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ArcanicVoid and all authors who let me import their assets

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ArcanicVoid

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About this mod

Removes Annoyances; Implements Fixes and Immersive/QOL Tweaks.
Lastly, the main intent (or attempt) of this mod is to balance mechanics.
READ the Description; I know it's long, but there's many details of note.

Requirements
Permissions and credits
Translations
  • Spanish
  • French
Changelogs
BLUF: No affiliation with Community Fixes Merged; is inspired by the mod though, hence the name :) 

Introduction: 
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  • Why? Streamlines 70+ mod downloads, with less headache, BA2s, loose files, and conflicts. 
  • All of the mods imported have either open permissions or a direct request was approved. 
  • In addition, I've made a decent amount of fixes and tweaks of my own across the board. 
  • Due to the nature of this mod, it will NOT be opted into Nexus' donation points system. 
  • [CTM] Due to the wide scale of tweaks, there are changes that may improve performance. 
Compatibility: 
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  • Refactoring and merging was done with many mods to get them to complement each other. 
  • Always run this before PRP / PRP Lite / Boston FPS Fix / Previs mods in your load order. 
  • Is compatible with LIF, otherwise possible conflicts with changes to vanilla Leveled Items. 
    - Such as these mods: Loot Logic, Looted World, any Loot "overhauls. 
Credits:
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  • Honorable mention: Aurelianis; allowed permissions to many files and tweaks. 
  • Honorable mention: Bunslinger; allowed permissions to many files, fixes, and tweaks. 
  • Honorable mention: DankRafft; allowed permissions for NEO and Various Game Tweaks. 
  • Honorable mention: DoubleYouC; allowed permissions to many files, fixes, and tweaks. 
  • Honorable mention: Exoclyps; allowed permissions to many files, fixes, and tweaks. 
  • Honorable mention: Glass1411; allowed permissions to many files and tweaks. 
  • Honorable mention: Glitchfinder; allowed permissions to many files, fixes, and tweaks. 
  • Honorable mention: sakura9; allowed permissions to many files, fixes, and tweaks. 
  • Honorable mention: SpringHeelJon; allowed permissions to many files and tweaks. 
  • All of which either had informative resources, helped me out, or just generally were cool. 
  • Many more mod authors that approved permission / had open permissions, continued below. 
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######## COMMUNITY TWEAKS MERGED ########
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FIXES + QOL Tweaks (Lite version):
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All FIXES (45+)
Spoiler:  
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And QOL Tweaks
Spoiler:  
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Combat / Projectiles:
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Blaze - An Immersive Molotov Cocktail Overhaul by DeathByPewPew (ESP). 
    * This mod nerfs Molotov's initial damage and adds durational damage to balance them. 
    * Instead of a fear effect to humans, I extended the list to also affect small DLC creatures.  

- Blinding muzzle flashes for Lasers and Plasma weapons have been removed. 
- Depth of Field and Motion Blur Game Settings set to 0 when aiming...
- Elemental immunities and Magic Effect changes are provided, but not put into effect... 
    * This allows other mods to inherit the changes and effectively use CTM as a baseline. 
- Grenades have a longer duration (+ 1.5 seconds) and can be targeted in VATS (& Mines). 
- Maximum range and speed of projectiles have been adjusted accordingly to the type of firearm. 
    * EX: Shotguns with the lowest, most with mid-range, rifles high, lasers/plasma highest. 
Realistic Muzzle Flash - Blinded by the Light by Puppyburns (loose files). 

Crafting (Constructible Objects):
------------------------------------------------- 
- Set most added feature crafts to the MISC category in the Chem Station. I removed Abraxo Cleaner and AntiFreeze from several recipes and used components instead. Added chem and cooking recipes for wild plants to be usable (aside from just Survival Mode). Examples: Carrot Flower, Gourd Blossom, Tato Flower, Wild Corn, Wild Mutfruit, Wild Razorgrain, Wild Tarberry. Also, all Wild variants have been added into a few Leveled Item records. Made a change that requires IV Bags for all items that would use them.
Damn Apocalypse's empty chem containers imported for immersion purposes. 
    * This includes changes to the crafts to require an empty container equivalent. 
- Giddyup Buttercup Repair by 42sheep (ESP) - in Chem Station [MISC]. 
- Added Buffout (1) and Med-X (1) [DRUGS] and Rad-X (1) [HEALING] in the Chem Station. 
- Added Cooking Oil (1), Fertilizer (1), and Vegetable Starch (3) in the Cooking Station [UTILITY]. 
- Added Conversions of some wild crops to normal crops via the Cooking Station [UTILITY]. 
- Added Deezer's Lemonade in Cooking Station [BEVERAGES]; must finish the Quest: "Human Error". 
- Added Mini Nuke in the Chem Station [MISC], requires 4 Mini Nuke MISC parts from base game. 
Make Mining Helmets by PaddyGarcia (ESP) + nerfed values of headlamps. 
- Minutemen General's Uniform is able to use Combat Armor Material, Misc, and Weave. 
- Moved Refreshing Beverage to the Cooking Station [BEVERAGES]. 
- Removed Weave from 5 "ClothesResident" vanilla hats for balancing purposes. 
- Various "dirty" clothes can be "cleaned" via Chem Station [MISC]. 

