r/Fallout4ModsXB1 • • Aug 19 '26

It Just Works

57 Upvotes

Greetings Dwellers!

Your Overseer here to say .... it just works. Like, no joke, it actually works.

Reports from the update are flooding in with overwhelming news of preserved load orders, removal of ba2 limits, save/restore load order fixes and other amazing news. Here's everything that's happened:

__________________________________________________________________________________________________________

Added and Updated Features 

Game 

  • Increased the BA2 archive limit from 256 to 1024 to better accommodate larger collections of mods. 
  • Added localized strings fixes for UI and platform terminology. 

Creation Kit 

  • Archives are now supported on PlayStation. New file types (.nif, .dds, .bink, .cdx, .csg, .wav, and .fuz (with embedded .wav)) for PlayStation Creations. 
  • Bink files can now be added to Creation uploads via an Extra Files browser. 
  • Added Localization export support. 
  • Creations up to 2 GB in size can now be uploaded for Xbox. 
  • Updated "Search and Replace" to align with Starfield, adding buttons for "Select Form in Object Window" and "Open Form Editor."

Crashes 

Game 

  • Fixed a crash when the player opens the Virtual Keyboard on a Steam Deck device. 
  • Fixed a top crash that would occur due to a streaming audio error. 
  • Fixed a crash on the Microsoft Store when players enter the Creations menus after resuming internet connectivity. 

Bug Fixes 

Game 

  • Exiting out of Search when viewing a specific Creation now properly returns the player to the Details page of that Creation. 
  • Creations category lists should now return ordered results more consistently. 
  • Error messages from the Bethesda.Net service now contain error codes that can be provided to Customer Service for investigation. 

Creation Kit 

  • Archiving a plugin that uses pre-existing assets in a new form no longer causes the pre-existing assets to be duplicated.  
  • Material or Heightmap terrain edits now cause grass to generate properly. 
  • Running LipGen from the command line or launch argument now properly generates .lip files. 

__________________________________________________________________________________________________________

Overall this his been a phenomenal update. Very few have reported their load order missing or any issues other than the usual mod incompatibilities.

PlayStation users have been gifted the beauty of fully supported asset mods. This means console modding is no longer a split division. Sony players will be able to enjoy all the same mods we enjoy on xbox. A new dawn has come. Mod Authors and porters are already working double time pushing out mods to PlayStation in mass.

For some clarification. The increase of ba2 does not suddenly mean you can now run 700 mods. This just means esl get to function as intended now, and do not count towards your 254 mods. Previously with esl having ba2 attached to them, and their being a ba2 limit, essentially made them being esl redundant. That is no longer the case. Esl or esl flagged esp, now truly do not count toward your total mod count under any circumstances.

I will do some further investigation to confirm, but as far as I am aware, all but 6 of the 150 mod AE Bundle is ESL. Meaning players who choose to install the full bundle will no longer be punished and can still run a full load order beside it. You should now be able to install 247 esp/esm with the full AE bundled installed, and not cap out at 98 like before. This means players who install the AE Bundle, and get a full load order, will essentially be running 390 mods.

This was previously unthinkable on xbox. The sky is the limit. If you are careful in your choices, arrange it properly, and avoid conflicts, you absolutely can run 300+ mod load orders. Be mindful. A lot of load order posts asking for help make all the same mistakes constantly then wonder why Bethesda sux, lol. Don't get 5 weather mods. Don't get 3 different texture replacers. Don't use 3 different raider overhauls. Be selective, overhaul each thing carefully, and imo some things not at all. I consistently find my game runs better than others and it can't be cuz what I am doing, i use old mods with known issues and dance around them. I think it's what I don't do, that helps my game. I don't add 100 guns to LL. I dont hardly touch raiders. LL and touching raiders is a quick way to destabilize Boston even with Boston Less Enemies and Dead Financial. All that new gear poofing on to raiders, all the new guns in their hands, with their nice high poly, and likely 2k new outfits you poof on them. Stuff like that quickly becomes the end all. I am trying a raider mod rn and this is the most choppy my Boston has been in 2 years. I won't be using it going forward and its a very stable known good mod. I just wanted to see some Fallout 3 raider stuff on them, and the difference is noticeable right away. My Boston was butter everywhere before, now I see fps loss as the new geared raiders come at me. I'm on XSX. Simply not touching raiders (or mutants) all these years has to be why I have had 0 complaints about Boston and others can't even get to swan's pond, meanwhile i'm setting up a campsite in a swan boat after killing the big guy. Idk. Just something I noticed over the years and now 7k hours of playing Fallout 4 on xbox. Figured I would share my experience.

