Stairs.  Entry group.  Materials.  Doors.  Locks.  Design

Stairs. Entry group. Materials. Doors. Locks. Design

Fallout 4 mods mod manager

This program is a very simple modification manager, however, it has decent functionality at the moment.
Using it, you can manage esp files, as well as install resource modifications, for example, retextures, audio - or any others.

Required for operation Net Framework

Usage:

Using the "install" button, select esp or the archive with the modification, then follow the program's suggestions. Mods can not only be installed, but also removed, which, given the number of new mods for Fallout 4, is a very necessary feature.

Functions

When you close the modification manager or launch the game through it, it installs on the filesplugings.txt and DLCList.txt read-only setting.

Mod Solver
Select the files in this window (you can drag and drop), make sure the structure is correct, and then install.
In your Fallout 4 Data folder there will be a folder called "Mods" which will contain some txt files. Do not delete it, it is needed for the program to work.


Installing mods

When you click "install" you can add a zip or 7z file.
It should be able to add other archives since it uses 7z for decompression


1.0.30
- Possibly fixed threading issues
- Fixed an error when installing bsa / ba2 archives

1.0.29
- Hotfix - possible crash after installing the mod

1.0.28
- Checks the password and gives an error if it is incorrect
- The manager now works without the correct Nexus account and does not ask about it
- The position and size of the main window is preserved
- Sorting of mods is preserved
- Option to skip the question about deleting downloads after installation
- Implemented a handler for processing delete commands
- The list of mods should now always be updated after installing the mod
- Added categories of mods from the Nexus.

1.0.27
- Fix - installation of the mod from a file has been fixed

1.0.26
Fixes
- Fixed problems with deleting downloads from the list
- Various interface improvements

1.0.25
- Fixed bugs in Mod Solver
- Fix Mod button now works correctly
- The "Help" button now works correctly
- Fallout4.esm can no longer be disabled in the mod list
- Downloads are removed from the list if you answer “yes” to the offer to remove them
- "Update" button in the list of mods
- Mod Solver: information about mods, highlighting of recognized files and folders
- Option to launch F4SE if installed
- Changed the login label to "Nexus Login"

1.0,24:
- Now works with Nexus
- A fair amount of code has been rewritten

1.0.23
-Changed the logic for installing mods
-Bugfixes
-Activation/deactivation of mods
-Select files in Mod solver during installation

1.0.20:
-Minor changes

1.0.19:
-Added selection of installation directory (you yourself know who this is for)
-Added selection of options
-Redesigned main window-
-Fixes

1.0.16:
-Added support for BSA, BA2 and esm
-Various minor fixes

1.0.11
-Preventing various potential problems.

1.0.10
-Minor improvements

1.0.9
-Hotfixes and bug fixes

1.0.5
- Mod Solver - updated
- Improved backup functions

1.0.4
-- Mod Solver > fixed a major issue with some mods. The unpacking process has been rewritten - now it is much faster.
- Added a question when deleting a mod
- Added meshes, programs, materials, lodsettings, vis, misc, scripts, shadersfx folders to the sResourceDataDirsFinal line.
- Added a checking mechanism to prevent errors.

1.0.3
- Updater hotfix when Nexus is unavailable

1.0.2
- Mod Solver - updated > added structure check (support for audio, textures, interface, music and esp files)
- Mod Solver - fixed a bug with duplicate folder names
- Implemented update checking
- A simple backup system has been implemented (only one level; no multiple backups of one file)
- Change filters when viewing mods (all files and compressed files)
- Files in archives can now be opened directly using the modification manager.

Hello to all fans of the game Fallout 4. In this guide, I will tell you how to install mods for the game Fallout 4 correctly and without errors. To avoid errors after installing modifications, strictly follow the instructions located just below. There are two types of installing mods in the game Fallout 4: manual and automatic. Let's get started!

To install mods automatically in Fallout 4, you will need the Mod Manager program. Thanks to it, you can easily install various modifications to the game, and you do not have to manually make changes to the configuration files.

How to use Mod Manager?