Ingestibles / Misc Items:
------------------------------------- 
- Added drink Keywords to Far Harbor drinks; removed Alcohol keywords from Nuka Cola variants. 
Give Me That Bottle Rehydrated by SoleVaultBoy - with return adjustments (ESP / loose files). 
Rechargeable Stealthboys by Ekayne - with some minor changes (ESP / loose files). 
- All shipment notes were set to not be usable with Junk Jets. All named NPC Holotags, Mini Nuke parts, Baseballs, Beer Bottles, IV Bags were removed from the JUNK tab to avoid accidental scrapping. Both variants of Folders scrap for Plastic. All Newspapers scrap for Cloth and Plastic. 

Leveled Items:
---------------------- 
* Creature LLDs (death items) will only drop what makes sense for wild creatures. 
* Grenade and Mine LLs have been slightly extended and drop appropriate to levels. 
* Ingestible LLs adjusted with more options, better logic, and balanced appropriately. 
* Lunchbox rare LLs will drop Robot Model [Activator] variants for some small immersion. 
    - Credit to Glitchfinder for helping me verify this wouldn't cause potential issues. 
* First Aid Kit and Chem containers were adjusted appropriately to the mod's main intent. 
* Mini Nuke parts (4) from base game records and added to certain Leveled Item containers. 
* Robot LLDs (death items) have been slightly extended to drop appropriate ammo and junk. 

NPCs / Quests:
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- Adjusted signal ranges of the transmitters for Fire Support and the Robot DLC down about 1/4. 
Allied with Ironsides by bionicyardiff (ESP / BA2). 
Another Vault 81 Molerat Disease Cure by DoubleYouC (ESP). 
    * Reason: it makes no sense that you can't find multiple cures or develop the same cure again. 
Durable Relay Synths by Lystraeus (ESP) - spawned relay synths scale with player 
Preston Garvey No Radiant Settlement Quests by Wild1234 - and I partial-formed all of the Quest branches to avoid potential conflicts with mods that make changes to Radiants. The only potential conflicts possible will be mods that specifically change the same dialog records. This mod import still allows Preston to give Radiant quests, but only before Fort Independence is captured. Afterwards, Radiants are mostly diverted to be only from the MM Radio station. 
    * Conflicts with Glitchfinder's Who's The General, run their mod after mine, if you prefer. 
Proctor Teagan sells more Brotherhood Armor by Zorkaz (ESP) 
Prydwen Food Vendor by Macrophobic (ESP) 

Sounds: 
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mdkd's Deliverer firing sfx by mdkd99 (loose file) - quieter Suppressed Deliverer
Removed or Reduced Interior Wind and Rumble Ambience by MisterOldVegas (loose files) 
    * Went with the reduced files and made specific Cell edits in some areas. 

Workshop / ETC:
---------------- 
- Snappable Garden Plots by DOOMBASED - Makes the vanilla square garden plots snappable. 
- 6 alt planters (Carrot, Corn, Gourd, Melon, Mutfruit, Tato) - Vilance's Library Plugin by VilanceD (ESP)  
- Artillery ranges increased with MinArtilleryRangeMinimum (0.5X) and MinArtilleryRangeMaximum (3X). 
- Can scrap dead Settlers, many human NPCs, and the infamous annoying Skeletons. 
    * Credit: from Vilance's Library Plugin to scrap Skeletons; did the same for other [dead] human NPCs. 
    * NOTE: allows mods like Defective Synths, which load new NPCs in the same NPC Leveled Lists. 
- Console menu enabled during Survival Mode; necessary for issues with bugs and "stuck" moments. 
Remove Annoying Idles and More by PallidaCulus -- Remove Hammering (ESP) 
- Removed unnecessary Local Leader 2 requirement to build Crafting stations. 
- Simple edits to make collectable robot models placeable on Bobblehead stands. 
- Sprint drain is reduced by 1/2 via a Game Setting (fSprintActionPointsDrainMult) 
- Terminal display rate adjusted via Game Setting (iTerminalDisplayRate=1200) 
- Workshop power lines set to NaN [no limit] via Game Setting (fWorkshopWireMaxLength) 