In addition to that I have taken extensive feedback from the community and assembled a list of tips and FAQ from our staff that we feel will assist players in building a more stable game overall.

  • Script injected to LL gun mods count as scripted mods and do just as much damage if removed mid-game as any mod with scripts. Never remove a mod mid-game.
  • 2k - 4k Texture PSA, CTD hardware limit when used with extensive load orders and too many high resolution textures
  • Avoid updating mods mid-game unless you are currently having a bug or the mod explicitly states its OK - even then risk is on you dangers always exist
  • Don't enable 200 mods all at once and load the game. Load the game with essential mods (see wiki FAQ) and then enable handfuls of mods at a time, running around for a minute and letting the mods all load properly and initialize. This can prevent loads of errors and conflicts
  • AE didn't fix Far Harbor headers, the fix mod is still needed
  • Be extra careful pairing mods that were impossible to use together before due to size. While functional alone, these huge mods have never been played side by side on console. Use caution, and use available patches to avoid conflicts.
  • If your load order is jumbled, a way to get it to indefinitely stop, is arrange 10 at a time. Back out to the main menu between each, then exit the game to dashboard. Then go back in and move 10 more. Annoyingly tedious, but I can personally confirm after doing this all my mods, except the pesky esl flagged esp, stay put and every time I look at my load order its all in the same spots.
  • [EDIT] Note about ESP limit. The ESP limit does not crash out the whole game and prevent access like hitting ba2 limit did. When you hit the plugin limit your save simply wont load or will crash immediately after loading. Simply go back and disable the mod you just enabled/installed and the save will load again.

Thank you to all the creators who make content for us to enjoy! Truly this community would not thrive like it does without the tireless efforts of the dozens of mod authors and porters who keep this game alive.

[Unrelated side note - Skyrim update coming! Storage increase and creations update!]


r/Fallout4ModsXB1 • • May 31 '26

Themed Mod bundles? Mod User Feedback

100 Upvotes
Yes, I used our Vault-Tec Themed Ai LLM S.A.M. , that I have been training for 8 months, to make the image I described above. Please focus on the post and do not comment on or push your own anti/pro ai agenda here. I do not want to have to remove a bunch of negative comments for using something I genuinely like. I think it's cute, I enjoy it, lets move on and be positive, please <3

As players begin to realize the limits that exist beyond 150 mods, the question keeps popping up, "Why don't we have bundles like Skyrim?."

Well, honestly, idk. I initially became a porter to make mod bundles, and got caught up and ended up becoming a Mod Author. Now that I have mastered merging mods, my new VRP AIO as proof of concept in that regard.

After much digging into the topic it seems the perms on Skyrim are identical in ToS to perms on Fallout 4.

So in essence it seems as long as a mod has open perms and the stipulation on Green perm or Console permission is simply:

*"The mod author has given permission for someone else to upload this mod to Bethesda.net. However, please credit the author"*

Then in this instance this mean the mod is available to be added legally to a bundle.

That said, what themed types of bundles do players want to see?

My ideas so far are like a Tactical bundle, several types of themed settlement bundles, clothing bundles

Please let me know what you would like to see!! If you have specific recommendations please drop a nexus link. *Note it must meet the above outlined criteria.