  • Download Fallout4 Mod Manager from our website;
  • Unpack the downloaded archive and run Fallout4ModManager.exe;
  • Click on the “Install” button, then select the archive with the mod on your PC;
  • After selecting the mod, click on the “Install” button again.
  • Next, the mod will be automatically installed in the game Fallout 4;
  • Place a checkmark next to the desired mod in the left window to activate it. See screenshot below.

Manual installation of mods for the game Fallout 4 differs from automatic installation, and is divided into two types: plug-ins and resource ones. Resource mods are files and folders that are copied to the root folder of the game called “Data”. Plugins also need to be moved to the same folder, but in addition they also need to be connected. Now we will look at an example of installing these types of modifications in the game Fallout 4.

For mods to work, the first thing you need to do is set up the game configuration files. An example is given below:

  • Go to the folder: C:\Users\Username\Documents\My Games\Fallout4.
  • Using notepad, open the Fallout4Prefs.ini file.

We are looking for a structure in the file with the title . The main thing is that the line is written there: bEnableFileSelection=1. If this line is not there, then we write it manually ourselves. See screenshot below.

  • Open the file with notepad ini, which is located in the same folder and find the design with the title .
  • In this design, find the line sResourceDataDirsFinal=STRINGS\.
  • Replace the found line with the following: sResourceDataDirsFinal=STRINGS\, TEXTURES\, INTERFACE\, SOUND\, MUSIC\, VIDEO\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\
  • Save your changes and close the file.

Now you know how to install resource mods in the game Fallout 4. If you find the Data folder in the archive, then move it to the game folder, agreeing to the replacement.

Installing plugins for Fallout 4

Plugins include ESP and ESM files. They are moved to the Fallout 4/Data folder, as well as resource folders. But they need to be connected. See example below:

  • We are looking for a file called plugins.txt, which is located C:\Users\Username\AppData\Local\Fallout
  • Right-click on the file and select “Properties”

We find the inscription “Read only”, uncheck the box and click apply. See screenshot below.

  • Using notepad, open the file and immediately after the line Fallout4.esm, insert the full name of the mod. For example: LongerPowerLines3x.esp. Look at the screen below:

  • Save and close the file
  • Set the “Read Only” attribute for the plugins.txt file
  • We play our favorite game.

Video instructions for installing mods for Fallout 4

Description:

This program is designed to automatically install mods in Fallout 4, Skyrim, Oblivion, Fallout 3, New Vegas, Dark Souls and other games, conveniently store them, disable unnecessary ones, etc. The program is in English, but is still easy to use.

Program features:

Select, download and install plugins from skyrim.nexusmods.com;

Select and install mods from your hard drive;

Automatically monitor and update installed mods at skyrim.nexusmods.com;

Manual sorting of installed mods;

Correct removal of installed mods;

Archive Invalidation support;

Start the game.

User Profiles

Latest updates:

0.63.1

Various fixes and improvements

0.61.23:
Many small fixes and improvements

0.61.13:

1. Support for new games
2. Lots of fixes
3. I apologize for the long update :)

0.61.6:
1. Added support for Dragon's Dogma
2. Fixed an issue where unzipped game files overwritten by mods were lost when changing profiles.
3. Fixed a crash when clicking on an empty element in the profile menu.
4. Fixed a crash when adding an element in the mod installation.
5. Fixed the displayed title of Fallout 4.
6. Fixed an issue due to which some mods were not installed correctly on The Witcher 3 and Starbound.
7. Fixed an issue with some Witcher 3 mods that were marked as "not supported".
8. Added a new check to quickly detect game folders in the Steam folder.

0.61.5:
Bugfix: Fixed an issue with Fallout 4 categories.
Bugfix: The context menu for mod control has been redesigned.
Bugfix: Improved source code and updated to work with .Net Framework 4.6.

0.61.4:
Bugfix: Added launch via F4SE.
Bugfix: Changed notification about ini
Bugfix: Fixed an issue due to which NMM could uncheck the "read-only" checkbox when starting the game
Bugfix: Fixed installation of .mp3 and .bgsm files in MultiHD mode.
Bugfix: Fixed a crash when using the "Delete from all profiles" function

0.61.3:
Not yet.

