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Fallout 4 quest mods

6 files

  1. Father Companion: Alternate Ending Option for Fallout 4

    Work with Dr. Volkert to save Father and recruit him as a companion after the main storyline is over. You'll need the Cabot serum and more. There is also an alternative using the Forced Evolutionary Virus.
    Details at Nexus Mods
    You can save him even if you destroy the Institute. If you side with the Institute, he fakes his death and you'll still become Director.
    Interacts well with some of the popular alternate ending mods. No vanilla forms edited.
    To customize some aspects of the mod, visit the chem station. You'll also get craftable rewards for saving Father.
    There's no companion romance option, this is just a regular mod.
    View Trailer
    Toro Montana - modder
    Thuggysmurf - beta tester + compatibility with Project Valkyrie
    Caleb Mills - Nate/Male Sole Survivor voice actor (legacy content, no longer used)
    Emaline Tuck - Nora/Female Sole Survivor voice actor (legacy content, no longer used)
    DiscoGnome - Father voice actor (legacy content, no longer used)
    Ken Johnson - Dr. Dean Volkert voice actor (patch 1.10, no longer used)
    Brett Keane - Dr. Dean Volkert voice actor (patch 2.0 and up), "Coursing Venom" quest writer, ending cinematics narrator
    WolfieDarkfangs - Commonwealth Courier voice actor (legacy content, no longer used)
    m150 - Super Mutant Father's Lab Coat model
    HadToRegister - Arnold voice (legacy content, no longer used)
    yoo/Liz - Cameron voice (legacy content, no longer used)
    Bethesda Softworks - wouldn't be possible with them
    Soundtrack Credits:
    1. Faction Choices Fragment Credits:
    Music provided by No Copyright Music:
    Music used: Altered Carbon by Evan King
    Licensed under Creative Commons Attribution 4.0
    2. Institute Destruction Followup Fragment Credits:
    Rocky Soundtrack | "Isolation" by Lucas King
    Licensed under Creative Commons: By Attribution 4.0 International
    3. Shaun Dead/Murdered Fragment Credits:
    "Uniq - Art of Silence" is under a Royalty Free music license.
    Music promoted by BreakingCopyright: https://youtu.be/er--pnwFDgU
    4. Final Fragment Credits:
    Music provided by No Copyright Music:
    Music used: End This by Evan King
    Licensed under Creative Commons Attribution 4.0
    5. Overboss of Nuka-World Ending Fragment:
    "Darren Curtis - Demented Nightmare" is under a Creative Commons license (CC BY 3.0)
    Music promoted by BreakingCopyright: https://youtu.be/g_O4kS9FP3k
    6. Institute Reformation Ending (Project Valkyrie) Fragment:
    Mark Morgan - Dream Town (The album was engineered and mixed by Vladislav Isaev.)
    7. Vice Ending Fragment:
    TeknoAXE's Royalty Free Music - Small Whale - FunkSka



  2. JOE’S Apartment Quest/Player Home

    What would you do for a Rent Controlled Apartment in the Apolcalypse? 
    room with 10,000 roommates?
    Put up with them ruining your dates and stealing your food?
    based on the classic MTV short and movie based on that short of the same name.
    adds a horde of brave but useless followers along with a customizeable interior player home.
    Bonus Pre-Order Digital deluxe but on disc Content: Uncover the secrets of Joe’s Porn stash!
    NOTE: it is HIGHLY RECCOMENDED YOU LEAVE YOUR COMPANIONS OUTSIDE FOR THE FIRST TIME YOU ENTER THE APARTMENT (not the building) It is uncommon but sometimes they trigger scenes they are not supposed to even though the player should be the only one checked off to trigger them.
    I am looking into this. It could be my custom companions but for now just enter alone for the first scene then bring them in.
    find the apt to the left of museum of freedom when facing it. A door or two down.
    TURN ON SUBTITLES, the mod is not voiced!
    - Title Change and detailed pics later.



  3. Wastelanders - Unique NPC Bosses with Backstories (Legacy version)

    This mod is not receiving new content. An updated, nearly completed version with new content is available on Patreon. Patreon version includes more weapons (such as a scythe, exploding skulls, and grenade pistol) , more bosses, more locations (such as a pirate boat) and more armors (such as a necromancer cloak) not present in this edition. 

