The Strangest Fallout 4 Mods You Need to Try

Exploring the quirky side of Fallout 4 with these unusual mods that will surely bring a new level of oddity to the wasteland.
The Strangest Fallout 4 Mods You Need to Try

Highlights

  • Experience chaos in Fallout 4 with quirky mods introducing new enemies and bizarre weapons.
  • Encounter 32 radiation abominations, terrifying lobotomites, and engage in battles with unconventional weapons.
  • Have a laugh while pushing NPCs aside and confronting Deathclaws with unexpected audio clips.

The Fallout universe is known for its unpredictable nature, attracting a dedicated fan base. Within Fallout 4, a vibrant modding community thrives, offering eccentric mods that promise to inject more mayhem into the already chaotic wasteland. Whether players are embarking on their first or fiftieth playthrough, these mods are bound to spice up the Fallout 4 experience.

From peculiar creatures to outlandish armaments, Fallout 4 now presents players with frequent doses of amusement, ranging from comical to spine-chilling. Often overshadowed by more popular mods, these bizarre additions offer unique gameplay opportunities that should not be missed.

8 M's Abominations

Oddities: 32 New Radiation Abominations

  • Requires DLCs: Automatron, Far Harbor, Nuka-World
  • Mod Link: M's Abominations
  • Mod Author: m150
  • Additional Link: VATS Patch

In a post-apocalyptic world ravaged by radiation, encountering bizarre foes is a staple of the Fallout series. From the iconic Swan to the menacing Mirelurk, Fallout 4 already offers a plethora of abominations in the Commonwealth. This mod introduces approximately 32 new grotesque entities, guaranteed to send shivers down players' spines.

These newly minted adversaries include mutated versions of Mirelurks, Supermutants, and Nukalurks, all fitting seamlessly into the game's existing theme but ramped up to unprecedented levels. Adding a touch of chaos, the mod even features UFOs, a King Kong-inspired creature, an extraterrestrial being, and a lethal communist robot. Players will find themselves clutching their RadAway supplies tightly as they face these radiation-induced horrors.

7 Attack of the Lobotomites

Oddities: Four Horrifying Enemies

  • Requires DLCs: None
  • Mod Link: Attack of the Lobotomites
  • Mod Author: THE BONE ZONE team
  • Image Credit: Triangulum

Set within the confines of a psychiatric hospital, this mod transforms Fallout 4 into a horror-filled narrative with its newly introduced questline. 'Attack of the Lobotomites' unveils a one-hour quest with multiple possible endings, set amidst the eerie corridors of the asylum, where four nightmarish entities lurk, products of twisted experimentation.

Without revealing too much, expect to encounter a figure donning a pig's visage, one resembling a plague doctor, another clad in a knight's armor from hellish realms, and a final entity sporting a deer skull as its countenance. As a bonus for braving this nightmarish scenario, the mod grants access to three complete armor sets, a new trap mechanism, and a collection of five distinct weapons.

6 Banana Peel Mine

Oddities: An Explosive Banana Peel

  • Requires DLCs: None
  • Mod Link: Banana Peel Mine
  • Mod Author & Image Credit: justreddz

Shifting gears towards a more whimsical offering, Banana Peel Mine expands the player's arsenal in an unexpected manner. Bananas now populate Diamond City and can be purchased from vendors. Consuming these bananas yields banana peels, which function akin to mines, causing unwitting passersby to stumble into a comical ragdoll state upon contact.

Players can strategically place banana mines along frequented paths, observing from afar as NPCs unwittingly trigger these slapstick traps. The next time an NPC becomes a nuisance, a simple yellow peel can swiftly redirect their trajectory.

5 Get Out Of My Face

Oddities: Short-Tempered Ally Shoving

  • Requires DLCs: None
  • Mod Link: Get Out Of My Face
  • Mod Author: CDante

Enthusiasts of Fallout often encounter the frustration of NPCs obstructing pathways, particularly loyal companions who unwittingly impede progress. This mod introduces a 'shove' mechanic with escalating proficiency levels. Initially, players can nudge companions, progressing to the ability to push individuals within settlements, then any friendly character, and culminating in the capability to execute shoves even during combat scenarios.

Activated by the 'R' key, the shove mechanic triggers when players are in close proximity to an NPC, introducing unique voice lines for various interactions, distinguishing between shoving allies and adversaries.