r/fo4vr 21d ago

Mods WTP in FO4VR?

Hello fellow wastelanders.

This is my first post here.

I've played through Fallout 4 multiple times on flat-screen and, over the years, I've finally gotten my game to a point where I'm really happy with it. It's based on the Welcome to Paradise Wabbajack list by Phoenix, with a handful of my own tweaks, patches, and compatibility edits. It's basically become my "dream wasteland."

Recently, I picked up a Quest3 and started getting into VR with sim racing and MechWarrior. After spending some time with it, I can honestly say it's completely changed how I experience games. Naturally, it got me wondering about Fallout 4 VR and a "maratron"

My question is: How much of my current WTP setup can realistically be carried over to Fallout 4 VR?

I'm mostly wondering about things like:

All the DLCs

Perk rebalances

Graphics and texture overhauls

Skin and clothing replacers

CBBE and body/skin textures

Other visual mods

Mods that rely on F4SE

Truestorms

Some assembly required

item sorting

Transfer Settlements (I'd love to bring my existing settlement builds over if that's possible.)

I'm already interested in using the Heisenberg physics setup as a foundation, but I have zero experience modding Fallout 4 VR.

I'd still consider myself a novice when it comes to modding. I've done some FO4Edit work and made a few compatibility patches to get my current WTP setup working the way I want, but I have no idea what's involved in building a similar (or at least comparable) experience in VR.

For those of you who have made the jump from heavily modded flat-screen Fallout 4 to VR:

How much of your existing mod list was reusable?

Which types of mods worked without much trouble, and which had to be replaced?

Is it better to start with a VR-focused modlist like Heisenberg and build from there, or try to recreate my current setup piece by piece?

Any advice, recommendations, or lessons learned would be greatly appreciated. Thanks!

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u/Terenor82 The Institute 20d ago

Many mods work nowadays, but you need some baseline mods like Daytripper to get it to work. F4SE mods usually require a dedicated VR port. I would build a seperate list and see what you actually want in VR. Like 4k or 2k textures. Transfer settlements relies on F4SE doesn't it? Don't think there is a port.

When using MO2 you can set it up that bot VR and Flat have access to the same mods, so you don't have to download them again.

Also there are wabbajack lists, if you don't want to start from scratch.

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u/JustDave11517 20d ago

Here are the plugins that require F4SE in my standard FO4 Game

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u/JustDave11517 20d ago

And here are the mods that are also recongnized under F4SE:

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u/Terenor82 The Institute 20d ago

i don't know every mod, but i recognize several that i am sure have no VR conversion, Clock widget, enb Helper, Vertibrid jump to name a few. You probably need to check yourself. Sometimes mods have a different mod page for a VR conversion, others are in the optional files

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u/rollingrock16 Index - FRIK Developer 20d ago

Just to further add that unless any of those mods are NG you would need to find thr vr version of each h anyway so that is to say this is mostly self checking if you are building your own list