r/FalloutMods • • 18h ago

Request Wednesday - All Requests go here!

2 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 • • 16h ago

New Vegas Fallout TTW with RTX Remix and neural rendering [FNV]

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414 Upvotes

Over the past few weeks, I’ve been working on combining RTX Remix ray reconstruction and neural rendering with Tale of Two Wastelands, using Nuclear Sunset as the modlist foundation. These screenshots show the Capital Wasteland side of the project. Visually, I’m interested in how these techniques change familiar places. This gallery is a selection of where things currently stand.

Credit to the TTW and Nuclear Sunset teams, the RTX Remix and wrapper contributors, and the authors of the mods underneath it all. My work has been bringing those pieces together and working through the integration, tuning, and testing.


r/FalloutMods • • 17h ago

Fallout 4 [Fo4] Fallout 4 in Godot Engine

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193 Upvotes

Hello all, been seeing all these new vegas projects popping up and I'm loving it. I wanted to share our version of that in Godot.

Disclaimer: No original Bethesda assets or code is included. This is all our own code we wrote. Everything is done on the user's machine and you must own Fallout 4.

Below is our snippet/TLDR of this project and attached pictures. These show an early view but not the final version. Our team consisits of graphic artist, game devs, and two software engineers.

The images attached are just early prototypes and do not represent the final version.

Hope to bring it to you all soon, if you have any questions ask away!

GardenEngine: Fallout 4, rebuilt on a modern engine

GardenEngine is a brand-new engine that runs Fallout 4's world with completely remade graphics. It uses the game you already own. Nothing from Fallout 4 is included or shipped. The engine reads your installed game and builds everything from it.

What it brings

- A seamless world: the Commonwealth streams in around you as you move, with far fewer loading screens.

- Your mods come with you: the engine reads your Fallout 4 mods the same way it reads the base game.

- Open and moddable: change anything in the engine to suit how you play, and share it with others.

- A built-in editor, designed to take over from the Creation Kit.

- A brand-new weather and sky system.

- Papyrus script support for quests and mods.

Next-gen graphics

- Physically based materials: metal, rust, concrete and glass react to light the way the real thing does.

- Real bounced light, soft ambient shadows and accurate reflections.

- A realistic sky and atmosphere that changes with the time of day, plus volumetric fog and light shafts.

- Soft, natural sun shadows.

- Film-style colour, with eye adaptation when you step from a dark vault into daylight.

- Vulkan and DirectX 12, FSR 2 upscaling, and quality settings for low-end to high-end PCs.

PC only. In active development. GardenEngine is an independent fan project, not affiliated with or endorsed by Bethesda. A legal copy of Fallout 4 is required.

Leaving the old engine’s problems behind:

GardenEngine isn’t a patch on top of the original engine. It’s a full replacement, so the vanilla engine’s long-standing problems don’t carry over.

The biggest one is precombines. In vanilla Fallout 4, much of the world is baked into precombined meshes and visibility data. When a mod edits an area, those bakes break, and you get flickering objects, missing buildings and big frame-rate drops in places like Boston. Mod authors then have to rebuild them by hand, and two mods touching the same area often can’t both work.

In GardenEngine, none of that exists. The engine groups and draws the world itself, live, from whatever your load order says. Change an area, add a settlement, stack mods in the same place: the world is simply built the way your mods describe it.

Demo coming soon

We expect to release a playable demo within the next one to two months.

Follow the project here.


r/FalloutMods • • 2h ago

Fallout 3 [Fo3] The beautiful ocean

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7 Upvotes

From Washington's malevolence, used some landscape textures mods alongside enhanced weathers and a new UI


r/FalloutMods • • 13m ago

New Vegas [FNV] NVForever - Ghost Town Gunfight

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• Upvotes

Questing is working minus some scripting hooks still needed to be implemented heres an example of what is currently running.

I've also got the esp/esm loading tested on basics so mod support is working

Next on the list will be combat and enemy AI improvements

http://nv-forever.com/


r/FalloutMods • • 3h ago

Fallout 3 [Fo3] New town, new adventure

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3 Upvotes

Had nostalgia so I replayed Washington's malevolence


r/FalloutMods • • 10h ago

Fallout 4 [FO4] first time using Community Shaders, what in the Overlay do I need to worry about?

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9 Upvotes

I see Frame Time for the first two shader types are red but idk what that means really. Not sure what cost/call means either or most of the stuff up there honestly. Just trying to understand my performance more.


r/FalloutMods • • 1h ago

Fallout 4 [FO4] I want to alter an armor/clothing mod but I don't know how.

