Fallout 4 Mods - Requests, Ideas, Projects, and Suggestions

Post » Wed Dec 02, 2015 5:59 am

I already want level requirement remover for perks. Probably will be one of the first mods after Geck comes out.

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Rudi Carter
 
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Post » Tue Dec 01, 2015 3:27 pm

I personally would love to see hair mods for long hairstyles. Different types of clothing mods of course. A stimpack shooting gun or something to heal followers. For those whom want to play a medic type character. Also will be looking for a respawn mod as I hate empty worlds. Most likely look for a mod that increases attacks on player made structures too \o/ and tons of follower mods. Want to build my own mini city ^_^ yay FO4

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WYatt REed
 
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Post » Wed Dec 02, 2015 3:06 am

Another bright idea: remove ability ro raise SPECIALs with perk points or leave 1 upgrade option for each, as if in FO3\NV. And it would be nice to remove all skillbooks that don't add unique perks. And call it bisquit "hardcoe Boston". Or "Oldschool Boston".

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Erich Lendermon
 
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Post » Tue Dec 01, 2015 5:13 pm

This one will be difficult...but a mod to add in additional names to the "Spoken Names List".

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Ross Thomas
 
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Post » Tue Dec 01, 2015 3:19 pm

A survival mod. Eat, sleep, hydration and camping. Camping should be much easier due to the construction already present in the game.

Other than that I need a motorcycle to cruise the wastes.

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Ross Thomas
 
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Post » Tue Dec 01, 2015 9:39 pm

I want something similar, but with you spending 1 additional perk point for every 10 levels below the perk requirement you are to help maintain some balance. Not sure if it will be possible without adding an additional menu system though. Might have to increase the number of perk point needed for higher tier perks, remove the level requirement, but also increase the perk points awarded to two per level after level 40 or something.

Also:

-More Radiated Storms

-Silent Protagonist

-Merchants Have 0 Caps

-Backpacks + Encumbrance Overhaul

-Companions barter instead of carrying your junk for free (They are companions, not slaves)

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Patrick Gordon
 
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Post » Tue Dec 01, 2015 4:50 pm

This alone is actually interesting idea, accumulating perk points for N levels and then taking 5-th rank of any perk you want, assuming your SPECIALS are high enough. Like, 5-th rank of perk alone would requre 5 perk points.

As for balance - i don't think there will be any problem because of low amount of SPECIAL points at the start and amounts of points needed. I can start with 10 in charisma for instance, and get full intimidating ability at 6th level, but absolutely nothing else. And my other stats will be low. This needs certain calculating, but looks interesting.

Current system wilth level req's will make me to wait a lot and spend perk points into something that i don't really need anyway. So every 50 level player will have to have overally high stats.

This stuff just asks for level cap around 30 and slower XP growth.

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Imy Davies
 
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Post » Wed Dec 02, 2015 3:16 am

Currently, the 5th tier perk already requires 5 perks since you have to take the 4 preceding it, so with tiered perk costs you would really spend 15 perk pointss (1+2+3+4+5). For some perks this might make sense at early levels (iron fist maybe?) but for others that currently do not have level requirements, this would certainly be excessive, which is why I would prefer for the perk cost to be dynamic based off of how far below the level requirement you are, which would take advantage of the balancing decisions made by Bethesda for each perk.

Still, if certain level 50+ perks are game-breakingly overpowered and put there just for giggles on high level characters at the end of playthroughs, then this whole idea kinda gets crushed.

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Alexandra walker
 
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Post » Wed Dec 02, 2015 5:37 am

I basically would like the option to play the game with less "Wild Wasteland" stuff like two headed Brahmin, Rube Goldberg weaponry, magic pockets you can store rifles and power armor in, wooden sailing ships with rocket engines attached, keep it for people who want it, but give people like me the option to use robots and tech in the place of magic and a "it's just a game" reality.

Leave Wild Wasteland for gamers who prefer more fantasy in their style of play, it's what they are paying for; it is crafting their game to suit where they are now in life. maybe fantasy and don't ask why and how things work this way is their war of coping with the routines of work, school or life, there are much worst ways to cope. Wild Wasteland is immersion busting for people like me, (and yes I've noticed how many hate the immersion argument, for what my generation grew up expecting from good TV and movies.) Our different worlds do not have to collide.

