This guide is intended to be a list of mods that work well together and enhance the Fallout 4 experience without straying (at least not too far) from the unmodded game, gameplay, and lore. As a user pointed out in the comments below, Fallout 4 is a lot more forgiving when modding than any previous Bethesda game. I only had two real issues when testing out all of these mods (and a lot that didn’t make it). The first issue was with a largish “expanded territory/quest” mod that caused CTDs for me, presumably due to known conflicts with one of the DLC. The other issue I had was my own fault, forgetting to install a patch after downloading.
Please read all mod pages before downloading and installing mods. When downloading, pay attention to the files you are grabbing. Some mods require you to download different files depending on which DLC you do or do not have. All mods listed here will work with all DLC installed. Not all of them will work with only the base game installed.
If you are having problems with mods or with your install, please refer to the mod pages, your load order, and your patches before considering your install broken. I have verified that all of these mods will work together. If they are not working for you, you may have made an error during install, most likely forgetting to read and/or grab required patches or selecting the wrong options during the FOMOD install process.
I am one person. I can try to help you, but I can not guarantee I can, or can in a timely fashion. Please post all issues on the Fallout 4 Discussions, where there are many more people that might be able to help.
PrefaceSteam and your PC
Please note that the default Steam install directory is Program Files (x86). Windows treats its Program Files folders a bit differently than user created folders. As a result, sometimes non-standard programs, regardless of whether you choose “Run as Administrator” through right-clicking or ticking under Compatibility, will be denied access to files and/or subfolders. Prior to Fallout 4, I had not had any problems in this respect, although I know many had and still have problems. This is not a Fallout 4 problem, it is a Windows/Windows User Acces Control problem. Even on a single user machine, the user is not, and does not have access to, the same as the escalated Administrator account, even when that user is categorized as an Administrator. The end result of this is that you may sometimes experience errors, glitches, and even crashes that are completely unrelated to the game itself, but rather Windows seizing control of and denying access to files and folders.
Troubleshooting and/or working around this problem is well beyond the scope of this guide. Fortunately, there is a simple solution to prevent problems in the first place. Install Steam to its own path, outside of Windows’ Program Files folders. Make sure your Steam Library folder does not exist under either Program Files folder. Set the Steam and Steam Library as “safe” or “ignore” within your anti-virus/security suite of programs including, but not limited to, Windows internal programs.
New to Modding?
You need a Mod Manager. If you’re only using a handful of mods, it is possible to manually install them. However, with a game like Fallout 4, where there are literally hundreds of top notch mods, it is doubtful that you will keep your mod count in single digits. There are two basic choices. Vortex is simple, straightforward, and easy to use. However, it is no where near as powerful as Mod Organizer 2. And, the more mods you install, the less likely you will be to easily resolve issues in Vortex. Users of Mod Organizer will find nothing really unfamiliar in day-to-day usage. I would not consider using Vortex if your planned mod list will be more than a couple of dozen mods. Even then, the investment in time learning how to use Mod Organizer 2 will, in my experience, eventually pay for itself.
Vortex tutorial, first video:
Mod Organizer tutorial, first video:
Core Modifications Prior to Installing ModsEnable modding
This is a very simple process, just follow this tutorial:
F4SE – Fallout 4 Script Extender
This modification is not technically a “mod”, but rather allows mods access to the Fallout 4 Scripting Engine without which many mods will not work. If you are only interested in texture mods and/or ENB as a means of improving looks, you may not need F4SE. But now that the excellent mod, MCM, is supporting more mods, F4SE is worth it for this reason alone. The downside is that F4SE will automatically cease functioning whenever Bethesda releases a version change to Fallout 4. Historically, the F4SE team has been able to release their new version within hours. Mod Organizer will recognize F4SE automatically. WIth my last try with Vortex, it did not.
You can get F4SE here: Link
Tutorial here:
UFO4P – Unofficial Fallout 4 Patch
This is a comprehensive bug fixing mod that is meticulously maintained. It fixes most of the known bugs that slipped through Bethesda’s development cracks. It is included in this section for two reasons. First, some mods actually require it to be installed. And, second, if you download no other mods, this is the one you should download, especially if you’re experiencing bugs and glitches in game.
