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

Post » Wed Dec 02, 2015 7:32 am

I hope to see this too! It really added to the combat in FO3

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Stacey Mason
 
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Post » Wed Dec 02, 2015 5:25 am

I'm an anti-packrat :D

Depending on the extent of the hardcoe mode, I would like to see something that gives you realistic encumbrance and carry weight.

This means I have to make actual choices between what I loot and leave behind if I don't have appropriate means of transporting it back to wherever.

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m Gardner
 
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Post » Wed Dec 02, 2015 6:33 am

Just brainstorming as I might actually just make this, but a reintroduction of classic non-powered Tesla Armor would be really cool.

Now that there's separate armor ratings for energy and ballistic attacks it would be really awesome to have a high tech conventional armor that offers huge protection against energy attacks, but only middle of the road protection against ballistics, just as an alternative late-game armor that gives you protection against the deadly high tech weapons, but doesn't weigh you down like power armor.

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katie TWAVA
 
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Post » Wed Dec 02, 2015 2:09 am

m

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Kirsty Collins
 
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Post » Wed Dec 02, 2015 7:27 am

== Vehicles Are a Touchy Subject ==
'''But if done properly..'''
The idea of vehicles being in Fallout as been an on going thing for a while now, Bethesda has to yet to do this though, probably because the game is strongly portrayed around the concept of Post-Apocalyptia, the worlds about getting by, not about having a simple life. It's also based around the idea of exploring, scavenging, and some survival. Vehicles would almost RUINED this concept, if you were to think about it. However, I believe if they added vehicles in such a way, to where, perhaps they removed the fast travel option and made the game a bit more realistic. You use them to get from point A to point B, and by that time in the game, you'd have already explored those areas. and if it was in any old fallout game, you'd just fast travel, so its not like you'd be missing out on any unintentional discoveries.
Personally, off topic, I LOVED the way Fallout New Vegas implemented hard-core mode. I think it made the game 100x better. Hard-core mode should just be the way fallout 4 runs, it shouldn't even be an option, of course don't include ALL the harshness, mostly just for the realism part, having to eat, drink, sleep. Bethesda does such a great job at getting every element right. That's what I think makes the fallout games above any other games out there. Usually the eating, sleeping, and drinking factors don't work out that well, like in Minecraft or something. But Bethesda knows how to actually make it an improvement.
If They added vehicles to Fallout 4, they should, and probably would anyways, make them difficult to get. Make it to where you'd have to build it up. In Fallout 4 you can build your home, why not add a garage, or a lot, part of the house where you have to bring the parts, and with the proper skills, you can finally build you car, truck, 1800s Bugatti. OR MAYBE YOU CAN JUST BUILD THE ENGINE, JUST THE BACK BODY, OR THE FRONT BODY. Google search "Bugatti Type 35"
You can't tell me that that's not some fallout worthy [censored].
Imagine if they added horses, NO, NOT HORSES, BRAHMIN, THAT YOU CAN OWN. You can create a little [censored] farm, I wouldn't want them to get to into a farming idea, sounds lame. Lol, but if they did added a complex farming simulator, they would do a great job at it. MORE THE REASON TO OWN BRAHMIN IN YOUR FACTION, HOME, COLONY, What if you could put ropes around them, pack them up with your equipment, and walk over to your other faction/home/colony place. Say you could walk with 4 at a time, or better yet, you could wrap the ropes around your car, drive at a casual pace, and have up to 10 brahmin with packs on there backs walking behind you. Imagine the comedy that would come out of that... You know, when people don't drive at a casual pace...

