Bethesda's post-apocalyptic RPG became the first game on Xbox One to utilize mods on console. Mods are a coup for Xbox One users who want to alter their game, and there are mods for practically everything. There are so many to go through, so it can be hard to know where to start. We've compiled a comprehensive list of the most rewarding, interesting and weird mods available.Any mods requiring additional content and DLC will say so.You'll need to a make a Bethesda account to access the mods which you can do from within the game on your Xbox.Note: Achievements are disabled while mods are active.THE BIG ONE - Cheat Mode Ultimate Holotape Menu.
This mod, while tiny in size, is freaking huge in terms of capability. Most people will probably look for this type of thing first. Offers all the standard things you might expect, God Mode, Unlimited Carry Weight, Infinite Ammo, Max Perk and S.P.E.C.I.A.L points. But it goes so much further than that: extra inventory slots, easy lockpicking and terminal access, add weapons (DLC if installed and base game), spawn enemies or settlers, add crafting materials.
AND SO MUCH MORE!This is the best place to start if you want to power your way through the game with little to stand in your way. It will always be in the top slot of your miscellaneous items menu, and the menu is accessed via your Pip-Boy and at any time. Perfect.The Unofficial Patch.
When someone speaks to you in the Commonwealth, you're given options of a couple of words for each dialogue choice. This mod stacks the dialogue options in full, so you can see in advance what your choices are and what the full response will be. This makes the dialogue options more in keeping with how they were in Fallout 3. The mod will also display the 'tone' of the choice, so if you're hoping to give a snappy response, it'll be clearly displayed with a 'tonal inflection' — no more accidental sarcastic responses to people you need to butter up.Green in the Commonwealth. Adds a boost of much-needed color to the Commonwealth environments.
Fallout 4 Institute Director Model
You could argue that after 200 years since the nuclear bombs dropped, at least some of the grass and leaves would probably have grown back in that time.The Commonwealth is bleak and desolate much of the time, and Green in the Commonwealth adds extra greenery textures; including flowers, lush bushes, and plants. This mod is aesthetic only but certainly does add a level of immensity that some felt was lacking before.Stronger Workshop Defensesadds a lot stronger defense items to your workshop menus, and the great thing is, it requires no additional perks. If your survivor bases are suffering, you can throw down some insane turrets which will rip through any raiders that come knocking.Scrap EverythingIt's a little irritating when you're trying to build a settlement for survivors, and there are things that you can't remove to add one more desperately needed power generator. With you can remove almost everything.
If you wanted to strip a settlement to the bare rock and build from the bottom upwards, you can.Beantown Interiors Project - Requires Far Harbor DLC. This gun does exactly what it says on the tin. It's a gun, that you can use to travel to otherwise unreachable areas. Is there something hiding on top of that building?
Whip out your, take aim and fire to instantly move to the target. Planning on picking a pocket? Use your gun to create a quick getaway. Gap in tubless tire. Being chased by a Randy Savage Deathclaw (see below)? Use the gun for instant evasion! Or maybe you're over-encumbered and you've been looting the abandoned homes of the Commonwealth.
Your pockets are full to bursting, and you just can't move. The gun solves this problem too!Dauntless - Submarine Player Home - Requires Far Harbor DLC. Oh my word, this mod is macabre. If you want to inject a creepy and morbid vibe to your game, this mod adds a horror questline based on real cannibals and serial killers. Lurching off the standard quest path, this mod includes puzzles that will need the player to move things around and search for clues in a creepy basement. Companions are made to wait outside (the mod creator states this is because there isn't room for the player in amongst everything surrounding you) making this mod one of the eeriest and unsettling to play.
And it's twisted to boot!Macho Claws. This power armor, inspired by the Big Daddies in Bioshock is totally kick-ass. It increases your carry weight, boosts your movement speed, and can even go underwater. Further to this, is has a cool lamp that comes in different colors to light up the depths. While there is one Power Armor set, it has different helmets that represent the different types of Daddies in Bioshock. It's a tank in human clothing.The Wild Wastelandwas a trait from Fallout New Vegas that made exploration a little more unpredictable.
Remember the 'Indiana Jones Found Dead in a Refridgerator' moment from New Vegas? That was down to The Wild Wasteland trait which brings random encounters and events, as well as odd items and easter eggs. This trait isn't in Fallout 4, but a mod has been made to emulate it.CROSSCybernetics. Bottles, bottles everywhere and not a drop to drink. This is a cool and interesting mod.
The Commonwealth is stuffed with empty Nuka Cola bottles, and beyond scavenging them for glass materials, they're pretty useless. What if you could fill them back up with that life giving Nuka nectar? Now you can, with the! Drop it into one of your settlements, ensure it's powered sufficiently, and fill away. The machine takes a bottle and a bottlecap and fills the bottle up with that sweet life giving liquid.Dark Husky DogmeatDogmeat again, I can't get enough of this pixellated pooch. This time, you can retexture him into a.
The mod doesn't do anything else. It just gives him a fresh look!Real Nights with Real Lights.
