This doesn't come as a complete surprise. Bethesda recently released an update detailing some pretty big roadblocks towards getting mods up and running, and it seems that the developer wasn't able to figure things out on the original timetable. Among the issues were an inability to use PC textures, problems with sound files, and a 900 mb storage limit. Mods launched on Xbox One back in May, and we can assume that the Xbox One's inclusion in the Windows 10 family made the transition a little bit easier than what we're seeing on PS4.
Let's hope Bethesda gets things sorted soon. Mods have traditionally been one of the absolute biggest perks to being a PC gamer, and it's great to see these barriers starting to break down for console gamers as well. They not only extend the life of any given game ad infinitum, but they also they bring a sense of play into the sometimes all-too-serious worlds of video gaming.
We're not short on user created content even without mods, luckily. Bethesda recently released the Contraptions DLC, allowing players to build all sorts of whimsical and sadistic Rube Goldberg-style machines in their settlements.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name | Notes |
---|---|
Fallout 4 Plus Edition |
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Version 1.08
- - Fixed bug with 10mm and .44 mod formlists
- Fixed weapons not equpping on spawn in Commonwealth
- Reduced sneak movement speed increase for Hunter to 25%.
- Added the Detective occupation.
- Added setting to disable starting perks.
- Other stuff I've forgotten
- - Fixed bug with 10mm and .44 mod formlists
Version 1.07
- - Reverted changes to the Out of Time quest to fix the bugs it was causing.
- Reduced the Hunter's perk to only increase sneak speed by 25%, not 100%
- Reduced the Enclave Remnant buff to Minigun damage to 15% from 30%.
- Changed the City Slicker's perk to increase sell prices by 25%, rather than charisma chance.
- Fixed a bug with the Security Guard location not working.
- Fixed a bug with the Fighter occupation not having the Raider occupation set correctly.
- Added the Institute map marker for the Institute Agent occupation.
- - Reverted changes to the Out of Time quest to fix the bugs it was causing.
Version 1.06
- - Changed the Vault 111 script detection to work consistantly.
- Added a trigger to re-ascend the elevator within Vault 111
- Set the Out of Time quest to use setStage as well as CompleteQuest
- Fixed Atom's Favour not blocking radiation. Removed the Heal from Rads effect.
- - Changed the Vault 111 script detection to work consistantly.
Version 1.05
- - Uncommented Game.ShowSpecialMenu for release build
- Removed the RemoveAllItems effect so mod items aren't removed.
- - Uncommented Game.ShowSpecialMenu for release build
Version 1.04
- - Overhauled the alternate start system. You now pick an occupation and all the other attributes are linked to the chosen occupation.
- Included starting perks for each occupation. These perks are unique, they are not the perk tree perks.
- Included starting factions for certain occupations
- Provisions are now given semi-randomly.
- Reworked the terminal to include details for each occupation
- Reworked the start sequence. You can now choose to follow the vanilla path or use the alternate start path.
- Fixed the bugs with Vault 111 and the entrance elevator.
- Allowed access to Vault 111 without having completed the vanilla start sequence.
- - Overhauled the alternate start system. You now pick an occupation and all the other attributes are linked to the chosen occupation.
Version 1.03
- - Moved Cryolator box and Red Menace holotape outside of Vault 111, allowing you to get them without entering the vault.
- Removed the elevator to Vault 111. Currently there is a visual issue with the top piece of the NIF remaining in the sky.
- Added a Randomize option.
- Moved the M102 quest stage set to after the final teleport
- Moved the full HUD set to after the final teleport
- Moved the full controls set to after the final teleport
- - Moved Cryolator box and Red Menace holotape outside of Vault 111, allowing you to get them without entering the vault.
