This is the English translation of my mod, MyNewFO4. For those using the Italian version, simply replace it with the English one, but do not use both versions together. The form IDs for all items are the same, so it shouldn’t cause any issues with existing save files. Please report any incorrect or missing translations in the Discord channel: discord.gg
Main changes in this MOD include:
- A mountain of new MISSIONS in the Pip-Boy, including bounties, revenge quests, threats, object recovery, freeing prisoners, weapon acquisition, radiant quests, and lore. These can be obtained from the Minutemen’s agent (Diamond City area), Marie and Rita (merchants), and through various interactions around the map. The less you use fast travel, the more missions you’ll encounter.
- 25 new materials, such as paper, ink, iron, gunpowder, tar, poison, and many more, all seamlessly integrated into the gameplay cycle.
- Exploration of 50+ new locations that don’t exist in the original game (with a final reward) and a new small settlement.
- All settlements can be cleared of grass, shrubs, leaves, corpses, debris, and other distractions, making it easier to build and attach elements for construction.
- Nine recyclers that transform almost everything into building materials, along with more useful production machines and a food homogenizer.
- Seven caliber modifiers for ammunition and a fusion core recharging machine.
- The Guelphs and their 80+ camps to loot, their dungeon, secret rooms, vendors scattered around, Florintia, and the new settlement of Giraluna.
- Marie, Curie’s adorable sister, who sells ammunition like there’s no tomorrow and offers interesting quests.
- Rita, as ugly as sin but generous with new quests.
- Two powerful pistols (but not overpowered), special ammo, plenty of new syringer ammo, and a new modification for the assault rifle.
- A more satisfying stealth mode, even with companions (with infinite ammo for them), and rebalanced weights for all carryable items.
*”Hic sapientia hominis” — meaning don’t forget who we were (a bit of healthy Italian pride). - Many items that increase happiness in settlements, as well as new systems to produce energy.
- Old-school tape players (80s-style) featuring brief and rare biographies of artists.
- Workbenches in settlements are now movable, field kitchens do more than just create food, and lists in the Pip-Boy are less confusing.
- Some clothes that increase carry weight, glasses that highlight live creatures, and special Mentats for the dead.
- The disappearance of brahmins from smaller settlements (if one is already present, kill it and it won’t return).
- Dozens of other small changes and additions I can’t even remember, including fixes for many game bugs.
- A terminal with a log of updates for this MOD, buildable in settlements.
WARNING: This MOD will definitely interfere with others that modify the same parts of the game (including individual mines). My advice is to keep it at the top of your load order, remove any redundant MODs, and start a new game to properly activate all functions. You will also need all DLCs installed. In Fallout 4’s logic, the MOD at the top of the load order overrides those below it, so when you download an update for this MOD, remember to move it to the top again.
Exclusions: Only my MODs for settlers (Settlers Extended) and those for Brahmins that transform into other creatures (Brahmin is…) are intentionally excluded, as it’s the right thing to do. They can still be used without issue, as they do not overlap with this MOD.
One more thing: Sony’s draconian rules prevent the addition of any external elements to MODs, whether it be a script, image, or sound. This means we can only use what already exists in the game. So, no new textures, no Kamasutra scenes, sounds, effects, esoteric voices, or other frivolities. It’s a shame, I know.
Last thing: If you want to contact me on PSN, look for my business card at the Guelph vendors. See you soon, kisses!