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How to Turn F4 to FNV/F3 syle?


VirusZ

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Hi,

Is there any mod pack that turns F4 into F3/FNV style? I mean kills idiotic Settlement and base building systems mostly, disables repeatable quests and changes the dialog system into classical [this mod i know exists] and maybe changes how leveling up and perks works, bring back the old system.

For me personally the main mood killer is the inclusion of fartnight base building, i absolutely despise it and the whole settlement system and radiant quests, when i played this game [eventually abandoned in the middle due to this] I had no idea about radiant quests and I always assume no matter the quest that it might lead to important loot or intresting story.

So i dealt with settlements, build bases and eventually it just killed my fan and I abandoned the game.

All I want I F4 that plays like F3/NV, I can survive with new leveling up, but radiant quests, settlements and bases Have to go.

 

Its been long time since this game came out, im sure its not just dumb porn and anime mods out there....

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I can help some of that. First, give Be Exceptional a shot. You may also like the New Vegas rebalance. Then, there are several options for removing radiant quests.

https://www.nexusmods.com/fallout4/mods/7277/

 

https://www.nexusmods.com/fallout4/mods/3456/

 

https://www.nexusmods.com/fallout4/mods/24940/

 

Not sure about removing settlements entirely, but you could always cheat yourself the materials and just use some blueprints to build them quickly, then never touch them. I DID start working on a mod that I was going to title Self Sufficient Settlements some time ago, with the goal to make every settlement already fully functional for five settlers when you unlock them, so you would never have to build anything unless you want to. Sadly I only completed one settlement, but I may come back to it in the future.

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@VirusZ: I’ve also come to absolutely loathe the settlement system and base building mechanics of this game and more or less ignore them altogether these days. I’ve found that if you ignore the Minutemen quest line, the settlement BS is much less in your face and you can actually enjoy the game without having to deal with any of it.

 

I rely mainly on old school player homes as my bases, with only one or two settlements set up using Transfer Settlements blueprints to act as trading outposts and places to see a doctor. Once you get outside Diamond City, Goodneighbor and Bunker Hill you’re pretty much on your own for creating anyplace to trade or get a doctor.

 

In addition to the mods that jkruse05, there lots of mod that can bring back the look and feel of FO3 and FNV if you so desire. I’m deep into a Let’s Play video series that ignores settlements (with a few small exceptions) and tries to bring back as much of the look/feel of the older games as I can without breaking things.

 

I highly recommend using Be Exceptional as jkruse05 suggested (worth nothing it requires LevelUpMenuEx). The New Vegas style version wasn’t released when I started my playthrough, otherwise I would be using that as well.

 

You already mentioned the dialog replacement mod so I assume you’re referring to Extended Dialog Interface. Highly recommended.

 

Some other mods I use to bring back that old school feel include:

There are many others I could recommend, but you seemed to be looking more for gameplay style mods. If you’re interested, I can suggest more but here’s the mod list (Google Doc) I use for my series that has everything I currently use. All the old-school style mods I use are listed there.

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I should add that, technically, if you disable all radiant quests, you will only have to deal with about 4-5 settlements, since you'll never get the quests to unlock more. Also remember that if you ignore settlements they eventually leave the Minutemen, but that has no real impact beyond being unable to build there.

 

And if you're looking for stuff from old Fallout games, here are some old posts of mine from other topics. (I understand if you just wanted game-play changes, just ignore this if that's the case.)

 

 

 

 

 

This is copied over from a post I made for someone wanting Fallout 1 and 2 content/feel, but you may find some stuff you like in it.

Some random stuff that I remember seeing:

Vault-Tec Historical Society
Some Assembly Required

Television Replacer

Be Exceptional - Skills and Perk Overhaul

Road Flares then manually install this file to make them last longer. Install to Fallout4/Data/Meshes/Effects I suggest using it with No Pip-Boy Light and maybe Tactical Flashlights. Essentially, you'll be required to make or find items to light your way, all of which are much more atmospheric than the default.

I always recommend Junkmaster over on beth.net, but it would probably conflict with Be Exceptional. It makes a lot of changes, fixes, and additions that feel natural to me, but others may not like. The old-school part comes in with the addition of several items.

If you want changes to VATS describe what you want and there is probably a mod that comes close. Maybe Classic VATS?

Really, search 'classic' and you'll get tons of stuff.

Classic Fallout Color

Nuka Cola Classic or F4NV Neo-Classic Nuka Cola or Classic Style Nuka Cola Bottles (I guess people really didn't like the rocket bottles)

Classic Old School XP Gain Sound

Classic Fallout Level Up Sound

Classic Dogmeat (makes Dogmeat a Blue Heeler, as with Mad Max, which was his original inspiration)

Classic Radiation Poisoning (will now give SPECIAL penalties)

Classic Speech Checks (you either have high enough charisma, or not, no dice roll)

Classic SPECIAL (You get a few more points to invest in your SPECIAL during character creation, but you can't use perk points to increase them once you start, may not be needed if you use Be Exceptional)

Classic Fallout Main Menu and/or Classic Fallout Menu Replacer

Classic Ammo Names

A couple other music options:

Classic Fallout Music

Classic Background Music

Old School Weapon Options:

Rangemaster Hunting Rifle

Throwing Weapons Westored (Use spears again!)