Hotfix 0.61.2:
NMM will provide a more detailed hint if it fails to check the Fallout4 ini, and no longer prevents the mod from being installed
Fixed - incorrect installation of .bsa files for Skyrim in multiHD mode
Fixed - incorrect installation of .mp3 files
Fixed - saving a link to a mod when disabling the mod
Fixed - crash when trying to change the profile while plugin masters were being checked

Hotfix 0.61.1:
Fixed a bug with restoring overwritten files
Fixed a bug with installers failing to check certain dependencies during installation.

Version 0-61-0

Support for Fallout 4 modifications
Plugins that do not have a master will be highlighted in red in the list
Updated features will be shown in a pop-up window
Fixed crash when changing profile

Attention!

To use the program, starting from version 0.50.0, you need .Net Framework 4.5

Installation:

The archive contains two versions, for WIN XP and for WIN Vista, 7, 8, select the desired version.

1. Launch

2. Install

3. Launch Nexus Mod Manager

4. Select the game we are using (in our case, Skyrim)

5. Select the folder with the game

6. Register here: http://www.skyrimnexus.com/ and enter your login and password information. That's all.

7. To register, you must have an account mailbox on Google.com and it should look like this [email protected]

Nexus registers other mailboxes like mail.ru and yandex.ru every other time!

8. You don’t have to register with Google and Nexus, just when the NMM program starts and asks you to confirm your login and password, click on the “Offline” button in this window and NMM will start.



Usage:

Adding mods:

Select the "Mods" tab.

On the left, click "Add Mod from file" (select an archive with a mod), or "Add Mod from url" (enter a link with a mod).

The selected mod appears in the list.

Select a mod from the list and on the left click “Activated the selected mod” and you’re done.

Disabling the mod:

Select from the list of mods, and on the left click "Diactivates the selected mod".

To connect to Nexus Mod Manager, registration on

This Nexus Mod Manager program is designed to automatically install mods in Skyrim, Skyrim SE and Fallout 4 and other games (for Windows 7, 8, 10, Vista), conveniently store them, disable unnecessary ones, etc. The program is in English, but everything is clear.

Attention:
1. The new version of HMM starting from 0.60.0 and higher requires .Net Framework 4.6 (If you do not use Windows 10, then you can download package .Net Framework 4.6)
2. When you start the NMM manager, if a window pops up with errors, then look at the first lines in the window, you will be shown the incorrectly installed names of esp mods. in the launcher, arrange everything as they write to you and run NMM again, if there is a window with errors again, then continue to arrange the mods that are written in the window)

Update:0.70.9 (for Windows 7, 8, 10, Vista)
* Fixed category view filter reset bug (thanks to user jbostrus on Github)
* Fixed installation of .PDB files. (thanks to user jbostrus on Github)
* Removed an unused tool from the Enderal game mode. (thanks to user jbostrus on Github)
* Fixed a bug for trailing (and leading) spaces in archive files. (thanks to user jbostrus on Github)
* Added clearer logging/information when the info.xml file from fomod is corrupted.

Change log:
- Read the readme in the archive for a list of all changes to previous versions.

How to enable installation of mods for Fallout 4:
1. Download and install NMM
2. When you first start the program, it will detect the game, mark Fallout 4 with a green checkmark, if you already have NMM installed and you are just updating the NMM version, then when you launch NMM from the desktop, in the game selection window, click scan the system for the game (Rascan Installed Games) , NMM will detect Fallout 4 and also mark it with a green checkmark, then when installing NMM there will be a window indicating the storage paths for mod archives, select at your discretion.

