Mods by Glitchfinder

Glitchfinder's Mod Icon Template
Glitchfinder's Mod Icon Template

I have and will be porting several mods by Glitchfinder to Bethesda.net for console and PC players. Location/new settlement mods are now getting precombines in an Xbox friendly method thanks to Glitchfinder.  

Contact Glitchfinder

Please check out Glitchfinder's mods on Nexus, view their website, or join their discord.

Permissions

All mods being ported have open permissions according to their original Nexus page. I claim no credit for the descriptions, logos, and images used: those all belong to Glitchfinder.

Framework & Patches

Random Encounter Framework

FEATURES 

  • Reorganizes the random encounter trees within the game's Story Manager so that they're properly compatible with modding.
  • As a result of the above, moderately reduced how common the Nuka World and Automatron random encounters are in the commonwealth.

 Load Order: Will load with esm files at the top, load below Unofficial Patch

America Rising 1 & 2 Random Encounter Framework Patches

America Rising: Xbox America Rising: PC

America Rising 2: Xbox America Rising 2: PC

Load Order: After the two parent mods

Miscellaneous Random Encounter Framework Patches

  • Sector Five: Xbox
  • Less Vertibird Encounters: Xbox
  • Icestorm's Combat Drones: Xbox
  • Capital Wasteland Auto Axe: Xbox 
  • Capital Wasteland Auto Axe: PC

Load Order: After the two parent mods 

Location Mods

Dark Hollow Pond

You've just found a raider's home. They clearly live here. In fact, they've been here long enough to build a house and an overlook and start fishing to pass the time. So why does it feel like they just walked away halfway and abandoned the whole thing?

Features

  • More stuff at Dark Hollow Pond.
  • No, really. That's it. A fair chunk of the lake's western edge has been redecorated to feel lived in rather than abandoned.
  • Precombines have been rebuilt to improve performance.

Load Order: New Settlements, World Edits (precombines rebuilt)

Diamond City Billboards

Diamond city has a lot of inconsistencies, between the inside and outside. It's bigger on the inside, for one. The stadium itself is shaped differently, too. Heck, even the floodlights are placed in different spots. But have you ever noticed that all those ads facing the stadium seats only exist when you're inside the city? That one, at least, can be fixed.

Load order: New Settlements, World Edits (No broken precombines!)

Federal Ration Stockpile

You've just found a raider's base. They clearly live here. In fact, they've been here long enough to build some pretty noticeable fortifications. So why does it feel like they just walked away halfway and abandoned the whole thing? FEATURES 

  • More stuff at Federal Ration Stockpile. 
  • No, really. That's it. The entire exterior has been detailed to make it feel like people actually live there. 
  • Precombines have been preserved to improve performance. 

Load Order: New Settlements, World Edits

Goodneighbor View

Goodneighbor has a lot of inconsistencies, between the inside and outside. Aside from the one wall that is half as tall when you're outside as when you're inside, there are also a lot of lights, wires, and billboards that should be visible through or above the wall but aren't. This mod addresses that.

Load order: New Settlements, World Edits (No broken precombines!)

Roadside Pines Motel

You've just found a raider's home. They clearly live here. In fact, they've been here long enough to fortify the place and set up a watch from the roof. So why does it feel like they just walked away halfway and abandoned the whole thing?

Features

  • More stuff at Roadside Pines Motel. 
  • No, really. That's it. Several previously inaccessible rooms actually exist now, the office has been moved to give access, and the motel as a whole has seen more detail work to make it feel lived in. 
  • Precombines have been rebuilt to improve performance

Load Order: New Settlements, World Edits (precombines rebuilt)

Unmarked Raider Locations

You've just found a raider camp. It's clearly inhabited, with a fire pit and all. So why does it feel like they just walked away halfway and abandoned the whole thing?

Features

  • More stuff at ten unmarked raider camps in The Commonwealth. 
  • No, really. That's it. Ten different camps have had significant detail work put in to make them feel less slapdash and more like someplace people would be okay staying. 
  • Precombines were preserved to improve compatibility

Load Order: New Settlements, World Edits (No broken precombines!)

Unmarked Raider Locations 2

You've just found a raider camp. It's clearly inhabited, with a fire pit and all. So why does it feel like they just walked away halfway and abandoned the whole thing?

Features

  • More stuff at ten unmarked raider camps in The Commonwealth.
  • No, really. That's it. Ten different camps have had significant detail work put in to make them feel less slapdash and more like someplace people would be okay staying.
  • Precombines were preserved to improve compatibility

Load Order: New Settlements, World Edits (No broken precombines!)

