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Modlist for Survival


OriVerda

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Hello fellow scavvers,

 

So I'm planning on starting a playthrough on Survival and am looking for a few must-have mods specifically for this difficulty.

 

I already have a few in mind, like Crossbows of the Commonwealth and Crude Blowblack among many others (my list is written down somewheee in messy PC).

 

But maybe there are some I missed. A friend recommended I try Survival Chems and Conquest. So, is there anything else I should consider using?

 

Oh and I'm interested in the Rebel armour set but it got taken down. If someone has a backup I'd love to have it myself.

 

Cheers,

Dude.

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I'll second Survival Options. IMO, it's probably the most important mod for Survival mode.

 

It re-enables the console, which is pretty much a requirement for dealing with bugs and taking decent screenshots. Just today Dogmeat wouldn't revive from multiple stimpacks, and I had to resurrect him to fix the AI. The mod also allows you to toggle most features or configure them to your liking. I tried the default save system (only on sleep or exit) for about 20 hours, and for me a Bethesda title is just too buggy for that kind of feature. So that's off now. Anyway, it's a great, very configurable mod with a great configuration menu.

 

Another option for saves is Smokeable Cigars. It adds animations for smoking cigars, cigarettes, and joints. It has an optional feature to auto-save when smoking, and it lets you break up cigar boxes and cigarette packs into single items, so you won't be struggling to find smokes.

 

One that I've looked at but haven't tried is Colorful Survival Icons. It looks handy, coloring the icons for hunger/thirst according to severity.

 

Those are really the only mods that are survival mode specific for me. The rest are mods that I'd use anyway. Among others, I'm playing with Raider Overhaul, Supermutant Redux, and Better Explosions. Not sure how much harder they make fights (if at all) but I get killed a lot when I'm not careful. Better Explosions pretty much guarantees that all mines and many grenades will kill you, even if you immediately react and start running.

 

Things to keep in mind (that surprised me):

- Making money is difficult if you need to buy ammo, much harder even than economy mods from previous Beth games. (You may want an ammo crafting mod if you don't have one.)

- There are fights that you can't win until you level up. You might be able to cheese a few, but it's usually a better use of your time to leave, level up, and go back.

- Encumbrance is nasty, especially with having to carry a lot of water and food. Strong Back isn't just for OCD hoarders anymore.

- Stimpacks usually (always?) make you thirsty, so you have to follow up a stimpack with a bottle of water if you want to avoid penalties.

- You need to sleep in beds as much as possible, but it may be worthwhile getting a camping/sleeping bag mod like Campsite. I haven't needed one, but it would make life easier.

 

There are other issues, like getting sick a lot, but those are pretty easy to handle.

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I can give some ones that should interest you
war of the commonwealth
less loot and ammo
arbitration
weaponsmith extended
throwing weapons westored
wasteland arsenal
the elder sickness (it gives more diseases)
raider overhaul
super mutant redux


various weapons mods, the issue I have for myself is I don't know what emphasis on "survival" elements I actually want in a playthrough
https://forums.nexusmods.com/index.php?/topic/4856800-looking-for-big-integrated-weapon-packs/


http://www.nexusmods.com/fallout4/mods/17374/?
then there's Horizons: survival mod, there's a few mod overhauls for gameplay, like Brutality as well
marelo's overhaul gives some fairly unique things

there's a few other mods that reduce loot abilities, I haven't noticed money to be a huge issue ingame to be honest, playing FO3 made for some interesting economic issues for me moreso actually

basically this game is a bit more slippery in terms of scaling, it's not designed so specifically for 0-50 and some rubberbanding of experiences kind of happens, I'm constantly looking for things to suggest or concepts to throw at people to use to enlarge the potential for a fallout 3 experience in terms of style (not artwork but like feeling while out in the world basically) but with fallout 4's gunplay/gameplay and world design choices (because they're superior to FO3's and I want the best of both worlds)

if you're just trying to recreate STALKER series stuff then you'll want vivid weathers probably (it's prettier than true storms), but truestorms is the longer term go-to for storm mods and the latest version even spawns ghouls during radstorms! and I like it as well because it gets in the way of visuals and let me tell you fighting in a storm where your enemy can see you decently when you can't see them is definitely a survival game - really flips the script compared to where I'm usually just eh blast eh blast eh blast loot


damage sponging is a huge problem, to this extent those survival mods I mentioned exist, there's a mod called "better locational damage"

note that while weaponsmith extended is a huge set of weapons, the lists I mentioned in that weapons thread I linked are easier to put in if you're just looking for a little something extra
you'll also want to integrate level lists manually through FO4edit which means basically

if you have 3 mods, the it goes 1 | 2 | 3

anything not represented in the ----> 3rd column won't show up
to make them show up ingame, you manually click and drag the level list entry into the 3rd column

