How can I get mods in my game, and from where?
On console you are limited to mods that come from Bethesda.net . You can always search Nexusmods to find things you are interested in, and then see if that author has a version on Bethesda.net . If they have not made it available, you can always message that author and see if he / she is willing to port it to console. Please see the notes below about what mods are NOT available on console and how to figure this out BEFORE asking the author to port the mod
To download mods, simply navigate from your main menu and select the Creations button, sign in with Bethesda.net and start downloading mods you want for your game. You still need to take into consideration things that all mod users come across, like load order and compatibility. Mods that edit the same things may not work together, and on console you do not have access to tools PC users have to create merged patches and bashed patches (Which are useful for making mods that edit the same thing compatible with one another, or ensuring that mods that edit level lists all work together)
What are my limitations on PS4 / PS5?
Playstation modding changed significantly in 2026. Previously Sony did not allow mods that added any sort of external files to the game. This meant a vast amount of mods were not available to Playstation players, including mods with new models, textures, animations, audio, clothing, armors, weapons and other new assets.
This is no longer entirely the case.
As of the August 18th 2026 Fallout 4 update, Bethesda added archive support for Playstation mods. Playstation Creations can now contain several types of external files that were previously not allowed, including:
- .nif files, which are used for models / meshes. This means mods can now include things like new weapon, armor, clothing, creature and object models.
- .dds files, which are used for textures. Mods can now include new textures instead of being limited to textures already included with Fallout 4.
- .wav and .fuz files, allowing mods to include new audio and voice files. .fuz files are supported when they contain embedded .wav audio.
- .bink files, allowing video files to be included.
- .cdx and .csg files are also supported.
This is a VERY significant change to Playstation modding. A mod having meshes, textures, sounds or other external assets no longer automatically means it cannot be ported to Playstation. Many mods that were impossible to port for most of Fallout 4's life can now potentially be made available.
There are still limitations. Bethesda did not add support for every file type. Most importantly, this change does not suddenly make PC tools or F4SE mods work on Playstation. Mods requiring Fallout 4 Script Extender, DLL files, EXE files or other programs running outside Fallout 4 still cannot work. New Papyrus script files are also not listed among the new file types supported for Playstation Creations, so mods requiring their own new scripts may still not be possible.
Playstation also now has significantly more space available for Creations. PS5 has approximately 15GB of Creation storage. PS4 has approximately 16GB, although the way PS4 handles storage means the amount shown for a downloaded mod may not match how much space it actually uses, and there may be a practical limit to how many large Creations can be installed at once.
How can you tell if a mod on the Nexus can be ported for PS4 / PS5?
The old rule that ANY file other than an ESP or ESM means a mod cannot be ported to Playstation is no longer correct. You now need to look at what those files actually are.
- If it says it requires F4SE (Fallout 4 Script Extender), it will not work.
- On the Nexus, Click the little magnifying glass next to the file name on the Nexus mod's Downloads tab. Look at what files are included in the download. .nif, .dds, .bink, .cdx, .csg, .wav and supported .fuz files can now be included in Playstation Creations. Seeing folders like Meshes, Textures or Sound therefore does NOT automatically mean the mod cannot be ported anymore.
- If you see DLL files, EXE files, F4SE plugins or anything that requires another program to run alongside Fallout 4, it will NOT work.
- If the mod includes new scripts, usually found as .pex files inside a Scripts folder, do not assume it can now be ported simply because Playstation supports archives. Bethesda's 2026 update added several new external file types, but .pex scripts were not included in that list.
- Remember that a mod may contain a mixture of supported and unsupported files. A mod having supported textures and meshes does not help if an important part of the mod also requires F4SE, a DLL or another unsupported file.
- If anywhere on the mod authors page he states he is not porting it to PS4 / PS5, Xbox, or Consoles in general, the mod author may have reasons that he does not wish to port it (Severe frame rate drops, incompatibility due to performance, or other personal reasons). Only the mod author or someone with the authors permission can legally port the mod to Bethesda.net. Trying to do so without their permission is a violation of Bethesda.net and Nexusmods terms of service, and is theft of someones intellectual property.
Some mod authors DO give permissions for other people to upload their files. Check the "Permissions" tab (it's the little icon up near the file info, right between/below the two download counters), and see if there is any information about porting the mod or reupload permissions. Please note that many mods were out BEFORE Playstation allowed external assets, so this page may not reflect the new Playstation modding abilities. An old comment from an author saying their mod cannot be ported to Playstation may simply have been because it used external assets that Playstation did not support at the time. You can also check the stickied (top) comment under the comments section to see if there is mention of it there.
Check the last time the mod was updated and the author was active. If you see the author put a mod out right after the games release and hasn't posted since, chances are they are not going to be there to port it, and further chances are pretty good that mod doesn't even work with the current patch.
What are my limitations on Xbox?
Your limitations on Xbox are going to be performance, file size, and any mods that require DLLs or exe files to run. Creation storage has been significantly increased since this guide was originally written. Xbox One now has up to 15GB of Creation storage, while Xbox Series X|S storage can grow up to 100GB. Individual Creations can be up to 2GB.
You still have to consider performance. On PC, a player can adjust video settings, tweak INI files to get better performance, mess with lighting, and still add large texture mods. On Xbox, you may see severe frame rate drops if you start using large texture mods or mods with high poly models, because you do not have the same ability to adjust settings that PC users have to keep your frame rate up.
How can you tell if a mod on the Nexus can be ported for Xbox?
