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Comments
commented Nov 11, 2015
When trying to link MO with the installation folder of Fallout 4, it does not detect it as a compatible game. I know the game just came out yesterday, however there is no way I'm going to clutter its data folder with mods. |
commented Nov 11, 2015
There are no mods to clutter it's folder with at the moment. @Tannin: I'd like to throw my support behind a FO4 version of MO. Myself and the TTW team would be happy to test if needed. |
commented Nov 11, 2015
I think it would be cool to do it. |
commented Nov 11, 2015
Fallout 4 is a 64-bit game and as such mo is not compatible with it. I've been working on 64-bit support for a while and in the last few months this was practically the only thing i've been working on. My hope is that i will have a working alpha versions within a few weeks. But please be aware that this is a complete rewrite of the whole virtualisation functionality and its more complex than before so the first releases will probably be less reliable. Therefore I will be very thankful for volunteer testers but if you just want to play and need a stable mod manager you may need a bit of patience. But since fo4 has a new engine and requires new tools I think fo4 modding will take a while to get going anyway. |
commented Nov 11, 2015
Myself and at least several members of my team are at your disposal when needed. |
![Fallout 4 optimized vanilla textures skyrim Fallout 4 optimized vanilla textures skyrim](https://prostoy-site.ru/img/fallout-4-optimizaciya-tekstur_2.jpg)
commented Nov 11, 2015
This is my nexus profile: http://www.nexusmods.com/skyrim/users/1867404/? I can help in the testing ;) |
commented Nov 11, 2015
Since you are rewriting anyway.. It would be awesome if you could make one installation support multiple games this time. Having to install same app twice (for Skyrim and Fallout 4) feels clunky. |
commented Nov 12, 2015
I will be happy to test anything guaranteed to break my setup! |
commented Nov 13, 2015
I like MO as simple and clean as possible. I use it with FO3, FNV, and Skyrim. I much prefer having a copy of the MO executable in each top dir that only sees that game and only its subdirs. To me it is a utility I add to a game. Running multiple mod profiles for a single game to support multiple chars (like a set of archery mods for an archer char or Khajiit mods for a Khajiit char) already gets chaotic enough. One big MO installation to support multiple games is not something I want or crave--- perhaps when game companies release their games that way (one big installer for all their games) then I'd organize how I mod that way. Beyond that, count me in for x64 testing once I complete my vanilla playthrough! |
commented Nov 13, 2015
@WalrusWay, I know its humans nature to hate changes, even if they are for better, but I don't understand how an option to switch game profiles on fly would make it more chaotic for you? Having everything in one place, using one shortcut - its anything, but chaotic, lol! Game specific profiles would still exist, mod folders would be still separate, basically nothing would change with exception of shared UI and better mod folders organization on disk. |
commented Nov 14, 2015
@TanninOne, I for one would no longer play FONV or Skyrim without MO. I can't wait to get MO for FO4 so that things work as mod authors intend. I have been SO happy with the abilities of MO to allow me to play these games the way I want to and will sit on the sidelines cheering you and your team on for compatibility with FO4. Go team! |
commented Nov 15, 2015
@TanninOne I would be more than willing to test as well. Thanks for keeping us all in the loop. Nexus (if needed): http://www.nexusmods.com/games/users/5040332/ |
commented Nov 18, 2015
I'll go ahead and throw my hat in the ring as well. I would love to be a tester for MO for FO4. My Nexus account: http://www.nexusmods.com/games/users/1658883/ |
commented Nov 18, 2015
Same here, I'd be happy to help ! Here my Nexus account ! www.nexusmods.com/games/users/3538508/? |
commented Nov 18, 2015
A full rewrite for handling 64bit games in regards to virtualization of folders? .I don't understand. That's an OS level thing, and MO is clearly working on 64bit Windows. |
commented Nov 18, 2015
@DAOWAce I'm pretty sure he's talking about Fallout 4 being 64 bits, and thus needing a rewrite since the old MO is 32 bits only |
commented Nov 18, 2015
@DAOWAce windows provides backwards compatibility so 32 bit applications can run on 64bit Windows without the author doing anything. That's different from the application taking advantage of 64bit addressing. MOs filesystem virtualisation is very low-level stuff however where windows' backwards compatibility doesn't help, it has to work with the same bitness as the application. |
commented Nov 18, 2015
