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  • Bug report template and guidance

    Intro

    Firstly thank you for engaging with my mods and taking the time to help me improve them and squash bugs.

    I've written this short article as a reference that applies to all of my mods for the purpose of users reporting bugs. As the majority of my mods rely on scripting for their functionality it is really difficult to understand what has gone wrong from narrative accounts alone. Hopefully these steps to gather debug evidence alongside the narrative from users will help me to identifiy and fix bugs quicker whilst reducing the back and forth of comments to get to a good start point.

    Bug Report Template

    As a minimum I request the following in any bug reporting for any of my mods, preferably in this order to make things easy to keep trac...

  • More About The Settlement Signage

    More About The Settlement Signage

    Once you are able to build the three signs found in the DEC workshop menu far right, you may be confused which to use. Don't be. I didn't want you to have to think which sign you should choose so they contain ALL options no matter which sign you choose. Here is a small copy of the text found in my other Article, The Economy Benefit:

    I want you to have fun spending caps. I want you to have fun earning caps too, but also keep a tight fist on your caps so you maintain 4k to 6,000 caps in your pocket. Inside that envelope the game will provide the best benefits to your settlement in which you have those three signs. Each settlement MUST have all three signs if you want that settlement to benefit. They are a way to tell settlers ...

  • More About The Quartermaster Relay Station

    More About The Quartermaster Relay Station

    The Quartermaster relay station is a mid to late game item you can build in the settlement workshop menu from the DEC category far right. It allows you to sell goods right there. It requires you to have found the DEC books (local farmer's wife, hint hint), and also have Caps Collector 3. If you've been having your settlers farm all the wild crops for your Desert Empire Company business, you will have a lot of crops to sell. No need to drag them to town. Be sure to complete Bunkerhill Kessler's Judge quest so you get the trade caravan tent for maximum immersion!

    Just to the box, craft. That opens a 'crafting' menu, but in fact what will happen is that once you 'craft' the item (basically, you're packaging your goods), and ...

  • The Economy Benefit - Too Many Caps - Not Enough You

    There is no real economy in Fallout 4. In vanilla you will end up with a ton of caps and nothing to spend it on, unless you're solidly into settlement building and spending caps on shipments, and even then the vendors can't buy most of your useless-but-good stuff because they don't have the caps.

    Desert Empire Company Goods, like its originator, Whiskey Smoke, make you the economy. DEC adds later game mechanics to offload those caps in a lore friendly way. If you set up your settlements right they will be producing magnificent amounts of crop ingredients, and you just need to craft the items. Same problem early on, of course, being that vendors don't have the best cap store, so I suggest Vendor Caps listed as optional in the required mods (or something similar, obviously).

  • Plushies and other secret locations

    Tell us where to find clean Plushies, Plush Babies, Mr. Cupcake, unique Heads, etc. .
    Be aware: spoilers ahead!
    (This section is community-driven and may contain errors or Plushies whose position changed after an update.)...

  • VIS 11.x Patch Creation Tutorial

    Tutorial: VIS 11.x Patch Creation
    Forward

    This guide will provide the basics for crafting patches for VIS 11.x.  This is by no means the only way to create a patch, but is the essential methods used to create VIS in the first place and to create the included patches for VIS.


    Tool Used (FO4Edit)

    The main tool I use when modding FO4 is FO4Edit.  It loads much quicker than Creation Kit (CK), is easier to navigate, and for many tasks is simpler to use.  It is invaluable for comparing records from multiple mods and merging them together.  It also has functions for editing records en masse via scripts, but that falls outside the scope of this document.  FO4Edit is available on Nexus.  I'm not going to go into extreme detail on it's ...

  • Announcements Sticky Post Archive

    Announcement 2024-05-30 (v10.0.1)

    New VIS Patches - Campsite, Give Me That Bottle, Legendary Rearmed, Settlement Repair Bot, Settlement Gardener Bot, Settlement Medic Bot, Settlement Salvage Bot, Settlement Tidy Bot.
    Patches Flagged ESL - I flagged all of the files labeled VIS-Patch as ESL so they don't take up your ESP limit anymore.  From what I understand, converting from ESP to ESL in an existing save can cause problems.  However, my understanding is that is typically when FORMIDs change.  Since VIS-Patches all overwrite existing FORMIDs from other mods, and therefore doesn't have any unique FORMIDs so it should be fine.  Please report if you encounter any issues with these new files.
    Give Me That Bottle - This patch could not be made ESL because it broke t...

