"Dental insurance" and "vision insurance" are scams, aren't they?
My workplace offers dental and vision coverage, but the price is mostly or all payable by employees, and the benefits are really limited . . . so limited I think they're just scams. I don't see any real advantage to signing up, except for the insurance company. Dental coverage mostly covers nothing except routine exams and twice-a-year cleanings. You can select a higher-price plan that will cover a percentage of the cost for fillings, or an even high-priced plan that covers fillings and a portion of the fee for x-rays and other needed expenses. There's a ceiling, a maximum amount the dental policy will pay in a given year, which varies depending on how much you're paying in, but it's not enough to consider yourself "covered" if you chip a tooth or get into an accident and need serious dental attention. In my opinion the coverage is meager and overpriced. Vision coverage doesn't cover any actual accident or injury to your vision. It covers nothing except an annual eye exam and partial-payment for glasses or contacts. You're limited to getting the glasses from only pre-approved shops and pre-approved brands of eyewear — mostly expensive, designer frames. You end up paying hundreds of dollars for this vision coverage, but with no coverage at all you can go to Stanton Optical or America's Best and get a free eye exam, buy a much more affordable pair of glasses, or take your prescription to Zenni, for glasses that look good and wear well, priced at $20 to $40 per pair. Dental insurance and vision insurance are both so very complicated with many loopholes and limitations, you could study the documentation for hours and cross your fingers and sign up, and still not really know whether you're covered. The odds are against you when you gamble against the casino. These policies are designed to be stingy. I'm only complaining about the dental and vision benefits at my workplace, which are probably similar everywhere but might be different than yours. I'm not talking about health coverage, which is also a rip-off (exponentially more so) but it's a required rip-off here in the USA, where health is not a human right, just a product you buy and hope it works, like a used car but less reliable.
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Persona 5 Royal: July 18th Famitsu Article Summary/ Analysis Part 2 (Scans)
Part 1 of the Famitsu Analysis. Link to the scans (via Persona Central). Part 1 has the meat of this analysis, but now that we have the scans we can draw further conclusions from the official renders and screenshots. So, let's get started! --- New Personas: The first two pages of the scans give us the official renders for William, Celestine and Gorokichi; the new Ultimate Personas for Ryuji, Ann and Ryuji respectively. As was the case with William, the other two are based on the user's base Persona and appear as modern versions of them too:
Celestine was the actress who first played Carmen. Compared to Carmen we see that Celestine has traded her gown for a modern "punk" outfit, complete with an eared hat and panther nose instead of Carmen's panther mask. She's also swapped Carmen's knee length boots for smaller high-heel shoes. Where Carmen had a cigar and used whips, Celestine chews bubblegum and holds one of her "subordinates" - who also return after their absence with Hecate - in place with her hair. The subordinates also get a makeover, changing from men in suits to random men who look like thugs or backup dancers from some musical number (though I don't know why I get that impression).
Gorokichi was a name attributed to Goemon in his youth. Where Goemon was a centuries-old outlaw, Gorokichi's modern update turns him into a stereotypical mob boss. While he keeps his platform boots, Goemon's gown has become a fur coat (he also wears trousers now) and the rope around his shoulders has become golden chains, while his old-fashioned pipe has become a cigar (though still a massive one). The "Ixicava 5" on Goemon's back has also been updated into a golden "5" in the middle of the aforementioned chains. While we still don't know for sure what the 5 represents, one theory was that it was a pun on his name (5 is pronounced "Go" in Japanese). Since Gorokichi keeps the "Go" sound, it makes sense to bring the number back after its absence from Kamu Susano-o. Finally, the bells at Goemon's "belt" have been replaced by an engraving of musical notes on Gorokichi's belt buckle, which I thought was a subtle yet clever way of adapting that part of his design as well.
I don't know if this is intentional, but all three of these Personas wear eyewear (William a visor, Celestine glasses and Gorokichi shades). Will all third tier Personas also have "masks" of their own, or is it just a coincidence that the three we got here just happened to have eyewear in their designs? Anyway, as stated in Part 1, this confirms that the new Ultimate Personas will be based on each character's original Persona and will have a name to match. This means we can make some predictions about the names of the remaining Personas (thank you u/DeusAxeMachina and u/KuroShiroTaka for almost all of these!):
Joker: Lupin (Arsene's surname) or Maurice/ Leblanc (the author of the Lupin novels).