Happy Modding 👾

- The Overseer

I'm gonna throw out random idea I have in comments. Up/Down vote accordingly so I can gage how much the community wants to see something like whatever the idea is. For once make votes mean something please! I wanna start bundling next weekend so I need a good idea of where to start. 😄


r/Fallout4ModsXB1 • • 14m ago

UNSTABLE LO | Support Needed Help with load order

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• Upvotes

I’m confused on why my game isn’t loading in I followed the guide and it’s still not working idk which mod it could be or the Order in which I had them but I need help


r/Fallout4ModsXB1 • • 20h ago

Mod Discussion any suggestions for large mods to take advantage of 100 GB?

15 Upvotes

I’m so accustomed to sticking to the 2 GB limit that I don’t really know what to do with myself with 100 GB! Are there any cool large expansions, etc. that take up lots of storage that I should try out?


r/Fallout4ModsXB1 • • 16h ago

Q&A LO | Discussion Any suggestions, recommendations as to where to place a mod or see which mods a no go

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4 Upvotes

Hello ladies and gents good afternoon, as the title states, I wanted to share my load order to see what changes need to be made and see what help I can get. Now I do want to point out that I deleted the munitions - ammo expansion project + vanilla ammo add on and have munitions - combined installed and as for the rest of my mods here’s the following:

Ammo crafting workbench - dlc version (Xbox one)
Ammo crafting workbench (Commonwealth & Far Harbor)
Chem cookers
Fab workbenches
Falloutshock apartment (Xbox one)
Sanctuary hot springs home & settlement
All settlements extended | xb1
All settlements extended | Far Harbor | xb1
ASE performance patch | xb1
Fallout FPS plus
Dead Financial district
Running with hands animations | xb1
Companion command animations
Explosion reactions
Functional sanctuary bridge
Finch farm and gray garden overpass lifts [xb1]
Cheat terminal [xbox one|

As for the new mods installed as of last night/ yesterday:

Munitions - combined
Deployable shields
Altyn assault helmet Gorka-3 suit
Military gorka suit
RE9 - the commander
[GIC] western operator
PMC operator pack
See through scopes - GOTY
See through scopes - far harbor
See through scopes - nuka world
HK USP
RE8 1911s & M9
SIG MCX
RE8 SA110 & WCX
Sig sauer pack - 2k
QZ 191
AMAC - 1500
Diarifles
Daks shoulder mounted machine gun
Shoulder mounted machine gun - rat runner’s arsenal
Colt MK.40 L/45 automatic cannon
RPD - machine gun
PKM - machine gun
Service rifle

Any suggestions or recommendations, I am open to it. Thank you ladies and gentlemen of this community for the help 🙏🙏🙏🙏. Thank you all for the kindness, patience, and understanding. God bless 🙏🙏🙏


r/Fallout4ModsXB1 • • 19h ago

Community Discussion do .esp mods marked as .esl have any effect on load orders getting rearranged?

6 Upvotes

I posted this comment elsewhere, and this might be totally anecdotal and not actually have any truth behind it, but I read somewhere else on here that one issue with load orders getting rearranged might be due to the difference between .esp files and .esp files marked as .esl. I've noticed if my load order gets reorganized that for the most part they stay in place, but that whole chunks of them will get moved elsewhere in the order, and now I'm wondering if it somehow moves all of the .esp marked as .esl files for some reason. For example, I'll see that a lot of Dak's weapon mods get moved all together.

Anyone else have any insight to this? Is this a thing?


r/Fallout4ModsXB1 • • 15h ago

Q&A LO | Discussion Series X Mod requests/suggestions

1 Upvotes

Hello all,

In the next week or so I should have the 100% achievement completion done. I only have Railroad and BoS paths to finish. I've really been looking forward to playing the game with mods and this is around the 4th time I have gotten the 100% completion (mostly on PS4 until now), so could you people recommend the best mods for me to enjoy?

I really want to get into the settlement building so want all available content (I have all DLC's) so I can enjoy that with more than the base game content. I'd also like some new weapon designs as well as actual mod created missions that can be fully enjoyed on Series X without the Playstation limitations. I saw there are some cheat tools for all resources and pretty much any item you could want so that would be good too, but know nothing about this load order stuff. Oh and a major one I really want if its possible. Ability to remove almost everything from base game settlements like the broken houses and stuff like that.