Version 1.02
Version 1.01
- - Added Lawyer occupation
- Added Brawler occupation
- Added Reporter occupation
- Added Field Scientist occupation
- Added Miner occupation
- Added Explorer occupation
- Added Ruffian occupation
- Added Atom Kitten occupation
- Added Atom Cat occupation
- Changed Railroad Agent outfit to be more suitable
- Fixed walk bug
- - Added Lawyer occupation
Both straight donations and premium membership donations accepted
We’ve collected the best Fallout 4 mods for gameplay enhancements, visual improvements, new weapons and gear, and more. As with all Bethesda RPGs, Fallout 4 is a game that is massively complimented by user-created mods and is a much stronger experience with a few tweaks, changes and neat little additions. Here we will run down 15 of the best mods you can find to make your post-apocalypse as pleasant as possible. What are the best Fallout 4 mods on PC? The mod community is out in force, so you have lots to choose from when looking to enhance your gameplay.
It’s important to note that although mods are available for the console versions of Fallout 4, Sony does not allow their modders use external assets and so some of these mods are not available on PS4 (sorry!).
We have also compiled some of the best Minecraft mods of 2018 & best skyrim special edition mods right now. Check this
Download Best Fallout 4 Mods for PS4, PC, Xbox One
Looking for graphics mods, UI mods, weapon mods or settlement mods? We’ve gathered a list of the best Fallout 4 mods for PS4, PC and Xbox one with Download Link.
1. Full Dialogue Interface
Sometimes your character something you completely did not intend. This is because of Fallout 4’s paraphrased dialogue system, which only gives you a rough idea of what each dialogue option is saying instead of the full line. To avoid any confusion, and just to be crystal clear what you’re saying, The Full Dialogue Interface mod brings the game back to the Fallout 3 way of doing things. A very nice mod for players who found the inaccurate dialogue trees to be occasionally baffling.
Download on PC | Download on Xbox One
2. Everyone’s Best Friend (Dogmeat + Companion At Same Time)
Dogmeat is everyone’s favorite nuclear wasteland dog. Obviously. We didn’t need to clarify that, but as a companion he can be a little underwhelming, particularly in combat. This mod allows you to have an extra companion following you and keep Dogmeat by your side. He has his benefits, but he sucks in combat. This mod allows you to keep those benefits without missing out on some helpful combat aid.
Download on PC | Download on Xbox One
3. Stronger Dogmeat
Alternatively, you could just make Dogmeat stronger in combat. This mod does exactly that. Dogmeat will no longer put out a meager 1-2 dps to your foes, he will now do 58 dps. Now there’s a Good Boy.
Download on PC | Download on PS4 | Download on Xbox One
4. SimpleSeasons
Although Fallout 4 is a more vibrant game than 3, there’s no doubt that after dozens of hours in the wasteland you may start to get tired of all the greys and browns. SimpleSeasons brings some life back post-apocalypse Boston. This mod will turn the wasteland into a snow-coated landscape, a lush and green beauty, a Summer blend of orange and yellow leaves, or an autumnal array of leaves about to fall off their trees. Be sure to download the four versions of this mod, each reflecting the four seasons, to experience the wonderful variety this mod has to offer.
Download SimpleGreen (Spring), SimpleYellow (Summer), SimpleRed (Fall), and SimpleWhite (Winter) on PS4
Download SimpleGreen (Spring), SimpleYellow (Summer), SimpleRed (Fall), and SimpleWhite (Winter) on Xbox One
5. Any Mod Any Weapon
Fallout 4 limits what you can do to change and improve your weapons. Not all mods will fit on all weapons, which does make a certain degree of sense, right? This mod throws logic out of the window in the pursuit of chaos. Ever wanted to shove a Deathclaw’s hand into a boxing glove, or create a pistol that can fire cannon balls? Then this is the mod for you. Go nuts, and see what crazy new weapons you can create with this truly sandbox mod.
Download on PC | Download on PS4 | Download on Xbox One
6. MGS Aiming
A neat little mod that allows will switch to first-person when you aim-down-sights and switch back when you stop, just like Metal Gear Solid. A cool mod for players who like to switch perspectives frequently.
Download on PC | Download on Xbox One
7. Intimidation Overhaul
Intimidating is a fun thing to do, I’m sure I’m not the only one who thinks that, right? Point your gun at someone and make them do your bidding. Good stuff. But it’s also pretty limited in Fallout 4. This mod adds a number of new things you can do with intimidation, such as shaking them down, putting them in handcuffs, or making them run away. A nice mod that makes intimidation a bit more interesting.