• Upvotes

Okay, this is about the mod The Institute needs a suit like this and the TINASLT CBBE BS files that make it compatible with CBBE. I have been working for the last hour trying to adjust the suit or mesh of the bodysuit to remove the legs and the center torso section (the grey sections) from the outfit. I have followed a few guides and it doesn't seem to be working and I don't know what to do. Could I get some assistance please? I only need to be pointed to a guide I can follow and I will do it, so I'm not asking someone to do it for me.


r/FalloutMods • • 7h ago

Fallout 4 [FO4] AKM through Combined Arms nor registering ammo, think it’s trying to fire the wrong 7.62? Somebody help me out?

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2 Upvotes

For reference, this is the only gun having this issue. All the other replacers work fine. Trying to figure this out but I’ve never been good at making sense of this xedit stuff.

My modlist seems to be working fine besides this one issue. When I start my playthrough I use alternate start and give myself a start that has an AKM, it spawns with 130 or so 7.62, but it’s not the kind it can use! Any help on fixing this?


r/FalloutMods • • 6h ago

Fallout 4 [FO4] Looking to hire someone with Blender experience

1 Upvotes

Hey all. As per the title, I'm looking to hire someone to kitbash/edit/create a handful of static meshes for building kits. Primarily kitbashing, since I would like the pieces to be as vanilla as possible.

Could be anywhere between 6-20 pieces, depending. Some will probably take an experienced Blender user about 3 minutes. Some are a bit more complex (for me, anyway). Frankly I don't enjoy doing it at all, so I'd rather hire someone than continue to bang my head against the wall and try to learn something I don't like doing.

Price negotiable. If you're interested and have the relevant skillset, I'm confident we could work something out. Payment can be done via Paypal, Venmo, or Nexus DP. Whatever's easiest.

Mods, if this isn't allowed, please remove the post and let me know. I didn't see anything in the rules against it, but you never know.

Thanks for your time. Please message me any time if you're interested.


r/FalloutMods • • 11h ago

Fallout 4 [FO4] recent uptick in multiplayer mods

2 Upvotes

I’ve seen 3 different multiplayer mods this last week. Is this because AI has solved some of the issues people had before while making this or what?


r/FalloutMods • • 1d ago

New Vegas [fnv] NVForever Engine Rewrite

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221 Upvotes

My current rework of the engine that is reworking the functionality into 64 bit architecture to bring the game up to modern standards still very early days

https://github.com/LootJunkieAzza/NVForever


r/FalloutMods • • 21h ago

Fallout 4 [Fo4] Recommended mods

7 Upvotes

Just got a new pc and i want to mod fallout 4 , pleae give me a list of your must have mods .

Any type of mod is okay


r/FalloutMods • • 1d ago

New Vegas [FNV] Nuclear Sunset: what is the mod that turns note pop-ups into looking like blue prints?

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25 Upvotes

It's ugly as hell and I want it gone. Thank you


r/FalloutMods • • 11h ago

New Vegas [FNV] issues regarding trees lod in viva new vegas

1 Upvotes

Hello everyone, i've recently gotten into modding for fallout new vegas, installed the full viva new vegas modlist, used MO2 for the mod manager, but when i started playing i got some issues with the trees, more specifically their lod, for some reason, they seem to be turning into buildings(?), y'all got any idea what could it be?

this third one is where you can see more clearly, just by the water tower


r/FalloutMods • • 14h ago

New Vegas [FNV] After creating Afterschool Special Remastered I've decided to create a GECK alternative - GECKO

1 Upvotes

No promises at all. After 15 years of modding different games I've decided to try to work on something really ambitious. Posting here mostly to share that it's got a really cool cell editor (not finished yet but still) and a navmesh autogeneration based on Recast algorythm (that I believe Beth uses in Skyrim and other newer games). I was reworking Havasu Blues, creating new cells, locations, dialogues and quests, and later Zion Trail, and I've decided that I really don't like working with GECK.

Everything is WIP of course.


r/FalloutMods • • 15h ago

Fallout 4 [FO4] Weird crash I can't diagnose

1 Upvotes

I am having a strange crash that I cannot diagnose. I've tried using CLAS but the log isn't useful as far as I can tell. It says its a Script Crash but it doesn't specify anything. I've not seen this error before so I don't even know where to start.