UFO4P can be found here: Link
ENB
It is important to state that ENB and ENB Presets are two different things. An ENB Preset is basically a graphical “skin” that sits on top of ENB. You will need to install ENB if you wish to use presets. Even if you do not use presets, ENB is generally more stable and quicker than the internal effects engine and I would highly recommend using it, even without a preset.
You can download the ENB for Fallout 4 here: Link
The process has changed a little in that there is a VRAM size test now.
There is a tutorial here:
ENB Preset
If you’re going to use one, I strongly suggest picking one now and installing it. GPU heavy ENB Presets may require you to rethink your mod list and it is much easier to change ENB Presets, for the most part, without ruining your saves than it is to remove mods.
ENB Presets are very subjective. I prefer lighter, more realistic, less cinematic presets. I am using Subtle, but will list a few more here for you to examine on your own. Most ENBs are simple extract and overwrite installs. See each preset’s mod page for installation instructions.
LOOT
Sorting your mods properly is still important. If you don’t have LOOT, you can get it here: Link
You must sort your load order with LOOT before creating a Bashed Patch.
You can find a tutorial here:
Wrye Bash
Wrye Bash is a must if you are installing any mods that add items, especially to leveled lists. Wrye Bash can be found here: Link
It is important to note that, once you know how to do this, creating a Bashed Patch is a fairly simple process. It may be annoying at first, but it needs to be done to have a stable game. Wrye Bash is a bit of a bear to use with Vortex. Mod Organizer can easily be configured to run Wrye Bash.
There is a basic Wrye Bash tutorial here:
FO4Edit
Hopefully, you will not need this. But, you may, depending on other mods and your tolerance for overwrites. More advanced modding, and not necessary for this guide to work.
Get it here: Link
General Modding Notes
Certain mods will add holotapes or items to your inventory or require you to craft them. Some of these mods will not work or not work to your intent without being configured first. Please read mod pages/descriptions before installing. If necessary, note which mods require or allow configuration and how this is accomplished. Your modding experience will be far more enjoyable the less you are confused by it in-game. If a mod specifies that it uses Mod Configuration Menu (MCM), it is vastly preferable to install MCM than to use holotapes/items.
Since I’ve been asked a few times… The order in which you install these mods is not really that important. I suggest selecting an ENB first, but you don’t have to. There is a difference between physically installing the mods and the order of which they are when the game loads. As far as I am aware, Vortex still has the same problem Nexus Mod Manager had in this respect. Mod Organizer 2 allows you to just this by drag and drop, or simply entering the place in the install order (left pane). With this in mind, most of the below refers to Vortex Mod Manager (VMM). Mod Organizer 2 (MO2) users have a lot more flexibility.
The only ordering you really have to obey is this:
Mechanics – SystemSystem Mechanics
These are mods that do not necessarily have an effect on gameplay, but are more out-of-game changes.
DO NOT USE. DOES NOT RESET VALUES ON EXIT. SPEED AND CARRY WEIGHT ALL STACK EVERY TIME YOU EXIT.
Valdacil’s Item Sorting
Valdacil’s sorting is a comprehensive tag list of vanilla and DLC game items that allows them to be categorized in inventory. There are, literally, dozens upon dozens of patches. Unfortunately, they include plugins. Until a more elegant solution arrives, I recommend limiting the number of patches used. Hopefully, in the future, the mod author will incorporate more patches into a comprehensive FOMOD or will allow other mod authors to upload their items to a compiled list via wsdl/xml framework.
Also, when installing, unless you want dozens of plugins, choose Val’s picks and Customize on the first screen, and Junk-DEF_UI on the subsequent screens and nothing else. Customized options install one plugin per option. Not good. Currently I am only running Valdacil’s until more elegant patching is implemented. It is looking more like a replacement sorter will come before comprehensive patching does.
Mechanics – GameplayGameplay Mechanics
These are mods that change how the game works and will impact your in-game experience.
Graphics – Core
Unless you are working with a top-end GPU, it will be very easy to cripple your game if you use all 4K and/or 8K textures.
8K Textures should be reserved for items that are always, or almost always, the only primary texture on-screen. For instance, your Pip-boy world map, especially when zooming.
4K Textures should be reserved for large items that generally take up large portions of screen space during normal play. For instance, building walls and other architecture.
2K should be reserved for medium sized items like clothing items, armor, furnishings, and creatures.