Miscellaneous

Automatron Caravan Fixes

The intersection where Jackson's caravan gets attacked at the start of Automatron is haunted. No, seriously. If you show up there at a low level, before Automatron starts, it's haunted. Random robot parts spawning out of thin air and sourceless radio static are not things you should see or hear at an abandoned intersection. And so I fixed it.

Features

  • Prevents robot parts from spawning next to the player as they approach the site where Jackson's caravan would be attacked, if the caravan has not yet spawned.
  • Disables the radio on the Mechanist's Eyebot, while the eyebot is disabled. This way you do not hear random sourceless static while standing in an empty intersection.
  • Sets a water carton and sawhorse Automatron added to the attack to only spawn when the caravan is attacked, rather than leaving them present beforehand.

Load Order: New Settlements, World Edits (No broken precombines!)

Nuka World Bottle Fix

Ever wondered what was up with those massive, broken bottles in nuka world? Tried to build your own mod using them and it didn't work? Been unlucky enough to be greeted with a wall of metal when you entered the cola cars arena? Now that doesn't need to be a problem!

Features

  • Fixes the corrupted large bottle mesh from Nuka World.
  • Seriously, that's it. The bottle has an animation in it that breaks the mesh if it gets used ingame. This fixes that and makes the bottles work as intended by Bethesda.
  • Does not touch precombines at all.

There are other mods that fix this, why should I use this one?

--This mod has zero performance impact and will result in the bottles working precisely as they should in all situations. The other mods that attempt to fix this issue typically do so by breaking one of the game's most important optimization systems, which can result in a very noticeable performance impact for many players.

Load Order: Visual, Texture, Atmospheric Improvements

Nuka World Hair Dyes - Cutting Room Floor

Did you know Nuka World was intended to give you new hair colors? Apparently a lot of people noticed back when Nuka World was new, and there are even plenty of posts asking how to unlock them if you go looking. But you can't unlock them. Despite the fact that they're fully implemented and ready to go, there's one tiny little problem - nobody added them to the list of player hair options. 

Features 

  • Gives the player access to hair colors added by the Nuka World DLC. 
  • Just like the Nuka World hairstyles, these colors are not accessible during chargen. Instead, they are accessible after leaving the vault. Go pick them up at a barber.

Load Order: Character Model Replacers, Enhancers

Nuka World Power Hookup

  • Nexus
  • Xbox
  • PC
  • You beat all odds, completed the Nuka World quest line, and turned the power back on for what? A few rides and a suit of power armor? Now you get another reward that totally isn't worth it: a generator you can only use in nuka world. 

Features 

  • Adds a cheap generator that produces 50 power to the workshop. (If I get enough requests I may increase the amount--Crayonkit) 
  • This generator can only be built in settlements in Nuka World. (This includes mod-added settlements, if their location is set up properly). 
  • Only one generator per settlement. 
  • The generator is available after completing the quest "Power Play" 
  • Marked as a light plugin (esl-flagged esp) for minimal impact on load orders.

Load Order: Settlement and Workshop Menu Items

Otis Repair Elevator Lights

Ever been trundling along through a building and doing your own thing, only to be taken by surprise when the screen goes dark after hitting an elevator button? Worse, have your lighting mods taken that little dark box and left it pitch black? No more, I say! Otis has sent repair crews throughout the commonwealth on their very extended servicing plans, and now all load elevators have proper, functioning lights installed in them.

Features

  • Load elevators now have lights in them.
  • The lights added to load elevators work both while the elevator is in motion and while the door is open.
  • The transition fade when the doors open or close has been softened to feel like dimming lights.

Load Order: Lighting and Water Changes

The Plexor

The plexor is a unique joke weapon in the form of an oversized hammer. It does no damage, but will instead send many types of NPC flying. There is also an optional patch that makes the weapon non-hostile.

Features

  • Adds a unique joke weapon with a custom model. 
  • Deals no damage when used to attack. 
  • Will ragdoll most enemies and send them flying. (Some NPCs, mostly robots and large enemies, are immune to knockdown and thus immune to this hammer.) 
  • The hammer squeaks like a small toy when you hit something. 
  • Can be found at carhenge, south of Walden Pond. 
  • Marked as a light plugin (esl-flagged esp) for minimal impact on load orders.

