r/FalloutMods • • 4h ago

Request Wednesday - All Requests go here!

0 Upvotes

Please use this thread to post any requests you have for mods.

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Please state the game you are requesting it for, the mod and idea you have, and any other details you have. Any request posts outside of this will be removed.

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Keep in mind, there is a LARGE chance no one will make your mod if you are not willing to put effort into helping yourself. You may want to consider looking up resources on mod creation yourself. Even with no experience, a lot of basic mods can be made with a few simple tutorials.

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The more discussion you create, the more chance someone may come along and be interested in helping. Ensure your ideas are well thought out to get a better response.


r/FalloutMods • • 13h ago

Fallout 4 [FO4] Some screenshots of the Shreveport world space me and my wife are building

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204 Upvotes

Just some random angles of areas that had some work put into them. If you have any hints or tips on how to build better in Creation Kit, I would greatly appreciate it! Currently it's a lot of copy pasting clutter over and over until it feels more natural.

I took some advice on my last post here, I replaced a lot of the larger glass skyscrapers with hitech versions of them.

Link to the original post


r/FalloutMods • • 16h ago

Fallout 4 [fo4] Commonwealth Online 2.0 Beta is Here | Fallout 4 Multiplayer

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155 Upvotes

Hey everyone,

I'm one of the developers working on Commonwealth Online, our Fallout 4 multiplayer project. After months of work, we've finally released the first public beta of Commonwealth Online 2.0. This is a major rewrite of the original mod, with rebuilt networking, dedicated servers, Steam integration, and support for all three versions of Fallout 4.

Our goal is to eventually make the full Fallout 4 experience playable with friends, including quests, NPCs, combat, settlements, and exploration in a shared world.

What's New in 2.0?

  • Dedicated servers with configurable player limits, passwords, and world settings.
  • Steam integration for joining friends, along with LAN and direct IP connections.
  • World synchronization for time, weather, doors, switches, and other interactions.
  • Quest synchronization with early support for shared progression.
  • NPC and combat synchronization, still being improved.
  • Experimental revive system for downed players.
  • Modpack support to help players use the same mods as the server.
  • New UI with updated menus, server settings, and joining.
  • Stability fixes, including several major freezes and reconnect issues.

We're also using Valve's GameNetworkingSockets for networking. Supported versions: Old-Gen (1.10.163), Next-Gen (1.10.984), and Anniversary Edition (1.11.240). We're working toward two ways to play: Story Co-op, where you experience Fallout 4's story together, and Free Roam, where you explore and play in a shared world.

What's Still Being Worked On?

This is an early beta, so don't expect everything to work perfectly yet. Player animations, shooting, NPCs, and companions can still get out of sync. Quest synchronization and reviving are experimental, while shared loot, settlement building, and VATS still need work.

Right now, we're mainly focused on stability, NPC synchronization, and getting player animations and combat working properly. Back up your saves before testing.

A Quick Note About AI

I also want to be upfront about something since I know it's a topic that comes up quite a bit in the modding community.

We do use AI tools during development. They help with research, writing code, debugging, and speeding up some of the more repetitive work. But there's an actual team behind Commonwealth Online making the technical decisions, reviewing changes, testing things, and figuring out how to make all of this work in Fallout 4.

We're not just generating code and throwing it into the game. There's a lot of reverse engineering, debugging, testing, and work involved, especially when dealing with multiplayer in a game that was never designed for it.

I understand some people aren't fans of AI-assisted development, and that's completely fair. We'd rather be transparent about it.

Looking for Testers and Developers

We're looking for more people to help test the beta and contribute to development. If you're interested in Fallout 4 modding, programming, UI work, or just helping us find bugs, you're welcome to apply.

Website and downloads: https://commonwealth-online.com/

Apply to join the team or become a beta tester: https://commonwealth-online.com/apply

The mod is free, and we plan to keep it that way.

We've still got plenty of work ahead of us, but it's good to finally get 2.0 out for people to try. We're interested in hearing your feedback, especially about what works and what still needs fixing.


r/FalloutMods • • 17h ago

New Vegas [FNV] Maybe I'm Just Jumpy.

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56 Upvotes

I was just testing out some mods, for an upcoming YouTube Series, I was planning to do at some point (for some reason I was doing it in character as well). Only I forgot how dumb Fallout AI can be sometimes.

Mods Shown:

Vault 121

Pip-Boy 2000 Mk VI

Real Time Pipboy Map

Modern Minimap (honestly didn't know it could track NPCs)

Enhanced Movement

Hitman's Animation Overhauls

JLM - Just Loot Menu

Groovatron

STG-45

CaliberX

"Old World Blues" .45 Auto, Sonic Emitter - Cicada, the outfit I am wearing, are mods of mine, that are unreleased atm.\*


r/FalloutMods • • 1h ago

Fallout 4 Fo4 horror armor mod suggestions

• Upvotes

Looking for suggestions for some tribal horror bogeyman type armor mods. The vanilla options are preety limited when it comes to anything evil looking.