In version NMM 0.65.X, the program itself will configure everything in the .ini files, or at least it should do so, judging by the changes in update 0.65.X

1. Go along the path "My Documents/My Games/Fallout 4". There will be several .ini files in this folder
2. Open the Fallout4Prefs.ini file and look for the line. Directly below it there should be a line: (if not, then add)


bEnableFileSelection = 1


bInvalidateOlderFiles=1
sResourceDataDirsFinal=

How to attach F4SE to NMM manager:
1. Download and install
2. Open NMM manager and open the settings menu (gear icon in the top bar)
3. In the settings window, click on the Fallout 4 tab
4. In the Fallout 4 tab, find the "Custom Launch Command" section and the "Command:" text field and enter: f4se_loader
5. Click OK to close the settings window
6. Enable mods again in the Plugins list (you won't need to do this every time)
7. Click on the "Launch Fallout 4" menu located at the top of the NMM manager
8. From the drop-down list, select "Launch Custom Fallout4" or "Launch F4SE"
9. Fallout 4 will launch immediately with all active mods enabled. Use this button now to run Fallout 4 via F4SE
10. (Optional) Remove the Fallout 4 shortcut from your desktop. If you open the official launcher, .ESP files will be disabled and this will be reflected in the NMM. If you do not open the official launcher, your .ESP files will remain active as they were before the update.

Start

This guide presents the best mods at the moment. Mods are taken from popular mod sites such as:

I tried my best, so please support me by liking me, adding me to your favorite guide and sharing it with your friends!

P.S To download mods from these sites, you need to register on them.
P.S.S The guide will be updated.

Utilities

- Fallout 4 Script Extender(F4SE)

Many mods require F4SE to work.

Description:

The main concept of creating the Fallout 4 Script Extender (F4SE) is an expansion of script functionality for the game Fallout 4 and for the future Creation Kit editor. At the moment F4SE has very little functionality, but some of these functions may already be useful.

Vortex is a new modern mod manager from Nexus Mods. It's designed to make modding your game as easy as possible for new users, while still providing enough control for more seasoned veterans of the modding scene.

Headed by Tannin, creator Mod Organizer, Vortex uses lessons learned during development M.O. And Nexus Mod Manager to provide the most powerful and intuitive modding experience.

How to install, configure and start using Vortex, you can look in my manual on Vortex":

- Nexus Mod Manager(NMM)



Description:

This program is a very simple modification manager, however, it has decent functionality at the moment.
Using it, you can manage esp files, as well as install resource modifications, for example, retextures, audio - or any others.

Possibilities:

  • Usage:

    Using the "install" button, select esp or the archive with the modification, then follow the program's suggestions. Mods can not only be installed, but also removed, which, given the number of new mods for Fallout 4, is a very necessary feature.

  • Functions

    When you close the mod manager or launch a game through it, it sets the plugings.txt and DLCList.txt files to read-only.

  • Mod Solver

    Select the files in this window (you can drag and drop), make sure the structure is correct, and then install.
    In your Fallout 4 Data folder there will be a folder called "Mods" which will contain some txt files. Do not delete it, it is needed for the program to work.

  • Installing mods

    When you click "install" you can add a zip or 7z file.
    It should be able to add other archives since it uses 7z for decompression.

Requires Microsoft .NET Framework 4.5

Description:

"Another Life" allows you to avoid the fixed start of the game and choose a different role for yourself, which allows you to become more immersed in the game and enjoy playing your chosen role.

The pre-war period is just a memory simulation in your head when your synthetic body is created. After exiting the shower, the game will ask you whether you want to wake up or continue sleeping. The "wake up" option will start the modification, and continue will start the game as usual.

After you wake up, you will find yourself in one of the cells of the Synth Institute. There you will also find a pip-boy and a terminal that controls the processing parameters of the unit. Here you can choose your occupation.

Once you enter the processing chamber, you will be taken to the Commonwealth, of course, with no idea that you have ever been to the Institute.

Vault 111 will be accessible as usual, and your starting quest will be "The Jewel of the Commonwealth."

Peculiarities:

Another Life allows you to play out one of 36 lives. Each activity determines your starting equipment and weapons, your allied faction (or lack of allies), your starting ability, and your starting location. In the future, the choice of type of activity will also determine the initial quest.

Description:

Hiking Camp is obviously one of the mods that everyone wants to have in Bethesda games from day one.

This mod adds craftable/installable tents and sleeping bags (new models and high-definition textures in several color options, including camouflage), fabric fence walls, a fire, a lantern and a pot, each item with its own unique dynamic gameplay, sounds, and interactivity and animation.

Everything is simple and comfortable enough to make you feel like a real wasteland explorer.