8. Improved Map with Visible Roads
A neat little quality-of-life mod that adds roads to the map to help you get about a bit easier. If you prefer to stick to the roads, this mod is for you.
Download on PC | Download on Xbox One
9. True Storms
The True Storms mod adds a bit of chaos to the wasteland and makes it feel more like a nuclear wasteland rather than just a regular old apocalypse-stricken world. This mod adds radioactive rain, heavy fog, heavier rain, dust storms, and more.
Download on PC | Download on Xbox One | Download on PS4
![Fallout 4 Alternate Start Ps4 Fallout 4 Alternate Start Ps4](/uploads/1/2/3/7/123713172/664445580.jpg)
10. Take Cover
This mod overhauls the third-person combat by adding a cover system like Mass Effect or Gears of War. It lets you take cover, lean out and snap back to cover, and even vault over low obstacles. It helps to make the third-person combat feel more dynamic and less static. A cool little mod.
Download on PC | Download on Xbox One
11. Beast Master
Add a little Pokemon to your Fallout with this beast-capturing mod. Not only does this mod allow you to capture beasts and use them as companions, it also lets you customize them and dress them in armor, put trackers on them so you don’t lose them, manage their happiness by feeding them treats, and more. There’s plenty of powerful creatures in the wasteland, why not use them to your advantage?
Download on PC | Download on Xbox One
12. Alternative Start
Tired of the same old start? Played Fallout 4 several times and looking for a different and quicker way to start the game? Alternative Start allows you to start as someone other than the Vault Dweller. Start as a citizen of Good neighbour, a raider or merc for hire, a passenger aboard a sinking ship, a member of the Church of Atom, and more.
Download on PC | Download on Xbox One
13. OCDecorator
This neat little quality-of-life mod makes it easier to place objects onto other objects, making it much easier to decorate your settlements and keep things looking nice and tidy. A must-have if you’re into the building stuff in this game.
Download on PC | Download on PS4 | Download on Xbox One
14. Lowered Weapons
It may not bother everyone, but personally, I always found it a little weird when your character talks to people with his/her gun pointed at them always felt unnecessarily menacing. This mod gives you the option to lower your weapon and quit being such a jerk.
Download on PC | Download on Xbox One
15. Legendary Modifications
This mod allows you to expand your weapon modding to the next level and create something truly powerful. Create and attach an attribute from legendary weapons or armour to any weapon you want. Some of these attributes are pretty strong so experiment away and see just how powerful you can make that hunting rifle!
Download on PC | Download on PS4 | Download on Xbox One
Magnet link for tamil movies. These are just some of the amazing mods you can get for Fallout 4 to get you started. Listing all of the good, fun, weird and interesting mods that have been made would take weeks. Explore some of the other mods for yourself and find your new favorite mod today.
Let us know if we missed anything!
This mod does not have any known dependencies other than the base game.
True Alternate Start Ps4
Mods requiring this file
Mod name | Notes |
---|---|
No main quest - Wasteland Operator mod | |
Silent Protagonist Voice Patches | The reason I made my mod was to patch this one so.. |
Start Me Up - Alternate Start and Dialogue Overhaul UFO4P VIS-G Compatability Patch | Why i made this patch |
Start Me Up - Basic Version (2.0) - Italian Translation - Traduzione Italiana | BASIC VERSION ONLY (2.0) |
Start Me Up - Rad-Ban Eyeware Four Eyes Trait Patch | |
StartMe-Up Normal Dialogue Prompts - Spanish (6.1) | |
Unofficial Horizon Patch Collection |
Fallout 4 Ps4 Mods
Credits and distribution permission
- Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
- Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations- Spanish
- Russian
- Italian
- German
Translations available on the Nexus
Language | Name |
---|---|
Russian | Start Me Up - Alternate Start and Dialogue Overhaul - Russian Translation |
Spanish | StartMe-Up Normal Dialogue Prompts - Spanish (6.1) |
Italian | Start Me Up - Basic Version (2.0) - Italian Translation - Traduzione Italiana |
German | Start Me Up - Alternate Start and Dialogue Overhaul - German Translation |
Version 6.1
- Patches
* Updated Nuka World patch to fix those two lines where you refer to being from the past, or refer to Shaun. Thanks to Rusey for identifying the lines. Also added StartMeUp.esp as a master so LOOT will sort the patch correctly automatically.