So if it is not too difficult or expensive, please give us options to choose between immersion busting fantasy and credible reality. As people who've now spent most of our lives as heads of our house hold, people who've spent most of their lives picking up on things that don't fit the reality in which we've lived. Our reality is that being alert to such things early on is a big step in hanging on to what you have and care about.

We use available tech as best we can to get things done as fast as we can, I'd feel better having Dogmeat in a K-9 Intruder type rig with 2 way communication through a pip boy(you see what he sees, he hears your whispered instructions through mouse and keyboard. ) I want to capture, salvage, reprogram bots to carry gear and loot, protect or hide their payload and help with repairs, saluaging and healing.

I’d like a selection of quests involving credible adversaries, and making credible progress in restoring civilization. Can you name a people who did not struggle to regain as much of the good life they had before a disaster, who did not have some ruthless thugs holding them back?

I think survivors of apocalypse would grind on to do a lot more to recover, than settle for a reality so much less than good 1950s sci-fi. Could we have the option to craft a reality more like what those of us who remember the 1950s and 1960s know people to have been like?

Imagine people who had survived or grown up during the great depression and World War two, and their children, and how this depiction of people surviving a disaster and hard times looks to us, and would have looked to us then. (Are you familiar with how the Soviets regarded defense and security after World War 2?)

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herrade
 
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Post » Wed Dec 02, 2015 3:30 am

Riding a kid bicycle with a really high seat, a reversed cap on top of me head and a baseball bat to swing around while I drive one handed. A motor bicycle would work as well.

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oliver klosoff
 
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Post » Wed Dec 02, 2015 7:21 am

Ammo reloading at a reloading bench, and survival crafting at campfires...also more small arms based on real world models (not too worried about that happening--thank the modding gods). Really just waiting to see the rest of the crafting mechanics and if the things I enjoyed in New Vegas have been axed or watered down, just so we can play Minecraft and mod rubbish weapons.

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Sebrina Johnstone
 
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Post » Wed Dec 02, 2015 2:15 am

Animal whisperer faction

I would like to suggest a DLC with a vast New York New England wilderness with few targets worth nuking and thus a few scattered wasteland areas I would like to have hundreds of small scattered pre war rural communities that have survived with their local light industries (including quarries, cement, concrete and mortar factories) and grown because of the farm and rural traditions of preparing for all foreseeable hard times.

From these communities I would like to see a Followers of the Apocalypse type Tinker faction grow that sends teams into the wasteland through their caravan trade network to set up schools and clinics to help educate and raise the living standards of wasteland survivor communities. These schools encourage graduates to apprentice with their volunteers to help serve other survivors both local and ever further out, and maybe join their faction.

A faction that trains tinkers to help modernize local technology to improve; local farming, recycle local scrap resources, rebuild or recycle buildings accordingly and build new ones. Maybe help settle the nearest local wilderness.

I would also like to suggest an animal whisperer faction of big cat, canine, canid (wolves and foxes, etc), and caniform (bear ) handlers and owners who planned for their charges as well as themselves, and reached out to other members of their community to organize months before the war.

200 years later and many generations of breeding there is not much in any of these families of animals not to mention domestic work animals, that cannot be a good loyal companion to someone who has trained themselves to work with animals, (and no they cannot talk, but maybe you can mod such a “skin” on Dogmeat, even a dog sized cub if you’ve wanted such a companion.) Nice if you could have Domeat and another companion animal in Intruder rigs to recon and salvage

I think the animal whisperer skill should work to keep wild animals, including wild Yao Guai (domestic Yao Guai as well of course), from attacking you. I think it should be one of the skills you can learn in an established Tinker school from members of the animal whisperer faction. People with the skills might raise Death claws from hatchlings, especially those families that have worked with them for generations. Death claw Intruders...

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victoria gillis
 
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Post » Wed Dec 02, 2015 12:33 am

I would like an instant Project Nevada in Fallout 4. Like really, I can't imagine playing without these mechanics and options.

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Christine Pane
 
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Post » Tue Dec 01, 2015 8:25 pm

Tinker town trading centers

I suggest Tinkers should have trade centers where members can buy copies of just about any gear and equipment Tinkers have brought back for study and/or duplication. All the rare or exotic, authentic or rebuilt power armor, weapons, equipment, tools, bots or drones are available depending on what they can afford or barter. 200 years worth of loot, salvage and trade provides a lot to choose from.