New items:

  • A new category "TOURIST EQUIPMENT" will appear at the Chemical Workbench. If you use the "Armor and Weapon Crafting Keywords (AWKCR)" mod, then all the items from the mod will be in a different category on the "Armorman's Workbench".
  • Traveler's Book: To unlock all color variations of tents and fabric flaps, the book can be found in the cellar in Sanctuary.
  • Color variations: game / white, black, blue, woodland camo, desert, grey, green, red, as well as two additional colors for sleeping bags: Nuka Cola (red) and Vault-Tek / Vault-Boy (Blue)
  • Homemade tent: a tarpaulin is draped over the branches, there is a sleeping bag inside the tent, a lantern can be installed.
  • Tent with poles (single): new tent models, one sleeping bag. The lantern can be installed. 7 color options for the tent.
  • Pole Tent (Double): Same as Single, but with two sleeping bags so you can sleep with companions/NPCs. The lantern can be installed. 7 color options for the tent.
  • Sleeping bag: An old, reliable, tried-and-true sleeping bag. Available in 10 color options.
  • Dog Bed: New bed with an unused sleeping dog animation (and new snoring sounds!). The dog will sleep until you wake him up! 7 color options for the bed.
  • Fabric flap: fabric stretched between two poles, can be used for additional protection, for example from wind. 7 color options.
  • Campfire Kit: Wood, oil, cloth are combined into one kit to start a fire and keep the fire burning.
  • Saucepan: Attached to a fire to cook food in the wild. Requires a lit fire.
  • Flashlight: Portable lighting on the go! Attaches to the tent or can be placed on the ground and will not fall off.
  • GPS Beacon: The beacon can be left at the camp, which will place a marker on the Pip-Boy map, so you can use it as a base. Can be used anywhere.
  • All items from the mod have Workshop equivalents, so you can make all items in your settlements. Tents/Sleeping Bags under Furniture > Beds. Dog Bed, Fabric Flap are found under Decorations > Miscellaneous. The fire and lanterns are located in the Electricity>Lighting section. Tents count as single or double beds in your settlement, and fires created in settlements will burn forever.

Description:

Have you ever found it strange that 100% of the time your character is pointing his weapon at an invisible enemy somewhere in front of you? It seemed to the author of this modification that’s why he made it so that your hero, if he doesn’t shoot, puts his weapon to the side.

At the moment, this is a simple animation modification and there is no delay in putting the weapon away, for example, after a fight. The author will try to do everything possible to implement it. However, it is fully working and can be used now.

Weapon grip in power armor is also supported. For more details on how it looks, see the video and screenshots. In my opinion, a must have for better immersion in the game.

Description:

Mod Configuration Menu (MCM)- this is a functionality that adds to the game menu Fallout 4 new category "Mod Settings".

Mod settings will be stored in INI files along the path Data\MCM\Settings, making it easy to back up and restore settings and even change them outside of the game if necessary if the mod supports this option.

IMPORTANT:

  • Mod Configuration Menu (MCM) this is the core that is required for the operation of mods that have settings, without the possibility of being introduced into the Pip-Boy through holodisks, like other mods and such settings will be through MSM menu.
  • Please note that without such mods, in Mod Configuration Menu (MCM) it will be empty!
Peculiarities:
  • Customize more aspects of your mods than ever before - MCM provides a ton of functionality such as mod toggle options, steppers, dropdown menus, sliders, buttons, feature description text, and keywords.
  • MSM is optimized for PC. MCM goes far beyond what is allowed on consoles.
  • MSM doesn't have ESM/ESP files. MCM is not counted in mod load order as a mod.
  • Safe storage. MCM will never encroach on your saves and saved game - any modifications, like most plugins F4SE, are executed in memory.
  • Save file. No game forms or files on the disk are replaced. MCM is completely autonomous.
  • Hotkey support and conflict detection. Assign hotkeys to mod actions to activate them on the fly.
Requirements:
  • Fallout 4 version 1.10.20 or 1.9.4 .
  • Fallout 4 Script Extender (F4SE) 0.4.2 or 0.5.0 and higher.