Would appreciate any info you could provide.


r/Fallout4ModsXB1 • • 17h ago

Q&A LO | Discussion Help?

1 Upvotes

Im having workshop script issues,do I need to download all of the CC workshop mods before I get to downloading SMM or after I download SMM(settlment menu manager),does this have any impact into my workshop script being overwritten? I already am going through workshop mods ive used for years but some arent accessible,ive had to pull homemaker because it kept jumping above SMM and breaking the mod menus once i exit creations.


r/Fallout4ModsXB1 • • 1d ago

Mod Discussion For those that have tried it - how's the performance of Detour?

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8 Upvotes

My FPS in the outside sections of the town are completely unaffected. Inside however, I get a pretty noticeable drop. Also minor nitpick - this town doesn't have a generated LOD. It's a little jarring watching the entire town pop-in.

Quests, characters, and voice-acting are all outstanding and make the mod worth it imo. Love the Reputation patch too.


r/Fallout4ModsXB1 • • 2d ago

Mod Discussion What is this mod from 2016 mods trailer?

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81 Upvotes

The original mod trailer from Bethesda in 2016 showed this and I’ve never seen it again. I figured it was unreleased creation club content and maybe we’d get it with the anniversary edition or now with these paid creations but still nothing.


r/Fallout4ModsXB1 • • 1d ago

SOLVED Glitched mod seems to not go away

4 Upvotes

Funny enough, I installed a weapon replacer mod on Xbox (submachine gun- Aug), and the gun was invisible. I uninstalled the mod, reloaded the save and the gun was still invisible and has no sound effects 😂. I even restarted my game yet the gun still retains the modded name and well, it’s still invisible.

What exactly can one do about this? I just started this save so I only had one smg therefore, at the moment I don’t know whether or not every smg is glitched.


r/Fallout4ModsXB1 • • 2d ago

Community Discussion How many LL injected mods do you have and can we talk about how much of a problem are they actually.

10 Upvotes

I keep seeing people say that you can only have a few LL injected weapons. I see loads orders with less than 10 and someone will say thats too much.

Currently i have 229 mods in my load order for my series x. I counted about 70 that add anything to the level list. I even have some that add several weapons. For example I have all of gecko in a cans mods, i have another another millennia, i have pigs heavy weapons pack, and pigs stealth pack. I’m sure i have over a hundred weapons added into my game.

For the most part my game is fine. I do have crashes but they aren’t replicable. I’m not saying LL injection weapons could not cause problems on consoles. Just that people need to cut back on saying how high big of a problem they can be.

Anyone else wanna share how much weapon mods you have? Im sure plenty of people have as much as me.

Also currently i’m level 50 and i have about 100 hours on this play through with the load order. I definitely tested by going around the map with a full level character before i started. So I’m sure it won’t become a problem as i get higher in level.


r/Fallout4ModsXB1 • • 1d ago

Mod Discussion question about Desolation: QOL

3 Upvotes

I love this mod. It's super helpful. However, I noticed that with it installed any NPC sleeping on a sleeping bag is somehow floating above it and rotated .90 degrees. It's as if they are locked into the animation of sleeping on a bed, rather than a sleeping bag. It's definitely this mod that is causing it in my game, at least in combination with UFO4P and PRP, but is it affecting anyone else? Or did accidentally bake a conflict into my save earlier without realizing it? Please help me end this madness.

https://creations.bethesda.net/en/fallout4/details/9fd6dd34-fb6f-4f7a-80e7-d983fe83c97f/Desolation__QOL


r/Fallout4ModsXB1 • • 2d ago

Mod Discussion Issues with the Milsurp Uniforms and Equipment Mod

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16 Upvotes

So the Milsurp Uniforms and Equipment mod by LibertyBull was recently uploaded to Xbox, however I believe the porter may have improperly ported it.

Female textures are completely messed up in the game with the mod installed. Issue also occurs with the player character regardless of if you even have the equipment from the mod on. Pictures linked.