LEVEL LISTS. these are under NPC (non player actors) and (leveled items)
they're literally data tables that just say "this could be on the thing when we look up what weapon or loot they're carrying"

gun 1 | no gun | no gun
no gun | gun2 | no gun
no gun | no gun | gun 3

needs to be

gun 1 | no gun | gun 1
no gun | gun2 | gun 2
no gun | no gun | gun 3

this isn't always bad, sometimes a leveled item is actually an entry that's a list of the actual items, like "assault rifle master list" or something in a super mutant's loot list with nothing else, might just be a way of having it all packed in so you can replace every super mutants' long annoying loot list with a single entry (if you had like 20 guns, you put them in one list, then put that list in the like, 10 NPC's loot lists that you wanted them to be in instead of 200 entries manually - thus 30 vs 200 times)
that said, sometimes you can leave vanilla stuff out in certain entries, like if you have SCAR-HK and AK-2047 on guys then maybe you don't even want or need the vanilla assault rifle or combat rifle on them, etc, or maybe you remove the entry that comes in at level 50, but keep the ones that come in at level 20 (because maybe if you don't mind them having them, you feel that at later levels they just pollute the level list and make the enemies less effective or something at higher levels thus making it annoying)
PERSONALLY. I TEND TO JUST INCLUDE EVERYTHING IN THE LEVEL LISTS SO THAT IT'S WELL FLESHED OUT. any annoyances from pollution of the level lists from inferior and boring vanilla assets is compensated by the fact that I'm adding a ton of weapons mods to those lists (instead of 2 vanilla entries and 1 modded entry, it's like 2 vanilla entries and 7 modded weapon entries) - because hey, sometimes someone gets the short end of the stick in a post apocalyptic wasteland where not every weapon is equal

Edited by tartarsauce2
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In time I will try War of the Commonwealth, but after I manage to complete the game.

It is one a several mods that is not compatible with mods that edit cells. I.E. Settlement mods, UFO4P.

 

A New Dawn- Game overhaul is also another good mod, but I know it conflicts with the UFO4P. This one make it so all NPC level with you. Plus a lot more.

NPC Leveled Scaling just leveled the NPC, and is apart of A New Dawn. I do not know if the conflicts with the UFO4P.

 

War of the Commonwealth has been updated for Far Harbor. Not sure if the other 2 have been.

Edited by bill8872
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war of the commonwealth is a dynamic spawning no-conflict mod essentially from what I understand, it simply populates the world with patrols and stuff
it's pretty good
you might be thinking of the one that was made pre-CK conflicting or something, the one made from the CK is done via script spawns, it just spawns what already exists in the NPC lists I believe
because I'm pretty sure I was seeing nightkin from super mutant redux in groups that shouldn't otherwise exist except for WoTC

Edited by tartarsauce2
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war of the commonwealth is a dynamic spawning no-conflict mod essentially from what I understand, it simply populates the world with patrols and stuff

it's pretty good

you might be thinking of the one that was made pre-CK conflicting or something, the one made from the CK is done via script spawns, it just spawns what already exists in the NPC lists I believe

because I'm pretty sure I was seeing nightkin from super mutant redux in groups that shouldn't otherwise exist except for WoTC

I have been told by the author it does conflict with any, and all mods that edit cells, and the UFO4P. To what extent I am not sure on.

The mods description says the same thing. As do many questions I read about the mod.

 

This mod places NPCs in (there words) over 5000 locations by editing the cell locations.

So far I have not read anyone try it with the Settlement mods that edit the same cells, and they could not say how it might conflict.

 

The super mutant redux mod, which has been asked a few days ago, has been said by many does not conflict with WOTC, as it does not add spawn points. There are other faction overhauls that also do not conflict with it, and same way work very well with this.

 

As I said I am going to try it in the near future. I have only now started Far Harbor, and have not done Nuka-world yet.

 

So far it has not been updated for Nuka-World.

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OK, here's what I got (in no specific order):

 

-Smokeable Cigars

-Concealed Armors

-K-9 Harness

-Wearable Backpacks and Pouches

-West Tek Tactical Optics

-Unofficial Fallout 4 Patch

-Companion Infinite Ammo

-Craftable Ammo

-Move Weaves

-The Mobile Mechanic

-Compact Crafting

-Solar Panels

-D.E.C.A.Y

-Clean Water of the Commonwealth

-Campsite

-Endless Warfare

-Faster Terminal Displays

-New Survival Mode Fair Damage

-Survival Options

-Survival Saving - Holotapes

-Give Me That Bottle

-Lore-Friendly Survival Chems

-Wasteland Imports

-Underground Railroad

-Raider Overhaul WIP

-Super Mutant Redux

-Basement Living

-Dauntless

-Atomic Radio and Tales from the Commonwealth

-Vault 1080

-Pip-Boy Flashlight

-Portable Junk Recycler

-Satellite World Map

-DEF_UI

-Valdacil's Item Sorting

-Crossbows of the Commonwealth

-Crude Blowback

-PreWar Binoculars

 

What do you guys think? Are there any things I need to remove, add or things that will conflict? Btw, how would I go about creating a merged leveled list so all the stuff actually shows up in the world?

 

Cheers,

Dude.

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i am not familiar with most of those.

I use Concealed armors. It has not been updated for the DLCs, but seems to work on most armor mods.

I have read

Give me that bottle might conflict with Survival options. I don't use it so cannot say for sure.

 

You might not need the Chems mod, or the Fair damage mod, as Survival Options covers those, food, sleeping, and many other options. I found that a must for beable to use console commands. I still find bug and such. Plus a fast travel option.

 

Instead of Companion Infinite ammo, and if you want more than one, try Unlimited Companion Framework.

I has the same function. No repair power armor while there using it, plus more options.

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