Mission-Skipping Cheats

The first four groups of mods are not game-effecting and I use them for mission games as well as for exploration and building games. They are mostly self-described by the names. They are shown here to provide a complete listing of all the mods I'm using. The last group contains the "major cheats" mods.

Reasonable Environment Improvements: 

  • Clean Water - Tropical
  • Dynamic Interior Fog Removal
  • Clear Skies ...but dark, stormy rain with RADs still hits you now and then.
  • Clean Sanctuary gets rid of weeds and bushes.
  • Starlight Drive In repairs buildings but not the grounds so much.
  • Fast and Clean Starlight cleans up the grounds but not the buildings.
  • Weightless Bodies and Objects allows you to pick up heavy stuff to throw out.

Places to Live: (No building required.) 

  • Sanctuary Estates 01 Very beautiful full redo.
  • GM Goodneighbor Home Large 2-story; shop on the 1st floor, home on the 2nd.
  • In Diamond City, the door to the right of the power armor station can be unlocked with the Skeleton Key mod (below) and the room there can be turned into a workshop and/or apartment.

Reasonable Conveniences: 

  • Faster Terminal Displays
  • Fast Travel from Interiors saves a lot of time and running around trying to get out.
  • Power Armor Quick Enter and Exit
  • Targeting Hud Enhanced: Berry Mentats and Power Armor Huds lets you see enemies in different colors to show if they are sleeping (green), awake (red), or dead (blue). Best of all, you can see them behind walls. Ideal for finding the ghouls in Jamaica Plain.
  • Unrestrictive Power Armor: Why shouldn't you sleep in power armor if you want?
  • Fusion Cores gives all FC's a 10,000 charge which lasts a long time. I don't consider this a major cheat because there are lots of fusion cores around, especially if you have an ammo-finding perk since FC's are classified as ammo. But F4 screws with you because if you take out a FC to safeguard it, then if you just click to put it back in, F4 puts a new one in and you end up with a lot of run-down FC's. With this mod, you don't have to carry spare FC's, so this is not a problem.
  • More Map Markers shows a lot of minor map locations which you can fast travel to without having been to them before. The big advantage is that they are near many major map destinations which you could not fast travel to if you haven't been to them before.

Building/Settlement Helpers: 

  • Switchbox Generator are small wall-mounted boxes which put out 30 volts and make no noise.
  • Place Anywhere may not be needed if you have mastered the rug and/or post tricks for placing things when building.
  • Instabell You ring the normal bell and settlers slowly drift in, or you use Instabell and they are instantly transported to you. The only problem is that they start walking away almost as fast. They will transport somewhere close to you, or you can lay down a large rug which they will land on. To keep them from spreading out so fast, you can fence in the run with an exit only one at a time can use, making it easier to find the settler(s) you are looking for.
  • Settlement Management Software ("MSO_SMS") Under Power-Misc. is a computer terminal for settlement management. It has built-in SMS or you can get this mod on holotape to load into the terminal; it has some better features.

Mild Cheats: 

  • Locksmith Lock doors, cabinets, etc. It doesn't always keep out the riff-raff.
  • Fallout 4 Improvements
  • Skeleton Key See Cheats for a discussion. Applies to Insta-Hack and Invulnerable Turrets too.
  • Insta-Hacker/Hacking 101
  • Invulnerable Turrets


Major Cheat Possibilities: 

  • Free Maker Free Maker and Free Crafter are by the same author. Both allow you to craft almost any gear, chems, ammo, etc., at a chem station for free - that is, no components, perks, etc., required. Time spent searching for a difference between the two didn't turn up anything, but when I disabled Maker, I lost most of the items in the list to craft, so I put it back.
  • Free Crafter
  • Crafting Framework

    These work together to open the door to big-time cheats. They give you everything from drugs to XP to Currency to the best weapons which can be fully upgraded without requiring parts or perks.  
    Best of all, you get a small workbench you can carry in your backpack to access any of this stuff when building a settlement. You can even leave one of these workbenches wherever you want.
     
    I equip myself with all the drugs I need to fight my way into places while exploring:
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    The drugs used all last at least 5 minutes (in real time, 100 minutes in game time), many more last 8 minutes, some last an hour or more. The Chemist perk makes chems last 50% longer on the first rank, then 100%, 150%, and 200% on the 4th rank.

    If a drug weighs a half-pound, I only carry 5 or so. If one pound, only 3. If one-tenth of a pound, 10+.

    While wandering the Wasteland or walking through a town, I keep taking Berry Mentats so that I can see evil-doers before they see me. I also sneak and take the sneak perks.

    When a battle is known to be coming, I pause (go into the Pip Boy) and take some of each of the drugs.

    The Chem Resistant perk reduces the chance of addiction by 50%. On level 22, the second rank makes you immune to addiction. It requires Endurance of 4 which I never have, but my power armor torso helps fight addiction, and on the rare times I get addicted, Refreshing Beverage knocks it right out.

