Fallout 3/New Vegas Feral Ghouls Replacer
While many people prefer the squishier-looking design ghouls received in Fallout 4, some yearn for the good old days of tough sinew and missing skin. This mod replaces the current feral ghouls with upgraded versions of the substantially scarier ghouls of Fallout 3 and New Vegas.
As part of the Capital Wasteland Project, all feral ghouls in the vanilla game, even Glowing Ones, have been given a makeover in the style of the older games. The mod also adds classic Fallout 3 ghoul clothing, as little of it as there is.
With 2K textures, these new ferals are extremely detailed. Author TheFriedturkey explains in his description that the only reason they aren’t 4K is to balance out visuals with efficient performance. The ghouls are also completely dismember-able so you can have fun blowing off their limbs and watching them fly off into the distance.
Camp Escape
Sometimes you just want a break from all the chaos of the wasteland. The Fallout 4 Camp Escape mod gives you the perfect safe haven away from the Mirelurks and super mutants with an old-world wellness spa.
Supposedly not as affected by the blast as nearby locations, Camp Escape sits near Lake Cochituate and has been preserved and repaired about as much as it can be by robot staff. The expansive resort comes complete with lounges, a pool, bar, and rooftop gardens.
The spa is located just South of the Natick Police Department, though you have to walk there from the Roadside Pines Motel to make it appear. Head to the basement when you arrive and you’ll find a generator, connectors, and water for you to set up your relaxing new player home.
Fallout Miami (Early Version)
Mika999’s Miami mod is one of the more impressive mods we’ve seen of the game and is a brand new world space built entirely from scratch, putting a post-apocalyptic spin on the sun-drenched streets of Miami.
The page has tons of screenshots and a test video showing off the incredibly detailed city, from decrepit skyscrapers in the inner city to the radioactive beaches. To get there you simply catch a bus that you can find at the South-Eastern part of the Commonwealth map.
It’s important to note that this is an early version and is a sandbox of the world only. Mika999 explains that it will eventually be updated with new areas, NPCs, and quests. In the meantime, it’s absolutely worth checking out just to run around in and appreciate how well designed the world is.
Automatron Randomized Bots
The Automatron DLC added a whole host of new robotic foes to the Commonwealth, but have you ever felt that the added Mechanist and Rust Devil robots were a bit… samey? Automatron Randomized Bots changes all that, adding in randomization to not just the level range of the robots you come across, but the types of weapons they use and even their appearance.
Robots can now carry plasma weapons, with sentries having a full variety of back-mounted grenade weapons and basic Protectrons being able to use cryo and flamer hands. The same goes for your own robots too, as the mod adds a couple of new weapons that you can equip your bots with.
If you ever thought it was odd that the Rust Devil robots(being made by the crafty, graffiti-loving raiders) all have the same uniform look, the mod changes that, and Rust Devil bots can now appear in any color, however wacky.
Configurable Minutemen Radiant Quest Limits And Fixes (MCM)
The ceaseless radiant quests issued by the Minutemen are infamous at this point, as is Preston’s Terminator-like determination in giving them to you. Until now there was little you could do short of exiling Preston to your least visited settlement, but now there’s a mod that saves you the trouble.
This mod works by creating a short-circuit in the script responsible for doling out radiant quests and lets you change the chance values of a quest occurring to something more your pace. You can add a cooldown timer, control the maximum number of queued quests, and even disable them completely.
Another added benefit is that the mod fixes some of Preston’s other quests. For example, if you turn down Taking Independence there will be a delay of an in-game hour before he asks again, letting you talk to him normally in the meantime.
Published: Jul 5, 2019 05:17 am