Description:

HUDFramework - This is a very useful UI framework that will allow you to install various modifications that change / complement the game interface.

With it, for example, you can display:

  • Your companion's health
  • Current time
  • Number of cartridges in a holder
  • Change sight
  • And many many others
Important! The mod itself does not add anything, it is only a base for installing other modifications that change the interface using HUDFramework.

Requirements:

  • Fallout 4
  • Java 8 and higher (for the "HUDFramework auto-patcher" patcher).

Description:

Developers from NVIDIA have created a mod for Fallout 4 called "Vault 1080", which will add a new Vault 1080 to the game, with its own quest, and the mod also adds super-improved lighting and shadows using Next-Gen GameWorks technology.

More details:

  • Vault 1080 (Vault 1080) is an official mod from NVIDIA.
  • Volumetric lighting features in the mod are wide ranging and effects you won't see in the standard game, and shadows will be more realistic than ever. This is all thanks to the HBAO+ functionality and ambient occlusion control, which create authentic effects anywhere.
  • You'll also see beautiful "godrays" effects whenever the sun shines, plus new weapon shard effects and new meshes and materials.
  • Once you find the entrance to Vault 1080, you will find dark, intimidating tunnels that are inevitably filled with danger. This is a large mod - equal in size to the other Vaults scattered throughout the Commonwealth, with its own new quest. And this is a Vault like you've never seen before. The truth lies deep inside Vault 1080. Find and solve all the mysteries!
  • You shouldn’t go into this location unprepared!
Peculiarities:
  • New quest
  • 4 new locations (swamps, church, caves, shelter)
  • Extra hour of gameplay
How to start:
  1. After installing the mod and entering the game, a notification will appear, check the tracking of the quest "Church of the Valley"
  2. A marker on the map will direct you to a small hut outside the swamp.
Location:
  • The Vault 1080 location is located near Vault 111, which you exit from at the beginning of the game.

Build a new settlement almost anywhere in the Commonwealth!

Description:

This mod "Conquest of lands - camping and building settlements" is from the author of the well-known Frostfall mod for Skyrim.

The mod will add a variety of camping equipment and the ability to create completely new settlements anywhere in the Commonwealth; the mod will go perfectly with the regular game mode and the new Survival mode.

More details:

  • You can build a small camp anywhere in the game, cook food, sleep, and so on. Then you can simply pack up and leave, or make your mark by expanding your camp into a thriving, full-fledged settlement.
  • You can create camping equipment using items in the game world that are around you. Build tents, portable generator and much more.
  • All camping equipment is placed through the Workshop menu, for convenient placement, you can rotate it, twist it as you like, not like in another similar mod.
  • By investing funds/items in a new workbench, your small camp can become a full-fledged settlement, with all the advantages and disadvantages of regular game settlements, you can establish supply lines, bring in NPCs and companions, and so on.
  • You can build up to 10 new settlements.
  • You can collect your camps and move them to other places, you can also liquidate already built full-fledged settlements.
How to use:

1.Camping

  • Open your Pip-Boy, go to the Help section, and select "Action: Build Camp". Get out of the Pip-Boy and place a Provision Camp on the ground. After you place a camp, you can place other camping equipment using a special menu in the Workshop.
  • In the camp you can build a fire, install a cauldron for cooking food, break weapons and armor, build a tent, install a portable generator and lighting, sleep in a sleeping bag and much more.
  • Tip: You can only set up a camp when you are far enough away from cities and other populated areas.
2.Construction of settlements
  • Once you have successfully created a camp, from the Workshop menu in the camp, go to Extensions > Workshop. Place the Workshop wherever you like. Once you do this, your camp will be collected and returned to inventory and your settlement will be created.
  • You can call your settlement one of 10 different names, and you can create up to 10 different settlements.
3. Liquidation of settlements
  • If you don't like the settlement you created, you can eliminate it to free up one of the 10 available settlements. To do this, select the Workshop and select Liquidate Settlement. Read the warning and confirm your choice. The settlement will be dismantled.

Description:

Are you tired of monotonous settlers? Not you alone! The author was also tired of this, so he decided to create a modification that would add some variety to this aspect of the game.