To drive the cars you need fuel, they all-ready talked about having merchants and traders deliver hauls of equipment to your faction, what if you could add a small fuel reserve, where you bought fuel, put it into a deep hole, and made a gasoline well out of it? What if you could upgrade your gasoline well, buy a ton of gasoline in one haul, and distribute it through your gas station that's apart of your colony, so when other vehicles come by, they can buy gas from you. BUSINESS MAN. HOWEVER IM NOT TOO HOT ON HAVING A LOT OF PEOPLE DRIVING. But in the trailer they did show someone else ride in a brahmin and buggy. So, it's not a BAD idea... Commonly see people riding a brahmin and buggy, rarely see people riding on a car being pulled by brahmin, and even more rarely see someone actually driving a running car. ITS REALISTIC. THERE WOULD BE RUNNING CARS, ITS VERY UNREALISTIC TO JUST HAVE NO CARS AT ALL.
Bethesda's talking about ordering shipments and stuff, and how you can run your own colony, and how you have to fend off from attacks. With all of this they better add some sort of business element right? And I'm almost positive they're going too, but if they added vehicles, that'd be just another piece of it all. A reliable source of income is one thing fallout doesn't have, that it should have. Renting out houses and what not, you know like in Fable or something? More then just that though, a lot more.
The Vehicles would be SLOW and RESTRICTED, they wouldn't be able to go everywhere, in fact unless you managed to obtain one of the BIG HEAVY TERRAIN VEHICLES, you would barely even be able to leave the main road. And when ever there's a quest, you can use your vehicle to get to the area of the quest, but once the quest starts, there's no option of bringing your vehicle along or using it to your advantage, the terrains to rough to take it off the main road, if you do, it might get stuck, and you'd be out of luck, until you brought a brahmin to haul it out. Before you start the quest you'd have to park it somewhere and come back for it later.
They wouldn't be too slow, they'd go at a decent speed, and be a realistic alternative to fast travel. I think they should add vehicles in such a way to where they are simply that, the realistic alternative to fast travel. They shouldn't be how they are in Grand theft auto, where you can just [censored] run everyone over, and floor it down the highway at 200mph carelessly. Fallout is a slow tactical game, and that's EXACTLY what they should make the vehicles out to be.
In your lot you should be able to add parts and exchange parts on your vehicle. I wouldn't want them to add anything like the Need for Speed customizing system, no, you should be able to change the armor, the tires, the paint, and maybe some mounted guns, but maybe not. that's it, really. ...WELL, maybe a little more, until it actually got to the point where they started developing this [censored], we won't know. But if that one in a million came up and Bethesda came across this post and liked everything I had to say, they'd figure out how to do it perfectly. I know that.
ANOTHER IDEA, CATCHING WILD BRAHMIN, HOW ELSE WOULD YOU GET THEM OF COURSE? What if you run out of gas? Or maybe you just want to bring your car somewhere without having to use up the gas? A slow alternative would be lassoing a brahmin and tying him to your car. In which you could ride like a horse and buggy. They showed something like this in the Fallout 4 Trailer, of course not a car, just a carriage, or to have a brahim haul your car out of a sticky situation, like I mentioned earlier.
This is my idea for vehicles in Fallout 4, maybe I could have worded things better, I don't know. It's difficult for me to explain exactly how I imagine this working out in words, I'm more of a visual thinker. But anyways. Hope this concept stirs into something. Maybe just a mod at least. I think It's a nice concept. Thanks for reading, and have a nice day :)

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Danger Mouse
 
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Post » Tue Dec 01, 2015 11:06 pm


I like Bullet Time as well, especially in games that integrate it seamlessly. Having said that, VATS is so Fallout-ish, its one of those franchise defining characteristics/mechanics.
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Rozlyn Robinson
 
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Post » Tue Dec 01, 2015 3:57 pm

Been browsing through perk chart and suddenly realised, that teaching a dog a few tricks requires 2 times more charisma than being charming with women. And pickpocketing is 3 times easier than ability to notice full set of T51 on that dude on the left. Soooo, certain perks can be tossed around the table, i believe.

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Nathan Risch
 
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Post » Wed Dec 02, 2015 2:57 am

I would love a mod that once again reintroduces Damage Threshold into Fallout. I was very sorry to see that Bethesda insist on using Damage Resistance and I really hope some savvy modder out there can figure out how to do it.

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Roisan Sweeney
 
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Post » Tue Dec 01, 2015 6:04 pm


This. Very much, this.

EDIT: Of course this means we will probably need AP ammo, which is of course something else I want the new CALIBR mod (or whatever it will be called) to include...if Bethesda drops the ball...which with only DR I fear they have.
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Victoria Vasileva
 
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Post » Wed Dec 02, 2015 12:41 am

We can only hope one of the overhauls we'll get over the next half decade will encompass everything we need for the best fallout experience.

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Monika
 
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Post » Wed Dec 02, 2015 6:17 am


No real fears there mate, as you probably well know. The FO mod community is deep in talent. :goodjob:

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jesse villaneda
 
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Post » Wed Dec 02, 2015 12:44 am

It's technically possible to add damage threshold into Skyrim, yet no such mod exist. So don't worry, one of the first overhauls that we're gonna see next year will add all the stuff. Most probably.

