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Fallout 4 has some weird perk balance. You have crafting perks that require you to be a glowing god of mass destruction to unlock them, perks like ghoulish that fail to be useful in nearly any scenario, perks that take multiple levels to improve to usefulness whilst offering little per rank, and perks that MAKE you a glowing god.
And this is just me, but we also have unneccessary hacking/lockpicking restriction perks that can be bypassed with followers anyway.
What is the best perk fixer out there?
Also adds a standardized set of crafting menu categories for armor/clothing/weapons and adds two workbenches for m. Best fallout 4 adult mods. Author:This is a master file to create a standardize framework for armor so that modders can create and modify armor (like Armorsmith) while making edits compatible with mods that adjust dynamic item naming (like Valdacil's Item Sorting).
Edit: preferably one that does not remove blitz teleporting.
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With Xbox One players now able to browse and download mods, there are many new ways to play Fallout 4 that weren't available before. Things like minor bug fixes, adjustments, new crafting options, and even cheats can allow you to get more immersed in the game than ever before.
We've complied 7 current mods that will improve the over quality - most of which include adjustments to gameplay and other areas that provide meaninful changes that don't alter the game in any huge ways, and add new tools requested by fans - and brought to life through modding.
Unofficial Patch[edit]
- Size: 681.57 KB
- Load Order (Top)
From the makers of Skyrim's huge Unofficial Patch comes the Unofficial Fallout 4 Patch. With a game as big as Fallout, there's often hundreds of small glitches and bugs that fall through the gaps and may never be revisted in updates by the developers. That's where this mod comes into play - fixing countless bugs and placement errors in quests, locations, text and more.
It may not be the most obvious mod in terms of changing the game, but the cleaned up bugs and errors along the way will greatly help as you explore the commonwealth.
Snap'n Build[edit]
- Size 393.45 MB
- Load Order (Upper)
One of the more bigger mods that goes a long way, Snap'n Build allows for more serious settlement customization. This includes the ability to build several more styles of houses like greenhouses, bunkers, and facilities with luxury items, and a configuration menu used via holotape to control the clutter in the workshop menu.
Forget dingy wooden shacks, build up your settlement in style and keep things looking nice and clean, or any way you want it!
Full Dialogue Interface[edit]
- Size 5.47 MB
- Load Order (Upper)
If you've ever been confused when you select your character to say one thing, and then spouts something else entirely - this mod might help you out. Full Dialogue Interface allows you to see exactly what your character is going to say for each of the four dialogue options - including indications of lying or sarcasm.
Finally, you'll be able to see if [Sarcasm] is the right kind of humorous response for you, before you select it.
Power Armor HUD - No Transparency[edit]
- Size 124.97 KB
- Load Order (Any)
If you love power armor but aren't loving the odd opaque screen that comes with the head up display, this mod will remove the transparency from your vision, leaving you with a clear cut display along the bottom of your screen. Simple, but effective.
Craftable Ammunition[edit]
- Size 1.2 MB
- Load Order (Any)
A more robust crafting mod that solves the problem of always being just short of the ammo you need - Craftable Ammunition allows you to build a new workbench which allows the crafting of every ammo type available.
Most ammo types won't take too much work to make, and can even by crafted in bulk. You can even craft your own Fusion Cores and Mini-nukes, provided you have the appropriate perks!
Cheat Menu (Portable Holotape Menu)[edit]
- Size 117.27 KB
- Load Order (Any)
While it's not the most 'essential mod' to have around, you never know when you might need an extra 100 crafting items.. or some perks.. or invincibility. As a 'Just in case' mod for some, this Cheat Menu allows you to make use of several cheats once only usable to PC players - like being able to add things to your inventory, instantly clear the weather, and turn on no-clip.
Once installed, make sure to check the entrance to Vault 111 to find the holotape with all the cheats on it, and access the cheat menu in your pip boy as you would any other holotape!
Improved Map[edit]
- Size 5.33 MB
- Load Order (Bottom)
Don't get lost and confused by muddled pip-boy map graphics - the Improved Map mod will allow for a much clearer and well defined map of the commonwealth, complete with much more visible roads, water lines, and topography.
Know of any great mods everyone on Xbox One should be using? Add your picks in the comments!
Comments
So one of the biggest problems with F4, especially the new survival mode, is being over leveled. Since you cant fast travel in Survival mode you spend a lot more time in the wastes, fighting, clearing more areas and doing more side quests you would normally ignore since they are 'along the way' results in you becoming quite HUGE. (Huge quest, for the unenlightenend )
I know one already exists, but it doesn't quite handle things as well as I would like (I especially don't like restricting lockpicking/hacking to much higher levels, which is why a modular overhaul would be ideal so that we can opt out of changes we disagree with)
We need a mod to make more perks useful, and nerf the living crap out of some of the overpowered perks.