Get a new or newly remanufactured weapon put a few years use on it trade it in just about an even trade for a new one, so it can be sold with legitimate wear on it and not look new manufacture. Don’t abuse it, make it look well used but well cared for (weekly militia drills, bi-annual mutual aid maneuvers add a lot of realistic wear) store it a few years under the proper conditions and sell it as part of a recently discovered prewar cache.

A lot of citizens have years in power armor, power armor isn’t a big seller outside because buyers need power armor training, but for community defense a few hundred skilled power armored local militia troops, every able bodied advlt weekly drilled armored militia members, and hundreds more inbound in mutual aid from the nearest neighboring communities, (with whom mutual aid maneuvers are held late winter and after last harvest and preservation of winter food stocks) pretty much means containment of any intrusion problem.

Then there are the observation and recon drones and teams, and the bots of war. Just about all the bots can drop their weapons and pick up appropriate arms to help defend their community. Good thing these communities are more set on making building allies, as opposed to conquest.

Almost every competent young citizen of voting age does at least one two year apprentice tour in the wastelands with the Tinker networks so they appreciate the reality of the outer world, some find it a calling.

Most return home with a new appreciation of the choices they’ve made and how they lived their lives. Some see opportunity for profit and adventure, others to go out and exploit people they see as weaker; hopefully they have enough friends and family at home to not betray the community. Before they leave home all in the teams are trained to look out for giveaways and tells in each other, that someone needs to be sent home and kept there.

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Anthony Diaz
 
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Post » Tue Dec 01, 2015 4:17 pm


I often wonder how much they even pay attention to FONV or the mods developed for it. To hear them speak publicly, it's almost like NV doesn't even exist. So, I'm a little worried about how much (if any) of the good that was in NV will end up in FO4...things like survival crafting, hardcoe mode, ammo reloading, ammo types, a plethora of weapon types/models.

Having said that, it seems the companion system will be improved in FO4...but the things I mentioned matter to me more.
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joseluis perez
 
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Post » Wed Dec 02, 2015 3:18 am

I'll have to see what the other ranks of it are, but right now, I'm thinking I'll ask someone to mod Animal Friend back to the way it used to be.

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louise fortin
 
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Post » Wed Dec 02, 2015 5:20 am

Assuming repair isn't in the base game anymore, I would like a mod that adds a repair system of some sort. Doesn't necessarily have to be like in the fallout 3/nv either.

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Jimmie Allen
 
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Post » Tue Dec 01, 2015 4:45 pm

Don't know if this will already be in the vanilla game but oh well.
Using intimidation to recruit raiders into your own personal gang/tribe and building raider strongholds to house them while they go out killing an bring you back a cut of the loot.
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Jessica Phoenix
 
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Post » Wed Dec 02, 2015 2:21 am

I want Codsworth and the dog so.. that.

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Juan Cerda
 
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Post » Wed Dec 02, 2015 1:04 am

I'd like to try and create a ww1 mod if it's even possible! Not sure how historically accurate it'll be but some kind of trench battle would be cool in my opinion. Failing that maybe a Mars themed mod!
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Charlotte Buckley
 
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Post » Wed Dec 02, 2015 2:13 am


Agreed. If there is no repair, I'm not going to know what to think, except I can only imagine what else has been thrown on the chopping block along with skills...to create a more "streamlined" leveling system.
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Tanya
 
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Post » Tue Dec 01, 2015 4:48 pm

I request OBSIDIAN make a FALLOUT V.

Die hards know deep down that New Vegas was the REAL FALLOUT 3.

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Anna Kyselova
 
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Post » Wed Dec 02, 2015 2:51 am

I was wondering this myself.

Don't really see the problem to just add some features as optional, but I some how doubt that they gonna do it.

I worst scenario we will just have to wait for a new PN for F4.

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WTW
 
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Post » Tue Dec 01, 2015 11:19 pm

Hope to see something like Project Nevada's bullet time, which was a bit more fun than VATS.

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maria Dwyer
 
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Post » Tue Dec 01, 2015 9:59 pm

Increased Weapon damage - I like the feel of being seriously worried about taking a bullet, yea its harder but it makes me think serious about the situations I get into.

You only live once mode - I know I can just play it that way if I want, but knowing for a fact that if you die thats it, tends to give me a adrenaline rush when im playing.

Killable Companions. - If I really dont want them dead ill just tell them to wait before a vault, (its dangerous out there and my wasteland has no place for immortals)

No Essential NPCs - This really annoyed me in skyrim.

These are just some that I don't think are in the base game.

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Christine
 
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