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

Post » Wed Dec 02, 2015 5:05 am

This tread is so that we can keep all mod requests, ideas, projects and suggestions for Fallout 4 in a single place.

"Something to note. Discussions of Child Killing is not allowed on these boards. Don't even bring it up in this thread. It won't happen in any future game from Bethesda, so there is no reason to even discuss it. If you post about this subject, you may be Warned and or Banned from the boards for doing so."

User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Wed Dec 02, 2015 12:52 am

Well I for one would like to ride a giant molerat named "Jiggins". That is all...
User avatar
Carolyne Bolt
 
Posts: 3401
Joined: Mon Jul 10, 2006 4:56 am

Post » Wed Dec 02, 2015 1:09 am

Seasons., especially winter. In a world where everything is scare winter can become very life threatening. Food is even more rare then, ( you may want to stockpile it in summer an autumn )you have to worry about freezing to death without warm clothing or shelter and a lot of snow will slow down your movement.

User avatar
Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Tue Dec 01, 2015 6:47 pm

Only mod Ill care about is a eyepatch mod if it turns out beth gonna be silly about those again.
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Wed Dec 02, 2015 1:34 am

I wouldn't mind being able to build settlements in more than the pre-defined locations.

User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Tue Dec 01, 2015 4:53 pm

One mod I would like to see ported to Fallout 4 is Willow. A more immersive companion than anything I have seen from Bethesda.

User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Wed Dec 02, 2015 3:30 am

I'll have better ideas in November.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Wed Dec 02, 2015 2:00 am

Sounds pretty awesome to me. There could also be irradiated snow storms in the winter and increased mutated animal spawns in the summer.

Edit: game also seems compatible with a winter always mod since none of the trees have leaves and Boston gets some pretty brutal winters as it is

User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Tue Dec 01, 2015 5:34 pm

Destructible buildings (forts). When I saw the gameplay footage showing the player defending his settlement and creating his settlement. Why don't the buildings take damage? This will make you have to multitask when defending your settlement. I saw in one part of the gameplay trailer that part of a building was collapsing (when shooting at muties and going down an elevator).

I don't remember if Tod said buildings you create can be destroyed by the environment via raiders or your own doing.

Maybe that's just the future. Rather than lock picking. Just blow it up.


Hell, the game almost looks like bad company. It looks different than what you would expect from Bethesda.
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Wed Dec 02, 2015 6:18 am

another misc idea I wanted to see, but would probably make more sense in a snowy setting, is a total conversion into a survival/ alaskan gold rush mod (late 1800s). Since there is a building mechanic in skyrim and in f4 one both of them would do well for a survival game rpg game.
User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Wed Dec 02, 2015 12:21 am

Speaking of Super Mutants and destructible structures, I wouldn't mind being able to use explosives on the under sides of bridges o take out (In F3 what seemed to mostly be) Super Mutants. Not sure how Easy it would be, though.

User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Wed Dec 02, 2015 2:11 am

If I had the skills, I'd make an Alaska mod. Sadly I don't.

User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Tue Dec 01, 2015 6:37 pm

I want a German WW2 Weapons mod, with the MG42, Stg.44 one of the semi-auto Gewehr rifles. :cool:

User avatar
biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Tue Dec 01, 2015 3:24 pm

I agree with that and would on the other hand add different levels to buildings, from fragile simple wood constructions ( cheap and fast to build ) over loam, masonry to massive stone and concrete structures ( most durable but you would require lot of resources, caps, time and NPC helpers to build them )

In summer you may overheat in your metal armor and would require a lot of water to drink and still risking heat stroke, so you have a trade of between armor protection and heat problems

User avatar
Kortniie Dumont
 
Posts: 3428
Joined: Wed Jan 10, 2007 7:50 pm

Post » Wed Dec 02, 2015 4:29 am

Here is a few of mine.

Weapons mod pack- adds many more weapon modifications to the game.

Armor mod pack- add many more armor modifications to the game.

Vats2.0 - makes improvements on vats to allow it to be viable while not in combat, ie. you can see lootable items ect.

Boltzmann Brian- A unique item that looks like a brain in a jar, carried on the waist, that allows the player psychic powers ie exploding npcs heads and inducing npc paralysis . (Insert quest line here)

User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Tue Dec 01, 2015 6:50 pm

I just want a Kalashnikov that is up to the same standard of all of the vanilla game weapons. Can be modded like crazy, feels good in gameplay, and has great art assets to go alongside it.

More content can come later. You're just not wandering a post-apocalyptic world correctly if you don't have a AK. :P

User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Wed Dec 02, 2015 4:30 am

Boomerang weapon, with mods. Also craftable. Thrown weapon, as well as being able to use it as a melee weapon. Goes from wood, reinforced wood, metal, reinforced metal, to guided boomerang. Can be retrieved from corpses if not returned to the pc.