Ever since discovering MO I basically refused to play any game with NMM. That being said I would love to help test the 64-bit version. My Nexus profile: http://www.nexusmods.com/fallout4/users/6142045/? |
commented Nov 18, 2015
I would be glad to help testing the 64-bit version! My nexus profile: http://www.nexusmods.com/fallout4/users/13791360/? |
![Optimized Optimized](/uploads/1/2/3/7/123744553/119144072.jpg)
commented Nov 18, 2015
MO is the best mod manager out there. I would love to help you test it. My nexus profile is http://www.nexusmods.com/fallout4/users/1629508/? |
commented Nov 18, 2015
I dislike NMM, and MO is an essential for me when it comes to modding TES and FO. I'd love to test it out. Nexus profile is http://www.nexusmods.com/fallout4/users/5034165/? |
commented Nov 18, 2015
I'm also confused what FO4 being a 64-bit binary has to do with anything when we are talking managing the file system here? Can anyone explain with technical details? |
commented Nov 18, 2015
@TanninOne So it's deeper/different than just extracting archives and symlinking folders/files to the data directory? I've been symlinking for years and can't understand why something that functions the same would require a full rewrite just for a 64bit application; the app doesn't actually matter unless it specifically can't use symlinked files/folders. 'Course, I don't do any sort of coding, so I don't know anything further in regards to MO's form of symlinks. Is there a writeup you have of the technical details? |
commented Nov 19, 2015
MO isn't using symlinks provided by the ntfs for a couple of reasons. It's closer to a driver that provides its own link mechanisms. Advantages:
|
commented Nov 19, 2015
Technical details: I don't have a writeup. In short: I hook into the low-level windows api functions that deal with file names (mostly those are resolving/enumerating file names) and manipulate their call parameters and return values in such a way that the mapped files appear to exist in the intended location. This happens putely inside a processes memory so no permissions above the process permissions are required and there is no risk of 'damaging' anything outside the process rights. |
commented Nov 19, 2015
Interesting, had no idea a lower level 'symlink' system even existed. Thanks for educating me in what MO does and what's possible. :) |
commented Nov 20, 2015
I'm also available for testing. Experienced user of MO with all bethesda games, runing multiple setups for years. |
commented Nov 20, 2015
Considering how much I love this software, I would be more than happy to help testing. http://www.nexusmods.com/fallout4/users/1617465/? |
commented Nov 20, 2015
Looking forward to it, I don't like to mod without MO. MO is the best, the file virtualisation is awesome, so much cleaner and easier than Manual/NMM or any other method. |
commented Nov 20, 2015
I have been installing mods manually since i absolutely hate how NMM looks, and i find its too clunky, can't wait for MO to support fallout 4 |
commented Nov 21, 2015
Update: I've been playing fo4 with the new vfs lib and a handful of mods for a few hours now and to my surprise it appears to be fully stable. There are 2 known bugs in the lib that dont appear to affect the game but may become a problem with third party tools and support for 32-bit (for older games) is untested. My build process is currently not succesfully building 2 of the mo plugins and doesnt create an installer yet. Local savegames arent supported yet, neither are ini tweaks. And i have yet to assign a license to the new lib. i think we can live wirh some of that for now and the rest i should be able to fix soon so I estimate a first alpha in the next 1-2 days. |
commented Nov 26, 2015
well I was quite sure anyway. thanks for the clarification. @NoShotz can you share your mod list? |
commented Nov 26, 2015
@strangerism currently at school, will share when i get home |
commented Nov 26, 2015
@strangerism These are the mods i have, http://pastebin.com/PEAjWwCU |
commented Nov 26, 2015
pretty much the same mods, I don't have any esp though. Never had an issue with them since game released until last couple of days when everything went AWOL. I had a weird occurrence where I was loading the game near USS Constitution and the water level of the river was way way below that normal to the point that boats were all floating mid air. How such thing could happen with just textures and sounds file I have no idea. I recovered from it somehow but I don't remember how I did it. Yet I still had repeatable crashes zoning to Diamond city and nearby. Thankfully since I verified the game cache downloaded those files things are better now but I am playing just vanilla for the time being. |
commented Nov 27, 2015
Trying it out again, figured out I had plugins.txt as read only for some reason in my appdata, so that may have caused problems. I then figured out every time I enable/disable a mod(s) I have to restart MO for them to take affect or work correctly, then again it seems to be spotty that mods will even load at all if I restart MO. Will keep testing. |
