Glad to see
Fourville getting some love. It's got one of my favorite add-ons to the game in a mod yet: ghouls, and occasionally containers, can have "Vault-Tec Resident Passwords." In Boston, there's a Vault-Tec Resident Property Storage building, with rooms dedicated to each of the area vaults (including 4, the setting of the mod). And each one has a series of terminal-locked safes. I'm pretty sure the passwords are randomly placed. I've used TCL to get them all (the safes aren't containers, they're just walls and doors) and there's nothing earth-shattering or game-changing in any of them, it's just nice bonuses to get when you have a few of the passwords and you happen to be in the neighborhood. Oh,
Fourville does add a whole new set of Bobbleheads, raising the SPECIAL cap to a natural 12, and adding a bunch of new perks in. I can't remember what they do, but they're about as balanced as the existing Bobblehead perks.
That said, the mod has problems I hope get fixed. Some quests give you absolutely no direction whatsoever, and at times the mod appears to stall out, being incomplete. There
is an 'ending' to
Fourville, but at some point the mod just stops pushing you in any direction, encouraging you to kind of just walk away. It's very anticlimactic. I've only gotten one of its two endings (that I'm aware of), and though I saw it coming a mile off (no, really, they name drop Dr. Braun all over the place, which should
tell you how it ends if you played
Fallout 3), it was still impressive to
see it play out. And it's only an option, you have another choice entirely. Also, despite knowing the twist, the actual
execution of the twist and the explanation of it (read the terminal... you'll know the one) is so well done, it's hard not to love the mod.
Oh, one other thing. If you have the Creation Club content with the virtual workshops, disable it before doing Mike's quests. He's the weapons vendor. He will
always send you to one of the deserted islands. Tested it four times, each time he sent me to one of them. It's hard coded in the mod. Though I imagine if you don't have that Creation Club content, it will pick another location (kind of like how if you've cleared Corvega, the quest where the Tenpines settlers send you there, will send you elsewhere). So, disable that Creation before starting
Fourville, and once you're done with Mike's radiant quests, at any time after he's offered his
actual quest, you can enable the Creation. Unless you
want to be forced to build the virtual reality pod, and go sell a cache of weapons to another weapons vendor
in virtual reality because that
totally makes sense. Not to mention the fact that you'll spend 5–10 minutes hiking through the simulation to get to the farthest island where the transaction takes place.
Major facepalm.
All that being said, I do appreciate
Fourville and I think it's one of the best quest mods on the Nexus right now, along with
The Machine and Her and the entire Thuggyverse or whatever you call the family of mods by Thuggysmurf and co. (
Depravity,
Fusion City Rising,
Project Valkyrie, and others). Actually, those mods are hot garbage, but they're
well-made and
fun hot garbage mods, thank you very much... in the same way
Saints Row IV was hot garbage (it was actually loads of fun). Not to be confused with the dumpster fire that is
Fallout 76.
I was wondering if anyone could recommend some quality mods to [experience something new in Fallout 4]?
Nameplates - Floating Healthbars has changed my playthrough in a few ways. Since it draws the health bars pretty far out, it helps sight enemies better, but I wouldn't call it cheating. And I think the health bars disappear if the enemy goes entirely behind cover (like a full wall). Still pretty helpful in a fight to show you just how effective your weapons are.
Traits and More Perks was mentioned in a post I made about how I make the game more fun, and I'll repeat it here. I take the trait
Memento Mori, which gives me double XP, but makes me also take double damage and nerfs healing items. Even on maxed Medic with the Medicine Bobblehead, Stimpaks don't quite get as useful as in vanilla. So I'm forced to spec out my armor, take ranks in Toughness (generally all of them), in order to not get one-shotted all over the place. And I
still get one-shotted. But, I learn quick! I also take
Unto the Breach, which makes my AP regen twice as fast (I almost always have full AP), but
weapons damage me 25% more (which stacks with the previous trait) and I also move 15% faster. It makes the game harder in a way that is a little frustrating and not easily counteracted with perks. (I play on Normal, by the way.)
Creative Perks is a mod that changes most of the perks and most of the companion perks in the game. Almost all of the useless ones are now somewhat useful, including VANS (it adds move speed, IIRC). The changes are too numerous to list, but I like how there are a few that depend on SPECIALs from other trees, for example a perk that gives you X per Perception or Y per Luck may or may not be in those trees, rewarding focus on different SPECIAL trees. I've never maxed Endurance before, but the END 10 perk gives you more experience as long as you aren't using chems. I'm not actually using
Creative Perks at present, because I'm trying one called
Hot Diggity, which does a similar thing. It was positively reviewed by JuiceHead, so I'm giving it a shot. I'll
link it here, but I'm not endorsing it quite yet. (Due to lack of experience with it. On the surface it looks fine.)