Morgana: Diego (Zorro's real name).
Makoto: Ioannes/Anglicus (Pope Joan's latin name).
Futaba: Lovecraft (the author who introduced the Necronomicon), Abdul/Alhazred (the fictional character who wrote the Necronomicon in Lovecraft's novels), Al Azif (the book's original name) or Yog-Sothoth (the entity it teaches to summon).
Haru: Lady Clarik (an alternative name for Milady de Winter).
Akechi: Loxley (Robin Hood's birthplace), Robert (his real name in some tellings of his story).
Edit: It's worth noting in Akechi's case that he has two distinct Personas. His Ultimate could just as likely be based on Loki instead and the choice will likely come down to which of the two he got first and/ or which side of his personality he embraces (i.e. siding with the Thieves may make Robin Hood his "main Persona" despite Loki being his first). If Loki's the one represented by the upgrade though, it could be called Jötunn (the name of the Frost Giants of which Loki is one). Thanks for pointing this out, u/Clive_Deliverance!
I've bolded the ones I 'm personally betting on out of the ones here (besides, William showed that Atlus isn't afraid to use "mundane" names if they fit their themes). Also, it's interesting that these Personas have "regressed" from being mythological tricksters. Is this part of the "you can change yourself through your own efforts" message the original game ended with (and even Ren mentions in the reveal trailer)? The first two slides also give us new renders of the first four Thieves in their uniforms too, in addition to the new Thief renders we've been seeing since the reveal. While most of the "real world" screenshots are taken from the Thieves' Confidants, the picture with Joker seems to be taken from the cutscene from the reveal trailer where Kasumi dances in front of a crowd - and given the spotlight behind him this seems to be quite the event. Could this be what Kasumi's class brings to the school festival? Since this takes place before the Casino Palace, it would make sense for Joker to be alone here too (after all, we can only say for sure that Kasumi appears before him there and know nothing about whether the other Thieves - save Morgana - even know she exists before then). --- Kichijoji: The final two spreads recap what we learned from Morgana Report 3. There are two things worth noting about the second half of the third spread though (Page 6 of 8 overall and Page 167 of the magazine). First off is the explanation in the top right of the old temple that raises max SP. In the trailer Joker simply meditated for a while and got 3 SP for his trouble, whereas in this screenshot he goes full galaxy brain glows gold! We speculated before that 3 SP was far too low a gain for a full activity gain, so perhaps there is indeed a SP-boost boosting item...or more likely, perhaps you need to meditate a few times before you get the full benefits of it? Just like working out! The second thing of note here is directly below, where Joker is talking to a man in shades. His bright shirt makes him look like a tourist and he could simply be an NPC (the text is too small to make out, but if anyone good with Japanese can take a look I'd be very grateful!) but could he instead be related to the person Joker spoke to at the liquor store in the Morgana Report footage and/ or the suspicious person mentioned a few times in the reveal trailer (assuming that wasn't Kasumi)? At the bottom of the spread (Page 5) is a shot of Futaba at the jazz club and we can see that she also gains affinity points (three, given the one we see is blue) - so this tells us that on top of granting bonus EXP, the club also has the benefits of an ordinary hangout spot too! Maybe this'll be a good place to go whenever we're hit with an "I don't think our relationship will develop further" roadblock when advancing Confidants? If so, will the affinity bonuses ever drop off after a while? Also, not having any reason to hang out with someone after maxing their Confidant was a complaint levied at the original game; is the jazz club (and everything else in Kichijoji for that matter) a way to fix that since it seems the club will always be relevant (and if so, will we get additional scenes if we go there after reaching Rank 10 with and/ or romancing the person we go there with)? --- Battle: The left side of the spread is mostly a recap of the new Baton Pass, but look at the image of Ann passing to Yusuke halfway through. You may have thought that this was Madarame's Palace and the white backdrop was a picture of a tree's roots as I did, but if you look closely at the