Part 1 of this article will deal with installing the mods while Part 2 will list my personal favorites. Part 3 will include the mods I used to make my hardcore experience harder and Part 4 will deal with mods for the Radio.
Part 2 – My Favorite ModsThis is simply a list of my favorite mods (not including difficulty or radio mods) and any notes on installing / using them in no particular order. In general ignore the instructions in the readme about installing (fomm will do that for us) and simply leave the mod in its compressed format and install it as described in part 1 (but if you have any problems feel free to post in the comments and I will do my best to help you). Some mods require a new game and It is a good idea to start a new one if you intend to install these mods. Below this paragraph is a picture of my main fomm window (the order in package manager does not matter, although i suggest activating part 1 before part 2 of mods and hotfixes afters the main mod). I suggest having the mods in the same order as mine which is simply a matter of dragging them to the appropriate place ( you can ignore ones that you do not have and anyone with dlc packs will also see them). It should be noted that, as I have no dlc packs installed, I am unsure which of these mods are compatible with the official dlc packs (most should be however) but any that I suspect of conflicting with them will have this written in their description in red.
Plausible Starting Outfit- Link
A tweak that simply gives you the Couriers outfit at the start of the game instead of the Vault suit. It also adds a party hat later in the game. This seems to conflict with the pre-order alternative mods (probably the VGO one that adds them as traits) and possibly the BR perks mod which overwrite the outfit and I am currently unsure whether this affects the other bonus it adds.
Adds some backpacks to the game that can be purchased from a few shopkeepers (the first is Nash in Primm). They allow you to carry extra weight and are worn like clothes. The smallest one (15) can be worn with any of the larger ones but the rest can only be worn one at a time. These work for companions but currently permanently gives the bonus, even if taken off.
Makes many items in the wasteland interactive and works with dead money. Particular favorites of mine are the water giving fire hydrants (requires a wrench) and the flamer fuel powered ovens for crafting. Currently most clocks will not work and the items in areas added with mods (e.g. the Goodsprings house) won’t work. I would also advise you to turn off the sunglasses tint (personal preference) by deactivating and deleting it from fomm’s main window (when you install it and activate it you will also see a dead money version that is not on my list. This is because I have deactivated this particular one from fomm’s main window and deleted it but if you have dead money feel free to leave it installed.).
Better Ammo Crafting
Makes ammo crafting much easier (if not more realistic) by adding some recipes, mainly ones for crafting gunpowder and primer much more easily and one for creating casings. It also adds recipes that weren’t included like mini nukes and alien power cells.
Adds many new repair options and allows some more cross repairing of weapon types (although this isn’t fully done). It also allows things like wonderglue and tape to repair weapons and adds a few new recipes to help repairing (replacement parts and electronics from their scrap versions and leather patches from various hides). A full list of this mods features can be found in the link above and I suggest you read it if you intend to use this mod. While this mod won’t stop working or crash the game with the dlcs it will not affect the weapons they add (probably).
Skill Based Perks
Adds various perks when you hit the skill requirements and removes them from the level up choices. I personally like this because it both makes leveling up in a skill have rewards you can actually see and removes the boring stat increase perks so you can concentrate on the weirder ones and actually give your character a personality / different playstyle.
Light Step ED-E
Another simple little mod that gives ED-E the light step perk so it no longer sets of mines (because flying robots don’t have magic invisible legs)
BR – Traits and Perks
Adds 10 new traits and 10 new perks to the game. There are larger perk / trait mods out there but I think BR’s perks are almost perfectly balanced and, quite frankly, I couldn’t tell them apart from the official ones in my latest playthrough. The fact that many of the traits are recreations of older Fallout ones is even better, particularly if you have (like me) played the originals. Activate 0_78 then 0_8.
Level 60 Cap (also adds a perk every level)
Unsurprisingly this increases the level cap to 60 and allows you to take a perk every level. This may not work with the dlcs and, even if you choose the no extra perk version may interfere with other perks per level changers (e.g. one every 3 levels).
Higher Companion Level Cap
This mod changes the rate at which companions earn xp from 75% of the players to 100% and therefore increases their level cap. This works with dead money and should work fine with any level cap increase mods.
Allows you to use unlimited companions. The optional 12 creatures file is for non humanoid followers and I suggest you install and activate this second in the package manager as well as putting it after the main mod in the main window of fomm. I think this will work fine with the companions from the dlcs but am not 100% sure.