If you have any suggestions for a really evil playthrough mod im also open to that.


r/FalloutMods • • 8h ago

Fallout 4 [FO4] Why do we have three first-person overhauls coming out at roughly the same time?

5 Upvotes

Was there some breakthrough in AI modding and everyone rushed to get a first person view mod out first?

https://www.nexusmods.com/fallout4/mods/108335
https://www.nexusmods.com/fallout4/mods/109356
https://www.nexusmods.com/fallout4/mods/110348


r/FalloutMods • • 20m ago

New Vegas Where to get help for TTW [FNV]

• Upvotes

WSG has officially concluded and seems their discord has been slowing down.

Where’s a good place to go for advice?

I know there’s a discord for TTW but I haven’t had much luck there (no offense, probably my own fault).


r/FalloutMods • • 23m ago

New Vegas [FNV] NVForever 0.5.0

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• Upvotes

Just a small showcase of 0.5.0 and the changes from the previous build includes a tonne of fixes, but still narrowing down issues. Marks week 3 of the project and the progress so wanted to show what is currently in.


r/FalloutMods • • 2h ago

New Vegas [FNV] Multiplayer Testers Needed

0 Upvotes

https://github.com/M-Rickets/Mojave-Most-Wanted/tree/main/updates

Hello, you may remember me from my Contextual Aiming and Inertia system, and Wasteland pickup truck driving around video.

Fallout New Vegas, AND TTW with all major mod packs should now have full drop in/drop out multiplayer compatibility. But I need more, I ask for everyone willing to help me iron out kinks and bugs to come break my multiplayer. As it stands my friends (me and 5 others) have been able to play through the whole game with minor hitches. QUESTS, Positions, weather, loot,
Vendors, drivable trucks, and companions are now fully shared similar to how borderlands works. I am updating every day as I find new things but only strangers can break things in ways never before considered.

IT WORKS BY: Using a Peer to Peer encrypted key, rotating port connection. Every 12 hours your code and ports close and open up new ones, but this is nothing you will have to be troubled with since the launcher handles it all, video later about it. You and as many friends as you want can load in, friendly fire, and play through the whole of NV. Working on an auto detecting and patching mod loader for it but it should detect MO2, Vortex, and FOMM to pull all mods needed to run, temporarily. This way nothing is permanent when swapping from TTW and NV/FO3. All saves are safe and fallout NV saves are kept safe from TTW.

l use an external launcher to setup everything, and for testing purposes until I’m confident it’s perfect, I will put it fully in game. I use a separate launcher for ease of use for mod updates, reporting and bug tracking. All source code will be open so users can see for themselves it’s not malware or viruses.

There are so many features and small changes it’s too much to list but in short, every non-base feature can be live adjusted (custom recoil/inertia/movement/ etc)

Only requires basic frameworks (NVSE JIP 4gb patch etc)
And as long as your friends have same mods (load order not dependent) it’s drop in and drop out like borderlands, dying light, or dead island.

Please break my things! It can be found on GitHub while I figure out nexus and the auto updating feature and toggle for auto updates.


r/FalloutMods • • 11h ago

New Vegas [FNV] Will this work for running TTW alongside regular FNV

3 Upvotes

Hello everyone and especially the TTW veterans. I would like to keep my currently modded FNV but also want to try TTW. I use MO2 per the VNV guide. I noticed that MO2 has a TTW-dedicated instance. Would it work if I -

1) copy my current FNV folder to another drive

2) reinstalled a fresh copy of FNV

3) then install TTW pointing it to the freshly downloaded, clean and unmodded FNV folder. This will serve as my TTW game

4) when I want to switch to regular FNV, switch folders by the same copy paste method.

This is based off comments in older posts regarding dual booting FNV/TTW with MO2. Is this viable or have I misunderstood the comments?


r/FalloutMods • • 5h ago

Fallout 4 [FO4] Looking for a mod that adds all weapon and armor modifications into the levelled lists

1 Upvotes

I'm doing a no crafting perk playthrough and apparently not all modifications can spawn and are obtained exclusively via crafting.

I don't mind if the mod distributes them into weapons and armor used by enemies or into shop inventories.

Alternatively a mod that makes it so crafting takes more resources if you don't have the appropriate perks would also be good.


r/FalloutMods • • 17h ago

Fallout 3 [Fo3] My current LO, still a wip

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4 Upvotes

r/FalloutMods • • 10h ago

Fallout 4 Mods for a Doctor Evil inspired playthrough (or simply, a silly evil playthrough) [Fo4]

1 Upvotes

I want my next playthrough to be as comically evil as possible. I welcome any mods that could enhance this experience. I would also enjoy some quality of life mods suggestions and, of course, the evilest... most vile... most despicable... most wicked... most sinister... FIENDISH. NEFARIOUS. And MOST DIABOLICAL mods that you can hook me up with. Please and thank you. :)


r/FalloutMods • • 10h ago

New Vegas [FNV] Are their any mods that encourage weapon switching?