Load Order: New Weapons, Armor, Clothing, Gear (no leveled lists touched)

Quest

Commonwealth Encounter Pack

FEATURES 

  • Adds 290 new random encounters to the game. 
  • Yes, that is an absurd number of encounters. It's more than Bethesda implemented in the base game and DLC combined. 
  • Despite the name, this mod also includes a substantial number of new random encounters for Far Harbor, Nuka World, and Automatron, though the Automatron encounters have been made in a way that should reduce how irritating they are. 

REQUIRES: Random Encounter Framework 

Load Order: Quest

Integrated Automatron

  • Xbox
  • PC
  • Nexus
  • Alters how Automatron is handled to have it behave more like base game content rather than announcing its presence to the world as soon as you hit level fifteen. 
  • Load Order: Quests

Minimal Minutemen Radiants

THIS MOD DOESN'T DELETE QUESTS LIKE OTHER POPULAR BUT **UNSAFE** MODS DO

Ever wondered why settlements were so needy? Considered just ignoring a quest when Preston sends you all the way across The Commonwealth? Maybe been a bit curious on how Somerville Place got a message all the way to The Castle in a timely manner? Wonder no more! Now Minutemen radiant quests will be extremely localized to where you are currently playing!

Features

  • Minutemen radiant quests can only be triggered by visiting (or going near to) the source settlement.
  • Location-specific quests such as "Out of the Fire," "Returning the Favor," and "Troubled Waters" have been left unmodified.
  • "Defend the Artillery at [LOCATION]" has been modified to have a cooldown of at least a week, because it cannot be limited like other radiant quests.
  • An optional file is available which will disable radiant quests for owned settlements.

Load Order: Vanilla Quest Changes

Poseidon Energy Can Have Radar Transmitter

Adds Poseidon Energy to the list of quest targets for retrieving the Poseidon Radar Transmitter.

Features

  • Sets Poseidon Energy as an eligible target for the Poseidon Radar Transmitter in Last Voyage of the U.S.S. Constitution.
  • Pairs nicely with the mods: Poseideon Energy Turbine Settlement and Poseidon Offices; also by Glitchfinder

Load Order: Vanilla Quest Changes

Poseidon Offices: Radiant Redundance

Adds a new dungeon to act as an alternative quest target for Last Voyage of the U.S.S. Constitution's search for a Poseidon Radar Transmitter.

Features

  • An entirely new dungeon.
  • The dungeon is a valid quest target for one of the steps in Last Voyage of the U.S.S. Constitution.
  • Acts as an alternative target in case you have settlements at both Poseidon Energy Turbine #18-F and Poseidon Reservoir.
  • This is DIFFERENT from the nexus version, it uses roombounds/portals instead of precombines
  • Pairs nicely with the mods: Poseideon Energy Turbine Settlement and Poseidon Energy Can Also Have Transmitter; also by Glitchfinder.

Load Order: New Settlements, World Edits (No broken precombines!)

Story Encounter Booster

Requires: Random Encounter Framework Xbox/PC

Original Nexus

Did you know Bethesda wrote a lot of legitimately interesting random encounters that are more than just an odd object on the ground or a few enemies you can run into? Things like a dog vendor who is reluctant to sell to you, or a man running a charity scam where he impersonates Preston Garvey? Heck, there's even a pair of campers who argue over the definition of a sandwich. Not to mention all of the quest lead-ins and post-quest encounters that Bethesda made. This mod is to make those encounters easier to find.

FEATURES

  • Makes non-generic random encounters easier to find by creating encounter pools that only contain those encounters.
  • Three main files, which can be used together or individually.
  • "Interesting Encounter Booster" boosts all interesting encounters. Xbox/PC
  • "Story Encounter Booster" boosts unusual encounters with no relation to player quests. Xbox/PC
  • "Tie-In Encounter Booster" boosts encounters that are related to player quests. Xbox/PC

Load Order: Vanilla Quest Modifications

You and What Army 2

FEATURES

  • Thirty small minutemen locations that appear as you progress with the Minutemen quest line.
  • Minutemen patrols, which will wander between those locations and your populated settlements. 
  • Three new workshop objects unlocked by completing Minutemen Quests. 
  • Minutemen will now spawn to escort your settlement provisioners.
  • Precombines have been preserved to improve performance and compatibility. 

