SoLondon isn't going to have much of any mod compatibility at first and eventually when it does it'll be a struggle to even figure out which mods will be compatible
so I'm suggesting London either gets its game category or a tag is made for fo4's category "London compatible" (something along those lines)
The way I understand how the mod works (reading messages in the discord from its devs) is it borrows a lot of assets, scraps even more and replaces many systems
while yes a lot will work, even more wont
I'm sure the devs are just covering their bases, but they warn users that even texture mods *could* cause issues
and while I'm fine with testing my packs, a lot of users are far more casual and would like some level of certainty on whether a mod will work/won't f*#@ with the main game at large
Interesting. So it needs to be installed over a vanilla game? For me it's about 8 or 9 years too late for that (as I have hundreds of mods I'll never uninstall, including extensive changes to NPCs and factions). But it's possible there are people who have never played Fallout 4 who would be willing to try Fallout London
I'm kind of surprised they didn't do the approach where you take a train to new lands and then have self-contained lands inside a full Fallout 4 game. But I don't judge them as they obviously made the mods for themselves and are kind enough to share their work which makes them perfect modders
I disagree. FO London is a total conversion in the same way Skywind is and even though they are not official they should be treated just like New Vegas as a base game of it's own. Mods can certainly be converted from FO4 to work in the TC but the default approach should be to make mods for it from scratch as if it were a new game.
But it's not a base game. It's a mod. They didn't write their own game. They modded Fallout 4. I don't know what Skywind is, but if it's like Fallout London, then it's not its own game and doesn't deserve to be treated that way.
Skywind is remaking TES 3 Morrowind in the TES 5 Skyrim Engine. It is a total conversion that completely removes the Skyrim world space and all of it's objects and quests which is what defines it as Skyrim. Same engine with completely different game data = different game. It's no different for fallout London as there will be nothing left of the Fallout 4 game data for which 90% of mods are directly based. Same engine, different game.
There are other mods which do the same but on a smaller scale, of course. What these mods all have in common is they integrate themselves not only with Fallout 4 but allow for other large scale mods to work concurrently with them. For instance, Nuka Ride and Commonwealth Slavers block most vanilla quests (and factions and more) until you finish their gigantic story lines, and then they reactivate the quests. Problems of Survivor not only adds a zillion quests and encounters and mini-stories but adds extensions to vanilla questlines.
More importantly than that, each of them work with a community of modders to add features taking advantage of mods by other people. These quest mods are not only large in scale and by design compatible but are intended to be part of a community of modders and mods.
With regard to textures, while the mods are native to Fusion Girl and Body Talk, for instance, there are all sorts of easily accessible ways to use those mods with other body types such as CBBE, A-Body and whatever people want to use.
With regard to faction compatibilities, the modders of the quest mods listen to conflict reports and build in compatibility themselves or, if that's not feasible, write a list of specifically incompatible mods with reasons they're incompatible.
Just because the makers of Fallout London decided not to allow the vanilla game to be played at all including after you finish London's story, and just because the writers of the London mod decided not to work with the general community of Fallout 4 modders does not make Fallout London its own game.
Semantics. We are not talking about how these individuals are credited for their work and you being salty about their development choices has little to do with the issue of how best this site should handle file distribution for what will undoubtedly be an extremely popular mod. It would be better for everyone involved if this TC has a branching data file version separate from that of the Fallout 4 base game and Vortex treated them as different games. That is my humble opinion and a tentative prediction: If Nexus doesn't get ahead of this if a few years with so many TC coming up on release the Skyrim SE and Fallout 4 pages are going to be complete cluster f****.
Well, that's up to Nexus Mods. I don't sympathize with Fallout London's decision to make the vanilla game unplayable let alone to not allow other mods to coexist with it. But it's not even about right and wrong. It's about what the owner and staff of Nexus Mods wants to do with their site that counts.
