Mutant Menagerie - adds a TON more variety into the 'creatures' of the world, with more valuable loot on them instead of just one piece of meat, so going hunting can actually be viable.More enemy 'variety' at effectively no additional cost. Distributed DLC Leveled Lists - makes it so items (weapons, armor, consumables, etc) from the DLCs and Creation Club content can actually spawn randomly in The Commonwealth on enemies or in containers.Now for other stuff that's likely less to everyone else's tastes but still fits nicely in terms of expanding the non-settlement gameplay: Raze my Settlement - a nice, SS2-friendly way to clean a freshly taken settlement without you having to go round and manually scrap everything yourself. Equipment and Crafting Overhaul (ECO) - a whole bunch of tweaks and additions to the base game's crafting systems that when all added up, obsoleted several other mods out of my load order, including the ability to 'scrap' ammo for base materials.The size of SS2 plots, especially the 3x3s, makes this almost feel required. Place Everywhere - it has to be mentioned.This post got kinda long, my apologies, I just got started rambling and couldn't stopįor me personally, there's a couple of things I can barely stand playing FO4 without these days: I'm pretty confident at this point that nothing in my load order causes more than minor niggles with SS2 also running. I'm also personally not a fan of "modern tacticool" stuff like I've seen a lot of, and I own about half of the Creation Club content. Everyone has their own preferences and all that.įor instance, I generally play FO4 on a modified Survival Mode when I'm actually playing it for myself, and usually run without a companion with me (except for ADA sometimes), so some of my choices are affected by that. Now, this is a VERY subjective topic to discuss, as I'm sure you can imagine.
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