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Best mode for immersive combat experience ?


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  • 4 weeks later...

Zombie Walkers - https://www.nexusmods.com/fallout4/mods/20485/?tab=description

 

MCM - https://www.nexusmods.com/fallout4/mods/21497/

 

Basically turns the Ghouls into Romero style zombies and replaces a lot of general vanilla spawns with them. The walkers themselves have fully customizable behaviors through MCM including spawn behavior, whether they can run (dawn of the dead style) or just walk (Romero style), horde behaviors and even behavior of the infection itself. You can literally watch your companions get infected around you or happen upon a random settlement that was killed off by zombies and see zombified settlers shambling toward you in the clothes they were wearing when they died... it's pretty intense sometimes. Once while using this mod, I was literally just scavenging an abandoned house and suddenly a naked zombified settler sprung from the rubble and tried to kill me, it was legitimately a little terrifying lol

 

Highly recommend this based solely on how it genuinely feels like a zombie apocs (I like to say that the zombie apocalypse was the 'final sweep' for humanity, kicking off an era of total decay for all remaining life on earth. Kinda dark I know) and also it's literally JUST a .esp file in your Data directory and you're ready to start killing zombies.

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Immersive Fallout - Amongst other things, removes ADS zoom to non-magnified optics and changes the way recoil behaves, now you need to re-adjust manually. Also reduces movement speed quite a bit, has quite a few options

Darker Nights - Makes nights darker. I would recommend choosing the option that doesn't significantly reduce the AI's vision at night, especially alongisde Horizon, or you may run into NPCs failing to see you crouched in front of their face.

True Storms - Adds several weather systems, many of which heavily affect visibility.

V.A.F.S - Allows you to use APs for bullet-time instead of VATS, and allows you to trigger criticals at-will without engaging VAFS/VATS.

Visual Reload - Weapons drop mags on the floor after reloading. Requires compatibility patches for additional weapons

Button-lowered weapons - Allows you to lower your weapon manually by holding R for a second. Good for when you want to keep it ready, but don't want your view so obstructed.

Unnaked Power Armor - Allows the stats of your worn clothes/armor to stack with PA

Supersonic Bullet Cracks ( https://www.reddit.com/r/modpiracy/comments/3ts9ra/fallout_4_supersonic_bullet_cracks_soundmod/ )
Replaces bullet fly-by "zip" and "zoop" sounds with supersonic snaps and cracks.

RAW INPUT - Makes mouse aiming less awful

Horizon - Using Horizon (especially alongside other mods) is a fairly big commitment, requires a new game and is incompatible with many mods (The ones that are most essential to me have compatibility patches or are already compatible, including all the above).
In short, it makes survival a challenge and overhauls several gameplay systems (Perks, settlements etc.) to make the wasteland feel more like a wasteland
You will have to scrounge for ammo, supplies and the materials to make them. Every decision you make on where to spend those resources has much more weight, because it'll be a while before you can replace them. Seeking out a good melee weapon is a must.
Managing radiation and status effects against hunger, thirst and fatigue are a constant balancing-act. Clean, radiation-free water is not readily available, and mutation and disease have rendered much of the meat from animals unusable.
Most food, chem, medical and ammo recipies require many more types of ingredients, and different combinations of skills.
Desolation mode doubles-down on the aspect of resource scarcity.

Settlements can now grow crops that provide a high food rating, and if there's a surplus, generate vegetables. You can use fertilizer to periodically boost their output.
It adds a fast-travel system, where you use supply kits (automatically manufactured through crop harvesting) to travel between settlements.
It makes settlers vulnerable/non-essential, so effective defenses and walls for your settlement become quite important
You can now scrap many more objects within a settlement build-zone, and some have had their zones expanded.

Legendary system is overhauled - With a few exceptions, you'll no longer find legendary weapon or armor pieces on legendary enemies. Rather they drop different types of rare resources that can be used to construct weapons from scrach in the ZX-1 Protoype Laboratory. Through this system, depending on perks, skills and resources, you can apply many effects in addition to modifying some attributes of weapons.
Weapons also have ammo-types and where applicable, fire-modes. Using the "Weapon Toolkit" (There's one to be found in the Sanctuary Basement) you can swap these on-the-fly.

Note that around the time you reach around level 15, depending on which perks you choose (And you can choose 6 every 5 levels if you take VANS), resource scarcity becomes less of an issue, and the focus is more on building up your settlements to build things like Water Purifiers and "Work Stations" which allow settlers to produce a passive income of certain resources.

There is a LOT more that this mod does but I don't want to be here all day. Can't recommend it enough, can't play the game without it anymore. But you have to be patient in the early stages of gameplay. Make sure you start the game in Survival difficulty btw.

There's an official weapon pack available for it which adds a lot of nice improvised-looking weapons. There's also a comprehensive weapon patch (Requires download and installation of all the pertinent mods beforehand) that horizonifies most of the high-quality, lore-friendly weapon addons out there.

CPAM - Comprehensive Power-Armor Merge - is made for Horizon. Acts as a patch for several PA addons (X-02, X-03, Institute PA and a couple more that add new PAs, as well as CPAO and 4APA which add more paintjobs - again, requires installation of the original mods), and swaps the stats of the T-51 and T-60 in addition to addressing several more issues with previously-established lore.

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