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Fallout IV for Beginners - V3.2.9 (Outdated)


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Posted
5 hours ago, total newby said:

This is an excellent mod list, it's just sad a lot of mods seem to have suddenly been deleted from nexus.. Diamond city radio enhanced , simple settlers orphans of the commonwealth are just a few from the top of my head....

They were there w few months ago but now have been taken down in the last few weeks so something is happening at nexus..

They still can be found ig, not a problem, if only anyone has time to make a fresh up to date mod list 🥺

Posted
6 hours ago, total newby said:

This is an excellent mod list, it's just sad a lot of mods seem to have suddenly been deleted from nexus.. Diamond city radio enhanced , simple settlers orphans of the commonwealth are just a few from the top of my head....

They were there w few months ago but now have been taken down in the last few weeks so something is happening at nexus..

 

Nexus updated their terms and conditions quite recently, it may be that the mod authors simply refused to accept those changes and removed their work, it would not be the first time, quite a few mod authors removed their mods after collections started, when it was stated that even deleted mods would not actually be deleted, but would be hidden from downloads, but would simply be direct link able to allow collections using them to still work.

Posted
14 hours ago, total newby said:

I read all about the old T/C,s causing a stir, as I came into modding FO4 Long after that .. But I would not be surprised it the new T/C,s are to with with my stupid UK government online age crap, or it's the new company owner putting their stamp on it...either way I am now manually downloading and backing up all and any mod on a separate SSD for future use...

 

I live in the UK and recently noticed that imagur is no longer accessible, either to see images from it or if I had an account accessible to me now, not really noticed anything else causing issues, and with changes to various governments laws for various things, pretty much every site is updating their term of service, especially those that deal with adult stuff, if only to protect their backs.

Posted

*Goes through three quarters of the list from several years ago, making adjustments and carefully making sure Nextgen is supported by everything and culling a few things that aren't, still having issues at various stability check points.*

 

*Zooms to end of thread, notes an update.*

 

....If I wasn't on Linux and AMD....*GrumbleGrumble*

 

(Meant in good humor, my fault for not reading.)

  • 1 month later...
Posted
42 minutes ago, Simpossible_xx said:

I'm honestly thrilled with a new season of Fallout series

I have not started watching the new season yet, (no spoilers) is it good?

Compared to the first season?     :cool: 

Posted
46 minutes ago, Caveman 74 said:

I have not started watching the new season yet, (no spoilers) is it good?

Compared to the first season?     :cool: 

Hmm, hard to say tbh, first season was more exciting for sure... but they have some good scenes here too

Also, hai!!!

Posted (edited)
16 hours ago, Simpossible_xx said:

Also, hai!!!

Hello, hope all is well in your world.  

Miss the music thread!                                 :cool:

Edited by Caveman 74
  • 3 weeks later...
Posted
On 1/16/2026 at 6:42 AM, Simpossible_xx said:

I don't know about you guys, but I'm honestly thrilled with a new season of Fallout series and thinking about updating my modlist. Anyone same here? 😅

I am still currently using around 70% of your mod list. all be it not playing as much as I would like but all good, it would be nice if you did another up to date version to see how it comperes. Seeing as some mods have now gone, I did back most of them up to a separate drive for personal use but they will become outdated at some point..🤗

Posted

Working on an update.

 

Just needed two days to get Fallout without mods working again (FO London totally screwed my setup). At 'NPC' atm... 

Posted
1 hour ago, Aylis said:

Just needed two days to get Fallout without mods working again (FO London totally screwed my setup).

One question: how?
If you're using MO2. And the MO2 global instance is isolated from both the game files and other instances. Even if it crashes completely, it won't affect the operation of the clean game or other global instances.

Posted (edited)
On 2/1/2026 at 3:35 PM, Holylokki said:

One question: how?

No idea.

 

Had a separate install for FOL. But still the profile for standard FO4 was gone and I had 'no disc access'. Only after I removed the installation of FOL I had access again.