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You can visit the breathtaking HQ of the Institute only later into the game.The Institute is the only faction that you come into contact later into the game. First, you need to complete all of the 'independent' quests of the main storyline (up to The Molecular Level, i.e. The one connected with building the teleporter that lets you teleport to the underground HQ of the Institute).
A breakthrough moment is when you receive Institutionalized main quest, where you need to agree to work for Father. It is impossible to reject his offer, or this will spoil your chances of further relationship with that faction.You do not dear that entering friendly terms with Father and his faction will have negative effects on those with the previously-discovered factions. Only your decision to continue your work for the Institute may affect your relationships with the rest of them. The one in question is the Mass Fusion quest, whose completing means entering the warpath with the Brotherhood of Steel. Further quests for the Institute are about getting rid of the two other major factions from Commonwealth - End of the Line requires you to kill out all of the Railroad members and in quest Airship Down, you are to obliterate the HQ of the Brotherhood of Steel. The last main quest for the Institute is Nuclear Family, where the objective of this quest is only to have a short conversation with Father.An important piece of information, in connection with the Institute, is that decisions that you take during some of their quests may deteriorate, or even thwart your relationship with them.
In Mass Fusion, you can enter the warpath with the Institute, if only you warn the Brotherhood of Steel of the planned attack. In Pinned, you can become the enemy of the Institute, if you join the Minutemen and you help them eliminate members of the Institute staying in the cottage.
Fallout 4 Institutionalized
So I already played the game a few times back when it first came out, I started another playthrough and I still don’t get the institute, I think Bethesda has some thematic and plot goals for the institute so they just make things up to fit those goals even though they end up contradicting themselves. Why does the Institute make synths to replace random people who aren’t in any important positions and don’t even know they are synths? How does this benefit the Institute in any way?. How is it possible that there are no tests to tell if someone is a synth but you can pull this big vacuums tube component from their brain? Couldn’t you just do an X-ray?
Couldn’t you go to the memory den to have your memory scanned? Couldn’t you just walk through a metal detector naked? Instead it just seems like a forced excuse to have more plot points.
Why can the Institute keep Kellog alive and well for 60 years but not Father or anybody else? You don’t even find any of the scientists doing this so they can make more scientific progress?. The institute has teleportation yet they can’t just teleport a nuke onto the brotherhood blimp, or Arcadia or the railway base. Father has you go deal with this synth who’s become a raider and tells you that they care about the people of the commonwealth. Yet they clearly do not because their synths kill random people all the time and they kidnap people all the time. So does father know that he shouldn’t be killing random people so he has you deal with the raider synth? If so then clearly he knows that your ideals are different from theirs so why does he appoint you to be the director?
If he doesn’t think the institute is evil then why does he try to put on a show for you to convince you that the institute isn’t evil? Seems like a forced contradiction to serve the plot so that you will have a hard time choosing a side. The Institute’s supposedly advanced technology is extremely inconsistent. They don’t have better armor even though cybernetics require extremely advanced material science.
They don’t have any better weapons even though again, synths require extremely advanced nanotechnology. Just think about 15th century muskets and modern assault rifles. They work on essentially the same principles except modern assault rifles are more intricate and have stronger materials. Why can’t the Institute just make better versions of existing energy weapons?. The last one and this are more nerdy than normal, but this one is more philosophical.
Fallout 4 Mod Manager
It just makes no sense for the institute scientists to still believe in this free will bullshit and how people have it and synths don’t. Not even modern day scientists believe this, especially the ones involved in neuroscience or artificial intelligence. The Institute is so advanced they can manufacture humans indistinguishable from the real thing it just makes no sense what so ever they still believe humans have a magical difference that gives them “free will”.– Continuation of discussion.
Beyond earth rising tide mods. (one of the files was corrupt)Version 1.0.2 (6/5/16)-Fixed crackling audio problem (don’t use VLC to convert files folks! The “Clarke” update)– Should be compatible with all future versions of the game (fingers crossed)– Shouldn’t conflict with any other mods (though let me know if you are having problems)– Should be compatible with Ironman and achievements (currently untested)ChangelogVersion 1.0.0 (6/1/16)-Initial release of mod-Added all 73 tracks from Sid Meier’s Civilization Beyond Earth and its expansion Rising Tide to StellarisVersion 1.0.1 (6/2/16)-Fixed CTD issue! This mod merely adds music to the game, so no tracks from the Stellaris soundtrack are replaced!Compatibility– Guaranteed compatibility with Stellaris version 1.1.0 (a.k.a. Civilization: Beyond Earth Soundtrack For StellarisThis Stellaris mod adds five whole hours of new music from the beautiful soundtracks of Sid Meier’s Civilization: Beyond Earth and its expansion Rising Tide.
For those interested, here's more about Detroit Become Human exclusively for the PlayStation 4:'Set in Detroit City during the year 2036, the city has been revitalized by the invention and introduction of Androids into everyday life. But when Androids start behaving as if they are alive, events begin to spin out of control.
Step into the roles of the story’s pivotal three playable characters, each with unique perspectives as they face their new way of life.In this ambitiously bending and thrilling narrative, every choice and action will not only determine the character’s fate, but that of the entire city and possibly beyond.'
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