Small items like ammo and ammo boxes, clutter and junk, aid items, etc. should be mostly 1K or smaller.
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My order of install, allowing all overwrites is GraFix, Valius, FlaconOil, Vivid, All Weapons HD, then everything else.
Fundamental Changes to Visuals
These are mods that effect global changes to the game. Some will also effect sound and gameplay. On a side note, there is an excellent in tweaking guide from nVidia, for those using their GPUs here: Link
Core Texture Replacers
These are general texture and/or mesh replacement mods that effect many items across multiple item types, from weapons to furniture to architecture. It is suggested that these be installed first and experienced before moving on to the more specialized replacers in the Optional Texture Replacers section below.
Graphics – OptionalOptional Texture Replacers
Most of these mods offer resolution and alternate texture options.
SoundsSound Effects Modifiers
While not sounds themselves, these mods change how sounds, well, sound, in-game.
New Sounds and Sound Replacers
Armor and ClothingArmor
I do not use CBBE, I do not know if all of these mods are CBBE compatible. They are all vanilla compatible.
Clothing
WeaponsNew Weapons
Lore friendly only.
Items and CraftingItems
All non-Weapon, non-Armor/Clothing mods. Some are tactical, some useful, none are really frivolous.
Crafting
Creatures
New Creatures
There are a few mods for new creatures. I did not find any of them to be both high enough in quality as well as lore friendly to be included here.
Creature Modifications
Homes, Settlements, and CitiesNew Player Character Homes
I tend to shy away from all home mods; not on the grounds that I am against the character having nice/multiple places to live, but more because they tend to be placed on the worldmaps and in such a way that you can almost always find another mod that will conflict in some way. Since you already can build any home you’d like in settlements, it hardly even seems necessary for any amount of roleplaying purposes. You can, of course, simply choose not to populate any given settlement, and voila, new player character base of operations. Still, one did catch my eye as something a “lazy” character would do instead of building an actual house.
Settlements
Sim Settlements
This list contains the core mod that has completely revolutionized the settlement portion of the game and, for me, has made it playable. The rest are add-ons to the core mod’s framework.
Cities
I have excluded Goodneighbor. The mods that are available have too many issues to recommend using any of them. Mostly these result in fairly frequent random crashes.
Radio Stations
Individual Stations
I have only considered standalone stations. Since replacer stations will replace each other (usually over Classical Radio), there does not seem to be much point in them.
Station Compilations
Extending Your GameplayQuests and Locations
The following mods will add new quests and/or locations. I have carefully considered these with respect to compatibility with one another and the vanilla game and all DLC. There are several more available, both larger and smaller. Some have been removed from consideration because of quality, some because of plaguing compatibility issues, and some because of severe breaks with lore.
It is important to note here that all of the larger “DLC sized” mods available right now are of lesser quality than Bethesda production. Almost all of them have issues with voice acting (either the audio or actor or both) and may break lore in some (or many) ways. If you are a canon purist, none of these mods are for you. It is highly likely that the events in these mods will never slip into canon.
Companions
I have tried to consider mostly only fully voiced companions here, but have a soft spot for dogs. While Pugmeat, Pirate, and Shadow are awesome companions, I’m now focusing on a leaner, more concentrated traveling “party”. I would have kept Pugmeat if he was an actual follower of me, instead of Dogmeat. Unfortunately, he is an immovable object unaffected by “Move”, and a liability in close quarters. I’ve left them here because I may do another “dog pack” playthrough with unlimited companions. All are still safe to use with the current mods. If you want more than one companion, scroll down to my Honorable Mentions for the link to Unlimited Companions Framework.
Future Looks
Mods for Future Testing
These are mods that are new or new to me that I am looking at possibly adding. I can’t promise anything. But if you put new mods in the comments, I may add them here if I haven’t already tried them. Or, at least comment on them. For example, CBBE, I won’t be adding here. But if someone develops an EVB type mod with dismemberment that works with vanilla outfits, I might.
Honorable Mentions
Not For Me, Maybe For You
These are mods that I’ve tried, but they just weren’t for me. They’re solid as far as I have been able to test play them, usually at least a couple of hours. I just didn’t enjoy them enough to keep them in my mod list.