1 Upvotes

I dont mean a gun game mod that gives you free guns. I more mean a mod that buffs/debuffs you based on weapon use encouraging you to switch ammo type/category. switching category would be a nightmare build wise but also would probably be fun.


r/FalloutMods • • 1d ago

Fallout 4 [FO4] Soviet Carbine is released! Comes with two uniques and a full custom armor set.

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18 Upvotes

Uses 7.62 Tokarev, if you have Munitions. Vanilla version uses 10mm.


r/FalloutMods • • 15h ago

New Vegas Vortex issue FNV

1 Upvotes

Hey guys, so I'm trying to play new vegas with mods, but when I launch the mod package that I downloaded, it shows the start up menu with "install" instead of "play". I've gone into the tool menu and opened the script extender and it shows that it is linked to my steam files... any idea what's wrong?


r/FalloutMods • • 15h ago

Fallout 4 [FO4] How can you remove this puddle from The Castle?

1 Upvotes

r/FalloutMods • • 1d ago

Fallout 4 [Fo4] GARDEN - FALLOUT 4 GODOT UPDATE.

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197 Upvotes

Hello all, a couple weeks ago we posted our first update of our godot port. Today just wanted to share some more progress pics.

You can follow our details at. https://github.com/G-A-R-D-E-N To get caught up on the project you can read over the first post. https://www.reddit.com/r/FalloutMods/comments/1x5vaa0/fo4_fallout_4_in_godot_engine/


r/FalloutMods • • 17h ago

Fallout 4 [Fo4] Any advice for Halo mods on Xbox Series S?

1 Upvotes

Been playing Fallout 4 with mods recently, and I've attempted multiple times to try a full Halo mod playthrough, with Elite/Brute/Flood model and sound replacements, plus music replacement, craftable armour and weapons plus some extra mods like the pip-pad and silent protagonist mods.

However, everytime I get populated areas like Lexington, Cambridge and Boston, my game constantly crashes every time at the same spots.

Any advice on how to fix this, if there's a certain mod I don't know of that would help or any advice for load order? Or is Series S pretty much unplayable when it comes to mods like these?


r/FalloutMods • • 12h ago

Fallout 4 [FO4] I would like a mod that deactivates fast travel.

0 Upvotes

I plan to use only the vertibirds to travel quickly...

For Fallout 3 and Fallout New Vegas a simple script like enable fast travel == 0 was enough.

But for Fallout 4 I admit that I don't know how to do it... with this new .pex system, etc...

Can anyone help me create this mod? No mod does that on Nexus.

Yes I could just not use the fast trip but I prefer to deactivate it completely. Without console. That's how I've always done with Bethesda games. I have an ASD, don't try to understand.


r/FalloutMods • • 23h ago

Fallout 4 [FO4] On Your Own - v1.0.0

2 Upvotes

So On Your Own is a mod i created that lets you choose which markers the game shows you. Since I did quite a lot of playthroughs of the game and basically know most of the locations, i decided it would be nice to have a mod where you actually have to do exploring instead of just blindly following the quest markers.

What this mod allows is for you to choose what will be shown on PipBoy map and compass. On the map you can hide undiscovered locations, quest objectives, misc objectives, quest doors, your own position, your custom waypoint and your power armor, and for most of them you can pick if they show on the world map, the local map, both or none.

On the compass you can hide quest markers, enemy red dots, undiscovered or discovered locations, the custom waypoint, the N/E/S/W letters or just the whole compass. There's also an option to hide those floating quest markers above doors and targets.

Currently you need MCM to set things up or by editing .ini and changes apply as soon as you close the menu if you use MCM. In the future i might add holotape with settings.

I think that the most important thing about the mod is, that it only changes what the game draws. so your progress of discovering locations etc. is not lost if you decide to remove the mod. As far as i tested it also works with other mods such as iHUD.

I developed and tested it on latest version of fallout 4 1.11.240.

This is my first version so any feedback or bug reports are really welcome. The mod is open source too, so if you want to look at the code or help out, feel free to do so.

Link to mod page: https://www.nexusmods.com/fallout4/mods/110631


r/FalloutMods • • 20h ago

Fallout 4 Any mods like Loot Detector (only on PC & XBox) for PlayStation in Fo4?

1 Upvotes

I was watching a YouTube video of a playthrough recently and saw they had the mod, but they were using a PC. I tried googling to find one for PS but nothing shows up. I’m hoping to see if anyone may have one? 🙏 I’m very very new to mods… I never used them before, so any help is appreciated greatly. Thank you!


r/FalloutMods • • 1d ago

New Vegas [FNV] Trying to give New Vegas that more fps feel

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30 Upvotes

Also any splinter cell fans theres a light and sound meter.


r/FalloutMods • • 1d ago

New Vegas Can someone explain to me how to exclude weapons from the b42 inertia/recoil mod? [FNV]

0 Upvotes

the mod description talks about a blacklist .ini but i can’t find it anywhere. would appreciate any help!