Fallout 4: Anniversary Edition incoming

MrLiNcH

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5 days, 2 hours, 26 minutes, and I think I'm done with Fallout 4. Took over Nuka-World (distasteful), blew up the Children of Atom, got rid of DiMA, sided with the Railroad, blew up the Institute at long last, and ignored that dumbass Preston. Didn't do any follower quest lines. I may have to go back later for SS2 Chapter 3.

Mods I recommend, not including the various frameworks and pre-reqs:

  • Easy Lockpicking. Just like in Skyrim, the correct approach to locks is to have them all open if you hold down D. Life is too short.
  • Unofficial Fallout 4 Patch. Ubiquitous.
  • Acids and Adhesives. You can never have enough Adhesive.
  • Better Power Armor. It's better.
  • Equipment and Crafting Overhaul. ECO is almost assumed at this point.
  • FallUI (and its addons). Seems to be the most common UI mod, does its job well.
  • Global Stash. Super convenient, totally unbalanced.
  • High FPS Physics Fix. Does what it says on the tin.
  • Looted World. Helps balanced Global Stash a bit! Less free stuff.
  • Luxor's Summer and Splash of Pine Trees. Makes the world look less needlessly shitty.
  • MCM. Necessary.
  • No Crafting Animations. Time saver!
  • Nuka-World Collectable Quest Markers. JFC, this should be built in.
  • Portable Junk Recycler. Nice if you aren't using Global Stash, though some things weigh more broken down.
  • Skip DiMA Memories. Oh god.
  • The Collectors Guides. Pointers for all the bobbleheads and magazines.
  • 10mm Carbine. Fills out a useful role, and is reasonably well balanced next to vanilla weapons.

Also, Sim Settlements 2 (both chapters). The quest line is long and a bit wordy, but it's also written and voiced at least as well as Bethesda's work. Definitely some bugs (especially in the HQ), but it's under active development. I do not recommend using premade plans beyond the basic ones included with SS2, as they are almost all maxed out showpieces and prone to choking and/or malfunction. SS2 Nobody's Leaders is good for adding some extra mayors - juggling followers is bad gameplay.

I do recommend an alternative start of some sort, but you're ultimately playing a game that assumes you came out of that damn vault, so a quick start is simplest. I used Start Me Up Redux, but it was overkill.
I just picked this up on Steam sale. Anyone else have mod recs? Looking for UI/gameplay improvements mostly.

Found this PCgamer article which has a bunch I think I'll try: https://www.pcgamer.com/best-fallout-4-mods/
 

CPX

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I just picked this up on Steam sale. Anyone else have mod recs? Looking for UI/gameplay improvements mostly.

Any mod to disable Settlement attacks is a pure win, as is any mod that adjusts item names so they don't append the effects to the front of the item and therefore fuckup your personal understanding/orientation of your own inventory.

Found this PCgamer article which has a bunch I think I'll try: [BGCOLOR=rgb(30, 31, 35)]https://www.pcgamer.com/best-fallout-4-mods/[/BGCOLOR]

Pretty much everything in the Settlement page is great if you mess with them at all. There's also a cleanup/remove anything you'll want if you think having the same unchanging piles of trash need to go.
 
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I've been playing FO4 (first time) for a bit without mods. Really, really enjoying it. Only thing that really bothers me is that I have to shoot dogs. Even if they're furless or want to kill me, they're still puppies. :confused:

Mutant hounds don't really bother me because screw super mutants.
I played it 100% mod free a couple of years ago to get all of the achievements without using a "get the achievements anyway" mod. It was fine, despite claims that you need (mod x) to fix (all eleventy-million quest bugs)

One thing you might want to do is to keep track of the saves around major decisions. There are several factions, and it was fun to try each of the different faction endings. The game will warn you about one major point where you choose a main faction and make enemies of the rest, but having saves (and knowing what those saves are by date + time) is helpful.

Also, ignore the radio signals telling you to start the DLC. You want to be far into the game before doing those.
 
D

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I've been playing FO4 (first time) for a bit without mods. Really, really enjoying it. Only thing that really bothers me is that I have to shoot dogs. Even if they're furless or want to kill me, they're still puppies. :confused:

Mutant hounds don't really bother me because screw super mutants.
Might I suggest No More Dead Dogs? The mod turns the neutral so they don't attack you by default. It also links to alternatives depending on which behavior you think works best for your preferences.


https://www.nexusmods.com/fallout4/mods/19754
 

DarthSlack

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CPX

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Sim Settlements 2 is a very good FO4 mod. More of a DLC than a mod, but it shows what settlement should have been from the beginning.

Sim Settlements is basically the only reason I ever got use from some of the worse settlements. I still say my best use involved getting plots on the upper highway deck of Graygarden.
 

mitty84

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Might I suggest No More Dead Dogs? The mod turns the neutral so they don't attack you by default. It also links to alternatives depending on which behavior you think works best for your preferences.


https://www.nexusmods.com/fallout4/mods/19754

That would be good if I do another playthrough. I'm avoiding mods and spoilers (I do know some endgame things) because I just want to plod through the original game not really knowing anything. Any further playthroughs will have mods and be save scummed to get results I want with situations and story.

