Will you tell me about some of these, please?
Sure thing. Not sure how much experience you have with it, but if you want to get to modding fast and simple, the easiest way to do this is
Nexus Mods. Click on "install mod manager" at the top, possibly make an account, and run the mod manager. Now, whenever you click on a mod, you can go to the "install NMM" button on the Nexus and it will download into the manager where you can install it with a simple double click. There are some text files that need a line or two changed in your Fallout folder, but I think Nexus Mod Manager might do this automatically now.
As for mods themselves, I'll go into detail on the ones I consider essential:
Gameplay:
Arbitration- This mod is a collection of tweaks that change gameplay and AI behaviors. Enemies are better at spotting and engage from longer distances, they use cover more, use grenades more intelligently, etc. Every change is optional, you choose what changes you want through a menu when you install it in the mod manager. I mainly use this for the increased damage options, which I turn to max. I like high lethality shooters and at the highest damage settings players and AI will die in only a few hits or less.
Homemaker- This adds a lot more settlement building options, like planters for crops and a lot more of every type of furniture.
Armor and Weapon Keywords Community Resource(AWKCR)- this is essential if you want to use any weapon mods. It ensures that they all work together and don't create conflicts, and integrating many weapon mods into the world requires this mod and a patch for your mod of choice. Also adds a "weaponsmith workbench" where you can craft modded-in guns for a reasonably balanced amount of resources.
Armorsmith Extended- This requires AWKCR to use. It adds many more clothing slots so if you want to layer your clothing, you can wear a shirt under armor and a jacket over it, sunglasses and a bandana at the same time, etc. Whereas in the vanilla game you can't wear armor and a coat or two different face accessories at the same time. Pretty much essential in my opinion. Also adds an armorsmith workbench where you can craft armor, though in my game it doesn't work very well.
Legendary Modification- Allows you to add legendary effects (explosive, two-shot, plasma, etc.) to your weapon at the workbench. The mod gives options as to what you want the cost of such a powerful option to be. You can make it cheap, very expensive in resources, or make it only possible by scrapping other legendary weapons, which is the one I go with.
Guns:
You'll need AWKCR to get most gun mods. Many will be incorporated into the item lists of gunners and raiders and merchants, but if you have a lot of gun mods they'll overwrite eachother here. In order to get multiple gun mods to work together, you'll need to search for a "leveled list" mod on the Nexus, and you have to have every mod featured in it for it to work. The Leveled Lists mod I use has been taken down by the author, and I don't know which one is the best right now.
I have dozens of gun mods, but the ones I like the most are:
M2216(M16), AK47, R91(FN FAL/FNC),
Glock 20
To find more gun mods, go to
Nexusmods.com>fallout4>files>categories>weapons> and search "standalone"
Also
lightsabers, because why the fuck not?