In addition, the author wanted to give them better initial equipment, so that they would not have to waste time on completely improving it. This mod makes the settlers more cool, they also have a wider choice of clothing (31 clothing options, 25 hats, glasses, bandanas and 4 sets of armor), better starting weapons and a chance to carry stimulants.

For reasons unknown to me, the mod also washes their face and makes their faces cleaner! The mod also includes equipment classes, which gives settlers a chance to get a much better set of equipment. All clothing combinations in the screenshots are randomly generated at spawn.

Known problem - minor cosmetic bug - do not install before reading. When you install the mod and load the game, it will give some of your settlers new equipment. Sometimes this can create a conflict with their equipment.

This can give rise to some very strange combinations. This is just a cosmetic bug - you can always change the clothes of your settlers.

Detailed description:

The mod only affects ORDINARY SETTLERS. It does not affect companions, children and settlers with names.

Details of the changes are below, but you'll probably find it easier to see everything in the screenshots.

Changes affecting all regular settlers.

They have added the ability "Zhip 3" and "Adamantium Skeleton 3", so that they cannot be crippled and are healed between battles.
Slightly stronger - about 3 times more health (at the level of a psychic raider).
Everyone has a chance to have 0-2 stimulants.
Everyone has a chance to be equipped with one of the following sets of equipment (all weapons and armor have a chance to receive modifications):

  • Class I

    There are approximately 23 more types of clothes (31 in total) - look at the screenshots.

    There are about 17 more types of hats (25 in total) (25% get a hat) - look at the screenshots.

    No extra armor (other than what they can get in the original - Spiked Armor, Brawler Armor, Vagabond Suit

    One of the following weapons: .39 smoothbore, .45 smoothbore revolver, crowbar, lead riser, or machete (a gunshot is much more likely)

  • Class II

    Parts of metal armor + leather armor + civilian clothing may fall out. Typically drops at least 2 pieces of leather armor.

    One of the following weapons: Double-barreled shotgun, 10mm pistol, Revolutionary Blade, baseball bat, or hammer (a gunshot is much more likely)

  • Class III

    May drop a set of leather armor + military clothing + random light military headdress + chance for points (4 options)

    Weapon: Hunting rifle or submachine gun

  • Class IV

    Full set of metal armor + military clothing + random military headdress + chance for points + "good guy" bandana (4 options)

  • Full set of metal armor + military clothing + random heavy military headdress + chance for points + "good guy" bandana (4 options)

    Weapon: hunting rifle only

Spawning occurs in approximately the following proportions: 55% Class I, 15% Class II, 15% Class III, 10% Class IV, 5% Class V (Please note that in the game they will still be called "Settlers" until I I will learn how to rename them in accordance with the new classes)

Compatibility:

RHD (Robot Defense) is incompatible with any other categories that add new items to the Defense category in the workshop (for example, guard posts, turrets, or traps). It is also incompatible with other mods that edit the Robotics Expert ability - you will no longer be able to take them with you.

It is compatible with Homemaker, SSEx and Robot Guardians. If you find an incompatibility and create a patch, I will add it to the mod page. I don't make compatibility patches for mods I don't use.

In certain cases, mods that add categories to the workshop run into problems even if they don't edit the same category. To avoid this, try placing this mod higher (or lower) in the download list. At the moment there is no way to fix this.

FAQ:

Do robots count towards the settler limit?
  • No. Create as much as you want!
Is it RobCo Certified?
  • No, RobCo Certified will not appear until the release of GECK
  • You are sure?
  • No:)
Can you make Mr. Helpers behave like settlers/robots - moving around settlements?
  • No, the menu is not designed to allow buildings to move. I'm trying to find a workaround - if you have experience with Pex Upgrader, please message me.
Can you add Robo-Eyes/Synths?
  • No, the robo-eye radio requires scripting, which is not yet available, and I would like to add synths as settlers - see above.
Can I fix robots if they are destroyed?
  • No, I can't add a fix yet. Robots have many advantages over turrets, so consider this a slight disadvantage.