top right corner (which is cut off by the picture showcasing Baton Pass 0) you can see Futaba's neck - and Futaba doesn't join for another two Palaces! If you zoom in on the picture, you'll also see that the last member of the team is Kasumi! I initially thought the right side of the screenshot was black from the aura of one of the new "devil" enemies, but that isn't the case either: the colour looks far too solid (and may even be a giant TV screen as seen in Ryuji's trailer). You can see Ann and Yusuke's shadows on the floor and the angle of the other lines suggest they're shadows too even though they don't match the lines of the wall/ door behind them. It's clear this is a new Palace, but is there an illusion in play here too (maybe as a mechanic to break through like the painting and spot-the-difference puzzles in Madarame's Palace)? (As an aside, since he's only gaining 2 SP we can tell this is only the first Baton Pass of the turn since that's roughly 1% of his max.) The picture directly below it also confirms yet another newcomer to the Persona series - Cait Sith (thank you for identifying it, u/Savixeon)! Ithoughtthe one to its right was already in Persona 5 but I can't find it on the wiki, so if anyone can identify it too I'd be very grateful!u/Savixeon comes through again! The second Persona is Atavaka, who was planned for the original game (and was in Persona 4) but removed during development. Looks like he's back on the menu! In any case, the top of the last page gives us another look at Characteristics. The Persona being fused is Koppa Tengu and the Characteristic chosen is "Individually focused gaze," which boosts the accuracy of single-target skills by 20%. The other options are "Chain of [hands?]" (the highlighted, top option) and "Contagious envy" (the third option). We don't know what these do yet but the article tells us that all Characteristics are positive, so the "Envy" trait will likely also be positive in some way. (After all, P4 stresses the importance of accepting yourself, warts and all, and P5 also has the cast fighting and later embracing different sins.) Also worth noting is Koppa Tengu's Skills have been changed. While it always started with Garu and learns Growth 1 at Level 12 (both of which are true here) its second innate Skill used to be the Gun Skill Snap, but this has been changed to a status ability I can't read (again, help would be greatly appreciated)! It seems that on top of some skills having their elements changed, Personas' movelists are also open to being changed! The bottom right of the spread is dedicated to Showtimes. Here we see an extra frame of the Ann/ Morgana attack which also shows their "unified logo" which takes the form of a pink pawprint, while the shot of Makoto and Haru in a wrestling ring also has a fan holding a sign that says "Q&N". Since Haru and Morgana's "logo" used their real names ("h&m," to be precise) maybe in the context of the attack these two are wrestling with their Thief names as pseudonyms? And while Ryuji and Yusuke don't have a logo like the others, the store they're in belongs to Yusuke, so maybe its logo is considered theirs. --- Edit: This is something I forgot to mention before: Famitsu released some screenshots before the leak that they didn't have space for in the magazine itself. One of them was a screenshot of January 16th which showed Yusuke asking Joker:
Aren't you [protagonist's name]? You're not as chill as usual...
We've speculated before that Joker is the only one aware of the illusions in January, but this seems to confirm that he will indeed be the odd one out among the Thieves and shaken by the things going on around him. Maybe this part of the game will give him some character development as well as everyone else; maybe he gets his Ultimate Persona by being brave enough to tell his friends that their dreams are all lies? --- And that brings us to the end of another analysis! I didn't expect this to have much worth discussing but it's always crazy how much detail is hidden away in these screenshots! As always, please let me know what I should add or fix! Also, because linking to your own website is treated as self-promotion, I will be saving link posts for "big" news releases like Morgana Reports if we ever get more than one batch of information released per week. But please let me know if you even like going to Wordpress as with my previous analysis! Also, please check out this master post containing all the information we've gotten until now. And yet again, thank you so much for your time. I hope you enjoyed reading this!