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matt oneil
 
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Post » Wed Dec 02, 2015 2:20 am

Animal whisperer faction

I would like to suggest a DLC or mod 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, machine tool shops, welding and metal working shops saw mills to locally repair everything you would need on a farm or in a small local community ) 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 network of schools/clinics and traveling tinker trade routes to set up schools and clinics to help educate and raise the living standards of local 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 the faction, if proven suitable. Maybe they help settle and farm the nearest local wilderness.

A faction that trains tinkers to help communities repair and modernize local technology to improve local farming, help recycle local scrap resources, rebuild or recycle buildings accordingly and build new ones (bullet resistant mortar and stone buildings along the perimeter of the town that invaders must pass between. The shooters don’t have to worry about their bullets penetrating each other’s buildings if they fire on invaders between buildings, as buildings cover each other.) They keep low profile because they've had communities invaded in the past. They would rather help the descendant of their neighbors build up their lives and maybe become trade partners, than fight them off, or have to kill them off or take them over.

I would like to suggest an animal whisperer faction of big cat, canine, canid (wolves and foxes, etc), and caniform (bear, eventually Yao Guai) handlers and private owners (some wealthy) who planned for their charges as well as themselves, and reached out to other members of their community to organize months before the war, and simply moved a few hundred miles north. They set up sanctuaries; they bring veterinary skills and other survival resources set up reasonable distances from remote communities far from nuke targets and the radiation that will follow.

200 years later and many generations of breeding there is not much in any of these families of animals that cannot be a good loyal companion to someone who has trained by whisperers to work with their animals, (and no they cannot talk.) I think the animal whisperer skill should work to keep wild animals, including Yao Guai possibly Death claw, 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.

I offer that if you can train a dog you would be encouraged to adopt a hatchling Death claw as an experienced whisperer can get them to bond so the Death claw will imprint on you and your dog as ducklings, goslings and such will the first person or animal they see after hatching (provided it doesn’t kill and eat them.)Whisperers have done this for generations now, and bred even more generations of Death claw to be loyal pack members to their adopted family. And many communities encourage members to be such adoptive families.

Communities like such families because while Death claws cannot bark with dogs they can howl with them (sounds a lot like large boulders grinding against each other), and the grief howls of a dog and Death claw if you have killed one of their beloved has an especially bowel loosening effect on those who have incurred their wrath. If you want to live, and you have the time to relieve yourself before you leave, you should probably just start running and throwing away everything that will slow you down.

Especially if a neighborhood full of sympathetic paws and claws are coming with them, after you and yours. You will have a long way to run; reeking of sweat, urine, feces and fear, and the only thing that might help you against a pack of maybe a couple hundred armored death claws and who knows how many K-9 armored dogs, https://www.google.com/search?q=Police+and+Military+K-9+armor&tbm=isch&tbo=u&source=univ&sa=X&ved=0CCgQ7AlqFQoTCPXE266DkcgCFYKKDQod87QFzw&biw=1536&bih=755 and wolves of war trying to keep up, is maybe a couple thousand slower runners behind you, and hundreds more falling behind from up ahead.

Given how hard it is to get even a hundred to head into what is probably a vast wasteland from which no one anyone you can talk too claims to have returned, How big a raiding party (from which no one will now return,) did you go up with? Now that you know why no one has returned to tell what is up here, what made this place worth attacking in the first place?

These are suggestions for DLC and/or mods everyone has the choice to add or not add to their game if they are ever made, if they interests or inspire you your input may someday help you craft a more enjoyable game.

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ezra
 
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Post » Wed Dec 02, 2015 6:35 am

Given Handy bots can already hover like a drone, shouldn't they be able to fly like a drone? I would like to see the occasional Handy cruising about several hundred feet over head.

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Dewayne Quattlebaum
 
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Post » Tue Dec 01, 2015 6:35 pm

A mod to prevent the use of console commands disabling Steam achievements. I *hate* it when I get stuck and have to use "tcl", but it disables Steam Achievements. I realize why they have it. But I don't want it.

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Alkira rose Nankivell
 
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Post » Tue Dec 01, 2015 7:20 pm

I know this has been rumored before, and probably (as I've heared) dismissed, but please, for the love of God, ad co op as an option, or possibly a DLC that enables co op. Even if it means just free-roaming without being able to play the main storyline cooperatively.