Edit: For the guidance system, and the return of the boomerang... the pipboy could emit a radio signal that returns the boomerang to the pc. Not sure if modders are capable of doing so...

User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Tue Dec 01, 2015 3:28 pm

Bladed boomerang that slices off limbs?

I could go for that. If the game has throwing weapons we might be able to figure it out, but the returning might be a issue.

User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Wed Dec 02, 2015 6:53 am

Like the boomerang in Mad Max: Road Warrior. Only it would be weak until modded, then gain the ability to remove limbs. It has grenades, and a grenade hot key... I'm sure a modder could adapt the boomerang to be used by said hot key. As for the return, indeed... Just make it retrievable from or nearby the corpse.

User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Tue Dec 01, 2015 11:53 pm

With the whole grenade hotkey that might actually work. Still not sure about it returning, but it looks like the grenades in Fallout 4 are a bit different to Fallout 3. Might be possible.

User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Wed Dec 02, 2015 1:54 am

I would like the option to capture, reprogram and modify Mr. Handy bots to be more like those in FO 1+2 large barrel shaped body, ducted fan pods or eye bot type hover pods, 6 arms where the rocket engine is on the present Handys. http://s271.photobucket.com/user/Gizmojunk/media/Gizmojunk001/robots_zpsfkky3eki.jpg.html (See the first bot on the left) Give the arms the ability to function as legs so a bot can carry more weight than it could hovering, or do a combination of legs and thrusters to carry more weight faster and still have arms to fire and reload, or wield weapons.

I would like to have K-9 tactical armor for Dogmeat 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=755Check out the K-9 Storm Intruder rig on the Shepard 2nd top left. Click on it. That periscope mast has a RC IR video camera that allows a handler 1/4 mile back to see and hear what the dog does and give the dog spoken directions via radio, using a tablet rig.

Such a rig working through your Pipboy would give a properly trained Dogmeat (and you) the ability to do a great many tasks that are otherwise impossible. The camera view in your Pipboy screen wouldn't even have to include your dog's head, it could be your first person view just framed by the Pipboy screen. Choose the range between dog and handler, maybe combine his K-9 rig with a stealth suit. You do over watch and create distractions if needed while he does recon and maybe collection.

User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Wed Dec 02, 2015 6:04 am

How about the option to create a caravan of Handy and/or other construction/ repair/ fabrication or industrial bots to carry loot, gear weapons, and tools. A caravan to serve as a mobile field base following nearby to retreat to for repair, resupply and healing, a caravan to come into an area once it is secure and salvage, loot or repair what you need there.

I would like the option to salvage, repair, mod and customize Handy bots, and to be able to program them to be from home handyman house and grounds keeper bots to caretaker/companion bots for disabled, elderly or special needs family members, to home tutors for gifted children and Tiger parents who insist their children excel to the best of whatever abilities they have or can acquire, and set an example themselves since they don't have to do home maintenance or house keeping.

I'd like a quest to loot programs for these bots to patiently, unerringly teach everything from the physical sciences, to agriculture, to medicine, nursing, emergency medicine, research, desiging experiments, history, civics, business, management accounting, all that a middle to upper middle class family might want members of their family to learn in a private school or college they can't afford.

I'd like to be able to loot these tweaked bots and programs from any home, school, clinic, hospital, nursing home, or business that wanted a better higher education for family, students or employees, or wanted low cost 24/7 reliable labor.

I'd like to loot or salvage them from the homes of the wealthy, and the ruins of repair and hardware/software shops that designed, sold, tweaked or customized low to high end home, business, industry and agricultural bots software and hardware upgrades, as well as selling the means for tech hobbyist to tweak their bots, drones and tech toys, locked in storage in shops of little attraction to generations of looters, primarily concerned with survival. Maybe as sole survivor I was a customer of these places myself pre war.

User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Tue Dec 01, 2015 11:04 pm

Let's see...

More Character Options: We always want more. More hairstyles, makeup, tattoos, piercings, jewelry, scars, or whatever else that can be modded in, that isn't already in the game.
Companions: Well-developed (and preferably voiced) companions that are quest-aware, have their own quests, have a decent AI, and maybe are even aware of each other. As another person said, Willow is a good one. But I would add in Lunette (despite not being voiced at this time), and Russel, among others.

Terminator/Predator/Alien: I'd love to encounter a few of these at higher levels (say...50+? Maybe 75+? - give us something to shoot for?).

RARE Sunset Sarsaparilla Bottles/Machines: Sure, the company is out West, but maybe they expanded to a few areas back East? They could also be used as a Modders' Resource for quests, decoration, or whatever.