I did get a dog that is just named Mutt who followed me around for a bit. I saw it's just a random encounter. I wish I could keep the dog somehow.
 
D

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That would be good if I do another playthrough. I'm avoiding mods and spoilers (I do know some endgame things) because I just want to plod through the original game not really knowing anything. Any further playthroughs will have mods and be save scummed to get results I want with situations and story.

I did get a dog that is just named Mutt who followed me around for a bit. I saw it's just a random encounter. I wish I could keep the dog somehow.
Two minor spoilers if you wish to acquire dogs.

1. There is a dog at the northwestern Red Rocket gas station named Dog Meat that can become a permanent companion. I'm surprised you haven't met it yet, the vanilla game is pretty set up to force you to encounter it on your way to the Minutemen.
2. Closer to Diamond City (I think around the railroad track to the north), there is a dog seller. I think you have to have high charisma or Animal Handling to convince him to sell you one. Like Dog Meat, it will be a permanent companion.

Be aware, both of these dogs can die and don't mix well with players that like explodey weapons.
 

mitty84

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Oh I have Dogmeat. He has a nice doghouse at Sanctuary. I've gone with the Lone Wanderer perks, so I go it solo most of the time. I was more wishing I could save that random dog. I didn't know about the merchant at Diamond City, but then again, I haven't done a whole lot there. I've been having far too much fun tearing the Commonwealth apart to progress the story much.
 
Oh I have Dogmeat. He has a nice doghouse at Sanctuary. I've gone with the Lone Wanderer perks, so I go it solo most of the time. I was more wishing I could save that random dog. I didn't know about the merchant at Diamond City, but then again, I haven't done a whole lot there. I've been having far too much fun tearing the Commonwealth apart to progress the story much.
Lone Wanderer allows you to have Dogmeat in the party, just not humans or bots. One thing is Dogmeat is immortal (thankfully! it was impossible to have him survive endgame fallout 1 :( ) but my guess without checking the wiki is other dogs are not.

If you have CHA at 4+ you can power up Dogmeat with the Attack Dog perk.
 
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FO4 just came to GoG recently and I bought it soon as it showed up.

But I don't have a GPU yet on my new PC, so I'm replaying FO3 until I get a GPU...
FO3 was a lot of fun despite the annoyance of the transit maze downtown. I replayed it a last year using the Tale of Two Wastelands mod for the New Vegas engine. Speaking of New Vegas, the New California prequel mod is worth playing.
 
FO3 was a lot of fun despite the annoyance of the transit maze downtown. I replayed it a last year using the Tale of Two Wastelands mod for the New Vegas engine. Speaking of New Vegas, the New California prequel mod is worth playing.

Yeah, I hate the downtown subways, even after playing FO3 a number times.

I have TTW installed, and started FO3 that way, but TTW kind of went overboard in some ways. The Ammo Press seems like it gives out crazy amount of high end ammo now, and playing with "Shotgun Surgeon" and "And Stay Back", basically just knocks over Super Mutant Behemoths(and everything else), and removes them completely as a threat, then there is now repair kits for weapons, meaning you don't need much repair skill. Basically it just started to feel like cheesing it.

So I actually went back to Vanilla FO3 with the unofficial patch and just a few mods minor mods that are more appearance related (like Fellout), and I think this is kind of the way I prefer it, though someday if they full purt FO3 to FO4, I would give that a try.
 
then there is now repair kits for weapons, meaning you don't need much repair skill. Basically it just started to feel like cheesing it.
True, I had it set to very hard (? the one that isn't survival), and it was still a little easy. The Recharger weapons also removed the ammo scarcity at the beginning.

How problematic are mazes when you have a constant waypoint marker?
Aboveground was worse with the walls everywhere, but even underground there were sometimes 2-3 exits that each might or might not be the one you really want. Sometimes the suggested exit was not the right one.
 

CPX

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Aboveground was worse with the walls everywhere, but even underground there were sometimes 2-3 exits that each might or might not be the one you really want. Sometimes the suggested exit was not the right one.

I dunno, I guess I'm weird for enjoying the subway system specifically because the Bethesda waypoint system failed you and you have to actually kind of use the diegetic subway map.
 
I dunno, I guess I'm weird for enjoying the subway system specifically because the Bethesda waypoint system failed you and you have to actually kind of use the diegetic subway map.
(slaps forehead) ....look at the in universe maps? You can do that?

I'll blame my lack of map reading on never having used a subway in real life :)

For me it was frustrating when I was trying to reach a specific location instead of just wandering around for fun.
 

CPX

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(slaps forehead) ....look at the in universe maps? You can do that?

