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December 26th, 2019, 12:29
Tired of the same play-through for the fifth time or more? Then these free DLC sized mods that adds 20+ hours each of new content might be for you. Here are the links.

Fusion City Rising - https://www.nexusmods.com/fallout4/mods/16423
Outcasts and Remnants - https://www.nexusmods.com/fallout4/mods/21469
Project Valkyrie - https://www.nexusmods.com/fallout4/mods/28085
Depravity - https://www.nexusmods.com/fallout4/mods/35513
50 Ways to Die at Dr. Nick's - https://www.nexusmods.com/fallout4/mods/25564
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May 24th, 2020, 21:24
Found another one for my re-play this week.

Fourville - https://www.nexusmods.com/fallout4/m…file_id=182277
A substantial quest mod which adds a new town to the Commonwealth. Features ten main, thirty-six side quests, a fully-voiced player, over 5,000 lines of new dialogue, new set of collectable bobbleheads with perks, and plenty to explore and discover. Approximately 8-10 hours of new gameplay.
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May 24th, 2020, 21:39
Heck I'll even share this video with links for cut content.

loading…

Edit: Links on the YouTube video site not forum.
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May 25th, 2020, 11:27
Funny, I was just doing that this week. I also advise to apply
Unofficial Fallout 4 Patch : https://www.nexusmods.com/fallout4/mods/4598

Also on the top of the ones listed, I recommend to add those:
The Machine and her: https://www.nexusmods.com/fallout4/mods/30488

The South of the Sea, which adds a huge zone with 65 locations + creatures and so on:
https://www.nexusmods.com/fallout4/m…ab=description
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May 25th, 2020, 18:22
Originally Posted by Kos View Post
Funny, I was just doing that this week. I also advise to apply
Unofficial Fallout 4 Patch : https://www.nexusmods.com/fallout4/mods/4598

Also on the top of the ones listed, I recommend to add those:
The Machine and her: https://www.nexusmods.com/fallout4/mods/30488

The South of the Sea, which adds a huge zone with 65 locations + creatures and so on:
https://www.nexusmods.com/fallout4/m…ab=description
Didn't know about those two thanks for sharing them.
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May 25th, 2020, 21:18
On a side note don't forget about the settlement mods.

Link -https://www.rpgwatch.com/forums/showthread.php?t=39550
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May 25th, 2020, 22:01
Originally Posted by Couchpotato View Post
On a side note don't forget about the settlement mods.

Link -https://www.rpgwatch.com/forums/showthread.php?t=39550
Goddamn, I need to use these mods if I do another playthrough. I eventually got so sick of the town building/defence aspect. And because I'm weak, I felt compelled to help them all!
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May 26th, 2020, 00:31
Originally Posted by Shagnak View Post
Goddamn, I need to use these mods if I do another playthrough. I eventually got so sick of the town building/defence aspect. And because I'm weak, I felt compelled to help them all!
I didn't mind the town defense stuff, but I hated how the random Radiant quests would sometimes repeat themselves. It was pretty immersion breaking to rescue the same hostage from the same gangs in the same locations multiple times. I wonder if there's a mod that stops that.
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May 26th, 2020, 02:26
Originally Posted by Shagnak View Post
Goddamn, I need to use these mods if I do another playthrough. I eventually got so sick of the town building/defence aspect. And because I'm weak, I felt compelled to help them all!
Those mods make it easy. Either build defense plots or use the city plans.

You just have to equip the guards with armor, ammo, and such.
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May 26th, 2020, 09:25
Originally Posted by JDR13 View Post
I didn't mind the town defense stuff, but I hated how the random Radiant quests would sometimes repeat themselves. It was pretty immersion breaking to rescue the same hostage from the same gangs in the same locations multiple times. I wonder if there's a mod that stops that.
Actually there are many of those:
in my first playthrough, I hated them but I kept them because I didn't know what was the impact. I used that mod to reduce the wandering part:
Keep Commonwealth Radiant quests within the Commonwealth: https://www.nexusmods.com/fallout4/mods/19967?tab=files

But now, i use that one: Disable Radiant From ALL Factions : https://www.nexusmods.com/fallout4/mods/7277

It's very flexible. It's a collection of files, one for each faction, so you choose which one to disable. Using all the files disable everything. The author also joined a file to reactivate them if you wish to rollback the changes.
Last edited by Kos; May 26th, 2020 at 18:08.
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May 26th, 2020, 19:04
@Kos - Thanks for letting me know about those. So if I understand correctly, the first mod prevents you from getting quests that require you to travel to DLC areas from the main map?

I wonder if it's possible to make a mod that simply prevents repeat quests. I don't think I'd want to turn off the Radiant quests entirely, I just don't want to see the same quest more than once.

Also, those mods don't stop your settlements from being attacked right? I don't think that's part of the Radiant system. Not that I would want that.

It's a shame Bethesda didn't put more effort into the Radiant quests system. The whole thing feels lazily done and lacks imagination.
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May 26th, 2020, 19:06
Personally I'd be careful as I used a mod to stop Radiant Minuteman quests, and ended up breaking a few main quests tied to them. Might have changed it was a few years ago.
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May 26th, 2020, 21:41
I bought FO IV with all the DLCs and in my first playthrough one of the first of those quests sent me to Nuka World when I was just starting to explore Diamond City, the second was in Far Harbor.
The first mod will avoid that and doesn't break the progression in the factions. It catches the quest when generated and changes its location on the fly.
Like you said Radiant is a lazy system: the mod can afford to look for strings because there are so few of them.
It's the same mess, but a local one. No more travelling to places you have never been or are supposed to explore way later.

The second mod is more on par with my current game. I explore using only a Desert Eagle (mod too) which was my favorite weapon in FO 1 & 2.
I only do the interesting quests with lot of actions, explore the new content, and don't care about factions.
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May 27th, 2020, 02:06
Good to know and yeah factions became popular after Obsidian's Fallout NV, but I believe Bethesda always used guilds in the Elder Scrolls which was basically the same.
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July 12th, 2021, 09:16
Fallout 4 Wilderness mod - Nexusmods

Fallout 4 The Wilderness Mod Main Features
  • A worldspace as big as Nuka World (or bigger), full of abandoned buildings, lakes, forests and hidden secrets to get lost into.
  • A dozen of new settlement options
  • A horror-themed main quest and special equipment for it
  • Special music, new weapons and armor and other items
  • Maximum Compatibility ensured by altering only one Commonwealth Border Cell to a minimum degree
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July 12th, 2021, 09:22
Almost forgot to add these as well.

Nuka-World Reborn - Nexusmods
Nuka-World Reborn is a quest mod which not only allows you to have multiple options to get rid of the raiders, but it adds new questlines to Nuka-World and allows you to play as a Trader.
Viva Nuka-World - Nexusmods
The sequel to Nuka-World Reborn - Viva Nuka-World is set after the events of Nuka-World Reborn, offering a more rigid quest design, more detailed dialogue scenes, configuration options and more.
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