Vault Girl: If it's not in there, let's convert the Vault Boy images on the Pipboy (including the Perk Chart and the UI notifications) into a girl for those playing a female character.

I'm sure more will come to mind as we get closer to release - and certainly after release and we discover the things we like and don't like about the game.

User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Wed Dec 02, 2015 6:21 am

I'd like the option to find or if necessary start a Tinker faction that like the Followers of the Apocalypse seeks to help restore a modern civilization by educating people to work with salvageable technology to fabricate and craft increasingly modern tools and gear with technology such as existed in 1800s and 1900s.

These Followers would be the descendants of Farmers and rural families with a tradition of being prepared for hard times from natural disasters (including exceptionally long and harsh droughts and winters) to economic hard times: by being able to hunt, trap, fish and forage to harvest and preserve food from nature, to raising crops and live stock for food and market through hard times. They know how to maintain their property and equipment and improvise repairing what they can't afford to buy because failure can cost them a growing season of hard work at the very least. They stock pile essentials in anticipation of hard times.

They are used to having to be responsible and working hard from sun up to sun down if not longer, 7 days a week. They value children and family as valuable resources that will grow to carry their share, who will love the good life they inherited to pass along, as they do.

In hard times their first choice is to stay with what they own, and work with family, friends, and community. Because they have grown up with responsible, reliable, capable people who understand strength of community.

They lived in rural areas removed from nuclear targets. In the vast New York /New England countryside radiation didn't produce wastelands or a lot of mutations, non adaptive mutations die off (I'd like the option not to have wild wasteland mutants in my game, let those who want it have it what we do with our own game doesn't affect anybody else, but give us a choice).

They had small businesses, light industries, saw mills etc that survived, they could rig home generators to locally built wind turbines to run machine tools shops. They could salvage and recycle scrap with growing efficiency smelt scrap metals cast them in foundries machine them to make spare parts new and heavier machine tools, more sophisticated recyclers for plastics, glass, ceramics cheaper than mining drilling refining and transporting materials from where they were abundant, there was plenty of free scrap to harvest from near the wastelands.

User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Wed Dec 02, 2015 1:10 am

200 years later a lot of 'small communities' scattered over a wide area have grown, most with 10,000 to 20,000 people, light 20th century tech and manufacturing, fossil fuels scarce even with Canada. Weapons like the simple, rugged reliable AK-47 in 7.63x39 are abundant but many are in 7.62x51. GPMGs like the M-60Es are also common and have evolved a long way in simplicity, reliability, handling. As have semi auto, high capacity bull pup long range sniping rifles.

200 years earlier many of the nearer small communities were over run, with survivors fleeing the radiation, chaos and violence of panicked, frustrated, hungry, desperate walking wounded. Survivors carried their stories of violence, panic and desperation far and wide. As did people driven from their homes by mobs demanding shelter and food even if it meant slaughtering livestock, sharing hidden food stocks with mobs who felt entitled to demand they share.

Then police and military showing up to demand under some eminent domain that home owners share their property and supplies until the government could make other arrangements, and then government collapsed as more people arrived and supplies ran lower faster, as people died faster than they could be buried, wells ran low, sanitation deteriorated, medical supplies ran out and residents realized they had best leave before they became disease carriers themselves.

They had vehicles to flee in, the sick and wounded had dozens of miles to march, most died along the way, the true experiences of the survivors would live for generations. Those healthy enough to stay ahead of disease learned to keep a low profile and not attract outside attention.

They learned hard lessons from refugees with very different values and work ethics, most of those that survived were able to learn to do their share, adapt and fit in. Those that didn't, who wanted to be thugs, gangsters, and criminals 'disappeared', "wandered off never to be seen again', got shot for good reason. The locals had been hunting those woods all their lives.

If you had gone to jail you earned your keep or got shot. If you worked out your neighbors helped you start a subsistence farm on a large enough piece of property to develop into a working farm producing marketable harvests. People working hard all day everyday to get by don't have a lot of compassion for the able but lazy, who would prey on them because they would rather hustle you or be high while they pretend to be doing their share.

They had organized networks of Followers and Tinkers spreading north into Canada south into Mexico and Westward to help those communities and settlements they could bordering the Wastelands They set up Tinker schools, taught mechanics to medicine, agriculture to engineering, small business management, marketable trades, set up shops, light industries like smelters, foundries, kilns for bricks, glass and ceramics, cement and mortar factories, set up trade routes, ran caravans, encouraged trade, trained and employed locals, built up the local economy, encouraged local recycling , public sanitation down played as much as possible life in the wintery mountains of the north east. With it’s short growing season, black flies and no see ‘ems, long winters and deep snow.

User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Next

Return to Fallout 4