I don't use nude mods so that my screenshot posts are not X-rated and trying to keep things rated R like they are in games. And that build I posted should take commando perk to be a commando by taking at least one rank in it and a hunter survivalist chemist big kaboom explosives expert. Because assault firearms are a better option to melee if your sniper rifle and shotgun ammo runs out and melee is best after your machine guns run out of ammo because the assault weapon ammo is rare. At level 6 take Commando perk and if your enemies are hanging from the side of a cliff let them go so they understand Newtonian physics and the gravity of the situation.
The at level 7 use perk point to raise strength by 1 to be able to upgrade melee weapons with Blacksmith later and to better hang enemies off the side of cliffs by your weak arm, be nice and just let them go. To continue your upgrading at level 8 take Gun Nut to be able to upgrade firearms and to build better machine gun turrets on the roof of your chemist decontamination lab shack. Then at level 9 Armorer perk to be able to upgrade combat armor with leaded upgrade as the rad resistant commando decontamination god mode lab operator in vanilla, you'll also be able to build stands for power armor. Then at level 10 raise Luck by 1 to take Scrounger perks for more ammo in containers and more assault weapon ammo so it isn't rare anymore. At level 11 add Blacksmith perk, at level 12 Scrounger perk for more and rare ammo found in containers and then more ranks to the previous perks in additional character levels though Cap Collector makes buying supplies for god mode decontamination chemist lab shacks and buying ammo less expensive as well as selling armor dropped as loot more profitable. Although not as useful as raising your Endurance to 6 for the Rad Resistant perks making chem lab shack god mode better, but one rank in Cap Collector before or after raising Endurance, that finalizes the vanilla god mode chemist lab shack commando build before you unlock the DLC.
In addition to getting the Ranger Cabin damage resistance magazine at the start of the game ASAP after visiting Sanctuary:
https://fallout.fandom.com/wiki/Ranger_cabin
Get the Jerkytown Vendor magazines to make building chem lab god mode shack less expensive.
https://fallout.fandom.com/wiki/Tale...or_(Fallout_4)
Since your toon can build most of the settlement objects at the unlocking DLC point that all previous perks are maxed, to start the DLC missions take 1 rank in Medic to build clinics and then Science! perks to unlock the rest of the settlement objects and better weapon upgrades. There will still be cages to catch Deathclaws as settlement pets using the Wasteland Workshop DLC so take the required Charisma perks for that DLC. Then you can raise your Intelligence 1 point to 8 to unlock Robotics Station settlement object and start Automatron by adding Robotics Expert perks.
There isn't much more DLC you can't use after Automatron by that time except the Nuka World power armors so raise your Intelligence one point to 9 and take Nuclear Physicist perks for longer lasting fusion cores to power the power armor. Power armor has Pain Train perks so use extra levels raising your Strength to 10 the unlock Pain Train. Nuclear Physicist adds bonus damage to nuke launcher weapons so take Heavy Weapons perks after Pain Train, there is no level cap.
One note about Automatron, one of the leaders is Ivey in the Rust Devil Hangar base. She is very powerful and more difficult to defeat than her boss The Mechanist because of Ahab her legendary sentry robot companion. You can pick advanced locks there so take 1 rank in Locksmith before going there and Lady Killer perk because she's female. Add 1 point to Luck and Bloody Mess perk to also do extra damage to Ahab, it stacks with Lady Killer. Take your best available power armor with all your fusion cores to power it with you on that mission to even the odds against Ivey, she wears advanced T-60 power armor and going there without your own fully upgraded power armor is ill advised.
https://fallout.fandom.com/wiki/Ivey
If you still can't defeat her then add Lone Wanderer perks and go to Nuka World to make getting the X-01 Quantum easier there then max out Lady Killer and Bloody Mess, use a fully upgraded automatic combat shotgun street sweeper fired repeatedly without aiming in VATS using Nuka Cola and Psycho chem damage boost and teach her who the power armor boss is.
https://fallout.fandom.com/wiki/Quan...01_power_armor
I'll quote myself to show how the god mode chemist lab decontamination shack is designed. Without it the build is not god mode in vanilla.
The build is revised, no longer uses Sniper perks and only Rifleman for hunting rifle and Commando for assault rifle because that makes short work of enemies already and sniping is overkill, headshots not needed to hunt animals for food in survival mode. Reason being that shotgun damage is boosted by Rifleman and an automatic combat shotgun street sweeper deletes whatever you point it at with Commando by shooting it repeatedly in their general direction without aiming. Headshots with shotgun is one hit kill most of the time and you get to see them up close. But can take Sniper perks when there's nothing else to upgrade at the very end of the endless levels without a cap.
Reason to have a hunting rifle and sneak perks, super mutant suiciders rush toward you holding a mini nuke blowing themselves up and you with them so shoot their right arm in VATS with the long range weapon and they'll drop it blowing them up and all the other super mutants around them. Not necessarily just about doing damage to enemies but survival tactics. Use Dogmeat as companion, if you miss and are detected retreat and let the suicider blow up attacking Dogmeat then attack the rest of the super mutants. Dogmeat is unkillable and essential, healing after combat. Never go anywhere without River on super mutant hunting expeditions.
https://fallout.fandom.com/wiki/River