Need a little help with the load order and compatibility of my mods [FNV]
I know the load order I'm about to vomit up is quite a lot but I've been playing this game since release and would like to have it heavily modded like some of y'all out there, problem is that this shit confuses the hell out of me. If anyone could help see what mods may be the issue and what I could do about it would be a huge help, thank you so much. 0 0 FalloutNV.esm 1 1 DeadMoney.esm 2 2 HonestHearts.esm 3 3 OldWorldBlues.esm 4 4 LonesomeRoad.esm 5 5 GunRunnersArsenal.esm 6 6 ClassicPack.esm 7 7 MercenaryPack.esm 8 8 TribalPack.esm 9 9 CaravanPack.esm Speedy Resources.esm 10 a Interior Lighting Overhaul - Core.esm 11 b Vurt's WFO.esm 12 c OWNB - Open World.esm 13 d ELECTRO-CITY - CompletedWorkorders.esm 14 e FCOMaster.esm 15 f rePopulated Wasteland.esm 16 10 AWorldOfPain(Preview).esm 17 11 NVInteriors_Core.esm 18 12 NVInteriors_ComboEdition.esm 19 13 Momod.esm 20 14 factions reloaded raiders v2.esp 21 15 RustTownV1Master.esm 22 16 ELECTRO-CITY - Highways and Byways.esm 23 17 NewVegasRailroads.esm 24 18 The New Bison Steve Hotel.esm 25 19 NVR-Strip.esm 26 1a NVWillow.esp 27 1b SkeletonsFNV.esm Shogo_Heavy_Industries.esm 28 1c APOLLOAndroids.esm 29 1d Interior Lighting Overhaul - L38PS.esm 30 1e IntimacyOverhaul_v1.0.esm 31 1f SomeguySeries.esm 32 20 FuckableCompanions.esp 33 21 TMMS Version 9 - Casinos.esp 34 22 TMMS Version 9 - Messages.esp 35 23 NVR-Version_10.esp 36 24 brayduck_classic.esp 37 25 Uncut Wasteland.esp 38 26 CleaninguptheMojave.esp 39 27 FCO - NPC Changes.esp FreesideAgain.esp 40 28 New Vegas Landscape Overhaul.esp 41 29 WMIMNV.esp 42 2a HolySprings.esp 43 2b NiptonRebuilt.esp RustTownAdditions3.esp 44 2c L38Improved.esp 45 2d MetalBoxes.esp 46 2e TMMS Version 9 - Difficulty & Balance.esp 47 2f TLD_Travelers.esp 48 30 Primm Reborn.esp 49 31 NVNovacApartament.esp 50 32 Novac Reborn.esp 51 33 pnv.esp 52 34 TMMS Version 9 - Crafting.esp 53 35 TMMS Version 9 - Ammo.esp 54 36 TMMS Version 9 - Perks.esp 55 37 TMMS Version 9 - Chems Modification.esp 56 38 ApocalypticMojave.esp 57 39 factions reloaded followers.esp 58 3a vault22FloralOverhaul.esp 59 3b NV_IFR.esp 60 3c TMMS Version 9 - Junk & Clutter.esp 61 3d delilah.esp 62 3e Goodsprings Reborn.esp 63 3f Mojave Wildlife (Vanilla-Style).esp 64 40 OWNB - Red Canyon Overhaul.esp 65 41 VegasGarage.esp
Armorsmith Extended, http://www.nexusmods.com/fallout4/mods/2228/?, Although I enjoy the ability to layer armor pieces on more clothing with is mod, I feel in my gut that it's actually somewhat "unbalanced" in the end-game (with ballistic weaves available). And while I love-love-love putting recon sensors into my patrolman glasses, I think it's a little over-powered on reflection (even though it has a high Science requirement to use). I am actually torn on whether I'd use this mod again or not.
Atomic Radio and Tales of the Commonwealth, http://www.nexusmods.com/fallout4/mods/8704/?, Atomic Radio is great QOL - well-written and funny (though, upon reflection, it needs more music in the mix). Tales of the Commonwealth is...hmmm...maybe not my bag? Certainly, a lot of effort has gone into this mod and I want to like it, but it just doesn't "grab" me. I disliked my first two encounters with it immensely. The new synth companion found at the Railroad was, literally, the most annoying companion ever - written and acted much more poorly than the long-derided Preston. I ditched her after 30 minutes of listening to her natter on and deliver untimely flat joke after flat joke about my accomplishments in the Commonwealth. And the little raider gang you are lead to immediately after installing the mod was also just annoying to interact with - I felt like reloading from a previous save and killing them. Both of these encounters made me feel like I do around teenage boys who think that saying "fuck" a lot makes them sound cool, tough, and important. I saw the Saint and Sinners lead-in and haven't picked it up because of this. So...hmmm...I wish I could be more enthusiastic about TOTC. Install Atomic Radio, though. It's excellent.
