Quests & Adventures
Point Lookout
Fallout 4: Point Lookout is a fan recreation of Fallout 3's Point Lookout DLC, fully realized in Fallout 4, including all quests and NPCs.
Features
Faithfully recreated the entire Point Lookout worldspace
Entire main quest, and all side-quests
All original map locations (and one brand new location with a workshop!)
All Point Lookout NPCs
6+ recreated creatures and 3 new critters
25+ weapons, many returning from Fallout 3
50+ clothing items, many returning from Fallout 3
15+ consumables, many returning from Fallout 3
Various Point Lookout themed workshop items
America Rising 2
You've found yourself in a world that is now foreign to you. Everything you once loved and held dear has been taken in the blink of an eye - replaced instead by a vile and twisted wasteland. What if you had a way to bring it all back? Is it all too good to be true?
Features
A 24 quest main storyline seamlessly integrated into Fallout 4 with meaningful player choice
Help build the Enclave - or destroy them
An evolving base that restores as you progress through the game
A large cast of unique characters
One main companion and two additional followers
Multiple new random encounters
New Enclave equipment, settlement decorations and skins
Multiple new locations and worldspaces
An Enclave Radio station with music and announcements
Repeatable quests
Project A.R.E.S.
Project A.R.E.S. is a suspenseful and dark quest mod about MedTek Corporation that so far introduces several new quest, two brand-new voiced NPC's, one brand-new handcrafted dungeon, a new store (and vendor), and new medicinal items to give your vault dweller a fighting chance in the wasteland.
Quests
New Recipe? Write It Down: After discovering the new A.R.E.S. shop in downtown Boston, the robotic owner sends you on a mission to recover an old medical document located in a secret bunker that's been untouched since the bombs dropped.
Freedom!: Exploring an untouched MedTek Bunker can lead to horrifying discoveries of Pre-war MedTek and the types of experiments they run. Be careful, you never know what you'll find down there.
NPC Additions
A.R.E.S. - Meet the owner and operator of the A.R.E.S. store...yep his name is also A.R.E.S.
Moses - Moses is an NPC located in the commonwealth (no spoilers) that is voiced and recruitable as a settler once you find him.
New Locations
A.R.E.S. Drug Store : Located near Diamond City, the A.R.E.S. Drug Store is the newest business in Downtown Boston. The owner and operator, A.R.E.S., makes a new blend of drugs scavenged from MedTek research documents that give the users an upper-hand in most situations. Be warned, the prices aren't cheap as the drugs are premium.
MedTek Bunker: This secret MedTek Bunker hasn't been touched since the bombs dropped and is filled with horrifying discoveries of what pre-war MedTek was truly like. Terminals and notes detail the experience for all occupants.
New Medicine
Ares Injection: With the Ares Injection, you gain the bloodlust of the old God himself. Your melee damage is increased by 15% for two days!
Artemis Injection: With the Artemis Injection, the Goddess of Hunting lends you her ability to deal higher range damage. Range damage is increased by 5 for two days!
Athena Injection: With the Athena Injection, the Goddess of Wisdom increases your intelligence by 5 for two days!
Heracles Injection: With the Heracles Injection, the strength of the God himself flows through your veins. Increasing carrying capacity by 30 for two days!
Hygieia Injection: With the Hygieia Injection, you'll never feel better. Your health is increased by 25 for two days!
Zeus Injection: With the Zeus Injection, you gain divine interference which increases damage resistance by 20 for two days!
Phase 4 An Institute Expansion
After the completion of Phase 3, the Institute is looking to the horizon with Phase 4. New expansive areas of the Institute have been constructed, turning what was once a small enclave into a sprawling metropolis. New lore is sewed throughout the mod, referencing other Institute themed mods you may have installed, some pop-culture references, as well as a small story told through the terminal entries. Additional areas include a new Director's Retreat, Interrogation and Synth Zoological Initiative Phase 2 among others.
Fourville
How to Start
Fourville is located near the town of Salem. The closest vanilla location is the town of Salem, to begin the mod travel there and head west across the bay. Fourville is marked with a gear icon.
Lore
On the day of the Great War, the residents of Salem made their way to the shelter of Vault 4. Only those registered in the vault program were granted entrance. Some refugees reasoned that if they could wait out the twenty-year closure period, which Vault-Tec had advertised, then they would be able to find shelter when the vault opened. More than two-hundred years later the town had changed a lot. A town grew up inside the cave outside the vault, its houses made from reclaimed Vault-Tec equipment and built into the walls of the cave which have been dug out as generations of residents tried to get inside the vault. When the Sole Survivor arrives at Fourville the town is in the middle of an election where the vault has become a major point of contention. The town's incumbent mayor believes the vault will open one day, and has made this the focal point of his campaign. His challenger believes the vault is holding the town back and attempts to get inside should be abandoned. The Sole Survivor's involvement can shift the scale and change the face of the community forever.
Features
Ten main quests.
Forty-one side quests.
Seven radiant quests.
8-10 hours of gameplay.
One companion, with full affinity and contextual dialogue, whose story develops as you travel together.
Fully voiced player utilizing vanilla lines to create a new story.
Over 5,000 lines of new dialogue recoded by nearly seventy voice actors.
A full set of collectable bobbleheads with new perks.
Forty new interiors.
Attack of the Lobotomites
This mod adds:
ABRIDGED NON SPOILER VERSION:
A new quest, with 3 possible endings, around 1 hour to complete.
A new side quest with a recruitable vendor settler at the end of it.
A new massive sprawling dungeon, the Braintree Mental Rehabilitation Center, is a place for the wealthy and mentally unwell.
New custom voice-acted enemies with unique behaviors and ambush mechanics.
Animated cybernetics on lobotomites (a moving antenna on the back, a beating robotic heart that sparks and smokes when they take too much damage)
Unique and varied outfits for the lobotomites (masks, muzzles, goggles, surgical gowns, jumpsuits, scientist gloves, etc).
Unique leveled weapons (Cosmic Knives, Saturnite Power Fists, Saturnite Super Sledges, Lamentor's Bells, all kinds of spears and lances)
Unique craftable-only weapons: Proton Axe/Hatchet (with custom animations and sounds) and Cosmic Knife Superheater (works like a miniature shishkebab)
4 unique custom masks worn by boss NPCs.
3 full sets of new makeshift modular armor.
A new unique trap!
New posters, lamps, bomb traps, benches, a satellite, and assorted stuff for your workshops.
Destructible parts of the environment (wooden doors, Big MT crates, one specific room with a bomb)
HOW TO START THE QUEST:
Go south of Somerville Place until you find Braintree Mental Rehab Center.
Lima Detachment
Once you are at least level 10 or higher, a quest will automatically start and guide you through several unique dungeons to obtain your new bunker player home. This mod includes eight quests in total, and countless unique models and textures to give the mod a unique and interesting feel as you explore the many new areas that this mod adds to the Commonwealth. Pay close attention as you explore each area or you may miss out on the rewards and lore. Refer to the trailer for a sneak peak of what this mod has to offer.
20 Leagues Under the Sea - Vault 120
Deep under the Atlantic ocean lays Vault 120, a sprawling complex built centuries ago to avoid the madness of men up on the surface. There apart from some irradiated inhabitants and creatures you will find many spaces to create a community protected from the dangers of the world.
To access Vault 120 head north east of Nordhagen Beach