have full story-related access to the robot technology.
This makes it possible to completely expand the vault (with a "real" reactor) and to increase the hydroponics so that "overwintering" in the vault seems viable.

 

Since a longer mission outside of the Commonwealth is planned anyway with the mod "Point Lookout" - one can also explain the seasonal change after the return.

But I still have to find and test appropriate mods for this

Miauzi

Posted (edited)

2nd update

 

In a discussion about a new android mod, the topic of lighting/light came up in connection with modified landscapes (see the previous entry, among others) - especially the change at night.

I use a mod to make the nights much darker.

https://www.nexusmods.com/fallout4/mods/191

 


This goes back to a recommendation from the authors of this mod here

https://www.nexusmods.com/fallout4/mods/47931

 


Of course, as a player, you are significantly limited in your ability to act - which you can compensate for with this mod.

https://www.nexusmods.com/fallout4/mods/12220

 

 

A few notes on the "Vampirism" mod.

I discovered this mod about 1 year ago on Nexus - the description promises a lot:

"Sanguinaire is a Vampire Survival Experience of Personal Horror. Experience the wasteland as an immortal suffering the curse of vampirism.

Play as one of 10 different bloodlines each with their own unique perks and detriments (the bloodline curse), maintain your humanity or fall to the beast within."

 

But I also saw that the mod was no longer developed or maintained.
So I test what works from this mod and what things are not finished or not implemented at all.

 

My experiences:
1. The base framework for vampire disease works.
You can either become infected by encountering a vampire or by drinking their blood (canned blood).
The result is the "disease" - after 3 days the transformation into "immortality" takes place.

 

2. The clan affiliation of the infection carrier (vampires or blood bags) decides what kind of vampire you become...
..so the blood or the bite of an "Umbra" vampire leads to the transformation of an "Umbra" vampire
Special case: "Clanless" vampires - here there is the possibility that members (the bosses) of other clans "overwrite" this - i.e. make a "clanless" player char a member of their clan.

 

3. In the vampire form, the playability of the character changes very drastically - the sun damage forces you either to only act outdoors at night or to wear power armor or something similar during the day

 

4. A companion is "by default" a vampire -> Cait
she can also give you the blood to transform yourself

 

5. Another companion (Deacon from the "Railroad") is also a vampire - you can tell by the eyes - but there is no dialogue option regarding this
(probably one of the unfinished parts)

 

6. A number of NPCs are vampires - here you can usually tell by their eyes - but you can't get infected from them or talk to them about it

 

7. The random encounters with vampires happen at night and only outdoors - but they really surprise you - they are literally "invited" in front of or behind the player. In connection with the "darker" nights, a real shock factor that forces you to adapt your own way of playing
That's exactly why this mod is active, although I have no intention of turning my char into a vampire!

 

8. A number of indoor locations are occupied by vampires - some of them even serve as clan headquarters.
Because if you act according to the "vanilla" style of play you get into the sewers of Concord quite early...
...ahem - so have fun down there I say!
Sometimes a location occupied by vampires overlaps with another mod - i.e. two factions act in the same location (which is empty in the vanilla game)...
..who are then usually hostile to each other.
Well - everything I've experienced so far hasn't hindered the execution of the quests.

 

9. Your own quest lines are only very rudimentary - you can either work for the clan next to the "SuperDuper" market (in Lexington) or for the faction of vampire hunters - with the latter you have your orders and rewards via "mailboxes" receives.
When I was supposed to kill for the clan in Lexington - the boss of the "Memory Den" (Irma - who is a vampire from another faction) in "Good Neighbor" - that was the end for me.
Since neither they nor their employees are hostile to me and especially since they are essential for important vanilla quest lines (e.g. "SilverShroud") - this quest line is not very mature in terms of logic.

This mod is completely unsuitable as a quest giver - since even the existing rudiments are highly questionable.

 

Conclusion:
As an additional background for threats, this mod does very well - it adds a well-done horror element in a few key places.

Is it worth playing as a vampire?
It is currently not planned for the current run.

Can you be cured of vampirism if you are a full fledged vampire?
Supposedly yes - there is said to be a special "virus" in the institute (in Virgil's laboratory) that reverses the conversion ONCE - because it only exists once.
But I haven't found it - it's possible that another mod that changes the institute overwrites the laboratory.

 

47931-1602690217-1529034908.png

47931-1602690219-1090998002.png

47931-1605350231-446190872.png

Edited by Miauzi
donttouchmethere

Posted

"The power suits and armor from "angeli" are a particularly complex case. Firstly, the mod author hasn't been active for years - secondly, it's difficult

to find fixes and conversions - several authors have tried to do this"

 

Dang, that would be the main reason for me installing Fallout ?

Miauzi

Posted

Vor 8 Minuten sagte donttouchmethere:

„Die Power-Anzüge und Rüstungen von „angeli“ sind ein besonders komplexer Fall. Erstens ist der Mod-Autor seit Jahren nicht mehr aktiv – zweitens ist es schwierig.“

um Korrekturen und Konvertierungen zu finden - mehrere Autoren haben dies versucht.

 

Verdammt, das wäre der Hauptgrund dafür, dass ich Fallout installiert habe ?

I got it so far that I can use the suit mods in the game

and

he plays a kind of "leading role" for some chapters

donttouchmethere

Posted

11 hours ago, Miauzi said:

he plays a kind of "leading role" for some chapters

sweet!

I mean SHINY!

 

You're not following every single page of your blog right?

Can you tell me if you got a notification after I left a comment here?

Miauzi

Posted

 

is always displayed to me - so the update works ... but I also sleep at some point

?

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