    Bufftats increase Strength, Endurance, and Perception by 3 points each, and maximum health by 65 points. (8 minutes)

    Calmex increases Perception and Agility by +3 and adds 2x to sneak attack damage. I'm not using melee, but I do a lot of sniping which benefits from sneak attack multipliers.

    Deathclaw Egg Omelette restores 115 Hit Points of health immediately and .03 HP/sec for 2 hours. These eggs are pretty scarce, which takes us back to the Free Crafter. This strategy of chowing down on meds only works because with Free Crafter, you can make as many as you want with no components or cost except for carrry weight, which is very small for most of these.

    Jet Fuel gives +35 Max AP and +10 AP/sec regen for 8 minutes.

    Med-X gives +25 damage resistance and +250 poison resistance for 8 minutes.

    Orange Mentats increases Perception by +5 and VATS accuracy by 10% for 8 minutes.

    Overdrive increases damage to targets by 25% and adds a +25% critical hit chance.

    Psychotats increases damage by 25%, damage resistance by 15% and Perception by +3. It does not stack with Overdrive but according to some sources, it does stack with Bufftats' +3 in Perception, also adding Bufftats' max HP of +65.

    Radstag Stew gives 150 Hit Points and +30 energy resistance for 60 minutes.

    Refreshing Beverage gives 500 HP and -1000 RADs. Since I can get all of this that I want for free, I tend to take it even if I just have a minor injury because it also cures addictions from frequenntly taking all these other drugs.

    Roasted Mirelurk Meat gives 70 HP and +10 Action Points for 30 minutes. It stacks with Jet Fuel's +10 AP (for 8 minutes) since one is food and the other is chems.

    Squirrel Stew gives 105 HP and +2 XP for 120 minutes - not much XP, but it's something.

    Stealth Boy is so short-lived that it hardly seems worth the trouble, but just in case...

    Tasty Deathclaw Omelette gives 115 HP, +50 Max HP and small health regen for 120 minutes. It stacks with Bufftats' +65 Max HP and also get its +3 points to STR, AGL, and PER.

    X-Cell gives +2 to all SPECIAL attributes for 2 minutes.

    Yao Guai Ribs gives 165 HP and +15 damage resistance for 60 minutes. Note that Med-X gives the most damage resistance (+25) on the menu. However, since one is a food and the other is a chem, they DO stack for a total of +40 damage resistance. That combo will not stack damage resistance with Psychotats, another chem, but you still get the latter's +25 in damage.

    Weapons for Free - Here are the weapons I use the whole game:
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    Spray n' Pray Ironically (for this page), this is what I consider to be the best weapon in F4, but our little cheat gear won't give it to you, so I have to go get it, though I do get enough caps to pay for it. Unlike what it says in Best Weapons Early the Overseer's Guardian is not as good as a fully loaded Gauss Rifle.  
    Gauss Rifle can be fully loaded for free and is a fearsome weapon.  
    Missile Launcher can also be fully loaded and equipped with hundreds of free missiles. My favorite place to use it is Dunwich Borers where you can rain down terror on the Raiders below.  
    Alien Blaster only does 50 damage even when fully loaded (not much to load). But Spray n'Pray can't be used around friends, so I use the Alien Blaster when I have to be more careful.  
    When adding mods to the weapons, F4 renames them to show the mods, but it makes it hard to see the weapon I'm looking for in the list, so I rename it back and add a number to show the order they are in on the shortcut wheel. Unfortunately, you can't rename grenades, mines, etc. (at least on on Xbox).  
    Bottlecap Mine is a darn good mine.  
    Nuka Grenade. Does some serious damage, but I'm not sure that it does more than (or as much as) the SnP. These last three are some of my favorites from F3.  


    Wearables for Free:  

    X1 Power Armor can be fully loaded for free, as usual. I select explosive resistance on all of the components so that I don't blow myself up using the SnP at close range. On the legs, I add weight carry increase. For the torso, addiction resistance. For the helmet, Targeting.
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    As shown, my clothing is divided into two parts. First are items that boost charisma and next are ones that boost intelligence. It's very easy to change gear - easier than using a mod. 
    It's not that hard to get all this gear (except Road Goggles), it's just more convenient to use the cheat gear. The list shows the Institute Lab Coat, but any lab common coat will give +2 INT.  


    Settlers' Gear I like to outfit my settlers in gear indicating their jobs. Food workers each get a lab coat and a chef's hat. Store managers get a tuxedo (a black suit will do) and a formal hat. Scavengers get slacks with a white shirt, suspenders and a Sea Captain's hat, all of which stand out well.  
    Again, it's a lot easier to assemble this gear from the cheat setup, which I do when first starting a settlement.

    Building Gear:  
    The Chem Station can be used to get things at no cost.  
    I look for "Shipments" and pretty much get about 10 of each. (That's 10 Shipments, not 10 items.) This can be enough to build out several settlements, but Shipments don't weigh anything, so you may as well load up to start.  
    This saves stopping in the middle of building something to scrounge for rare components and/or setting up supply lines.  
    Look at the pages at Building for more info on building settlements.  


    See the best starts for these games: 
    Fallout 3 
    Fallout New Vegas 
    Borderlands 1

    Fallout 4 Index