Original Link – Continuation of discussion
Posted by1 year ago
Archived
Sim Settlements is a great mod that changes the way we play and approach Fallout 4. It's made in a way where you could easily enjoy it with it being your only mod, or popped in last as your 254th mod. But here's my recommendations on how best to utilize Sim Settlements in your next playthrough.
When I learned about Sim Settlements I looked for a guide like the one I am about to write, and couldn't find anything. (This is everything I've learned from the Sim Settlements community between when I found out about the mod, and now.) I couldn't find anything about the mods that best supplement Sim Settlements, smooth over cracks in the engine, or similarly follow Sim Settlement's mission statement of giving you a reason to use, and keep coming back to the Settlement System in Fallout 4.
So here's ~25 mods to make your next Sim Settlements game better. This guide is targeted at players unfamiliar with Sim Settlements, but hopefully Sim-Set vets can learn a thing or two as well. I'll be going over each mod a little, talk about the install process and why I chose them specifically and why I use them over other similar mods.
This set of mods will also include semi-related mods like the Unofficial Patch, so that someone new to modding could use these and only these mods and have an optimal time, but I'll try to keep tangential mods to a minimum.
This guide will be for PC only (although I'd be more than happy someone adapt this for Xbox1 many, but not all, of these mods are also available there) and I'll be using Mod Organizer 2 to set up my mods and include steps specific to MO2, but, NMM would work 100% fine for this guide, and I'll be going over them in the correct install order, with Load Order for both NMM and MO2 last.
Useful links for this guide:
Correct Version of LOOT for FO4 -- Use LOOT only for mods not included in this guide. I'll be going over load order for these mods at the end.
Latest Version of F4SE -- Install this now if you haven't it will be required for some mods in the list.
And without further delay, let's go over some mods!~
1.) Unofficial Patch
Everyone should always use the Unofficial Patch for all Bethesda games, include Fallout 4, the team behind these mods do great work making these games work as intended. Simple as that. Installs easily and simply.
2.) AWKCR - Armor and Weapon Keywords Community Resource
This mod doesn't do much on it's own, but is core for most Fallout 4 setups and is required for some of the mods below. Installs easily and simply.
3.) Armorsmith Extended
One of Fallout 4's biggest and best mods, works wonders with the previous mod, and some of the ones below. You could technically go without this one, but I don't see why you would. This guide isn't really about these first 3 mods, so I kind of glossed over them, but we're about to get into more detail below. Installs easily and simply.
4.) MCM - Mod Configuration Menu
A relatively new mod at the time of writing this guide, coming from FNV and then Skyrim, MCM changes the way mods are configured in game using F4SE, unlocking new possibilities, and is required for some of the mods below. A little trickier to install with Mod Organizer, I'll copy the fix from the mod's comments page below. No extra steps needed for NMM users.
5.) Homemaker
When I was first setting up Sim Settlements I didn't think I was going to still use Homemaker, I was excited and thought I was going to use Sim Settlements for EVERYTHING, all the building was going to be done my settlers and my settlers alone. I was just going to be the Mayor, and zone out the city. In gameplay that's not the case and you'll still end up using settlement objects to decorate around town. It's nice to have more options. Installs easily and simply. I don't use any extra options from the FOMOD installer, but you're welcome to.
6.) Place Everywhere
Probably the number 1 most important mod for me on PC, uses F4SE to let you place things where you otherwise couldn't. Has many hotkeys and other options for interacting with objects you otherwise couldn't or placing things with finer detail than available in the base game. The power of this mod (when combined with Clean and Simple below) is one of the reasons I don't use, want to use, or recommend Scrap Everything or Spring Cleaning in this guide.
Scrap Everything/Spring Cleaning are troublesome when it comes to settler AI, navmeshing and performance, not because they're bad mods, but because they have to mess with those systems to get what they set out to do, done. But, that makes them not play very nice alongside Sim Settlements, especially over long playthroughs.
Installs easily and simply. Not even an ESP in sight.
7.) Ponytail Hairstyles
Simple mod, you don't have to use this, but you do if you plan on using Better Settlers 'Community Clothing and Armor Pack' below. Which is highly recommended for a more diverse pool of Settlers in your game. This mod is really just some well made immersive hairs for you and your settlers (mostly female.) Installs easily and simply.
