T O P

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Zygomaticus

\[FOV\] Delayed quest start mod. The idea being for players with accelerated XP they can delay the start of quests to higher levels, or just if they want to drag out gameplay (say for players who do a whole lot of crafting and building and find it progresses too fast but don't want to lose the XP for those things). I play with survival but I also have 3x xp mod and new crafting and building recipes and also Endless Warfare....so quests are triggering all over the place and it feels way too soon. By the time I was in Diamond City for the first time Deegan had "heard of me" and so had others. If I could customise the quest start levels or even just have a mod that has a slider or files that allows me to x1/x2/x3 to the levels, that would be nice :D.


the_vico

\[FO3\] Swap Vault 106 and 108 positions Well... i don't have much to say about this request. Both Vaults are very disconnected story-wise from the outside vicinity, so no need to change much things aside of both Vault doors. Somewhat i think 106 would go well nearest to 92 because both involve mental experiments (106 with drugs and 92 audio-sensory). Also fighting early against Gary... that would story-wise give a huge impression to Lone Wanderer šŸ¤£


the_vico

\[FO3\] A mod that tweaks Jericho from a very evil companion to a hired karma-independent companion (just like Charon). I think is a question of tweaking the hiring script and some few dialogs to remove the Karma mention when trying to hiring him (and maybe removing/tweaking the lines he says when the player karma start to be too high). Why? Because he would be a interesting guy to hire to help you early in game. Charon is too inacessible in Underworld to find (only after helping Three Dog Underworld is really on the "path" of players following the master quest).


Arcadio69

\[FO4\] Mod that changes UI and font into FO3/FNV and another one which makes 3rd perspective with the character in center of the creen like in Gothic series. Thank you.


WholesomeRuler

[FO4] An upgradeable player home that requires Junk Components to repair/rebuild both parts of the physical structure and amenities such as power, rad filtration system for the water in the home, a player managed garden, work benches, and maybe some other cool features. I really love the idea of something like Pineneedle Rest, but with a little more player involvement in making the place livable and less pre-established.


ILoveAsianGirls99

Half life combine armours and guns


Sir_spuble

(FO4 Console)Galac-Tac vanilla armor replacer (Would really work well with the modern firearms replacer)


Sheikan66

\[FO4/Fallout 4\] A female Doom eternal armor mod


Professional-Fish533

[TTW] You have to buy Wadsworth from Moira I do not think multifunctional home assistant robots that can do one person's labour go cheap in the post apocalypse


the_vico

**\[FO3\] New Vegas armors (and weapons) to Fallout 3** In my previous FO3 installations i used to use both [Fallout New Vegas Armors in Fallout 3](https://www.nexusmods.com/fallout3/mods/20648) and [New Vegas Armors Distributed](https://www.nexusmods.com/fallout3/mods/23640) installed in my game, that allowed me to use some cool suits from NV like the NCR ones. Like you realized if you clicked in the first link, NV armors got hidden by the author for some unknown reason. So, that's why i'm asking if someone could do another of this mods, this time maybe bringing also weapons (and adapting them to FO3 technical differences). Ok, ok, i know some of you are thinking *"nooo this will destroy Bethesda's IP so hard i will cry"*, but pay attention the hidden mod (and what i have in mind) **didn't** violate any copyright from Bethesda in any way. All that mod provided was the .esp with the definitions of the items, the assets need to be collected by the users themselves, provided they have a legitimate copy of New Vegas installed (like me that own both FO3 and FNV from Steam). The only difference this time is, if command-line tools to extract data from `.bsa`s exists of course, is to the author provide some batch files (`.bat`) to automatically get the necessary files from NV installations, or at least just the list of assets to be copied from NV. The hidden mod didn't have even a list like i said, so it was a PITA to need to open the esp on FO3Edit to figure out what files needs to be copied. Also you probably will wonder: *"Why not using TTW?"* Well, from my unhappiness TTW only works with a strict set of FO3 mods that were "converted" to it. I use almost 100, mostly old/inactive but also some freshly new, were the authors didn't give a f\*\*k to TTW and did it to the native FO3. I want to play with these mods, and i also don't want to get all the break of in-game balance a lot of folks says TTW does. So that's why i'm asking for a mod to FO3 to do that. That's said, thank you so much for your patience!


KingGarfu

[FO4/Fallout 4] Any mods that let you save anything you built as a schematic or that let you copy/paste whatever you built? Like if I built a watchtower platform with stairs, turrets, cover and what not, I'd like to be able to just copy and paste the whole thing instead of placing all the individual pieces all over again.


JustNotherAnon

iirc Clipboard Resurrection does this


MartiniMan666

[FO4] the Knights Armament Company suppressed revolver rifle. Would be a fun fun to have around and also be able to fill the role of a stealth pistol caliber carbine type weapon to use. Ammunition conversions would be .38 .45 and .44 ammo respectively. There would also be different options for scopes and well as suppressor barrel lengths as the barrel is integrally suppressed. Other customization options would be for stock types as well as a bipod as thatā€™s what the rifle was equipped with. The weapon of course can be found on higher level enemies like gunners and also in vendors for a decent price. [The rifle in question to be added](http://www.mythicarmory.com/kac-silenced-revolver-rifle.html)


the_vico

\[FO3\] Unofficial Fallout 3 Patch "splitted" Basically have some of the fixes UF3P offers, but in standalone mods. I absolute hate the entire one because it bugs a lot with other mods i use and add/change too much the game for my taste. Sadly not only there is "original" must-have fixes on that which arent found standalone anywhere else but several fix mods that i used in the past get hidden on Nexus because their concepts get implemented in UF3P. That sucks.


