Well, so now that I’m 4 quest mods in and have had a good experience with all of them, I thought I’d share my thoughts on each one-- in case, like me, some other wasteland wanderer decides they don’t want to stop playing this 10 year old game that’s kind of the red-headed stepchild of its franchise, and finds this thread. My thoughts and reviews in the order I played them:
Fourville
This is, at least among quest mods you can install without starting a new game, probably about the best quest mod out there, I’m guessing. Lots of content with a whole bunch of side quests in addition to the main quest. Seamless integration with the rest of the game environment. Great main story with an interesting, poignant reveal. An option to team up with a companion with a story of their own, who gives a nice perk if you reach max affinity with them. Really well done mod.
The only bug I noticed, which would have been a big one if I wasn’t able to get around it, was during a meeting I was invited to, suddenly everything stopped. I don’t mean the game froze, exactly-- the people holding the meeting stopped talking but were still moving and looking around. I was sitting and couldn’t get up, but I could look around and see NPCs who were also fidgeting and looking around. It was strange and I had no idea what was going on. As it turned out, a big event related to the main plot was supposed to have triggered then but didn’t happen. I was stuck in a weird limbo and had to return to a previous save. Then I finished up a couple minor side quests in case there was some sort of dependency, and fortunately when I went back to the meeting the big event happened.
Ashland Station
Fun little mod, pretty quick playthrough. Not a lot of story, mainly enemies to deal with (who are numerous and pretty powerful) and puzzles to solve. Basically you’re clearing out and fixing up an old subway station attached to a tunnel / cave system and making it safe for settlement building. Once I got to the settlement-bulding part I did a little cleaning up and more fixing, but honestly, settlement building is not something I’m really into. There’s a fun to use, powerful weapon you can get when you kill a boss. I mean, I have plenty of powerful weapons, but this one is kind of a blast (heh).
Bug-wise, it’s rock-solid. I didn’t notice a single problem.
Attack of the Lobotomites
Another fun mod but fairly quick playthrough. Creepy setting and storyline, and I like the ‘horror’ aspects of the Fallout world, so this was enjoyable. Again, puzzles to solve and enemies to deal with, but there is a bit of a story as well. Labyrinthine building and tunnel / cave system to explore. Only one or two side quests in addition to the main quest. There are several new, unique weapons, mostly melee-style, and crafting opportunities involving a new type of mineral substance. I’m not a big crafter, so I didn’t get into that aspect, and I didn’t bother with most of the weapons except for a simple knife with a ‘very fast’ setting that serves nicely for close-up work. I have to say I didn’t really like, or maybe didn’t fully understand, the resolution to the main story-- specifically (very minor spoiler alert) where the lobotomites came from and why they exist at all. But ParallelLines said upthread that this mod is a FNV callback, so maybe if I’d finished FNV I’d grok the story better (I didn’t get far in FNV-- I have to pick it up again. Maybe now that I’m running out of potential FO4 quest mods).
The only bug I noticed was at the very end-- there’s an exit to the Commonwealth that’s convenient because by then you’re deep into a tunnel system and it would be difficult to impossible to work your way back to where you first came in. But when I tried to exit, I’m outside in the CW for a fraction of a second, then the game glitched and I was right back in the lobotomite tunnels. After this happened several times, and through game reboots, I was able to get past this by opening my Pip-Boy the split-second I was outside, and it let me fast-travel from there.
The Machine and Her
Well, story-wise, this mod is fantastic. If you like story-based quests, or the storyline parts of games, this mod is for you. It seems that the builder of this mod really wanted to conceptually fix the main complaint about FO4-- that it’s not a true RPG with a solid storyline and real options for differing consequences depending on one’s choices. this one came highly recommended by ParallelLines upthread, and I can see why. I was sad when it ended and I would have liked more story. I was hoping to find out more about (and properly deal with) the new ‘Shrike’ faction that was briefly introduced, but not really followed up on much within the quest. I had read in the Nexus mod notes that you have the possibility of getting a nice perk if you reach max affinity with the companion ‘Kit’, but despite feeling like I said and did all the right things with her, I have not gotten there yet as of the end of the quest. I still have her as a companion now that the quest is over, so hopefully I can reach still reach max affinity with her later.
Unfortunately, this was the buggiest mod of all-- character voices would overlap, there were odd pauses where I wasn’t sure what was supposed to happen next, sometimes the companion character Kit said something to me that didn’t play, and the only way I knew she had said something was from my choice of responses, to which I had to guess at what was the best one for the statement I didn’t hear. The voices, when they did play, were whisper-quiet-- I had to turn my volume way up to hear it, which meant when shooting or anything loud happened it was WAY TOO LOUD. I had subtitles on, but only about 20% of Kit’s dialogue showed up as subtitles. the response trees were complex befitting the story, but kind of confusing-- several times there seemed like no ending or way out of the response tree, until I realized there was an option to back up to the beginning and say something like ‘never mind- let’s just get to it’ as if I had never wanted to hear the story dialogue in the first place. The ‘camera’ in the cut scenes is all over the place, and the Nexus mod notes do recommend to download a ‘cinematic’ mod fix that focuses on the character talking in cut scenes, which I didn’t bother downloading, but wish I had. All in all though, if you can tolerate the bugginess, this mod is well worth it.
Thanks again to all for your mod recs.