Grenade Expansion Pack 2 (adds some other throwing weapons, and some old school explosives, like TNT, plus a lot more)

Classic Super Sledge (it just looks more like the old Fallout 1-2 icon to me)

Wattz Laser Gun or Wattz Electronics Weapons

Plasma Caster or The P-113

Knockout Framework (more nonlethal options)

Mauser Pistol

Bozar or Bozar or Bozar

10mm Revolver Colt 6520 (the original 10mm pistol)

12.7mm Pistol (the 14mm pistol)

10mm SMG (is two-handed)

M2019 PKD Detective Special (.233 Pistol and That Gun) or .223 Revovler Redux

Desert Eagle

Grease Gun

P90

DKS-501 Sniper Rifle

AK-112 Assault Rifle

XM73 Gauss Rifle (closest thing you can get to the old one, for free anyway)

Sadly, there is far less love for the energy weapons than ballistics.

Also keep an eye on AlexScorpion's account for the Pip-Boy 2000 , and flipdark95's just in case he finishes his Plasma Defender. DOOMBASED also has an FN FAL in his backlog.

 

 

 

 

 

 

From Fallout 1 and 2

 

There are two different interpretations of the old 10mm pistol. Here and here, plus the CC version.

One version of the 10mm SMG. Wardaddy also privately hosts a one-handed version if you can get on his discord.

A 14mm Pistol, (set at 12.7, but it's the same visual design).

That Gun

Mauser Pistol

Two different Desert Eagles, here and here.

The AK-112 (classic Assault Rifle)

Several Plasma Casters, here, here, and here.

The Fallout 1-2 and 3 Sniper Rifles combined into one.

Buttloads of Wattz weapons. One, two, three, and four. #4 includes both the Wattz 2000 rifle and the 1000 pistol.

 

Some more stuff that's just from 2.

 

Grease Gun

P90

Pancor Jackhammer

Light Support Weapon

M60

Four versions of the Bozar. Here, here, here, and here.

 

 

There's also Tumbajamba's own Gauss Rifle, which is much more like the old one than Fallout 4's

Miniguns Standalone re-introduces designs from 1-2 and NV.

 

And, of course, my own Rangemaster, which I am currently working on remastering.

 

There are even more being worked on. I've seen WIP pictures for the pulse weapons, the plasma pistol (defender) and the FN FAL. We are well on our way to having every weapon from those games.

 

 

Edited by jkruse05
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Thanks guys.

The problem with disabling Radiant quests is that I seen people complaining that it also disabled some important Brotherhood quests.

DO any of you have experience with such mods that you used to play the game and they worked?

What gonna happen if I wont save Preston? from that building early on, leave him there, will it disable settlement system and radiant quests?

I found a mod that marks each quests so now I know which are quests and which are radiant, so I can just ignore them this way.

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Thanks guys.

The problem with disabling Radiant quests is that I seen people complaining that it also disabled some important Brotherhood quests.

DO any of you have experience with such mods that you used to play the game and they worked?

What gonna happen if I wont save Preston? from that building early on, leave him there, will it disable settlement system and radiant quests?

I found a mod that marks each quests so now I know which are quests and which are radiant, so I can just ignore them this way.

You can always use one of the options that only disables Preston's quests, they are by far the most annoying ones. Some of the radiants for other factions even end at a certain point, but the Minutemen ones never seem to.

 

Never rescuing Preston's group effectively disables the Minutemen story line. You could technically still do settlements, but you'd have to purposely seek them out and help them, and the related radiant quests will not show up. I did this once for an Institute playthrough, it was... liberating. It will not prevent you from doing anything story-wise, you just miss out on the first clue about where to go, but if you meander your way to Daimond City on your own it will work out fine. You will also have to use the Brotherhood's tech resources instead of Struges at a couple points, but again, nothing that will prevent you from completing the story.

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Honestly, the only faction radiant quests that ever bothered me were those for the Minutemen. OK, the Minutemen as a whole just bother me. The other faction radiant quests are easy enough to ignore. I’m fairly sure that if, for example, you do one "Cleansing the Commonwealth" for the Brotherhood, you won’t have another show up in your quest journal unless you actively accept another one. One and done. Whereas the Minutemen quests just seem to auto-activate without you doing anything, such as getting a quest for having the bad luck to be listening to Radio Freedom at a “bad time.” If you decide to do at least some faction radiants, I’d recommend using Keep Commonwealth Radiant Quests Within the Commonwealth so Scribe Haylen doesn’t send you to Far Harbor before you ever get to Diamond City.

 

I’ll echo what jkruse05 said about never rescuing Preston and crew from Concord. The only "down side" really is that the Old Guns quest won’t be available meaning you can’t get access to artillery (without a mod anyway). That’s fine with me, as I never used artillery anyway…it’s pretty useless IMHO.

 

I’ve left Preston and crew sitting pretty at the museum at least twice so far (on my third run of doing the same) and yes, the game for me is more fun without them. Just grab the Bobblehead on the desk and don’t talk to Preston. Talk to Mama Murphy if you want “Dog” to get an actual name without having to wait until later in the game, provided you have him with you. Otherwise, just loot 'n scoot, and get on with your game.

 

There are mods that will unlock the radiant quest settlements without you having to do anything. I’ve used Own All Radiant Settlements for that. This effectively disables any radiant quest to unlock a settlement since you own them all, even if you do engage with the Minutemen. Just an option that might be worth mentioning.

 

You might also consider using the Start Me Up alternate start mod for a game where you want to buck the hand holding of the vanilla story line, especially if you want to ignore the Minutemen.The first time I cleared the Castle on my own without having ever met Preston was...very fulfilling.

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