Community Tweaks Merged (Full version): 
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Spoiler:  
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Aesthetic edits, which are intended to be Vanilla friendly: 
Armor Clipping Overhaul by sakura9 (ESP) - vanilla clipping issues 
Diamond City Lights by Donskie62 (ESP / loose files) - spotlights visible from far distances 
Fallout 4 - Hot Coffee by MunkySpunk (loose files) - aesthetic fix to what didn't exist before
Gloomy Glass - All transparent materials revised by SpringHeelJon (ESP / BA2) 
    * with some adjustments and some removed materials that were subjective 
Marine Armor Helmet Neck Cover by Bunslinger + NEO patch (loose files) - aesthetic fix
Visible Sun Flare by CrunchyBiscuit007 (ESP) + Lens Flare Visible Rectangle Fix by Alepap (loose files) 
    * additionally fixed the size of textures from Lens Flare Visible Rectangle Fix 

Annoyance edits, which are intended for Immersion / QOL: 

No More Barnacles by Aurelianis -- very buggy nuisance (ESP / loose files) 
    * Barnacles in settlements can kill settlers randomly, as well are buggy all around 
No More Birds by itmemav -- they're too buggy to exist because of a Worldspace issue (ESP) 
    * There is an alternative 'patch' for this in the misc files called: 'Buggy Bird Fix' 
No More Halloween Decorations by GoldenS -- clutter/eyesore/nonsense (ESP / BA2 / loose files) 

Gameplay edits, which are intended for Balance / QOL: 
Diver Suit Additions by robotized (ESP / loose files) - more useful diver suit, with a headlamp! 
- Normalized companion combat stats and most defaults to flanking vs dueling behavior 
- Race records have been heavily changed, with many fixes and tweaks, too many to mention 
Silver Shroud Costume Tweak by TheJollyKraut (ESP) - gives The Silver Shroud a proper stealth boost 
Upgradeable Army Helmet by Bordraw (ESP / loose files) + dirty army helmet too
Vault 111 Security Armor by CodyTheRat (ESP / BA2) - fixes Vault 81-111 records, auto-equips 
Versatile Balanced Ballistic Weave by zowrath (ESP) - some adjustments + MK4 Ballistic/Energy 
- Weave requirements have been completely removed, as it's a hindrance to equipment progression 
- TL;DR -- better aiming, gamepad compatibility, less sprint stutter, smoother mouse sensitivity
    * Merged variant of the Movement Type EditorID record fixes and tweaks from:
    * Congruent Sensitivity by HellFrozenRain - included all changes (ESP) 
    * Gamepad - Input by Anro19 - only the INI settings for Gamepads (INI) 
   RAW INPUT by IceKK - can optionally install for more sensitivity FOMOD options (ESP) 
    * Smooth First Person Sprint by BourneMcReady - included all changes (ESP) 

Performance edits: 
[ No, none of this affects precombines / previsibines ] 
Enhanced Blood - better performance by DRunkCoWBoy (ESP) 
    * Limits the amount of blood decals, or maybe better framed: no stacking decals  
Fog Remover - Performance Enhancer II by Glass1411 (ESP / BA2) 
    * I didn't use the Cell record changes as those edits cause conflicts with other mods 
    * But, I did use record changes such as: Art Object / Moveable Static / Static 
    * Instead, I recommend: No Interior Fog by GELUXRUM; F4SE-based / won't override Cells 
    * I kept animated leaves, steam, and unique smoke effects as those thematically make sense 
    * A verbose explanation of what was removed in detail without touching Worldspace:
 
        - all distant object 'clouds' that appear in front of distant landscapes 
        - all distracting fog effects that appear/disappear with camera movement 
        - all variations of dirty footstep dust from all creatures of all sizes 