It would be a dream game of mine. :D

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CHangohh BOyy
 
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Post » Tue Dec 01, 2015 3:44 pm

Everything I've seen that tried to do co-op/MP after the fact has really failed. Games need to be built with this in mind from the start. It just doesn't make sense with fallouts gameplay unless we start making it more like borderlands which I think most would be opposed to

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Ashley Clifft
 
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Post » Tue Dec 01, 2015 6:50 pm

Has there ever been a mod based on you playing as a super mutant, and if no, why the hell not!?

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Steve Bates
 
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Post » Tue Dec 01, 2015 9:24 pm

I need to be able to peak around corners. In a crouch and while standing. SO my feet do no move but my hip head will bend to see around a corner.

I need PRONE to shoot my sniper weapons with A TRIPOD THAT DOES COLLAPSE into position.

I NEED SPIKES. LOTS AND LOTS OF SPIKES. CALTROP SPIKES FOR THE GROUND. SPIKE FOR MY POWERARMOR ALL OVER. SPIKES IN MY DRINK TO GIVE IT A KICK. SPIKES ON MY KICKS!.

I need PLANT TURRETS. Meaning those spitter plants for turrets and spore mines to protect my town. Maybe a sporeman on a chain leash.

I NEED TO BE ABLE TO LOCK THE DOOR I JUST PICKED THE LOCK OF. NEED NEED NEED! Or at least lock the door I have a key to.

and last but most important and missing since the original fallouts.. .. . . . . ROPE!!!!! WHERE THEY HECK IS THE ROPE?!?!?! GOtta find parts for an elevator or another staircase but no ROPE!?!? can repair a PLASMA CANNON with tin foil and a broken doll head but ROPE from the hair of a crazed old hermit or a bindings from an old cars upholstery I can't do. NEED ME SOME ROPE!!!

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electro_fantics
 
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Post » Wed Dec 02, 2015 4:40 am

That was a New Vegas thing, right? Bethesda never bothered with that for Skyrim, so I'm hoping that's an Obsidian thing more than a Fallout thing.

As for me: Wasteland Don Quixote companion. Some crazy old guy that thinks he's a knight-errant in a medieval fantasy, that ropes us into being his squire.

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Daniel Lozano
 
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Post » Wed Dec 02, 2015 1:06 am

Replace all the male voice lines with comparable lines spoken by Bender from Futurama.
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Mrs. Patton
 
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Post » Tue Dec 01, 2015 10:51 pm

I hope we get another Fallout Wander Edition but one of the main modders Pelinor got seems to be out I hope Snakster and the rest are coming up with Ideas. For it and I hope Gopher brings his mods on board.

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Kaley X
 
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Post » Tue Dec 01, 2015 7:25 pm

Without actually having played the game, the only mod I foresee wanting is Fallout Civilization. I want to be able to do even more than what is shown with the settlement structure and have to compete with one or more NPCs in order to secure resources and build settlements. In fact, I would like to see Raider attacks interspersed with competitor attacks. I also want to expand upon the concept of resource capturing so that you have to have mines, lumber facilities, etc. that allows for you to build products that can then be sold on the open market or even through distribution channels. I would like to see the need (and maybe it already exists) of having to hire mercenaries to guard your caravans. I'd like to see Brahmin tugging around wagonloads of resources and products to be used. I'd like to be able to loot competitor towns and caravans if I chose to.

Other than that, some cool visual overhauls/additions to power armor and the synthetics.

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kat no x
 
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Post » Tue Dec 01, 2015 4:24 pm

The usual stuff

-More Weapons

-More Armor sets (The return of the Veteran Ranger Armor would be great)

-I don't know if it's in the game already, but I want customization options for the Dog. He needs a Tophat.....Maybe a Tricorn.

-Different styles of Power Armor. I feel it would be a waste if we didn't get Power Armor that looked like a Gundam, or a Metal Gear

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Katharine Newton
 
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Post » Wed Dec 02, 2015 1:00 am

they are also deep in other things. . .

"Iatrogenesis Society"..... the name of the quest line I'm working on.

Ironically that may have spoiled some things. well that and some comments I have made elsewhere

I am currently at 27 pages of Quest text, the problem is that a lot of it is basically redundant/parallel, and depends on a lot of things we don't know yet, for example how the game handles Karma/Morals, and some other lines are VERY Dependent on how certain Perks are handled, and "summon NPC" triggers work.

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Rinceoir
 
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