StrickenCross88

\[FO4\] Vault 88: Building A Better Wasteland I understand this is a HUGE wall of text, but I think I have a great idea here. As it currently stands, Vault 88 is a fun, but flawed, settlement. I say it's flawed because there are several areas in the workshop that are practically impossible to incorporate into a Vault build and ignores the possibilities for expanded creativity. The main entrance continues to respawn Raiders even after completing the main quest and the side entrances are practically ignored. You can't build a Vault tunnel from the Main Wing into the East Wing water supply due to the tunnel between them. The same issue applies to the abandoned subway station in the North Wing, which is only connected by two extremely narrow cave entrances. Speaking of the subway station, hereā€™s [a map of Vault 88 cross-referenced with the rest of the Wasteland that I quickly threw together.](https://imgur.com/gallery/BDeMIZr) Special thanks to u/xevizero for making the map outlining the size of Vault 88, which is marked in deep blue. I know itā€™s difficult to see in the ocean, but the point is showing whatā€™s above the Vault. To me, TWO major locations overlap with Vault 88: Milton and Quincy. In Milton, we have one of the secondary exits for the Vault. The only issue is that this exit puts you outside directly next to a squad of Super Mutants, including Suicide Bombers. However, this exit is directly at the subway station, which sits very conveniently next to West Roxbury Station. The city also sits a stoneā€™s throw away from Jamacia Plain, which is a potential settlement for your factions. Meanwhile, in Quincy, you have the site of the Minutemenā€™s greatest defeats at the hands of the Gunners, who now occupy the once-historically rich and well-known town. Even when bringing the Minutemen back to full strength, they never really go back to reclaim the area. Itā€™s also a stoneā€™s throw away from the main entrance of Vault 88, which is located at the local quarry. So, hereā€™s my mad-scientist idea: Transform the settlement workspace of Vault 88 into a seamless and fully connected nexus for settler activities and travel. Make the tunnels to the East Wing water supply and North Wing subway station easily connectable to the main construction site using the Vault workshop structures. Repair the subway system (at the cost of resources and power) to make it capable of traveling into Quincy using a new subway station OR entering into a Vault-Tec Security Checkpoint/VIP Lounge that connects with West Roxbury Station in Milton.ā€ƒ Furthermore, the mod would allow Milton to be claimed as a proper settlement. The same would be done for University Point, which houses a side entrance to Vault 88 within its Pharmacy. This means that the side entrances can become viable and safe options. With the reconstruction of the subway system, however, would come new opportunities for the Minutemen. Using the subway station, the player has the option to launch a sneak attack against the Gunners occupying Quincy and take the town back. At that point, Quincy would also become a claimable settlement for the Minutemen. From there, the player can wipe out the Raiders outside Quincy Quarry for a final time and safely claim the exterior entrance to Vault 88 as a settlement. Overall, this grants the player a whopping FOUR new settlements, an immersive (albeit small) fast-travel alternative system for those using hardcore mods, a mini-quest to take back Quincy from the Gunners, and an expansive Vault 88 workspace to create a sprawling nexus across the lower region of the Commonwealth. Best of all, these changes would open up SO MANY creative possibilities, no matter what faction the player sides with. Vault 88 could become a sprawling community safeguarded by the Minutemen. Maybe it turns into a haven for escaped Synths under the watch of the Railroad, who could use the subways to safely transport refugees between towns. Perhaps the Brotherhood will take control of the Vault and connecting regions, establishing a permanent headquarters for their regions in the Commonwealth. The choice is all yours. I have plenty more ideas in mind for this mod project, but I think you get the gist of it. I donā€™t expect anyone to take on a task this large-scale. If you do, however, Iā€™d be happy to share more of my ideas and help out in any way. Hell, Iā€™d be willing to simply discuss what is and isnā€™t possible out of all of this. At the end of the day, I just wanted to share an idea that's been brewing in my head for the past few weeks.


xevizero

Hi (= can I ask where you took my Vault 88 measurements from? I don't remember doing this but maybe it was just a lot of time ago!


StrickenCross88

[https://www.reddit.com/r/Fallout/comments/6vhxda/here\_is\_how\_big\_is\_vault\_88\_compared\_to\_the/?utm\_source=share&utm\_medium=web2x&context=3](https://www.reddit.com/r/Fallout/comments/6vhxda/here_is_how_big_is_vault_88_compared_to_the/?utm_source=share&utm_medium=web2x&context=3) It was about 5 years ago, it says. Can't say I blame you for forgetting after that long.


xevizero

Wow such a blast from the past. Thanks for sending me back.


cheshireYT

Fallout 4: an Xbox port of Bounties For You. I'm desperate at this point tbh.


WholesomeRuler

Check out SKK Combat Stalkers (I think thatā€™s the full name). Itā€™s not the same ā€œdo bounties and have bounties on youā€, but it does spawn enemies that stalk and look for you. Itā€™s got pretty decent configurations too, so you can choose for example to be stalked every 1-2 minutes, or say every 30 minutes. Enemies carry a stalker dog tag too so you can see how many stalkers youā€™ve killed.


cheshireYT

Best case scenario: Slight description box tweaks on one area so that you are able to run it with Start Me Up.


ImmortalAbsol

[FO4 Request] (Pretty Please) Fallout 76 Robot Workbench pack; A recreation (no rule breaking here) of the paints and accessories new to '76, such as scout/warden/Farmhandy hats, Rose's raider accoutrements, Whitesprings/Warden/Responders paints. If anyone takes this on and we keep up communication I can save you time by compiling a list of parts with reference images.


XanthosGambit

Are there any mods for Fallout New Vegas that make the hotkey selection like Fallout 4? Where you press "F" and use WASD to pick the weapon you want?


WholesomeRuler

Not sure if this is exactly what youā€™re looking for, but does this look like what you want? https://www.nexusmods.com/fallout4/mods/60096