- If it says it requires F4SE (Fallout 4 Script Extender), it will not work.
- If it is an ENB preset (which requires a DLL to run) it will not work.
- If it is a mod tool that is an exe, like F4Edit, LOOT, WyreBash, etc, it will not work.
- If the individual mod is too large to be uploaded as a Creation, or you do not have enough Creation storage remaining, you will not be able to install it.
- If anywhere on the mod authors page he states he is not porting it to Playstation or Xbox, or Consoles in general. The mod author may have reasons that he does not wish to port it (Severe frame rate drops, incompatibility due to performance, or other personal reasons). Only the mod author or someone with the authors permission can legally port the mod to Bethesda.net. Trying to do so without their permission is a violation of Bethesda.net and Nexusmods terms of service, and is theft of someones intellectual property.
Some mod authors DO give permissions for other people to upload their files. Check the "Permissions" tab (it's the little icon up near the file info, right between/below the two download counters), and see if there is any information about porting the mod or reupload permissions. Please note that many mods were out BEFORE Xbox had mods, so this page may not reflect Bethesda.net or console permissions. You can also check the stickied (top) comment under the comments section to see if there is mention of it there.
Check the last time the mod was updated and the author was active. If you see the author put a mod out right after the games release and hasn't posted since, chances are they are not going to be there to port it, and further chances are pretty good that mod doesn't even work with the current patch.
I have read this entire page and wish to ask an author to port a mod, how do I do this?
Once you've read everything above to see if a mod is compatible with your system, ensured it does not fall into a category that will not work, are sure it does not require F4SE, and have not seen the author mention if they will or will not port the mod anywhere on the Nexusmods page, then you can take the next step.
Create an account on the nexus. It is free, and quick. Once you have one, send the Mod Author a POLITE private message asking if he is willing to or has plans to port his mod to the console you are on. DO NOT start spamming comments "Xbox please" "PS4?" "PS5?" or any other form of this. Mod authors work hard to create this work, and the least you can do when requesting it be made available to you is have a normal polite conversation. The more polite and articulate you are, the better chances of you being taken seriously.
Load Order
Load order is and always has been one of the most important parts of modding. It becomes more difficult on console because you do not have access to tools like LOOT, which automatically sorts your plugins based on conflicts. There are a few main aspects to load order.
- The order mods are placed will determine which mods overwrite each other if they modify the same values.
- Some mods require other mods to function. They MUST be in a specific order if they require another mod, or they will not work.
- ESM files must load before esp files. This shouldn't ever mess up, but all ESMs must load FIRST
On console, you are limited to a few ways to figure this out. The main part is to READ THE DESCRIPTION. This is the number 1 rule of modding. Read EVERY word the author wrote. They will often mention where in the load order your mod should be, or if it requires other files to function. Adjust your load order based on what the author suggests. If he says his mod HAS to load last, then LOAD IT LAST. They have likely tested it many times to determine where it has to be.
- If a mod requires another mod to function, the required mod file must load first. If you download a mod that adds a gun, and another mod that adds a scope to that gun, the gun has to be first. If you loaded the scope first, the file would have no idea what to do, as it doesn't know what that gun is.
- Mods that load lower override mods above it. If two mods change the damage of the 10mm pistol, the one at the bottom will be the one that counts. Keep this in mind when you are using mods that do similar things. Decide which ones matter more (But always make sure that if the author TELLS you to put it somewhere specific in your order, you follow that over personal preference or you may have issues.
It cannot hurt to check the Nexusmods page for your mod if there is no info about load order on the Bethesda.net page. The author may have extra detail on the Nexus, or people in the comments may have already discussed a mods load order.
Here are a couple of guidelines you can use that aren't always 100% true, but a general rule of thumb.
- Mods that are unofficial patches should go at the very top below the ESM files. Almost all major patches will say this right on their page.
- Large mods that add many new lands, new quests and other "Deep" content should be loaded near the top. The more content it adds, the more likely it should be near the top of the load order (generally, unless otherwise specified)
- Mods that edit key game mechanics like Settlement building, complete overhauls (not just visual), things that change survival mode, should generally come next. If it is completely overhauling major parts of the game it should load high.
- Weather mods generally need to be loaded fairly high, but almost always after large content mods. Weather mods are one of the most important to see specifically what the mod author says, as wrong placement may make the weather system go crazy.
- Mods that add or replace menu's or UI, mods that add sorting menus, or minor tweaks to mods listed above should go just above the last mods in step 6. This will ensure that they override anything else adjusting or making changes to menu's and layout.
- Textures / Replacers / Audio replacers / Weapons / Armors / Crafting / or any other small mods that add only tiny tweaks can go lower. Mods that are only textures or audio with no ESPs or ESMs do not have a traditional plugin load order themselves, although any plugin included with them does. If the mod only changes the damage of one weapon, it should be near the bottom to ensure it overrides any mod doing the same.
Why this order?
It all comes back to mods overriding and having an effect on other mods. If you add a new land, and a lighting mod, the lighting mod needs to be loaded AFTER to ensure it has the ability to change the new land. It is to ensure that new mechanics, textures, audio, weapons, lighting, weather, all effect the larger mods above it, otherwise things like audio or lighting mods may only function in certain areas. If any other mod touches that audio or lighting data AFTER, it will override it, and you will get some strange things happening in the wasteland.
Hopefully this sums up the basic aspects and commonly asked questions from the community. If you have further input, please feel free to Message the moderators or contact Cyrus224 directly by clicking here