Testing was done with only this mod installed, and the minuteman overhaul patch the porter also uploaded, and Cheat Terminal and SKK fast start for testing purposes Mod is also linked down below for others to test to see if they also have issues.

(I wasn’t too sure how to get in touch with the porter so I wanted to leave this post here just so they might be able to see the issues)

https://creations.bethesda.net/en/fallout4/details/566e85f5-28fb-4937-8533-8c9ac16c64c1/Milsurp_Uniforms_and_Equipment


r/Fallout4ModsXB1 • • 2d ago

Mod Discussion How to increase follower count with AFT?

3 Upvotes

Aft stable console edition

running the mod and it says pretty directly I can increase the followerer cap beyond 5 but that option isn’t available? And how do I craft the hollowtape? It doesn’t seem to appear in chem bench? It also makes codsworth endless wander around sanctuary


r/Fallout4ModsXB1 • • 2d ago

Mod Discussion Maim 2, IAF, and 76 needs compatibility

4 Upvotes

I downloaded Maim 2, the animation framework mod for it and the mod that adds modern pharmaceutical stuff. I also downloaded 76 needs to eat and drink. For Needs, I turned off the body injury and disease stuff so that Maim could handle that part entirely after reading online about how those can work together. I also have the Mental Health mod.

The mechanics of those mods were working perfectly as expected: injuries, treating, eating, the PTSD effects. Except I ended up getting the bug where you can't assign settlers to crops at all at any settlement. In game basic settlers, named, visitors. No one wanted to touch the crops, and they were highlighted yellow as if broken. Marcy accidentally got teleported to red rocket (don't ask).

Skk workshop utility mod has a checker thingy and it said sanctuary was basically being treated as a "camp" instead of a settlement. My only camp mod is the one that's part of 76 needs and I hadn't set it up anywhere. Deactivating that option didn't work. I tried numerous things to get its arse in gear, including restarting, but it wouldn't work. You can't plant crops at a camp with 76 needs because you can't send settlers to it, so the culprit was obvious.

I cleaned the cache, restarted. I disabled 76 needs and made sure everything else was on. Crops now look normal, and a settler was able to be assigned. Maim and everything else is fine too.

So my game works now...but would it keep working or will it break if I enable 76 needs now that I've got the gang to Sanctuary?? I was thinking having it all on at once breaks something when you come out the vault and first go to Sanctuary, I'm not quite sure how or why.

I wanted that to give food and water a purpose because Maim makes it so you can't spam water and cram in the middle of a fight. I like the survival eating and drinking at times for role-playing Nate, but giving up saves and fast traveling isn't happening, so I won't be playing on the game's survival mode. I could just have Nate (and Nora since I got a mod to make her live), farm food for money (ibuprofen and chest seals are expensive y'all) if enabling 76 Needs now will cause issues.

(I really don't wanna restart yet again. I've done it like 4 times past two days)


r/Fallout4ModsXB1 • • 2d ago

UNSTABLE LO | Support Needed A dummy and her LO

3 Upvotes

I’m doing a playthrough of FO4 on Xbone after not playing for a couple years. And after trying some tricks to see what was causing the issues, I just can’t create a New Game with some mods installed. I have no clue what’s causing the issues…if anyone knows what might be the reason I’d be grateful.