__________________________________________________

 

Starting with 'Override' now. We lost a few mods but the others so far should work with OG, NG and AE. The only thing is that users have to check (in the description of the modpage) which version of the mod they download and install. Otherwise smooth sailing 'til here.

 

__________________________________________________

 

Armors will be reworked. Gunners will get a more military look, Minuteman will be a mix of civilian and military gear, Railroad and Institute will stay as they are now. FIS will be interesting as I got new icons.

 

'Tactical Reload' seems to cause a few issues and will be removed.

 

More mods have vanished and will either be replaced or discarded. Got one that has been on and off several times now. Although it is a good mod the author makes it so hard to keep it in any guide.

Edited by Aylis
Posted

@Aylis I've made a few entries, so please take a look if you haven't already, it should be much easier to navigate cuz I updated the list last year :3

 

1. My first entry, based on your list, I've noted which mods from your I skipped and all the others from your list are included, so like you have to follow two lists to make it work

 

2. This is the most recent entry, all the mods are in one list

 

Posted

@Simpossible_xx

I'll take a look oncee I got everything working again.

________________________________________________

 

Got now 629 active mods (atm at 'World and Quests').

 

Quite a few mods will have to be removed as they arn't working properly anymore. 'Mutant Menagerie' isn't stable and caused a few freezes and CTD. For example the house near the bridge in Sanctuary spawns a critter in the bushes. But with MM the game freezes when I got too close or directly looked at the bush. Without MM everything is fine again.

 

Got to see if I can find some (harmless) critters to liven up the landscape.

Posted (edited)

Now the fun starts... Weapons.

 

I'll split those into two groups (Purist and Modern) so you can pick if you want a more vanilla gameplay or a more modern approach. Both will have additional new weapons. But for the purist approach I'll make a cut at ~1970 in regard to the available technology (unless something was used in an older versions of the game). 

 

And with the modern approach. Well, anything goes...

__________________________________________________

 

First test runs are looking good. Both startmods work as expected and I got updates for all mods with scripts/dll. So far no issues with the AE update.

__________________________________________________

 

Quite a few mods have to be removed. They either vanished, don't got an update or have a dependancy that doesn't work with AE. Right now I'm going through all the mods I wanted to test before the NG update dropped. 

 

AAF might be problematic as it doesn't have an update for AE. Got to see if there's a workaround for that.

 

Gunner

 

Edited by Aylis
Posted
On 2/6/2026 at 2:01 AM, Aylis said:

AAF might be problematic as it doesn't have an update for AE. Got to see if there's a workaround for that.

 

From what I know, the latest version of AAF does support the latest version of the game. You just have to go to their Discord to get it. They no longer provide updates on Nexus.

Posted

I got an auto email from Dago_King  Discord the other day  it's version 1.5 now..

supports versions 1.11.191. Also compatible with 1.11.169, 1.11.159, 1.11.137, 1.10.163 and 1.10.984.

Posted (edited)

I'm a magnet for infections atm. Feeling well after fighting one off, only to get 40C fever with the next one. With all the colorful pills I'm floating in Lalaland atm...

 

Got ~80 weapons mods (overlapping ones are already gone) which I'm checking. There are quite a few iconic ones that I'll have to remove as they don't really fit into the lore of FO. They might work in 'Jagged Alliance' but not in a FO game.

Sadly I'll also have to remove my favourite rifle as it requires tactical reload which seems to cause the 'exploding guns'.

Then comes the split to identify the 'too modern' ones.

 

Tactical armors will get funny. For some groups a tactical armor works, for others not so much.

The Railroad shouldn't wear anything like tactical outfit or have patches at all (Here! Here I am! Please shoot me! 🙄). Staying invisible to the bogeyman is their way of survival.

The BOS could use a tactical outfit, but their military time was long ago and with all the religious undertones a unified tactical outfit doesn't fit too well.