Starting Options
* Added support for Enclave X-03 Hellfire if you choose an Enclave character (must have mod installed). You now get a submenu where you pick Enclave Officer uniform only, Enclave X-02 (and uniform, if installed) or Enclave X-03 (and uniform, if installed).
* Added NCR Ranger starting gear option (must have mod installed), replacing Wasteland Settler (which wasn't very unique).
Traits
* If installed, Enclave X-02 power helmet, X-03 Hellfire power helmet, and NCR Ranger Helmet will all be added to the Four Eyes trait formlist.
* If installed, Enclave X-02 power helmet, X-03 Hellfire power helmet, and NCR Ranger Masks will all be added to the Unsightly trait formlist.
Bugs
* Fixed a couple typos.
* Probably fixed the issue with the Vault 111 inner gear door not opening if you have a huge load order.
I installed 150+ mods and couldn't make it happen anymore. Basically, I added some redundancies to the scripts to make sure the right things happen even if you have a big load order on a slow machine. Not 100% sure it's fixed though, as the issue appears to be caused by the game engine being overloaded with script commands.
- Patches
Version 6.0
- MAJOR UPDATE
Bugs fixed:
* Fixed rare bug where menu prompt in pre-war bathroom did not appear (caused by some unknown mod conflict resulting in unfilled aliases)
* Fixed missing T51 helmet on Unsightly formlist
* Added power armor helmets to Four Eyes formlist
* For alternate starts, removed note in veterans hall terminal that uses the player's name
* For non-vault starts, fixed some missed dialogue lines with companion chatter that still refer to you as a vault dweller
* Fixed rare bug where Raiders in your local gang would be hostile
* Fixed minor issue with Knight-Captain Cade's dialogue
Trait updates:
* The Unsightly and Four Eyes traits now will work with the expansion pack items from Automatron, Far Harbor, and Nukaworld
* The Gifted and Small Frame traits now give you the choice to apply the benefits as a permanent increase (perk chart, better for early game) OR as a magic effect (pip-boy status menu, better for late game)
* Added default Vault-boy animation to all of the traits (shows up in the Pip-Boy)
Under the hood:
* Removed all edits to Vault 111 so the mod now touches ZERO cells and worldspaces for maximum compatibility (this was a big project)
* Converted all starting gear allotments to leveled lists (from script properties, another big project)
* Cleaned up unused script properties
New features:
* Start Me Up now makes a save point after you create your character
* Start Me Up now turns off the radio in the pre-war bathroom so you don't hear 'It's All Over' for the thousandth time
* For non-vault starts, added 18 new classes (now 38 total) including: Brotherhood of Steel, Railroad, Institute, Minutemen, Church of Atom, Gunners, Forged, Chinese Agent, Wealthy Civilian, Poor Civilian, Settler, Cannibal, Enclave, Rust Devil, Trapper, Pack, Operators, Disciples (the last six will only work if you have the appropriate mods/expansions installed)
* For non-vault starts: made appropriate dialogue and global variable changes for the new faction-based alt start paths (these dialogue changes are MINOR so don't expect much, just a few short lines for BoS, Railroad, Minutemen, and Church of the Atom.)
* For non-vault starts: added gear difficulty setting - choose four different levels of gear that you get at startup. First level is just clothes, second level adds a melee and ranged weapon, third level adds some armor and more ammo, and fourth level adds another ranged weapon and a full armor set. As difficulty gets easier, you also get more aid items and ammo, and better weapons.
* For non-vault starts: added character level setting - choose a starting level, and most of the above start gear will be leveled with you (as much as that is possible). You will then be able to immediately spend your perk points and customize your character.