There are a phenomenal amount of Fallout 4 mods out there so you will want this Mod Configuration Menu to organize them all. This feature pops up at the top of the pause menu and provides a central location to tinker with all the settings of the mods you have installed. With more sliders, buttons, and checkboxes that you can shake a mole rat at, make sure you install this mod early on and fiddle with all your mods in a nice, simple fashion.
Since you are playing Fallout 4 on PC, chances are that you want to fiddle about with its settings a bit. This small Fallout 4 Configuration tool allows you to adjust things like field of view, frame rate locks, and mouse sensitivity.
The Wasteland is a harsh place, so it is no wonder your character is always on edge, with their rifle raised and ready. If you would rather things were a little more relaxed, the Lowered Weapons mod keeps your gun in a lowered position until things kick off. It looks more natural and frees up a chunk of vision previously obscured by your ready weapon.
There is a lot of blood in Fallout 4. Great torrents of thick, spattery blood. Since you will be seeing a lot of it, it makes sense to make sure it looks as pretty as it possibly can. That is exactly what the Enhanced Blood Textures mod does.
If you are disgusted by the use of actual color in Fallout 4, then the Decay Fallout 4 mod is what you need. It adds a suitably Fallout-inspired filter to everything, returning the game to the days of 2008 when everything was a sickly shade of radiation green.
Contraptions DLC added several interesting manufacturing elements to Fallout, but this Manufacturing extended mod brings even more interesting and complex additions to the system. New machines can take junk directly from your inventory and create whole new items from them, generating power armor, faction gear, or even cola for your every need.
Remember the magic mirror from the opening? The one where you could change your looks, features, and even gender, just by looking at it? Well, the Fallout 4 Looks Mirror mod allows you to install one of those reflective cabinets in any settlement, meaning you can access the character creation screen at any time. Need a nose job or a new hairstyle? A glance at this and your wish is fulfilled.
Protectrons, Mister Gutsies, Assaultrons, and more are available to be built and defend your settlements from raiders. You can even have any number of robots accompany you on your travels around the Commonwealth. Having trouble with a mission? Just take an army of droids with you!
The opening menu shows a variety of cool weapons proudly displayed on the walls of the Red Rocket Garage. It is just for show, though: try and do this yourself and you will end up buried under half a tonne of weapons. The Fallout 4 Functional Displays mod, though, adds fully-functioning weapons racks to the game, meaning you can finally show off your rarest finds and creations.
Add some variety to your settlements with Better Settlers. It brings greater diversity to your settlement population and also provides them with better weapons. There is also now the chance for them to use stimpacks, and Lifegiver and Adamantium Skeleton perks to make them hardier in battle. Not only will your towns be more interesting to live in, but they will also be better equipped to fend off raiders, too.
Settlements are big, but not big enough to waste space. If you want to have plenty of lighting and laser turrets guarding your zones you need a boat-load of power, and that means generators. To power an ambitious settlement you need to make so many generators you may as well build the walls from them. Reduce the number of engines you need chugging in your villages by installing Better Generators, which ensures each standard unit produces much more power.
Crafting is a huge part of Fallout 4 but, unusually, weapons and armor are something you cannot create from scratch. Sure, you can modify existing ones, but can you make bespoke items? Nope. Until now, that is, with this Fallout 4 Crafting Workbenches mod that introduces new crafting systems for post-war weapons, armor, and clothing. You can even craft ammunition. Just drop these in your settlement and get your gun nut hat on.
Here is another mod for vastly increasing the number of items you can create and place in your settlements. Settlement Supplies has 243 static objects like cars, trees, and rocks, alongside over 100 usable items and a new alternative Power Armor Rack design.
From the red-hot Arsonist to the thoroughly modern House Husband, occupations define your starting gear, weapon, perk, and location as well as faction allies. It also dictates the starting quests you are given. Another Life, then, is one of the best Fallout 4 mods for replay value.
There is already some impressive weather in Fallout 4, but why not make downpours even more epic with the devastating weather effects that come as part of the True Storms mod? The Skyrim variant was brilliant, and with the addition of radiation rain and heavy dust storms, it is sure to add some extra atmosphere to the game.
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