Triggerman? Nah, they got their suits.

The outfit of the Minuteman is something you have to think about. The standard anachronistic outfit is just 'meh' (same as the laser musket) but they are not really military. From my understanding they are more temporary voluteers for situations in an area. For them (except leaders) a mix of tactical and civilian gear would make most sense.

Gunners. Well, nothing important is really known about them (Main base? Location? Who pays them? Leaders?). They are relatively new in the commonwealth and all the manpower and gear doesn't appear out of thin air. Looks to me like someone with ressources kickstarted and equipped them. So they are the ones where tactical gear would actually fit without needing a real explanation..

Diamond guards. Got to check a few things for them first...

__________________________________________________

 

Testing atm (less impact on FPS)

Spectrum ENB

Lightweight Lighting

__________________________________________________

 

PAC - Project Apocalyptic Commonwealth sounds very interesting. But the compability could be an issue.

 

Almost all mods I added to testing seem to work fine. Reworking the groups so they are a bit smaller (like I did for Skyrim) will be interesting. Thankfully almost all updated mods do offer separate versions for OG, NG and AE. So I will be able to write one guide for all users. But I might have to start a new thread for that as I do have to add a lot of informations. 

Edited by Aylis
Posted

Looks like the 'Immersive City' mods cause issues. Had some crashes with them installed. Same with the commonwealth mod. Seems that this mods needs an update as the crash decoder identified it several times in the log file. Darn! I love that one as it adds quite a few little spots to discover... But stability comes first.

 

Weapons are a mixed bag. Some work fine, others can cause issues. Going through them is quite some work. Have to find out why some are fine but others have no damage. You can build them, you can modify them and nothing for damage shows up.

Posted
11 minutes ago, Aylis said:

Looks like the 'Immersive City' mods cause issues. Had some crashes with them installed. Same with the commonwealth mod. Seems that this mods needs an update as the crash decoder identified it several times in the log file. Darn! I love that one as it adds quite a few little spots to discover... But stability comes first.

 

Weapons are a mixed bag. Some work fine, others can cause issues. Going through them is quite some work. Have to find out why some are fine but others have no damage. You can build them, you can modify them and nothing for damage shows up.

Do you use True Damage? 

Posted (edited)
On 2/18/2026 at 3:16 PM, Samhsay said:

Do you use True Damage? 

No.

 

The line where the damage is normally shown is simply gone. It might be munitions or one of the patches.

__________________________________________________

 

Found it! Armament - Ammunition and Ballistics Overhaul was causing the issue. After removing the F4SE and MCM folders of the mod the guns are fine again. Looks like those arn't compatible with the AE update.

 

Otherwise everything seems to work. But I'm running more tests to make sure there arn't more bugs.

 

 

Edited by Aylis
Posted

Got everything working with the newest version of FO4.

 

Trouble so far:

RobCo Patcher       => CTD with the Alpha version for AE. Using the older 4.2 stopped the crashes.

Luxor HD Textures => Seems to have issues with AE when you got a card from AMD. Switching to different textures resolved the crashes of the 'amdxx64.dll'.

 

Weapons are done and work perfectly so far. Will write recommendations for 'Purist Approach' (aka close to vanilla), 'Standard Approach' (replacing vanilla weapons with better lore-friendly ones) and 'Modern Approach' (anything goes ;)). 

Armors will get the additional group 'Faction Armors' with separate options/setups for each faction. I leave it up to you how far you want to modernize them.

When it comes to the world I'll cut it down a bit so that PRP will work without issues. This should help with the FPS in some areas (especially in/near Southern Boston). The testrun around the CIT worked flawless without any hiccups. Although I can't be sure how much of that is caused by my new Nitro+ RX 9070 XT.

 

I'm also cutting down a bit on the BA2 files. I didn't know why the game had crashes before the menue 'til I found out about that limit (I was way beyond it).

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