commented Nov 28, 2015
I feel weird that MO needs to write plugins.txt in AppData, should't this file be taken care by the virtualization as well? |
commented Nov 28, 2015
@NoShotz it's an alpha @strangerism it's an alpha |
commented Nov 28, 2015
@Tannin I am aware just sprouting some thoughts :) still I am am not clear if, at the moment, editing plugins.txt in AppData makes a difference or not. |
commented Nov 28, 2015
It should. Mo is currently just not applying the plugins.txt from its profile so the global one is used. I'll probably relase a new alpha tomorrow to fix this and several other issues that came up. |
commented Nov 28, 2015
Hi! Love this program. Waiting for MO compatibility before I dig into modding fallout 4, after using it with FO3 and FONV it's simply indispensable. I'm on Windows 7 x64 and when I try and launch fallout 4 using your mod organizer alpha it launches, barely gets to the title screen, then I crash to desktop. Also, on launching Mod Organizer, I get this error window to popup: 'failed to initialize plugin C:/Games/Steam Games/steamapps/common/Fallout 4/Mod Organizer/plugins/pyCfg.py: An unexpected C++ exception was thrown in python code' |
commented Nov 28, 2015
That last as has been stated before is a known issue and nothing to worry about |
commented Nov 29, 2015
like someone said up there, it's crashing with every large texture mod. other than that the virtualization seems to be working fine. anyone got it to load with large mods? like texture optimization project (~5.5gb uncompressed currently) game loaded for me with Optimized Vanilla Textures, nexus ID 1355. the mod is 787mb packed into a BSA extracted the bsa, deleted some textures so the overall size would be around the same 787mb. game didn't load edit: come to think of it, I don't even know if the bsa was loaded, since this version of MO doesnt handle BSAs. I actually didn't pay attention to any specific texture in that mod when I tested this huehuehue |
commented Nov 29, 2015
I manage to load the Optimized Vanilla Texture bsa just like you, but as you said it's impossible to tell if the texture are loaded because they are the vanilla just optimized, At least it doesn't crash as it did with the loose files. |
commented Nov 29, 2015
@strangerism I'm pretty sure the OVT bsa is loading. My gaming was lagging pretty heavily before I loaded it, and the mod solved the problem. |
commented Nov 29, 2015
many of the reported issues should be fixed in alpha 2, please update the issues where things have changed. |
commented Nov 29, 2015
So far so good, still got the pyCfg.py error but thats fine. Everything else seems to be working out ok. Have not tried changing any of the inis through MO. Will report back once I do. Fantastic job Tannin. Keep up the great work! |
commented Nov 29, 2015
overall beta2 it has run smooth for me (Windows 10 x64). Great Success!! Star jalsha irabotir chupkotha gillitv 17th march 2019. |
commented Nov 29, 2015
Good job Tannin, keep it up. |
commented Nov 29, 2015
Testing alpha2 and is working quite well. just a pyCfg.py error when the app starts but so far is working quite well. |
commented Dec 6, 2015
Just a sticky, seems we don't need to change sResourceDataDirsFinal to enable loose files after all Others have posted confirmation that doing so works as well sResourceDataDirsFinal= bInvalidateOlderFiles=1 (ref: http://afkmods.iguanadons.net/index.php?/topic/4316-fallout-4-useful-ini-settings/) I wasn't unable to try yet as MO2 overrides the profile inis every time I launch the game and I am lazy enough now to go back to manual modding :) |
commented Dec 7, 2015
Please count me in for the Beta 2 testing. http://www.nexusmods.com/fallout4/users/1191959/? |
commented Dec 7, 2015
The installation scrip NewDialog uses doesn't work with alpha 2. Seems xml fomod scripts are working but cs ones don't. Forcing the external fomod installer doesn't work either. |
commented Dec 29, 2015
Fail Fallout 4 Executable LaunchAutomatic Plugin ResetFix - Well At Least for Me.If this helps, please comment back and yeah. Hope it helps. |
commented Jan 9, 2016
I am not sure where to ask this @TanninOne but will Mod Organizer be able to use 32 bit apps like FO4Edit or Wrye Flash. I know Wrye Flash will not be upgraded to a 64 bit app. Some of the libraries used with FO4Edit are 32 bit and the Delphi compiler needs all the libraries to be 64 bit in order to compile a 64 bit version. So FO4Edit probably won't become a 64 bit app either. |
commented Jan 10, 2016
Alpha 3 is up with many bugfixes (mostly internal to the vfs). |
commented Jan 10, 2016
@TanninOne So I guess that's a no, for using the splash I made you, then? /sadface |
commented Jan 13, 2016