  • VIS 10.x Sticky Post FAQ

    FAQ


    Q: I don't get tags on a non-equipable item (Aid, Misc, Junk).
    A: You have another mod installed that also alters the same item. You will either need a compatibility patch or to load the appropriate VIS module lower in your load order than the conflicting mod.
    Q: I just loaded VIS but Armor, Cosmetics and/or Weapons still don't have tags on items in my inventory or storage.
    A: See Known Issues. Those items were generated prior to loading VIS and their names need to be regenerated to update. The best workaround is to do the "Store in Workshop" method:
    1) Drop the item on the ground within your settlement
    2) Enter settlement build mode
    3) Store the item in the workshop from build mode
    4) When you retrieve the item from the ...

  • VIS 10.x Sticky Post Mods

    Translations
    See the TRANSL button on the Actions bar above


    Known Compatible and Incompatible Mods (VIS 11.x)
    (Not necessarily all inclusive)

    Not Compatible

    AWKCR - VIS 11.x Armor and Cosmetics use an included keyword resource VISKeywords which isn't compatible with AWKCR's edits.  VIS 11.x INNR would not work correctly with AWKCR edited records.
    Armorsmith Extended (and any other AWKCR based mod) - AE modifies a lot of the same records that VIS does so without AWKCR they are not compatible.  However, VIS + ECO Redux + LEO + UCO pretty much accomplish the same as AE.  Be sure to load VIS after all of the DankRafft mods and use the included VIS patch.
    Any mod built for AWKCR - VIS 11.x uses it's own keyword resou...

  • FAQ and Troubleshooting

    Compatibility and ease of use is the most important thing to me, I use PRP and similar mods:
    Use the Lite version. This mod should still be loaded after all other mods like that, but use the Lite version in this case.

    Building experience/settlement gameplay is the most important thing to me and I'm comfortable troubleshooting my own modlists:
    Use the Full version. This mod should still be loaded as close to the end of your load order as it can be.

    Lite ver: I can't clear all the ground?
    Yeah, unfortunately, a lot of the ground in these cells is landscape. Not landscape objects, but landscape as in the ground plane of the entire game. The player can't scrap that under any circumstances (and for good reason), and the only way this can be changed is...

  • FAQ

    Somethings not working, EX: there's an invisible wall stopping me?

    I try to be through in all my testing but some stuff will slip through me, while I will of course work on fixing any problems a quick solution I have is due to the utilities of the scripts simply save, exit the game then restart the game it should work fine.



    Why does this mod require uneducated shooter?

    There is a substantial section of the mod dealing with a closed tight environment and there are no other mods to my knowledge that give true crouching.


    Well what's the recommended settings I'm supposed to use?




    Why can't you update it to the next gen version, why must you do this to me you sick sick monster, you demon fr...

  • WARNING - Info about the ICO - ECO-NEO INNR Patch

    CAUTION!! PLEASE READ BELOW FOR CRITICAL INFORMATION REGARDING THE PROPER USE OF THE ICO - ECO-NEO INNR Patch

    1) You MUST have at least ONE of the optional INNR plugins from Equipment and Crafting Overhaul (ECO) - Redux OR New Equipment Overhaul (NEO)  OR ELSE the Synth Armor will have the wrong name when the Nanotube Material mod is attached!

    2) The ICO - ECO-NEO INNR Patch WILL NOT work properly if installed on a pre-existing save file THAT ALREADY HAS one of the previously mentioned INNR plugins from ECO - Redux or NEO installed!...

  • Update History

    Updated 10/27/2023
    Added more rescuable cats per requests
    Replaced Rescue Emmet with Rescue Emmett and Toro; just over write the old mod with tne new mod if upgrading.
    Added Rescue Ashes and Rescue Scruffy and Tink (Far Harbor)...

  • VIS 10.x Details Page

    This mod renames items with tag prefixes so that they will sort better in the inventory.  The vision behind the sorting method is to:

    1) Group like items together (notes, holotapes, keys, food, chems, etc)
    2) Sort the most commonly used items near the top for easy accessibility

    Tags Used By This Mod
    ----------------------------
    AID:
    (Chem) - chems with only benefitial effects (stimpack, rad-x, radaway, etc)
    (Device) - stealth boy
    (Drink) - drink with beneficial effects
    (Food) - cooked food and food with beneficial effects
    - addictive chems (Buffout, Mentats, Psycho)
    - all alchohol
    - Nuka Cola, Nuka Cola Quantum, Nuka Cherry and their ice cold variations
    - all prepackaged prewar food (Fancy Lads...