The crash log: https://pastebin.com/xk92hQQ7

The CLAS Report: https://pastebin.com/wC552aYM

(Ignore it saying I don't have High FPS Physics Fix. I do, it just isn't reading it for some reason)

I'm also going to throw in my F4SE Load Log: https://pastebin.com/DG91HGvZ

See if that helps at all. I am at a loss and would take pretty much any input short of "clean install" because that would be days of work at this point and if that's all I can do I think I'm stepping away from FO4 for good.

Here is also my load order: https://pastebin.com/jxQwj9vV (I have quite a few personal mods in it though nothing that should be causing this kind of problem. Most modcol patches, weapon replacers, and LL modifications).

Things I've done:

-Reinstalled F4SE

-Tried running FO4 by itself. This originally gave me an error about Buffout being loaded too late, and then after I resolved that by reinstalling the plugin pre-loader now just goes to a white screen when I try to start (this deeply concerns me).

-Reverted my mods back to the last stable version of everything I was using when it was launching fine.

-Deleted the F4SE folder in my My Games folder.


r/FalloutMods • • 1d ago

Fallout 4 [FO4] How do I gauge Fallout's timeline when recreating a location?

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10 Upvotes

I posted a faithful recreation of Texas Street, Shreveport LA that me and my wife were working on and was wondering how would I decide what structures/buildings would and would not exist in the world of Fallout. Obviously I originally intended to recreate the city as it is at this very moment in time, but the more I think about it the more it makes me realize it would be more interesting to create the city as it was in it's prime (40s-80s) as there was way more life in the city and more buildings existed. That being said there are modern buildings that exist that wouldn't have existed in that time era as they were built in more modern times, post 2000s, but would those buildings technically exist too because the bombs dropped in 2077 with just a 50s spin on something modern?

If someone has experience with this line of logic and has an answer I would greatly appreciate advice.


r/FalloutMods • • 21h ago

Fallout 4 [FO4] BobbleMore v3.0 almost released :)

1 Upvotes

Almost done working on BobbleMore v3.0. New bobblehead stand enhancements: working lights, light switch, customized nameplate for the stand, bobbleheads base lights up when the display is switched on, and also the bobbleheads will begin rotating and … hopefully… bobbling!


r/FalloutMods • • 1d ago

Fallout 4 [FO4] Continued load order from my last post

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4 Upvotes

This is the rest of my load order since there is a 20 image max and I have around 500 mods.


r/FalloutMods • • 1d ago

New Vegas [FNV] head and body are different colours

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7 Upvotes

I’ve downloaded this mod, and only this mod and I’m having the issue where Butch’s head is super pale compared to the rest of his body, does anyone know how I could fix this?

https://www.moddb.com/mods/butch-deloria-is-back/stats


r/FalloutMods • • 1d ago

New Vegas TKB-059 | [FNV] Mod Showcase

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4 Upvotes

Korobov’s experimental three-barrel bullpup, with a new model and full kNVSE animations. Found at Nellis.


r/FalloutMods • • 1d ago

New Vegas [FNV] I can't go outside anymore without the game freezing

1 Upvotes

Mod list: https://imgur.com/a/DsKhaKi

I have played NV with that mod list (minus NVAC) a few months ago, worked fine. When I tried to play today, I was unable to go outside (or player.moveto outside, inside was working) or start a new game. I have a new autosave from leaving Doc Mitchell's house, so I guess it actuay oaded in at some point, but I can't actually load it now without the game freezing.

Uninstalling Windows Update (KB5124010) (26200.9550) fixed the not unable to start new game issue, but I still can't go outside. I downloaded NVAC to see if it would help (it didn't). EDIT I meant uninstalling the update fixed not being abe to open the game at all

sorry if I missed anything important, please ask (I don't actually know shit about modding, I was just able to read instructions on how to install things)


r/FalloutMods • • 1d ago

Fallout 4 [FO4] Crashing and unable to load saves.

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0 Upvotes

I need some help here. Been working with Fallout 4 for a few days and have had the same problems. Either loading a save manually or after dying there is a chance the game will crash or get stuck on a infinite loading screen. I have no idea what the problem is and I don't want to delete my entire load order just to figure out what is causing it. Most of my mods are weapons and I really don't know what could be breaking it so badly.

(Will make another post with the rest of the load order.)


r/FalloutMods • • 1d ago

New Vegas what HUD mod is this? i looked at a lot of them and cant seem to find the exact one, is it multiple? is it just mcm customized? i need to know [FNV]

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5 Upvotes