Better Settlers, http://www.nexusmods.com/fallout4/mods/4772/?, Both a QOL and game play affecting mod if "improperly" installed on survival. By that, I mean that the default Better Settlers are over-equipped for a survival play-thru and definitely make things too easy. Install the mod with the vanilla-like "light" settings - Settlers always show up with predominantly light weapons and armor rather than miniguns and full suits of combat armor as is possible with the default settings.
Campsite, http://www.nexusmods.com/fallout4/mods/11734/?, I thought I would use this mod more, and I probably would if I wasn't a compulsive settlement saver. However, I like it conceptually and would keep it installed on another go.
Chicago Blues Radio, http://www.nexusmods.com/fallout4/mods/4602/?, This mod simply replaces the Classic station with music that, 200 years in a future, we would look back on as classic music. It has the nice side effect of making jukeboxes play music people would want to listen to in a bar.
Classical Radio Freedom, http://www.nexusmods.com/fallout4/mods/2321/?, And now I contradict myself. There are two mods I have used for replacing the poor vanilla version of this station, but this is the one I used on this last play thru after getting a little tired of the twang-twang folk songs of my other choice.
Companion Infinite Ammo, http://www.nexusmods.com/fallout4/mods/6233/?, This is purely a quality of life issue mod for me. Even though it allows you to give your companion a powerful, rare ammo weapon (like the Alien Blaster or the Cyrolator) and never worry about their ammo issues again, I think you have enough to micro-manage on Survival without having to worry about Piper's ammo levels, too. Despite those misgivings, I really don't think it out-powers the difficulty of Survival and would always use it.
Console Enabler on Survival, http://www.nexusmods.com/fallout4/mods/12556/?, There are too many bugs - still - in Fallout 4 to play without the ability to, every now and then, hit the console to hack in a fix - companion inexplicably vanished anyone? Plus, I use the console for precise movement of objects when building. I guess that makes this mod an unfortunate necessity to install.
Convenient Stores, http://www.nexusmods.com/fallout4/mods/5181/?, Another "builder mod", I really like it because it lets you build custom stores around cash registers instead of the god-awful vanilla "fruitstands". However, it requires finicky use of the console to use properly and I sense the mod is abandoned. Hopefully, someone will likely develop something better soon using the GECK. I like it, but wouldn't install it again for these reasons.
Customized Targeting HUD - Weapon Drawn Only Version, http://www.nexusmods.com/fallout4/mods/4314/?, I installed this mod after I had installed the targetting HUD mod on my sunglasses using Armorsmith Extended. I found that the HUD made night and dark-interior game play too easy and even though I needed Science 4 to build it, I felt it was just too much. This was compromise mod. The targeting HUD only turned on if I drew a weapon. I felt this was immersive and rational.
Darker Nights, http://www.nexusmods.com/fallout4/mods/191/?, Both QOL and game-play affecting, this is one of my favorite mods. I do not ram the darkness down to the darkest, lowest levels, but run at either 3 or 4, which seem realistically dark to me when under a cloudless Milky Way sky (I hike and camp a lot - the lowest settings seemed unrealistically dark to me).
Dino's Decorations, http://www.nexusmods.com/fallout4/mods/16186/?, While I like to build and I am pretty good at making rational and pleasing architectural choices, I am a crappy decorator. This mod helps with that, allowing you to put down decorative clutter easily. Pure QOL for building.
Don't Call Me Settler, http://www.nexusmods.com/fallout4/mods/11306/?, Why this is not "in vanilla" is beyond me, but this is a great mod. Simple and to the point: it gives your settlers a name (drawn from the 3000 names Codsworth can say). Additionally, it has some nice settlement management functions (Burn, Baby, Burn! is great). QOL and immersion. Would install again.
Fallout 4 Enhanced Color Correction, http://www.nexusmods.com/fallout4/mods/5060/?, I have played with a version of this mod since my first play-thru and I love the look it gives to Fallout without needing to go through the whole wobbly process of installing ENB, DirectX DLLs, or Reshade. It's a simple, performant solution that does 90% of what I want from a graphics enchancement, and that's a go-to solution in my book.