  • JTCC 1.0

    Hey all been abit busy with life so apologies for radio silence 

    1.0 Features

    Updated the menus so they look abit more organised 

    all the factions armor and clothing is craftable 

    all weapons in game are craftable 

    all ammo is craftabel and decraftable

    All power armor pieces are Craftable 

    Most of the crafting recipes are either based on fallout 4 contraptions recipes or fallout 76 recipes 

    Custom Crafting Benches 

    Unique Weapon and Armor Crafting ...

  • Tenhat's Settlements Modlist - Sorted

    Tenhat's Settlements ModlistA complete list of every settlement I've made and a few upcoming locations.
    21 total, as of this writing.

    Commonwealth Settlements
    University Point - with Immersive Repair
    Fiddler's Green - with Immersive Repair
    Atom Cats Garage Settlement - with Immersive Repair
    Prospect Hill Diner and Park
    Nuka-World Transit Center
    Charlesview Amphitheater
    Vault 81 Trader's Camp
    Lake Cochituate Village
    Lake Quannapowitt
    Breakheart Banks
    Dartmouth Professional - Skyscraper Settlement
    Sunken Garage - Glowing Sea Settlement


    Far Harbor Settlements
    Old Pond House - with Immersive Repair
    Kawaketak Ranger Station
    I want to do a lot more Far Harbor, but I...

  • Europa - Fully Voiced Companion (RU)

    Если вам уже изрядно поднадоели напарники из ванильной версии игры, но хочется побродить по Содружеству с симпатичным русскоговорящим компаньоном, то возьмите с собой в путешествие девушку-синта по имени Европа из оригинального мода Europa - Fully Voiced Companion от Vermilllion.

    Мод включает в себя полную русскую озвучку Европы (для установки мода не требуется скачивать оригинал!)....

  • Settlement Installation Basics

    Settlement Installation Basics
    A basic set of rules for settlement installation to avoid common errors.

    Rule 1. Save before installing. Settlements are dangerous to uninstall mid-game, always make a save before hand just in case you need to reinstall or remove the settlement.


    Rule 2. Custom settlements need to be at the bottom of your load order. Most bug reports are the result of not doing this correctly. "Scrap Everything" should never be below a custom settlement mod.

    Vortex Installation Steps:

    With the settlement installed and enabled, click on the "plugins" tab on the bottom left side.
    Find the settlement plugin and double click on it. This should open up a small window to the right. Scroll to the bottom �...

  • Skill Book Locations

    Issue 1 - Gardening In The Post-Apocalypse
    - Vault 81 - In the Hydroponics Room on the office desk.

    Issue 2 - With The Power of Science
    - Vault 95 - In the Detox Facility (Boss Room) on the office desk.

    Issue 3 - An Indestructible Resolve
    - Vault-Tec Regional HQ - In the Warehouse on top of one of the shelves.

    Issue 4 - The World You Knew
    - Vault 111 - In the Overseers Personal Quarters on one of the Dressers.

    Issue 5 - The Unappetizing Truth
    - Vault 114 - Beside the Checkin Terminal at the end of the dungeon (Right before the final door where you confront Skinny Malone.)

    Issue 6 - Keeping Up on Regular Checkups
    - Hotel Rexford - On the nightstand in the Vault-Tec Reps Room.

    Is...

  • Fusion Core Crafting gets easy

    Ask yourself this; "Who wouldn't want to wear a random suit of Power Armor AND be able to shoot a Gatling Laser at level 10?" If you said "ME" then check this mod out.

    Updated June 06, 2024
    Changelog: Reduced the Perk requirement (didn't realize it was level 4 at time of release).
    I recently built a new Gaming Rig. Reinstalled everything. Updated the mod with a fresh install of Creation Kit on Steam. Updated hopefully "next Gen" compatible

    This Mod was conceived because I got sick of not having any Fusion Cores at a low level, I can understand the "Here's a suit of Power Armor, and minigun." But wow Cores are hard to find early on. And YES, to all TROLLS I know that you can craft them at higher levels, and they do become common with the right perk sets...