* For non-vault starts, added 18 new start locations (now 38 total), and sorted the list by difficulty of the zone
* For non-vault starts, added ability to randomize start options. Simply fill out your character normally, then when you're done you will have the option to randomize some or all of your character's attributes (excluding appearance and name).
- MAJOR UPDATE
Version 5.5
- Fixed a number of minor bugs.
* Fixed issue with Fast Shot trait, thanks to IDontEvenKnow for the bug report. I just turned it down and changed the description, not much else I can do.
* Fixed issues with Full Dialogue Interface when using Vanilla Start. Thanks to lnodiv for the bug report.
* Fixed dialogue with Jack Cabot, when starting outside the vault. Thanks to 5746 for the bug report.
* Fixed dialogue with the scout bot at the USS Constitution, when starting outside the vault. Thanks to rcoll for the bug report.
* Made sure all of the MQ101 and MQ102 stages are set and objectives are completed, in order to maximize compatibility with mods that add items to the player. Thanks to IDontEvenKnow for the bug reports.
* Fixed a number of issues with Full Dialogue Interface compatibility, for the FDI version of Start Me Up. The good news is that there should be a lot fewer issues. The bad news is that it takes me about 4x as long to make the FDI version now, and I remake it each time I update the mod.
- Fixed a number of minor bugs.
Version 5.4
- Fixed a major bug in several of the Traits. It would only occur if your base special stat was exactly equal to 2, but if any stat was equal to 2 and you had one of the offending traits, it would break the entire perk menu! Thanks to SPITSPHIRE for the detailed bug report, which got me pointed in the right direction to figure this out.
Version 5.3
- * Fixed a couple dozen minor dialogue bugs reported by Nexus member 5746. Thank you very much! These fixes include a large number adjustments for Abernathy farm (for the non-vault start) and the interview with the doctor aboard the Prydwen, as well as minor changes here and there.
* Also fixed a minor issue with the Vault 111 Cryo Room terminal.
* Finally, I was able to remove another worldspace edit by moving the initial trigger of the alt start menu to an invisible trigger instead of having it attached to the door. So now the ONLY cell or worldspace that Start Me Up edits is Vault111Cryo (post-war). Pretty cool!
- * Fixed a couple dozen minor dialogue bugs reported by Nexus member 5746. Thank you very much! These fixes include a large number adjustments for Abernathy farm (for the non-vault start) and the interview with the doctor aboard the Prydwen, as well as minor changes here and there.
Version 5.2
- * Fixed problem where trigger box 00051877 does not disable properly via script using GetFormFromFile(). This is what was causing the 'coming out of the vault' animation to play for some users when running across the vault platform. Thanks to tabakova for the bug report.
* Fixed problem where sometimes the raiders will be hostile if you choose the raider start. This was because the game's script engine cannot fill the aliases fast enough, and the raiders spawn locations are random. If they spawned next to you, then they would attack you before the aliases could be filled.
* Fixed balance where Mercenary and Sniper (Scout) loadouts are overpowered relative to others.Cleaned up scripts and removed unused properties to shorten main bathroom door script.
* Moved some script events for starting outside the vault off of the main script to the spawn trigger box in order to decrease script engine overload risk.
* Fixed issue where trait respec terminal wouldn't actually delete traits even though you tell it to. It now functions properly.
- * Fixed problem where trigger box 00051877 does not disable properly via script using GetFormFromFile(). This is what was causing the 'coming out of the vault' animation to play for some users when running across the vault platform. Thanks to tabakova for the bug report.
Version 5.1
- Fixed a few bugs related to Fallout 4 patch v1.9 dealing with Vault 111's elevator if you started outside the vault. Thanks to RangerHawk for the bug report. Also fixed the trait respec option - just go to the terminal in Vault 111 Cryo (where you normally are frozen) and choose 'Enter Health History'. This is also where you choose traits (if any) if you start in the Vault. Also, I cleaned up the traits menus a little bit.