@nekoyoubi The splash you made looks very cool. The reason I'm not using it is that it's so fallout specific. One of the big themes in MO2 is the ability to support non-gamebryo games so I'm hoping for plugins for other games. Therefore I'd rather use a game-neutral splash. However, I'm also considering displaying different splashes depending on the selected game, but this is not currently implemented. |
commented Jan 14, 2016
Thanks for the response, and I understand completely. Just know that the Fallout-style was in homage of FO4 support, more so than an attempt to tie MO2 to it. But I do understand entirely, and <3 you all the same. ;p Though, now that you mention separate splashes for games, is that something that I may be able to help with by chance? Also, I'm a bit confused about your 'non-gamebryo'-comment; didn't Bethesda drop Gamebryo when they made Creation? |
commented Jan 14, 2016
Re splashes: sure. I'm no artist so I likely wont create thr splashes myself but include contributions. But please let me first verify its possible. Re gamebryo: the engine covers many things: graphics, physics, file formats, scripting,.. Bethesda changed the graphics and sctipting engine but the file formats (esps, bsas, save games) are practically the same for all these games and thus I can use the same code. Adding support for - say Witcher 3 - would require far more work then adding skyrim support did. And previously this work would habe to happen in the mo core application which is rather complex. With mo2 the goal is that everything one needs to support a new game can be done in plugins. |
commented Jan 18, 2016
Hi, I'm using the latest build and can't even make it to the main menu, with or without mods. It crashes immediately on the opening video. Are there any special tweaks I need to make? Running on Windows 10. |
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The Commonwealth in Fallout 4 is a gorgeous, albeit deadly place. If you’re playing on PC, you’ll want the game to look as good as it can without dropping below 30 FPS. In case you haven’t heard what the game’s minimum and recommended specs are, take a look:
Minimum
Windows 7/8/10 (64-bit OS required)
Intel Core i5-2300 2.8 GHz/AMD Phenom II X4 945 3.0 GHz or equivalent
8GB RAM
30GB free HDD space
NVIDIA GTX 550 Ti 2GB/AMD Radeon HD 7870 2GB or equivalent
Recommended
Windows 7/8/10 (64-bit OS required)
Intel Core i7 4790 3.6 GHz/AMD FX-9590 4.7 GHz or equivalent
8GB RAM
30GB free HDD space
NVIDIA GTX 780 3GB/AMD Radeon R9 290X 4GB or equivalent
As NVIDIA have detailed in their notes on the game’s settings, you can configure the graphics options extensively. Here are the most important settings grouped into those you can turn down (or turn off) to save frames, or those you should best leave on to keep that high fidelity standard.
Features to turn down or turn off
Actor fade: This feature determines how far away NPCs disappear or “fade” into the distance. Even the lower settings are still believably far, and the higher settings can have significant impact on FPS, so keeping this one lower is a no brainer.
Depth of field: This feature blurs everything except the camera’s subject (see how the fence above?) This is partly a personal preference, but NVIDIA does say this feature is “far from essential.” Bokeh vs. Standard vary on how wide an area of screen space they effect, but other than that, it’s up to you.
Rain occlusion: This setting ensures that rain won’t be rendered around your character if you’re under something like a highway or building overhang. Because player movement is taken into account, this can cost you several FPS during rain storms. Since it doesn’t break the fourth wall in any way, it’s best to leave it off if you’re going for better performance.
Screen spacereflections: These are usually found on nearby bodies of water. If you’re in a very wet area, this setting could cost you 10+ FPS. Since it doesn’t control all reflections, its best to leave this one off.
Object detailfade: While this setting has little impact on FPS, it also mostly works on distant objects, and barely improves fidelity. Because of that, it’s better to simply leave it off.
Lighting quality: This affects most skybox and environmental lighting in the game, and has a big impact on what’s on your screen. While there are improvements with the high and ultra settings, they are mostly subtle at 1080p resolution. If you need more FPS, you can leave this at medium and still get solid lighting effects.
Keep these features turned on
Ambient occlusion
Keeping this on has a roughly 5-10 FPS difference, but it can have a significant subtle effect on image quality throughout your experience. Since this is one of the distinguishing features between current-gen and last-gen hardware, you may want to keep this on.
Anisotropic Filtering: You should keep this as high as possible, since it can greatly improve image quality. There’s roughly a 5 FPS difference between the highest setting (16x) and having none at all, so this is worth keeping on.