8.) Eli's Armor Compendium and the Armorsmith Extended Patch (if you need it)
Like the mod above this is mostly for Better Settlers CCAP, but is just a pack of well made, immersive armors for you and your settlers. If you're more familiar with Skyrim, this is basically 'Immersive Armors' for FO4, but FO4 needed the verity even more imo. Installs easily and simply.
9.) Better Settlers
And here's the aforementioned 'Better Settlers', a great mod that adds a bit more variety to Bethesda's pool of vanilla settlers. With the CCAP you probably won't see 2 similar looking people in the same Settlement ever again. With some of the next mods, giving names, more voice lines and Sim Settlement giving them some personality via Clutter and the VIP system, it'll be a lot easier/more fun to spend time around them. This mod has a pretty elaborate FOMOD installer. Here are the options I recommend, although you could use any combination of them pretty easily.
I really like how Mortal Settlers effects Sim Settlements system, if a farmer dies, they'll be a food shortage, if a soldier (martial plot employee) dies, they'll be less defense. I do wish there was a mod that made, when a Settler died, their home exploded and re-picked a new plot type, so that the city would change as the citizen live and die, instead of just putting the same house for rent. But I'll look into the possibility of that later myself.
Fallout's world is supposed to be cruel and unforgiving but in the base game, nothing bad can happen to the settlers, unless you do it yourself (protected npcs.)
10.) What's Your Name?
There are a few mods that handle renaming settlers after the death of Don't Call Me Settler. This one is my current favorite, and I'd say hands down best, unless you use Quick Trade, which this mod isn't compatible with at all, which in that case, I recommend Immersive Settlers, a mod kinggath himself had a hand in. I like What's Your Name better because Immersive Settlers has some lag before naming people, due to how the scripts work (working as intended to keep a lite load on your game) and this mod gets around that by having an activation button.
This mod installs simply, but, has an MCM menu, so if you're using MO2 follow the steps above for this mod.
11.) Quieter Settlements
This mod is only a little related to Sim Settlements, but you'll still be using a lot of generators and turrets so I'd say it's definitely still recommended. You're probably going to be spending even more time in your Settlements so the noises have a higher chance of getting to you without this mod as well. I use the 10% all recommended merged option in the installer, but you're welcome to choose whatever.
12.) Icebreaker Settlements
This mod gets the award for most underknown/underused mod on my list I believe. I only just barely found out about this one when setting up Sim Settlements for the first time and I'm so glad I did. It does as much as Better Settlers does for the visual variety for the audio variety. Very noticeable, and very important. Anyone who spends any time in settlements needs this mod. Installs easily and simply.
13.) Settler Sandbox Expansion
I avoided this mod when I first set up Sim Settlements because one of the things Sim-Set does is makes Settlers spend time at work during the day and home at night, and I thought that was enough/was afraid this mod would conflict with that. But really since Sim Settlements doesn't change and vanilla records (and this mod does) they don't conflict. And actually with some of the biggest settlements and especially with All Settlements Extended below, this mod is practically required if you ever want your settlers to go to work, or go home at night and not just pile up by the workshop idle.
Very glad when I went back to install this one. Whole city got more immersive right away.
Installs simply, but do note, on lower end computers this can actually compact the settler pile-up issue, giving Settlers too many options, and not enough script time to pick one. On the lowest end PCs, maybe skip this one. On mid-range, pick the latest version for 3x range. And high end builds (like mine) use the older 10x range file.
14.) Multiple Floors Sandboxing
Basically a companion mod for the one above, fixes some of the vanilla issues with settlers not wanting to go up or down stairs when choosing what to do. Installs easily and simply.
15.) HUDFramework
Another amazing mods, that is required to get that beautiful Sim Settlements HUD element seen in this Subreddit's sidebar. Installs easily and simply. Make sure you get the DEF_UI patch if you use DEF_UI/DEF_HUD/DEF_INV another great mod, but not one covered in this guide at all.
16.) Settlement Menu Manager
Great mod that both Sim Settlements and Homemaker use to categorize their added Settlement Menus, instead of Sim Settlements plots showing up as 'Special' they show up as 'Sim Settlements' with beautiful spinning icon and everything.
17.) Increased Build Limit - Enhanced 4K
Simple mod, lets you build more, and you'll want to with Sim Settlements. There are many mods that do this, but this one does it the best. Installs easily and simply. Touch your Workshop to apply.