        - most fog / mist / smoke effects that appear around water, coastlines, and Cells/Worldspace 
    * NOTE: I did not remove Far Harbor's or Glowing Sea's fog effects, just minor adjustments 
- Glass was removed from cars, with the idea that glass succumbed to various forms of weathering. 
    * Chemical weathering: Glass can react with acidic substances, such as acid rain or pollutants [or radiation], which can cause it to break down and degrade. Mechanical weathering: Glass can be worn away by physical forces like wind, water, or ice. For example, sandblasting or wind erosion can wear down glass surfaces. Thermal stress: Glass can expand and contract with temperature changes, leading to cracks and eventual erosion. This all means glass would eventually break down and turn into tiny pebbles like rocks do over time. 
    To complement the idea, I recommend this mod: FlaconOil's Complete Retexture Project 
- Glass was also removed from the following
    * Capsule windows, Diner windows, News Stand, Parking Meter, Park Saucer, Subway windows 
No Door Animations - Instant Doors by Bunslinger (loose files) 
- Removed dirt/gross stains and 'fake' puddles via 'Texture Set' records, mesh edits 
    * Credit: Yet Another Cleanup Mod by Aurelianis (ESP / BA2) 
Stop The Fans by 5133p39 -- as stated, stops nonsensical fans with no power (loose files) 
Tile Rubble Remover by Aurelianis -- clutter/eyesore/nonsense (loose files) 

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######## GOG FIXES (OLDGEN) ########
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###########################################
############### NOT IMPORTED ###############
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Conflicts and/or Redundant Mods:
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Spoiler:  
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- This means the changes made are different, but have the same or similar results.
- OR similar changes and might conflict a bit, but not a huge amount of difference.
- OR the same changes, but are considered simple edits, like Game Setting records.
- The changes I've made/imported are intended to a large AIO compared to the below.

Clear Horizons by Spifferino -- (FIXES/QOL) redundant/resolved in a different way (ESP). 
Companion Accuracy Boost by DMVI -- (CTM) redundant/conflicts with many changes (ESP). 
Double Artillery Range by GrankNutt4 -- (FIXES/QOLredundant and could undo some of my changes (ESP). 
Longer Power Lines by Puma361 -- infinite -- (FIXES/QOLredundant/resolved with the same Game Setting  (ESP). 
Longer Range Projectiles by oblspad -- (FIXES/QOLCould undo some of  my changes which do more (ESP). 
No More Fake Puddles by christoph392008 -- (CTM) redundant/resolved in a different way (ESP / loose files). 
No Smoldering Turrets by Spifferino -- (FIXES/QOLredundant/resolved in a different way (ESP / BA2). 
Ugly Dirt Go Away by infamydd -- (CTM) redundant/resolved in a different way (loose file). 
 
Requires refactoring and/or deconflicting and/or not a lazy day:
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Spoiler:  
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- Lootable Cars - Exiguous by Exoclyps (ESP / loose file) 
- Lootable Crates by Richwizard (ESP) 
- Lootable Stoves by TrickyVein (ESP / loose file) 
 
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################ MOD SHOP ##################
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Highly Recommended Mods:
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- Unofficial Fallout 4 Patch - UFO4P -- basically install 101
- Community Fixes Merged -- is an inspiration for this 'Tweaks' variant
- Extended Fake Interiors by Xeniu -- resolves rain going through settlement rooves and more
- Fixed Gobo Effects by Ablaze666 -- fixes special light effect pixelation / color banding
- Wetness Shader Fix by Ablaze666 -- fixes a vanilla flaw of wet materials' shine effect
- Essential story/immersion mods (revisit these later -- larger downloads and require patching):
    * 20 Leagues Under the Sea -- mostly just immersive and cool, BioShock vibes
    * America Rising 2 -- heavy story/quest mod, but well worth it 
    * CSEP Brothers in Arms -- light story/quest mod
    * CSEP Loaded Bases -- light story/quest mod 
    * CSEP The Experiment -- light story/quest mod
    * Sim Settlements 2 -- extremely script heavy; will require F4SE performance mods below 
    * You And What Army 2 -- pretty conflict less; also pairs well with many Minutemen mods 
- Essential feature extension mods: 
    * AFFINITY by bp42s
    * CHALLENGES by bp42s 
    * KARMA by bp42s 
    * REPUTATION by bp42s 
- F4SE essential mods that I recommend: 
    * Buffout NG X-CELL FPS MCM BOOST Settings -- by me :) 
    * Escape Freeze F4SE by jarari 
    * Moon Rotation Fix by Antonix35 
    * No Interior Fog by GELUXRUM 
    * NVIDIA Reflex Support by doodlum -- NVIDIA only 
    * Sprint Jump AP Fix by GELUXRUM 
    * Sprint Stuttering Fix by Antonix35 
    * Weapon Debris Crash Fix by Antonix35 -- NVIDIA only