Centered 3rd Person CameraCenters the 3rd person camera instead of it being over the shoulder. Only activate one of them in fomm (I suggest the raised one for anyone wanting to try and fight in 3rd person (probably only melee characters), this mod has been on for all of my screenshots.
Adds a farmhouse in Goodsprings with two related quests to turn on the lights and restore purified water to the underground shelter (so it opens). You are given the key after the final good springs quest (for either side) but it can also be found in the mailbox. The upgrading catalog can be found in the study type room opposite the bedroom on top of the fireplace. It would be a good idea to take the early Friend of the Night perk (night vision) and enter the house at night so you can see where you are going. Steady can be found in the kitchen or made with the science set. If you use this without a new game many items may disappear from the house including the upgrade catalog.
Allows you to continue after the end of the game by simply fast traveling away. Currently only lets the player continue (including dlcs, quests, companions) but it is planned to allow you to see the effects of your actions.Important: if using the no fast travel mod from part 3 you will be unable to leave the room after the slideshow. To solve this simply save before the end of the game, disable the no fast travel mod in fomm’s main menu and fast travel away after the mod finishes and save. You can then quit the game, reactivate the mod and everything should work.
This mod and the other graphical mods I have chosen (Fellout and Nevada Skies) have been chosen for good quality without a huge performance drop. This mod won’t show up in the main part of fomm. Even if you intend to use another graphical mod (like Fellout) I suggest using this mod as well, particularly with the tall grass optional extra. However if you do use the tall grass optional extra I suggest not using the grass extra for Fellout. When installing this mod activate the main part first then the tall grass add-on If you want to use this mod with Nevada Skies (particularly with the desert replacement) or infact any graphical mods install this one first.
This mods main features are a change to the world to make it seem harsher and, my particular favorite part of this mod, makes the night MUCH darker and almost stops night travel unless you take the correct perks or find some other way to see. I suggest downloading the optional fix for the friend of the night perk included with this mod or the perk will be basically useless, activate it after the main part. If you wish to use the dlc ad-dons activate them after the main part and place them after it in the list. If using this with Nevada Skies activate this after Nevada Skies and place it after NS in the list.
This mod adds new weather effects and storms (with npc reactions) and is designed to be compatible with Fellout. However it is a bit more complex that average to work out which files you want to download and then how to install and, to work with Fellout, requires some effects to be turned off in game so those who want a simple modding experience can miss mod out or simply install the vanilla version (v07 at this point in time). If you wish to install the v06 download the data and esp, activate both and after Detailed Normals but before Fellout and place it before Fellout in the list in fomm. The desert replacement optional file can be installed at any time.
Warning: v07 currently has no way to change weather and may break if used with Fellout. If using Fellout with NS v06 turn off all WEATHER (not storm) effects with the ‘Thermo-Hygrograph’ by putting it on as clothing (without anything else on) and closing the pip boy. You can then choose to make it dropable and, in future, can use if lying on the ground If installing this in a currently used game make a save game inside an interior with the mod turned off (in the fomm main menu)/ not installed and then install the mod and load the save game. This mod probably will not work with some dlcs, particularly those that add new weather effects.
Tag Skills Improved- Link
This mod makes the skills you tag a character creation actually have a bonus, not a tiny increase. Works well with skill based perks.
VGO’s Preorder Alternative
This mod adds a few new traits at Character Generation that allow you to get the pre-order bonus items and a small set of bonuses / disadvantages, along with some new item sets. Used with BR’s mod this gives many new options for your character.
This adds in more new sets of pre-order weapons but, unlike VGO’s above, doesn’t add them as a trait. You can download any mixture of them and just get given them at the start like normal pre-order bonuses but the true brilliance of this pack shows when you download one of the new packs (currently only pack 1 – Mojave Edition is done). This one allows you to choose which of the 4 you are given and, more importantly, you can choose to have them in ‘World Placement’ mode (or spawned on the world). If you choose this you can find the first pack (Lonesome Courier Pack) in your would-be grave in good springs.
DFB Random Encounters
This mod adds random encounters to the game at certain locations and levels and can be controlled with the in game mod menu (assuming you have both it and NVSE installed, tutorials for both can be found in part 1 the tutorial). Eyebot encounters will not work without Enclave encounters being turned on. This can make levels 5-6 quite hard if you repeatedly stumble into fiend encounters but they can give some nice loot (or you can run away). If you want to use this with the dlcs download the merged one.