So the first issue is the weapon class perks, doing raw double damage is game breaking. Who needs legendaries when you just need those perks to turn every enemy to swiss cheese. I maxed out big guns and rifleman and between my Gatling laser and my plasma rifle, nothing can stand up to me. Not even the biggest baddest deathclaws, or the legendary mirelurk queen of Far Harbor.
I think the best solution would be to emphasize the utility features offered by those perks (Hip Fire Accuracy, Stagger, Armor Penetration, Blast Radius, Disarm, etc.) and possibly add new ones (Rifleman improving rifle range, gunslinger improving pistol fire rate, perhaps big guns giving 5-10 carry weight to help offset the guns weight at rank 5) and reduce the damage boost to like..30%
The missile launcher and Fat Man need to be classified solely as explosives weapons, they are currently classified as both a big gun and a explosive, and if you max both you can one-shot everything with missiles.
Aquaboy/Girl should protect against water born diseases. V.A.N.S. needs to be outright replaced, who uses that? I didn't even use clairvoyance in Skyrim and that was free. (Perhaps replace it with a 10% buff to movement speed? Wouldn't have to rename it/make new art that way)
Strong Back rank 4 obviously needs something worth while for survival, personally I wouldn't be opposed to just more carry weight. The carry weight nerfs are one of my biggest gripes with Survival, as the game actively encourages salvaging everything, especially if you want to build up multiple settlements, but heavily penalizes it in Survival.
That's all I can think of, ideally a mod like this would be modular for individual perks so you can choose which changes you want.
Id love to hear ideas and input from people who run different builds and have experience with those perks.
Fallout 76 is due to release in November, later this year. Thanks to the new Fallout announcements for 76, sales of Fallout 4 have surged into most top-selling retail charts. If you’re looking to play Fallout 4 on PC in particular, a new Fallout 4 graphics mod has been released online. The mod transforms the blasted and irradiated wasteland of the Commonwealth into a gorgeous and overgrown wilderness.
The Visceral ENB Fallout 4 Graphics Mod
This new mod, entitled “Visceral ENB” was posted online on NexusMods by user Mystirious Dawn. According to the creator, the mod is aimed at “striving for a realistic and natural look”. As a result, the landscape is much more lush than normal; it actually has a lot in common with the overgrown wilderness of Fallout 76. It lends the Commonwealth a wholly new aesthetic which completely changes the look of the landscape.
As stated online; the Visceral ENB mod is designed for use with Vivid Weathers, True Storms, NAC, and Vanilla. Players looking to use it should ensure that they have ELFX and the ENB Lights Overhaul; according to Mystirious Dawn, the settings of the mod are based on the fixes introduced in those two mods. They also explain that players can customize the mod a great deal; “Of course the ENB is easily customizable, again, just shift plus enter and you’re in to do you’re own tweaking – have fun with it.”
Mystirious Dawn provides a full list of the other mods which they used alongside Visceral ENB for their screenshots. Apparently, their version of Fallout 4 is “heavily modded,” but they do provide a list of seventeen other mods which players might want to use. The finished product is, without a doubt, one of the most gorgeous overhauls of Fallout 4 around. Players looking to experience the Commonwealth in a new and graphically stunning way should certainly look no further.
Fallout 4 2.0 (Fallout 42)
This is the working thread for the Fallout 4 Overhaul Mod I would like to work toward completing. I would like this to be a mod of similar style to other mods of it's type like Project Nevada for Fallout: New Vegas or The Long War for XCOM: Enemy Unknown. As a lifelong Bethesda fan, I in no way mean to imply that the game was flawed or bad, however, I saw many areas where improvements would be welcome and possible using modding. I am not a highly experienced modder, so I plan to compile my ideas here, and begin working on the simpler tasks while trying to put a team together. I am not currently looking for team members, but when that becomes a priority, I will ask for assistance.
Color Coded Completion Status
Grey - Idea Phase - Not Started
White - Idea Phase - Planning Finalized
Yellow - Modding Phase - Started
Orange - Modding Phase - In Game
Red - Modding Phase - Finished
Blue - Bug-Testing Phase
Fallout 4 Best Perk Overhaul Mods
Green - Completed
The mod, due to it's massive size, has been split into a Core and 6 separate Modules. Below, I briefly describe the goals of each of the modules. Details as to what changes will be made can be seen in the following posts, which expand out to give great detail.
Core
The Core mod will focus on providing a backbone from which the separate modules can connect and work together. Additionally, the Core will focus on small tweaks, changes, and bug fixes, which help to make the game better without dramatically changing the way it is played.