My current LO is
—————————
[XBone] Homemaker
Munitions - Combined
Seasons Change - A merry modding days mod
UFO4P
True Storms: Wasteland Edition
Seventy-Six Weathers
10mm anims
See-through Scopes - Next Gen Update Weapons [XBone]
The Attachment Pack (Version 1) Implementation Patch
All Settlements Extended
Amazing Follower Tweaks Plus
AMAC-1500
Another Life - Alternate Start Mod
Attachment Pack and 10mm Anims compatibility
Cheat Terminal
Boston Natural Surroundings Trees Only
Commonwealth Wilderness Overhaul
Settlers wash their faces full w/ DLC
The Attachment Pack
Creative Clutter all DLC
Color Map Collectibles
Work Horse Pistol - 1911
BOS Medic Battle Suit
Ponytail Hairstyles
Sons of Steel -Brotherhood Infantry Armor
Fusion Cores UwU
Hollywood Bullet Tracers
Hollywood Laser Bolts
Leveled Raiders
Live Dismemberment
Mysterious Refilling Cola Machines
Wasteland Imports: Updated
Kellogg Cybernetic Implants
Realistic Ragdoll Force
Fusebox Generator Plus
K-9 Harness
Full Dialogue Interface [English]
Brotherhood remain friendly to Danse
CROSS_BREAKACTIONLASER
PBW - The Laser Defender - Interplay Wattz 1000 Laser Pistol (Munitions)
Faction Reinforcements
Project Apocalyptic Commonwealth
Raider Armors Retextured
Thematic and Practical
Settlement Menu Manager SMM
True Reporter Piper Outfit
Pip-Pad
Silent-Protagonist
Red Rocket Settlement
Proto-Vault Suit Retexture
Verdant Wasteland
Workshop Decorations Pack Full
R-Series Rifles
Visible Galaxy
CROSS_Crit Gore
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Like I said earlier, help us appreciated and thanks for reading this through :p


r/Fallout4ModsXB1 • • 2d ago

Mod Discussion Faction Vertibird Paint Schemes

5 Upvotes

Just a quick FYI if you're considering this mod like I did: it needs to be placed under any PRP modules if you run with those mods active.

And even if you do that, you'll still crash pretty often by the Museum of Freedom where the Vertibird has crashed into the roof.

Fair warning!


r/Fallout4ModsXB1 • • 2d ago

Community Discussion Where do I place this mod or what seems to be going on ?

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3 Upvotes

Hello ladies and gents as the title states, I recently installed the project arroyo pip boy mod and it didn’t seem to give me the animation that it gives so instead this is what pops up now when I exit the vault, it actually fixes it which is weird. Thank you so much for your time, patience, and understanding 🙏🙏


r/Fallout4ModsXB1 • • 2d ago

Mod Discussion Mod idea

1 Upvotes

Im not talented enough to make a mod but I wish there was a mod that was a quest and companion mod that allows you to learn more on the mysterious stranger and connect it to nick valentines investigation of him lmk yalls thoughts just a idea that I been thinking of.


r/Fallout4ModsXB1 • • 2d ago

Mod Discussion Why is there so little railroad mods?

8 Upvotes

The institute has ito institute technology overhaul v2 full, minutemen have liberty reborn ultimate edition or we are the minutemen,the brotherhood has sons of steel and strength in steel while the railroad has a basic HQ upgrade that's 330kbs


r/Fallout4ModsXB1 • • 2d ago

Q&A LO | Discussion SS2 and ECO/LEO/NEO compatibility

1 Upvotes

Anyone running these mods? And has there been any issues?

I am running several of Neheer's Select weapon mods to avoid LL injection, however his rapid machine gun and Chinese pistol seem to be the only legendary guns that drop.... was thinking of running the ECO mods to simply remove the legendary effects from one gun to another


r/Fallout4ModsXB1 • • 2d ago

Q&A LO | Discussion How many Mods am I able to fit in my load order before re aging the pluggin limit (All DLCS & 36 Bethesda Creations)

1 Upvotes

I am currently making a new load order and I’m curious what the limit is, I know the limit is 255 but I’m hearing conflicting sources that creation club does and also doesn’t affect this and that some mods don’t affect it either, so I’m a little confused. I have all DLCs including the one that gives all the creation club addons however I’m only running 36 and none of them are the ones that add skins, those have usually caused issues to my load order in the past.


r/Fallout4ModsXB1 • • 2d ago

Q&A LO | Discussion Easier way to set load order?

3 Upvotes

Title. Is there anyway to set the console load order from a PC or use a different UI for editing the LO?

The console load order UI is criminally awful for setting a load order when you have more than a dozen mods installed.

Even just including a number next to the mods in the list would make this 10x easier lol


r/Fallout4ModsXB1 • • 2d ago

Mod Discussion Modern Firearms compatibility

2 Upvotes

I was wondering if you could run modern firearms with Combined arms, or are they incompatible with one another?