    As the protagonist in many games, we are used to the immortality that Plot Armor gives us. What if that was suddenly taken away? What if we are faced with equals?
    This mod is currently in the very early stages of development. I am releasing it as I work and hope to gain valuable feedback throughout development.
    In its current form, the mod adds five world bosses.
    You may notice a rather common color theme for the bosses - red and black. This is purely my personal choice because it looks fucking bad ass. It may change in the final release.
    If you are having trouble defeating the Wastelanders on your own, and your followers are no help, you can also use a trap camp:
    Please download the PM_HW_Restrictions_Monitor.pex script and place it in /data/scripts as it fixes the weapon requirement issue.
    You must read the notes in their inventories to gain their perks!!!
    This mod's item balance assumes that you are not using any damage or difficulty overhauls such as Ballistic Realism Overhaul. If you are it may become too hard or too easy. It was tested on Very Hard and Survival on a vanilla game.
    I have added conditions to some legendary effects (like explosive and Furious) to reduce or nullify their effectiveness. 
    Each boss carries a journal fragment that provides some backstory and contains clues to the location of the BBEG. All of the bosses are connected in some way.
    They will always be 2.0x the player's level up until level 1000. They start at level 100, so if you are level 100 they will be level 200.
    If you think that these bosses are impossible, you're just not playing the game right. I managed to kill them without Power Armor, no God Mode, and a non-Legendary weapon.
    The first 5 bosses planned for this mod are complete and readily available to fight in this legacy version of the mod.
    Permissions regarding my mod
    Permissions and credits for all used assets can be found in the ESP header.
    I'm gonna skip the legal speak and just be straight up.
    Don't copy my shit, don't steal it and post it to other sites without asking, and if I or anyone else catches you trying to rip off, mimic, or copy my shit, I will immediately file a takedown.
    The specific designs of Armors, Clothings, and Weapons belong to their owners. Modified versions of these Items as designed and created by Myself are my intellectual property.



  4. Bloods Vs Crips 2

    Bloods Vs Crips III is coming this week, you can also download this mod on the worshop, but some prefer the hard copy, enjoy. 
    Stay tuned for more
    Watch the video to see where to go to start the mod. It's inside the warren theater near backbay.
    3 New Quests
    Turf War
    DJ Red Rayne - Coder, voice actor



  5. Sanctuary Lost

    "Sanctuary Lost"

    This started as simply a way to have sanctuary clean and semi fortified when i started a new game. Then i realized its been 200 years, someone would have settled here already. For now its simply a clean version of sanctuary. Very early WIP. Now Requires all the DLC to Function.

    Things to do:
    - Finish setting up decor and enviroment.
    - Set up Quest and Story.
    This is my first mod, i apperciate any constructive criticism, advice or ideas.
    Sanctuary cleaned up. Bridge rebuilt and basic settlement stuffs placed.
    Codsworth diarys (unfinished and unfinilized) (Spoilers for future Quest). Placed in Player Home.
    You're Special, and Grognak books returned to playerhome. Cooking Stove added to main settlement house.
    Grognak magazine now works properly. Resource building added in to compensate for loss of scrapping materials. Chemistry Station also added in resource building.
    Linked Chemstation and Cooking Stove to Workbench, General Cleanup.
    Dead Bodies and Platforms can now be Manipulated through the workshop.
    Fixed every dresser having 250 Ballistic Fiber in its inventory.
    Fixed BOS platforms not being able to be built upon in workshop mode.
    This is a Version containing the unfinished Quest Bunker. Its going to be a massive underground complex built with quite a story. Don't explore it if you don't want to ruin the fun. The New Bunker complex is now about 90% complete. Partial Lighting and Navmeshing Started. I will be officially start designing the quest and filling the bunker with general lore friendly information. I will be trying to fill in a lot of what is missing in the lore with my own personal take on what happened to the military after the war.



  6. Beacon Automatic Looting Harvesting and Scavenging - Automatic Settlement Delivery

    This mod adds a new Loot Collection Beacon item. Dropping it in a cleared location allows you to automatically loot all bodies, containers, plants and loose items.
    After reaching a total of at least 20 settlers in all controlled settlements, a new NPC appears in the Diamond City marketplace named Brother Bob. Speaking with this NPC will allow you to receive one complementary Loot Collection Beacon for you to try out. Clear a location and drop the Beacon to use it. It is sorted as a Miscellaneous Object. The Beacon is most effective at facilitating looting when it is in the centre of an area. The Beacon will call a Scavenger who will allow you to select a controlled settlement to which the looted items will be delivered. When a Beacon is used but the player leaves an area before selecting a destination settlement or if a destination settlement is not chosen, all looted items will be automatically added to the player. Returning to Brother Bob will allow you to purchase additional Beacons.
    The looting mechanisms used by this mod to automatically loot whole ares is functionally the same as having your companion, for example, pick up items/harvest plants/loot containers. Because of some oversights by Bethesda, this can actually cause some scripts to not fire as presumably intended. For example, Bobbleheads and Magazines must be picked up by the player directly from the game world to fully elicit their effects. Having your companion pick up a Bobblehead then taking it from their inventory does not fully confer the same intended effect. This is the same case for this mod. You need to drop it on the ground and the pick it up again.
    Only items of the Vanilla game are fully supported. Items added by the DLCs or other mods will not be looted unless they are stored in bodies or containers. I do not own the DLCs.
    Do not upload this mod or derivatives to the Nexus. This mod and/or derivative works can be uploaded to all other sites.



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