Description:

If you have played or are playing Skyrim, then you probably know this Vivid Weathers mod for radical changes in weather and climate; the author of this creation made this mod for Fallout 4.

This is a complete climate and weather overhaul for Fallout 4! The mod adds 75 new weather types with over 110 new cloud textures. The mod also improves the overall image quality by adding a new LUT effect and Imagespaces!

Requirements:

  • Fallout 4
  • DLC Far Harbor (optional, patch available)
Compatibility:
  • Vivid Weathers is (obviously) not compatible with any mods that change weather, precipitation, clouds, rain and thunder sounds, dark nights, and other mods that generally change weather/climate types.
  • DLC Far Harbor requires a compatibility patch, available in the archive.
Main characteristics:
  • 75 new weather types.
  • Over 110 new cloud textures.
  • Added more than 15 cloud models, now there will be more than 30 cloud layers!
  • New sounds of rain.
  • 17 new thunder sounds!
  • Improved sun rays.
  • Spectacular sunset effects.
  • Enhanced volumetric fog effects in rainy and foggy weather.
  • Brightness of the night depending on the weather.
  • Lots of small details, like a surprise.
Weather types:
  • 12 new types of clear weather.
  • 12 new types of cloudy weather.
  • 3 types of radiation fallout (snow)
  • 6 cloudy weather types.
  • 9 new types of storm rad / rain rad / snow rad.
  • 18 different types of precipitation (light, medium, heavy).
  • 8 types of thunder and rain (weak, medium, strong)
  • 7 types of foggy weather with different intensities.
  • 1 surprise type of weather for all Silent Hill fans.

A similar True Storms mod for Skyrim, which was created in 2015, received almost 10,000 approvals and now this mod has been made for Fallout 4, with even more features than ever! This Real Storms mod is a complete overhaul of the storm system in Fallout 4, including new unique weather, sound effects, particle effects, textures, intense visual effects, fogs, dust storms, dangerous radiation showers and radiation from rain, and much more. other...

Peculiarities:

  • Archive installer with different mod options and addons.
  • After installing the mod for the first time, you will be given a holodisk with mod settings to enable or disable all functions, as well as a holodisk for controlling the weather.
  • Intense visual effects during rainstorms - lightning branches in the distance and in the sky!
  • New (all) heavy rain/dust textures, materials, visual effects, particles and geometry for truly powerful storms!
  • No more "white rain" - rain particles now use proper Alpha mixing and lighting, and are rendered under ambient lighting conditions.
  • 20 brand new, rich thunder sounds and a new method for more unpredictable sounds in random order.
  • New sounds for interiors, in all weather conditions: wind, rain, radiation storms and thunder, rain sounds for all types, but only inside locations where it makes sense.
  • New weather types, with new particles/materials, including radiation rain, heavy dust storms, heavy, voluminous fogs, heavy/light rain, and more!
  • Optional options for increasing radiation by 2,3,4,8 times at the Glowing Sea (6 rad/s without any clothes in the original game is too weak)
  • The weather change chances have been slightly adjusted to add a bit more variety to the game (the normal game heavily favors sunny weather)
  • The weather will last a little longer than usual, you will no longer see 4 or 5 different types of weather changing in one day
  • Regular game night and dark nights in several levels, for compatibility with mods like Darker nights
  • Volume control for new thunder and rain sounds to give you more control over your audio system
Compatibility:
    Generally not compatible with mods that do the same thing, which overwrite game rain textures, sounds of rain, fog, lightning, weather, and so on.
  • Darker Nights - compatible, there are patches on the Darker Nights mod page.
  • Vivid Weathers - not compatible.

Description:

This mod adds three workbenches that you can place in your settlements with the same models and animations as the original workbenches, but these workbenches allow you to craft items along with customizing weapons or armor.

On these workbenches you can create melee and ranged weapons, ammunition, armor and power armor of all varieties, clothes, suits, helmets, glasses, masks, as well as hairpins and other items. Besides the fact that they look and work as usual, your settlers will also use them.

The mod is divided into 4 modules. The main file contains only post-war/"realistic" items. The other three modules are pre-war/industrial items, special ammunition, power armor and various junk. Choose what you like best.