Load Order: will load high, it's an esm file. Load below Unofficial Patch

Who's The General? Minutemen Quest Cleanup

Preston has no sense of decorum. We all know this. You walk up to him and bam! New quest. You go to sleep in Sanctuary, wake up and there he is, looming over your bed with a quest in hand. Turn in a quest? New quest for you! Sneeze? Quest! Well, not any more. This mod not only convinces Preston to wait a bit, it also teaches him to respect the chain of command. That's right, you don't even have to tell him what you've done anymore.

Features 

  • Most Minutemen quests have been moved to Preston's "How are you doing?" dialogue option. 
  • Preston Garvey no longer gives you a new quest as part of turning in an old quest. 
  • As General of the Minutemen, you no longer report back to Preston at the end of most quests. 
  • Radio Freedom now broadcasts even when the player isn't tuned in, fixing radios tuned to the station. 
  • The player will only acquire quests from Radio Freedom while tuned in on their Pip-Boy, or listening at The Castle.

Load Order: Vanilla Quest Changes

Settlements

Nahant Red Rocket Settlement

Features

  • A fully functional settlement at an unmarked Red Rocket in Nahant.
  • A new map marker for the new settlement.
  • This settlement is compatible with radiant quests, such as the minutemen quests.
  • Precombines have been rebuilt to allow more scrapping.
  • Use the settlement interface to repair the building.

Load Order: New Settlements, World Edits (precombines rebuilt)

Natick Substation Settlement

You've wandered into a neat little location, someplace that stands out from the commonwealth at large. But it doesn't show up on your map, and it certainly isn't someplace you can build. Now, however, it is a fully functional settlement ready and waiting for you.

Features

  • A fully functional settlement at an unmarked power substation west of Natick. -A new map marker for the new settlement.
  • This settlement is compatible with radiant quests, such as the minutemen quests.
  • Precombines have been rebuilt to allow more scrapping.
  • Use the settlement interface to repair the buildings.

Load Order: New Settlements, World Edits (precombines rebuilt)

North Point Park Settlement

Features

  • A fully functional settlement at an unmarked island south of Bunker Hill.
  • A new map marker for the new settlement.
  • This settlement is compatible with radiant quests, such as the minutemen quests.
  • Precombines have been rebuilt to allow more scrapping.
  • The vertibird crash from The Nuclear Option has been moved to an appropriate nearby location.
  • Flagged as a light plugin (esl-flagged esp) for minimal impact on load order.

Load Order: New Settlements, World Edits (precombines rebuilt)

Poseidon Energy Turbine Settlement

Features

  • A fully functional settlement at Poseidon Energy Turbine #18-F.
  • Repair the power plant and turn it back on. Video below
  • When the power plant is repaired, it makes a new power source available for use in other commonwealth settlements.
  • This settlement is compatible with radiant quests, such as the minutemen quests.
  • Precombines have been rebuilt to allow more scrapping (this is why the file size is bigger, trust me it's better-Crayonkit).
  • Some objects have been grouped for sane scrapping. Nobody wants to build a scaffold just to scrap a dozen vine objects, do they?
  • Marked as a light plugin (esl-flagged esp) for minimal impact on load orders.

Load Order: New Settlements, World Edits (precombines rebuilt)

Powering up Poseidon Energy Turbine Settlement

Rock Island Settlement

XBOX CAUTION: Do NOT build up heavily in both Warwick and Rock Island, pick one or the other to build at.

Features

  • A fully functional settlement at an unmarked lighthouse located south of the FMS Northern Star.
  • A new map marker for the new settlement.
  • This settlement is compatible with radiant quests, such as the minutemen quests.
  • Precombines have been rebuilt to allow more scrapping.
  • Some objects have been grouped for sane scrapping. Nobody wants to build a scaffold just to scrap a dozen vine objects, do they?

Load Order: New Settlements, World Edits (precombines rebuilt)

Settlement Workshop Mods

Colorful Bottle Lanterns

Features

  • Adds 14 new colors for the Far Harbor glowing bottle lantern workshop items.
  • Adds 13 types of lantern to pick from for each of the 14 colors, totaling 182 objects to pick from.
  • Safely adds these into a well-organized submenu of Decoration. Just check the end of the list

Load Order: Settlement and Workshop Menu Items (Scripted)

Framed!

Features:

  • Hundreds of options for workshop placeable frames.
  • Over a hundred different pictures you can select from, for each frame including cut content.
  • Paintings snap right in to appropriate frames.
  • Thousands of potential frame and painting combinations.
  • Compatible with painting replacers.

Load Order: Settlement and Workshop Menu Items (Scripted)