Version 5.0
- MAJOR UPDATE Thanks to the help of many people far more skilled than myself, I have made a number of updates to this mod in order to improve compatibility with other mods. The number of changes made to the wasteland worldspace is reduced from a several dozen to zero. There are only two changed cells now - the bathroom in Pre-war Sanctuary and Vault 111 interior (no way to get around these). I also reduced the number of persistent references significantly. So, this version should be much more compatible.
In addition to those changes under the hood, there are also a number of changes to the menu on the bathroom door. You can roll your own character much more easily, and you can now also select Traits! I went with traits from the original games, plus a few that are replacements for old traits that aren't possible in the Fallout 4 engine. For people starting in the Vault, or if you just want to re-spec your traits, you can do that from the Vault 111 Cryo terminal, in the same room where you wake up from your cryo pod. I put this in here just in case there are issues with the traits, as they are fairly new.
This version also contains several bugfixes. I fixed a bug with the Memory Den if you go there before doing the main quest. I fixed a bug with the pre-war grass still showing up in Sanctuary sometimes. I fixed a bug with the Vault 111 weapons auto-equipping even if you started outside the vault.
For this version in particular, I'd like to thank ShadowShayde for help with menu papyrus scripting, kinggath and Vicyorus for help with aliases and papyrus scripting, and pintocat and Gribbleshnibit8 for reviewing the traits.
- MAJOR UPDATE Thanks to the help of many people far more skilled than myself, I have made a number of updates to this mod in order to improve compatibility with other mods. The number of changes made to the wasteland worldspace is reduced from a several dozen to zero. There are only two changed cells now - the bathroom in Pre-war Sanctuary and Vault 111 interior (no way to get around these). I also reduced the number of persistent references significantly. So, this version should be much more compatible.
Version 4.7
- Fixed bug where pre-war grass would show up in Sanctuary. Thanks to OpTicZ0MB1E and Xavi940 for reporting this bug (sorry I didn't believe you the first time Xavi940). Fixed some issues with Scribe Haylen's terminal entries. Made it so that the end-game video no longer plays if you started outside the vault (since it makes no sense, being mostly about pre-war vs. post-war life). Made some minor improvement's to Codsworth's first meeting dialogue.
Version 4.6
- Fixed an intermittent bug where sometimes, when you select a not-in-the-vault alternate start option, the frozen version of Nate/Nora would not stay in their cryo pod. It took me a long time to replicate this bug on my installation, but it can be done by simply starting a new game with a giant load order. What I think probably happens is that the game doesn't have enough system resources to execute all the script commands, and doesn't evaluate the AI package that tells the placed actor to go to their cryopod. This is a vanilla bug as well, oddly enough. So, I moved that part of the script from the main bathroom door script to the script that triggers when you descend the Vault 111 elevator for the first time, and that seemed to fix it. Also, I fixed two very minor dialogue issues.
Version 4.5
- Fixed two minor dialogue bugs, one related to the Vault Tec Rep and one related to the synths in the institute. Thanks to jonozilla and donngold and EnvyDeveloper for the bug reports!
Version 4.4
- Fixed bug with Institutionalized quest - thanks to Michele Magus for the bug report! Fixed minor bug with starting in Bunker Hill. Fixed minor issues with some start markers showing up on local map. New feature: if you select the last option in the list of alternate start locations (select 'I can't remember, let me think..'), you can select any one of twenty loadouts and any one of twenty start locations, allowing you to roll your own custom alternate start setup. Thanks to Scarecrow23 for the idea!
Version 4.3
- Added ten more start options for advanced players. These make the game significantly harder, as you start out as a level one character in much higher-level areas. Good luck!
Version 4.2
- Fixed a significant bug with Codsworth's dialogue. Made several other minor fixes. Thanks to Xinamon and demonbreathersubscriptions for the Codsworth bug report.
Version 4.1
- Fixed a number of minor bugs. For the raider alternate start: your clan of raiders will now attack you if you attack them. For all the alternate starts, you will no longer see your clothes change if you are in third person (like in the video) and the sequence is a bit faster. Created alternate dialogue lines for scenes that I missed related to Daisy in Goodneighbor, Nick's companion quests, the scene when you first meet the Railroad, one line from Dr. Amari, and a couple others.