I'll blame my lack of map reading on never having used a subway in real life :)

In fairness, one of FO3's biggest problems with its exploration is that it never presents anything organically. hbomberguy's reviews of FO3 and FONV contrast the two approaches of game design by examining two of the best regarded quests of each main game. FO3 requires a player to search hard for the Stradivarius quest while FONV gives you multiple leads to Vault 22 in various gameplay sequences while also letting you just stumble on it.

The easy solution here is having all the friendly NPCs in the DC area give the players some pointers on how to navigate the area, like using the subway map boards.

For me it was frustrating when I was trying to reach a specific location instead of just wandering around for fun.

Yeah, I get that. I think the DC maze was a cheap way of limited area loading sizes in crowded environments that would have been much better if navigating it had been more of a narrative point.

FO3 had such squandered potential...like having zero good narrative surrounding the Mall/Capitol war zone of Super Mutants and Talon Company duking it out.
 
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Yah, in FO3 it's way too easy to accidentally beeline to endgame content and leave the map largely unexplored. I replayed it a while back, was shocked at how short it felt, then looked at the map and realized I had literally never headed more west or north than required to move the plot. Very different than the first time I played where I forgot I had a dad.
 

MichaelC

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So I guess, technically, I did re-play FO3 as I did just that... finished the main story very quickly and early. This was before they patched the ending so you could continue playing so when you finished you were finished, game over man.

Second time around I too more care to find the intervening missions so I got the full story.
 

DarthSlack

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Yeah, I get that. I think the DC maze was a cheap way of limited area loading sizes in crowded environments that would have been much better if navigating it had been more of a narrative point.

FO3 had such squandered potential...like having zero good narrative surrounding the Mall/Capitol war zone of Super Mutants and Talon Company duking it out.

See, this is where DC residents have an advantage in imagining their own storyline, that fight it the Capitol could easily been a pre-war Congressional rules conference that just got outta hand.........

And while I get the criticism that the subway breaks up the map, oddly it also quite accurately mimics getting around DC. Any time you want to go to a different part of the city, you pop down into Metro, then pop up again near your destination. The stations are also a good mimic of actual Metro stations, the layouts are different, but the look is spot on. Except for the bathrooms, real Metro doesn't have those.
 

pauli

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I was just thinking about reinstalling Fallout 4 the other day. Decided that needs to wait until I build a new computer, though, and I'm going to need to really think about what I do and don't want from my next set of mods.

I'd love it if I could 100% disable settlements, but on the other hand, I'd like to take another crack at the Sim Settlements quest line. Pretty sure it's longer than the main quest, but it sorta fell apart for me part way through, because... anything settlement related is irretrievably buggy.
 
I was just thinking about reinstalling Fallout 4 the other day. Decided that needs to wait until I build a new computer, though, and I'm going to need to really think about what I do and don't want from my next set of mods.

I'd love it if I could 100% disable settlements, but on the other hand, I'd like to take another crack at the Sim Settlements quest line. Pretty sure it's longer than the main quest, but it sorta fell apart for me part way through, because... anything settlement related is irretrievably buggy.
Isn't the first settlement (your old neighborhood) the only one required to progress the main story? If I recall right, you could skpl everything else but you don't get all the minutemen story and gear
 

jamoau

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Isn't the first settlement (your old neighborhood) the only one required to progress the main story? If I recall right, you could skpl everything else but you don't get all the minutemen story and gear
Sounds about right. One end game path you require a bunch of settlements for the Minutemen and BOS altercation.
 
Isn't the first settlement (your old neighborhood) the only one required to progress the main story? If I recall right, you could skpl everything else but you don't get all the minutemen story and gear
IIRC, you don't have to ever create any settlements if you don't save the Minutemen in the museum and unlock all of that. You would ultimately have to side with the Institute (again, IIRC) because you wouldn't be able to go down the other plotlines that require building a teleporter. Might be able to do the Brotherhood ending (was there one, I think there was) but I basically always shot those assholes on sight.
 
IIRC, you don't have to ever create any settlements if you don't save the Minutemen in the museum and unlock all of that. You would ultimately have to side with the Institute (again, IIRC) because you wouldn't be able to go down the other plotlines that require building a teleporter. Might be able to do the Brotherhood ending (was there one, I think there was) but I basically always shot those assholes on sight.
It's worth doing once just for some Liberty Prime goodness during their attack on the institute. “Red Chinese Infiltration Unit: eliminated. Let Freedom ring.”

Though then you can't gank Maxson and steal his awesome Gatling laser :(
 
Fallout 4 GOTY is $10 at GoG.com this weekend for anyone wanting to own a version that won't auto-update and break your 100 mods :)

(The hires update that's supposedly happening eventually will probably trigger a forced Steam update)
GOG galaxy will auto update games. Also the hires update, under GOG anyways, is a free DLC
 
I'm loving Atom's Judgement and a little upgrade to it. I'm pretty much one hitting most enemies that are not immune to radiation. Bloody giblets flying all over the place :D

Screenshot 2023-09-30 101821.png
 
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