Fallout 4 Seasons Project, http://www.nexusmods.com/fallout4/mods/5810/?, Eye-candy. After playing with all the seasons, I find that the one that I like the most, looks the most like "Fallout", remaining starkly beautiful, is the Fall/Autumn settings. Admittedly, however, right now I am playing with Spring turned on. A good mod.
Fallout Suite, http://www.nexusmods.com/fallout4/mods/15870/?, After so many hours of play, having more soundtrack is a bonus. This is well-done "Fallout" music - a calling card to Bethesda from the composer. Absolutely would install again.
Fallout Texture Overhauls (Power Armors, Moons, Stars, Pipboy), http://www.nexusmods.com/fallout4/mods/3344/?, Starting with the link here, you can get to all four of the author's texture overhauls. They're all great eye-candy.
FO4 Enemies Level Scale, http://www.nexusmods.com/fallout4/mods/6957/?, Even on Survival, late-game play can become somewhat easy as you can easily out-level opponents and win fights "just because". This helps with that.
Give Me That Bottle, http://www.nexusmods.com/fallout4/mods/13193/?, Water is so important on survival, and it irked me - at first - that when I drank a bottle of water I also apparently ate the container with it. Early in the game, this mod made a big difference in my game - while it increased immersion, it technically made survival a touch easier and finding empty bottles less important. Later in the game, it became superfluous once I had settlements over-producing water. I'd probably only install if I planned to not build settlements in a future play-thru.
Hey That's Not Junk, http://www.nexusmods.com/fallout4/mods/3149/?, On my first play-thru, I made beds out of all the Pre-War Money I had. Silly me. On my second play-thru, I meticulously stored all my Pre-War cash in a special cash-box to avoid auto-scrapping it. In my third play-thru, I thought to myself "someone surely has made a mod to protect my cash". And there it was. Nice mod.
Homemaker, http://www.nexusmods.com/fallout4/mods/1478/?, Added for the same reasons as Spring Cleaning, I like to tinker with settlements, if not out-right build up some nice buildings here and there. However, I definitely did not use this mod on this play-thru as extensively as I have previously.
Interiors Enhanced - Darker Ambient Light and Fog, http://www.nexusmods.com/fallout4/mods/8768/?, A drop-in replacement for my original favorite, Fr4nsson's Light Tweaks, and I couldn't be happier. Nice eye-candy, and great survival game-play immersion/improvement.
Locksmith, http://www.nexusmods.com/fallout4/mods/12454/?, A little mod that does one thing, but that thing can save your life now and then on Survival in relatively realistic ways (I locked myself in an ammo closet once to survive and heal myself during a ghoul swarm, for example).
Minutemen Supply Caches, http://www.nexusmods.com/fallout4/mods/12315/?, A well-done little mod that places some caches around the world. Doesn't really impact game play or difficulty overall, but it did provide an extra few moments of pleasure. I liked it.
Raider Overhaul, http://www.nexusmods.com/fallout4/mods/9103/?, A WIP, but excellent so far. See, I love the Slog. It is one of my favorite settlements, and I habitually raid the nearby Forged gang for their gear to slap cage armor and flame throwers on Wiseman's ghoulish crew. Imagine my delight when I found the glorious Forged armor versions in this mod. This is one of those mods that integrates invisibly with and improves delightfully upon vanilla.
Road Flares, http://www.nexusmods.com/fallout4/mods/11605/?, These looked cool and I thought I'd use them a lot because of lighting mods installed, but upon reflection they just ended up being very dead-weight in my encumbrance-strapped survival character and I maybe threw one once the entire game. Nice idea, but I'd not load them again.
Sleep or Save, http://www.nexusmods.com/fallout4/mods/12262/?, I installed this mod about 1/3 of the way through my play-thru after the, oh, 10th Fallout CTD. Fallout, with mods, is not stable enough to entrust with hours of saveless play - or even 30 minutes of saveless play - on Survival. This mod split-the-difference for me. It gave me the ability to quickly save at a bed without having to become a virtual narcoleptic. It still reduces your adrenaline bonus and still makes finding a well-placed sleeping bag a "fun" thing. I found it improved my enjoyment of survival by making me worry less about an unpredictable crash without making me feel I was able to "quicksave cheese" my way through the difficulty. And it did not replace the need to actually sleep every game day. This is a good survival mod that allows you to somewhat compromise survival's difficulty without totally compromising the point of survival.