Version 4.0
- MAJOR UPDATE Added ability to start in nine more locations, all outside vault 111. Added several hundred dialogue changes that are used if you start outside the vault (i.e. for all those times you tell people you are from a vault). Everything works, no weird bugs like other alt start mods. You can still go back into Vault 111 if you want, no audio glitches, no weird stuff. Also made some minor bug fixes for the existing start paths. I'm also switching the numbering, so Beta v4 = 4.0. It is now the 'main file' and the simplified version is the optional file.
Version 3.0
- Fixes two missing lines of Institute dialogue. Thanks to bamani71 for the bug report. Also fixed (edited) three lines that were combinations of other lines, which I felt were a little too rough. Finally, for the XBOX version, the lip synch should be working. Apparently you have to convert the .lip/.xwm pairs into .fuz files for XBOX. Thankfully there is a tool included with the Creation Kit. But really, the CK should warn you if you try to upload a file for XBOX that doesn't include .fuz files.
Version 2.0
- Fixes minor bugs in Codsworth dialogue, Institute dialogue. Added version for people who don't use Full Dialogue Interface and want the original-game-style short dialogue prompts.
Version 1.0
- Adds fixes for about 50 more dialogue lines, including all of Act 3 of the main quest and several misc. lines that I missed. Finally feature complete and ready for Beta. Next step is fixing any bugs or missed dialogue lines (I'm sure there will be some) which imply that your character had a family/son. There shouldn't be many, but you never know.Terms searched for in Excel: father, mother, mom, dad, parent, related, relation, married, love, find him, baby, infant, boy, child, kid, spouse, wife, husband, family, son, and ShaunTotal strings analyzed by hand: 2915 (about 2.4% of the strings in the entire game)Total alternate dialogue lines created: 583 (all voiced by the original actors and lip synced)Total quests edited: 67 (just dialogue, a few journal entries, and a few objectives)
Version 0.92
- Fixes for about 100 more lines, including all of Act 2 of the main quest. I also included a couple fixes for some Institute dialogue. I have evaluated over 2800 dialogue lines by hand so far, and the mod now includes about 540 different lines of dialogue versus the original game. Hopefully once I finish Act 3, this will be a Beta (feature complete) and not an Alpha. Yay.
Version 0.91
- Fixes for about 100 more lines of dialogue, including all of Act 1 of the main quest and the first part of Act 2, up to the Memory Den. I also searched for some additional terms - father, mother, mom, dad, parent, related, and relation - which added more lines to my list. This version also adds a few fixes for misc. quests and companion dialogue that I missed due to these search terms.
Version 0.9
- This update adds fixes for abernathy, diamond city, good neighbor, the railroad, and the institute. I added several search terms to my dialogue screen, as I noticed I was missing some infos. Screened infos now include anything with: baby, infant, boy, child, kid, spouse, wife, husband, family, son, and Shaun. Because of this I was able to catch a bunch of missed infos in companions and other misc. quests. I would say 99% of the non-main-quest dialogue is now fixed. Next step is working through the main quest. So far I've fixed over 330 lines of dialogue.
Version 0.8
- Fixes for goodneighbor quests, minutemen quests, and some misc. dialogue fixes
Version 0.7
- Finally finished dialogue edits for Codsworth as a companion. Since almost all of his dialogue is about how he knew you pre-war, I only edited the player's dialogue that references the son/spouse etc. so that stuff is gone. Basically you react to him as 'I think you've got me mistaken for someone else' the first few times you interact with him, but he always sees you as his former master. Crazy robot!
Version 0.6
- Adds about forty fixes, including several misc. conversations at settlements and some railroad and institute dialogue
Version 0.5
- Adds a couple dozen fixes, including additional diamond city lines, mama murphy lines, misc quest lines (MS04), the last of the companion commentary (i hope), and the last of the BoS stuff.