18.) Clean and Simple
This is the most recent mod I added to my personal game. I actually restarted for it so I could remove and get rid of any trace of Scrap Everything (again, scrap everything is NOT a bad mod, it's great mod, just doesn't play super nice with Sim Settlements or Settler AI all of the time. You can use it. I just don't want to.) but it's quickly becoming a new favorite. This mod cleans up 20 of the commonwealth settlements and redoes their Navmeshes. This, similar to Settler Sandbox Expansion, but in a totally different way, smooths over settler AI and makes it easier for them to get where they're going correctly.
Also saves people who restart often (like myself) a LOT of time cleaning up every Settlement before building. All the items auto-scrapped are placed into a container near the Workshop for your use.
Installs simply, but also make sure if you're following this guide to grab 'Clean and Simple - Replacement Sanctuary Bridge' optional file, because we'll need it later as All Settlements Extended overwrites the bridge without it.
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19.) Uncapped Settlement Surplus and Nuka World file (if you have it)
Uncaps the vanilla cap on supplies settlers can create from farming and water pumps/purifiers create. Not even OP because this can be avoided in vanilla, making just as large a stockpile by just moving the items in the Workshop to another container. Just cuts out busy work. Also changes the algorithm that decides when settlement attacks happen. All configurable in a holotape. Installs easily and simply.
20.) Better Settlement Defense
Changes the way settlement attacks you're not involved in choose a winner and are resolved. Just makes the whole thing a little more immersive. Not much else to say than that, works well with 'More Attackers - Get Off My Buildzone' below, with a compatibility patch included in that mod's installer.
21.) Better Warnings for Settlement Attacks
Makes warnings of settlement attacks produce a pop-up instead of a 2s passive notification that can very easily be missed. Tells you where and what. And gives you time to get there, if you choose to help. Installs simply, but needs to be in a specific spot of the load order to work with 'More Attackers - Get Off My Buildzone' below.
22.) All Settlements Extended and Far Harbor file (if you have it)
Makes all the Settlements larger, giving room to place more Sim Settlements plots in smaller ones, and giving you more choice in others. Works really well with every mod here, specifically made to work well with Sim Settlements and patched to work with 'More Attackers - Get Off My Buildzone' next. Installs simply. Make sure you grab Far Harbor if you have it.
23.) More Attackers - Get Off My Buildzone
Newer mod taking full advantage of MCM to customize your settlement attacks. Moving spawning markers outside the borders of the Settlement (even with All Settlements Extended) for immersion and to make walls actually do something. Vanilla MCM settings for this mod make attacks about 3 times more intense and allows DLC monsters to spawn (if you want.)
But as I said Fallout is supposed to be set in a cruel and unforgiving world, and this mod helps realize that. Installs via a semi-elaborate FOMOD, make sure it correctly detects and install patches for everything you're using. And then see the load order guide on the mod page, or at the end of my guide for assistance on esp placement. (matters a lot here!)
This mod also has an MCM menu, so if you're using MO2 follow the steps above for this mod as well.
24.) Sim Settlements
THE MOD ITSELF!!1!
24.5.) Sim Settlements - Industrial Revolution
THE EXPANSION!
Doesn't actually matter where you install these as they don't alter any vanilla records, I just happen to install it now in the process, only 1 other mod to go.
25.) Recruitable Settlers and Far Harbor file (if you have it)
Last but not least I use Recruitable Settlers to tie Fallout 4's intrinsic exploration loop back into the Settlement system. Also adds some much needed quests to the game (as it was a little lite on quests that matter imo) and can give even more personality to your little cities. Works well with Beantown Interiors and Tales of the Commonwealth, two more great mods, not covered in this guide. Installs simply, configured via holotape if needed.
Wow that was tiring, I don't even think anyone will read this at this point, but lastly, let's go over Load Order, if you're using these mods only, it'd look like this:
Ok that's that. I hope you enjoyed. I hope it helped. I know I would have loved something like this when I was starting Sim Settlements. Next up in the comments I'll talk about AddOn packs, which to use, which to avoid (bugs/abandoned), spoiler alert, I use 90% of them. Sim Settlements Community is one of the best parts.
Thanks for reading, let's get some good discussion going in the comments. Talk to you later.
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