Super Mutant Redux, http://www.nexusmods.com/fallout4/mods/11853/?, Like two of my other favorite mods, the Raiders Overhaul and We Are the Minutemen, this mod finds treasure buried within the game's assets and improves upon vanilla play. It certainly makes for a challenge on survival, and that's a good thing. Plus, it made Strong a viable, though not overpowered, companion for me (finally!). I equipped him with one of the mod's cool weapons (a fire hydrant club) and travelled with him quite a bit. It's hard to imagine that one "tiny fix" (Strong not disliking you for tinkering with guns and armor or GASP picking a lock) could so greatly improve my opinion of this companion.
Red Wave, http://www.nexusmods.com/fallout4/mods/13307/?, This is an excellent little mod that gives you a boat to live on and gain some limited fast travel ability up and down the coast. The author has clearly put some thought into the construction of the boat and where it goes, with an eye to giving a survival player a nice little QOL boost without being too good. That's a tricky balancing act, and I think Red Wave manages it well. If I had two wishes granted, though, the first would be that the author add a little quest to establish why this lovely boat exists (outfit and repair it, along the lines of the mod that let you re-establish the casino in Primm in New Vegas) before you can actually use it. And my second wish would be for the author to somehow look to the Far Harbor boat animations and figure out how to implement them into the Red Wave as an option so that you could actually travel in the boat up and down the coast (at a speed similar to a vertibird rather than pure fast travel). With those two wishes fulfilled, this already great mod would be perfect.
True Storms, http://www.nexusmods.com/fallout4/mods/4472/?, This mod may be my favorite, and the latest version, with scary "ghoul swarm storms", definitely amped up my game a bit (especially in Far Harbor). I had an nail-biting memorable fight against a large swarm of high-level ghouls with a handful of very-under-equipped settlers at the National Park HQ in Far Harbor thanks to True Storms - what a blast of emergent game play. And without getting into a religious war, I tried Vivid Weathers during this play-thru and came back to True Storms. I felt Vivid Weathers tried to do too much and True Storms, being more conservative in its approach, was doing a better overall job at improving both the look and play of the game.
Unofficial Fallout 4 Patch, http://www.nexusmods.com/fallout4/mods/4598/?, Just because? I did uninstall it recently because of the settler bug (which I had in spades - I was forced to go back to a save a day or two old to get around it), but this morning I reinstalled it. We'll see how it goes.
Vault 81 Timed Mole Rat Disease, http://www.nexusmods.com/fallout4/mods/13661/?, Pure quality of life on Survival. You can still get Mole Rat disease, but it goes away...eventually. This mod fixes a poor game decision by the developers without totally undermining the developers' intent.
We Are The Minutemen, http://www.nexusmods.com/fallout4/mods/6443/?, OK, I really like this mod. Not just because I like the Minutemen, but because it does a good job at giving the Minutemen texture and depth without making them feel ridiculously over-powered (as another mod, Minutemen Overhaul, sadly does). My favorite part was building the nifty General's Desk in my quarters at the Castle and then making Piper and MacCready custom Minuteman versions of their gear. Great mod.
Worsin's Garage, http://www.nexusmods.com/fallout4/mods/2249/?, This mod is pure fluff and I found that I didn't really use it this play-thru. However, the paint jobs are well-done and I made a "silver-shroud" version of my X-01 power armor to satisfy myself.
Finally, special mentions:
Precise Object Movement and Placement, http://www.nexusmods.com/fallout4/mods/3615/?, I know there's another, more modern mod that does what this "non-mod" AutoScript does (probably more elegantly), but sometimes "you dance with what the one that brung ya". I've used this "mod" on all my play-thrus and I can't imagine not using it to build settlements.
A Bobblehead Adventure, http://www.nexusmods.com/fallout4/mods/13502/?, After I completed the main story and content began to dry up, I installed this mod. Nice idea. It simply makes a quest to go find all the Bobbleheads. No story, no nothing, just "I'll mark it on your map." Not immersive, not a good idea for a pure Survivalist, but I had never found all the Bobbleheads in any of my play-thrus and I was very curious about them, so...I used.
That's all, folks. EDIT: Because I can't spell "Codsworth" to save my life?
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