Player Progression Overhaul
The Problem:
In Fallout 4, one might argue that the player character, even on Survival or Very Hard difficulty can become legitimately overpowered at higher levels. Although there are some very real challenges on these difficulties at lower levels, reaching higher levels with an decent Endurance stat or using Power Armor at all can really reduce this challenge. Additionally, many fans of Fallout found that there was much missing from Fallout 4 in terms of RPGs elements, with the removal of the Skill system from all previous Fallout games, and Reputation, Traits, Implants, and other interesting RPG elements in New Vegas. I did not include Hardcore mode mechanics as it seems Bethesda will be bringing those back in the new Survival Mode update, with some further additions as well. I also found issue with the collectibles in Fallout 4; Being able to simply increase my S.P.E.C.I.A.L. at any time, I felt less urge to hunt down their corresponding Bobbleheads. As for the Skill Bobbleheads; While they were good, and often highly useful, I feel as though they were not useful enough, nor did they offer any new mechanics that made seeking them out a priority. Finally, I feel as though the perks in Fallout 4 range widely in usefulness, with many being too powerful, while others are useless, redundant, or rely on numerical increases rather than gameplay mechanics.
The Solution:
Level Up
Overhaul what happens when the player levels up; S.P.E.C.I.A.L. leveling is now separated from Perk points. Hit points are not automatically gained every level. Derived Attributes such as Carry Weight, Health, and Action Points can be increased at every level in a similar fashion to leveling one of Health, Magicka, or Stamina in Skyrim.
Bobbleheads & Collectibles
The functionality of bobbleheads is changed to act more like Standing Stones from Skyrim. Skill bobblehead bonuses have been significantly increased, but only 3 can be active at one time. S.P.E.C.I.A.L. bobbleheads impart bonuses when related Skills bobbleheads are activated. Additional collectibles will be added, and notes detailing the locations of collectibles can be found. To be expanded upon later.
Modification, Implants, and Cyborgs
Total war attila 1220 mods. To be explanded upon later.
Fallout 4 Be Exceptional
Perk Overhaul
Completely overhauls the Perks in Fallout 4. Each Perk will be modeled in a similar manner to Policy trees in Civilization V or Perk trees in various MMOs, with an opening Perk, two branches of perks, and a Finisher Perk unlocked upon completing the tree, which imparts a significant bonus. To be expanded upon later.
Dungeon Overhaul
Before delving into this section, a definition may be useful. What is a dungeon in Fallout 4? Well, Fallout 4 doesn't really have dungeons in that it is not a medieval fantasy RPG, but it does have locations in which everything or most things are hostile, and wish simply to kill you. These locations can be defined not only as the interiors of the buildings and places, but also the exterior area directly surrounding the buildings and their various entries.
The Problem:
Bethesda really stepped up their gunplay in Fallout 4, and they simultaneously made their dungeons better than they have really ever been. Unfortunately, the dungeons were not designed around the enhanced gunplay. There are too many narrow corridors in some dungeons, and too few large open areas in others. There are far too few environmental hazards, traps, or objects to be used against the player or the occasional enemy. Additionally, many of the dungeons are designed to discourage or make stealth frustrating and more time consuming. On the other hand many dungeons are just far too easy. Finally, after you finish a dungeon, you loot it and leave to never return again, with little to no replay value.
The Solution:
Improved Dungeons
Make various changes to increase the quality of most or all vanilla dungeons. Provide new boss enemies with collectible items. Add a variety of new traps and threats. Add new stealth mechanics such as objects to hide in, more hacking options, and the option to destroy or turn off all light sources.
Post Dungeon Gameplay
Provide additional gameplay post-clearing of a dungeon. Tied closely to the settlement system. To be expanded upon later.
Instanced Dungeons
Allow the player to return to a cleared dungeon at any time, via usage of the collectible boss items collected at the end of a dungeon. Provides an increased challenge over the original dungeon, and allows players to unlock unique perks by completing tiered difficulty settings.
Equipment and Loot Overhaul
To be expanded upon later
Settlement Overhaul
To be expanded upon later
Faction Overhaul
To be expanded upon later
Enemy Overhaul
The Problem:
After a few hours of playing Fallout 4, it became apparent to me that there was little variety in the enemies you face. This extends to both the visuals and the ways in which the enemies act. After 200 hours of playtime, I began to yearn for a wider variety of enemies, using different tactics depending on the type of the enemy as well as their location in the Commonwealth. Additionally, I wanted to see an increased challenge from many of the enemies, while simultaneously reducing their health so as to reduce the bullet sponge issue at higher difficulty settings.
The Solution:
Every faction of enemies has been overhauled, with a variety of new enemy types. Individual enemies will no longer scale, but instead, will increase in numbers, will become better equipped, and will add harder enemies into their ranks.
Let me know what your guys think. I will add more as I find the time.
Edited by TheGrimblade, 21 March 2016 - 08:12 PM.