Anti-aliasing: This feature can help smooth out jagged edges for all objects and NPCs in the game, along with jagged light glimmers. Turning this down from the max TAA to “off” does little to improve FPS. Jaggies can really stand out at any point in gameplay, so keeping this on will maintain high image quality.
Decal quantity: This setting adjusts how many things like bullet holes, blood splatter, and scorch marks can be seen on any given surface (including characters). Because these play a significant role in how the game looks, it’s better to keep on. The high setting offers the best balance, and the FPS hit is small. Besides, what would Fallout be without all that blood spatter on the corpses you’re looting?
God Rays: These are the rays of light you see whenever emerging outside or into a bright area. These were featured prominently from the first few moments of the game’s initial footage. This setting can add illumination and shadow volume to outdoor scenes, and is responsible for giving a lot of environments their character. Despite having an almost 40-FPS difference between no God Rays and the ultra setting, you should try to keep this one as high as your rig can handle.
Shadow Quality and Shadow Distance: This adjusts the length and fidelity of shadows throughout the game. Just like lighting, shadows are important to environments’ authenticity and character, so despite the big toll this may take on your PC, it would be better to keep this as high as you can.
Texture quality: There’s almost no difference, in both FPS and fidelity, between the medium and ultra settings for this. So keep this as high as you can and enjoy the great textures.
Fallout 4 Optimized Vanilla Textures Mod
Lens flare: If you’ve seen one of JJ Abrams’ movies, you know what this is. The setting adds halos and highlights when the player looks into bright light. It’s a nice way to show off the Creation Engine’s advanced lighting techniques, and costs so little on FPS that you might as well leave it on.
As you delve deeper into the wasteland, make sure to check out some of our other guides, like our tips for making the most of the combat system or how to create your character. Happy scavenging!
After spending a while with slight stutters and pretty significant fps drops, I figured I should take a look at the game's textures. Needless to say, I saw quite a few tweaks to be made.
Every tweaked texture included in this mod was handpicked for best performance and visuals. Also, keep in mind that this mod was made to maintain quality while gaining a bit of performance.
List of changes
- Diffuse maps are relatively untouched. Any included ones had their compression fixed and/or were compressed to DXT1a if their alpha was simple enough.
- A few normal maps were reduced in size (flora and oversized normals).
- Smoothness/shine/specular for a ton of textures was slightly reduced in size. This provides decent performance gains with next to no loss of quality (compared to reducing diffuse and normal maps, anyway).
Installation
- (For manual installs): Drop the extracted contents into your game folder.
- (For NMM installs): Install the mod.
- (HDD Users) If you're running the game on an HDD, running a defrag would be a good idea to help provide smoother gameplay.
- Edit your Fallout4Custom.ini and enter the following lines:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Recommended mods
Performance
FAR - Faraway Area Reform (LOD) - Highly recommended. Proper compression and potential performance improvements for LOD textures. Looks better, too.
Optimized Textures - Only use this if you don't mind minor to moderate loss of quality. Reduces some 2k diffuse maps to 1k. Provides better visuals than Wasteland 512 but the performance increase won't be as large.
Wasteland 512 Textures - Only use this if you're struggling with VRAM. Install it over this for even better performance. Loss of quality will be noticeable due to the downscaled diffuse maps.
Fog remover - Performance Enhancer - Only use this if you're struggling with performance indoors. Performance is gained by replacing some of the mist and fog meshes with blank ones.
Quality/Retextures
High Resolution Texture Pack - Valius - Texture pack replacing a good bunch of the vanilla game's texture eyesores.
Fallout Texture Overhaul Power Armors UHD 4K - High-quality textures for Power Armor.
Detailed Deathclaws - Best Deathclaw retex so far imo.
Delightful Ivy - HD Vine Retexture - Massive texture improvement for vines.
Commonwealth HQ Landscape Overhaul WIP - Pretty good landscape retexture mod.
Vivid Fallout - Landscapes - Another great landscape retexture.
Langleys Workshop - Definitely something to consider tracking.
Kellog's Armor High Quality retexture - The name speaks for itself.
Piper's Outfit Retexture - Same note as above.
Piper's Coat HR - Alternate option for a 4K texture closer to vanilla style.
Misc
Musical Lore - Wasteland Edition - Immersive lore-friendly music!