Version 0.4
- Adds over 65 fixes for Diamond City dialogue, including the entrance gate, the preacher, the interview with Piper, and almost all misc. dialogue (greetings etc.) should now be done. Also fixes some errors in the previous alpha. I also restored some (fully voiced) cut content dialogue in Piper's interview, but it only applies if you take the normal (not alternate) start and also tell piper you were frozen. Diamond City is almost done, except for Nick.
Version 0.3
- Adds fixes for DialogueConcord when you meet Preston, all? companion dialogue except Codsworth (X6-88 was a huge chore), some BoS dialogue, and some misc. items
Version 0.2
- Adds fixes for journal entries, quest objectives, some misc. items, and the Publick Occurrences newspaper
Version 0.1
- Initial release, proof of concept with edits to Codsworth's introduction scene (DialogueCodsworthPostWar quest)
Another Life is a mod for Fallout 4, created byXylozi.
Description:
Another Life allows you to circumvent the fixed starting sequence and choose a different role to play, allowing for a more immersive roleplaying experience.
The prewar sequence is merely a memory simulation inside of your head as your synth body is created. Upon leaving the bathroom, you will be prompted if you would like to awaken or to slumber. Awaken will start the alternative start mod, slumber will allow you to continue through the vanilla start sequence.
Once awakened, you will find yourself in one of the Institute's many synth processing chambers. Here you will find a Pipboy and a terminal that controls the parameters of the processing unit. This is where you can pick which occupation you will play as.
Once you enter the processing unit, you will be transported to the Commonwealth, of course without the knowledge that you were ever in the Institute.
![Alternate Alternate](/uploads/1/2/3/7/123713172/149635022.jpg)
To install use Nexus Mod Manager.
Report problems with download to [email protected]
Name | Type | Size | Date | Total | 7 days |
---|---|---|---|---|---|
Fallout 4 - True Eyes v.1.1 | mod | 18.8 MB | 12/17/2016 | 9.4K | 285 |
Fallout 4 - Caliente's Beautiful Bodies Enhancer (CBBE) v.2.6.1 | mod | 614.8 MB | 2/26/2019 | 51.5K | 273 |
Fallout 4 - Fallout 4 Script Extender (F4SE) v.0.6.15 | mod | 991.4 KB | 2/26/2019 | 15.2K | 215 |
Fallout 4 - Unofficial Fallout 4 Patch v.2.0.6b | mod | 9.1 MB | 2/26/2019 | 14.8K | 111 |
Fallout 4 - BodySlide and Outfit Studio v.4.7.0 | mod | 25.9 MB | 2/26/2019 | 13.1K | 63 |
Fallout 4 - Fallout 4 Config Tool v.1.0 | mod | 566.1 KB | 11/15/2015 | 7.3K | 56 |
Fallout 4 - Homemaker v.1.55.1 | mod | 18.4 MB | 7/16/2017 | 15.7K | 50 |
Fallout 4 - Place Everywhere v.1.18.0.1120 | mod | 648.3 KB | 3/12/2019 | 4.5K | 49 |
Fallout 4 - Dead Body Collision v.1.0 | mod | 0.5 KB | 9/14/2018 | 3.6K | 44 |
Fallout 4 - Armorsmith Extended v.4.5 | mod | 504.8 MB | 2/26/2019 | 10.5K | 40 |
Fallout 4 - Armor and Weapon Keywords Community Resource v.8.4 | mod | 370.8 MB | 2/26/2019 | 8.3K | 35 |
Fallout 4 - Achievements v.1.0.5 | mod | 85.7 KB | 1/22/2018 | 3.8K | 31 |
Fallout 4 - The Space Marine v.1.3.2 | mod | 1596.3 MB | 9/18/2016 | 3K | 31 |
Fallout 4 - Natural 2K Face Textures v.1.0 | mod | 206.8 MB | 7/27/2018 | 1.5K | 30 |
Fallout 4 - Spring Cleaning v.2.05 | mod | 842.3 KB | 3/31/2016 | 4.8K | 29 |
Fallout 4 - ENB Series v.0.355 | mod | 2.3 MB | 2/26/2019 | 5.9K | 28 |