Bonus tips
(Optional) - If you're annoyed by the game's texture pop-in like I am, you can try setting the following into your Fallout4.ini under the general section. Expect a minor performance hit and/or increase in loading times.
iTextureUpgradeDistance1=2400 -- (default is 1200)
iTextureUpgradeDistance0=1200 -- (default is 600)
iTextureDegradeDistance1=3000 -- (default is 1500)
iTextureDegradeDistance0=1600 -- (default is 800)
Example:
[General]
sLanguage=en
uGridsToLoad=5
uExterior Cell Buffer=36
bDisableAllGore=0
bForceUpdateDiffuseOnly=0
iTextureUpgradeDistance1=2400
iTextureUpgradeDistance0=1200
iTextureDegradeDistance1=3000
iTextureDegradeDistance0=1600
(Recommended) - Shadow distance tweaking is another thing can that drastically improve performance. If you're using high shadow distance (or greater), you can try the settings below in your Fallout4Prefs.ini.
fShadowDistance=6000.0000 -- (default is 14000 for high, 3000 for medium)
fDirShadowDistance=6000.0000 -- (default is 14000 for high, 3000 for medium)
Every tweaked texture included in this mod was handpicked for best performance and visuals. Also, keep in mind that this mod was made to maintain quality while gaining a bit of performance.
List of changes
- Diffuse maps are relatively untouched. Any included ones had their compression fixed and/or were compressed to DXT1a if their alpha was simple enough.
- A few normal maps were reduced in size (flora and oversized normals).
- Smoothness/shine/specular for a ton of textures was slightly reduced in size. This provides decent performance gains with next to no loss of quality (compared to reducing diffuse and normal maps, anyway).
Installation
- (For manual installs): Drop the extracted contents into your game folder.
- (For NMM installs): Install the mod.
- (HDD Users) If you're running the game on an HDD, running a defrag would be a good idea to help provide smoother gameplay.
- Edit your Fallout4Custom.ini and enter the following lines:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Recommended mods
Performance
FAR - Faraway Area Reform (LOD) - Highly recommended. Proper compression and potential performance improvements for LOD textures. Looks better, too.
Optimized Textures - Only use this if you don't mind minor to moderate loss of quality. Reduces some 2k diffuse maps to 1k. Provides better visuals than Wasteland 512 but the performance increase won't be as large.
Wasteland 512 Textures - Only use this if you're struggling with VRAM. Install it over this for even better performance. Loss of quality will be noticeable due to the downscaled diffuse maps.
Fog remover - Performance Enhancer - Only use this if you're struggling with performance indoors. Performance is gained by replacing some of the mist and fog meshes with blank ones.
Quality/Retextures
High Resolution Texture Pack - Valius - Texture pack replacing a good bunch of the vanilla game's texture eyesores.
Fallout Texture Overhaul Power Armors UHD 4K - High-quality textures for Power Armor.
Detailed Deathclaws - Best Deathclaw retex so far imo.
Delightful Ivy - HD Vine Retexture - Massive texture improvement for vines.
Commonwealth HQ Landscape Overhaul WIP - Pretty good landscape retexture mod.
Vivid Fallout - Landscapes - Another great landscape retexture.
Langleys Workshop - Definitely something to consider tracking.
Kellog's Armor High Quality retexture - The name speaks for itself.
Piper's Outfit Retexture - Same note as above.
Piper's Coat HR - Alternate option for a 4K texture closer to vanilla style.
Misc
Musical Lore - Wasteland Edition - Immersive lore-friendly music!
Bonus tips
(Optional) - If you're annoyed by the game's texture pop-in like I am, you can try setting the following into your Fallout4.ini under the general section. Expect a minor performance hit and/or increase in loading times.
iTextureUpgradeDistance1=2400 -- (default is 1200)
iTextureUpgradeDistance0=1200 -- (default is 600)
iTextureDegradeDistance1=3000 -- (default is 1500)
iTextureDegradeDistance0=1600 -- (default is 800)
Example:
[General]
sLanguage=en
uGridsToLoad=5
uExterior Cell Buffer=36
bDisableAllGore=0
bForceUpdateDiffuseOnly=0
iTextureUpgradeDistance1=2400
iTextureUpgradeDistance0=1200
iTextureDegradeDistance1=3000
iTextureDegradeDistance0=1600
(Recommended) - Shadow distance tweaking is another thing can that drastically improve performance. If you're using high shadow distance (or greater), you can try the settings below in your Fallout4Prefs.ini.
fShadowDistance=6000.0000 -- (default is 14000 for high, 3000 for medium)
fDirShadowDistance=6000.0000 -- (default is 14000 for high, 3000 for medium)