The Fallout 3 Modding Wishlist Thread #2

Post » Mon Nov 15, 2010 4:22 am

I would like to see a mod redistribute the Bobblehead loads. Either keep the same load locations, but mix up the Bobblehead that normally loads there with a different one. Or even better (but I imagine more difficult) make the Bobbleheads spawn in totally different locations. This will change everyone's immediate rush to Rivet City strategy coming out of the Vault or cabin...

I know this was mentioned in a thread somewhere a while ago, I tried the search function, but I couldn't find the one I wanted, so sorry for whomever mentioned this before, just rehashing the idea :foodndrink:

http://www.fallout3nexus.com/downloads/file.php?id=6395. Next time, try to search nexus first ;)
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W E I R D
 
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Post » Sun Nov 14, 2010 7:07 pm

http://www.fallout3nexus.com/downloads/file.php?id=6395. Next time, try to search nexus first ;)



DOH! :facepalm: Thanks
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hannaH
 
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Post » Sun Nov 14, 2010 3:19 pm

What mod makes the sky look like http://www.fallout3nexus.com/downloads/images/7806-4-1248470804.jpg :huh:


Looks like http://www.fallout3nexus.com/downloads/file.php?id=6550 Super Blue theme.
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Sarah Edmunds
 
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Post » Mon Nov 15, 2010 4:56 am

Okay, I'm not really sure where I'm going with this but bear with me. I like perks. I would like more perks. But what I really would like to see are perks and perk trees that grow with use and the player.

For example: Lets say there is a perk called "Groovy Ghoulie" that gives you a whopping +10% damage against ghouls. After killing 25 ghouls it automatically goes to +20% and after 25 more it goes to +30% and so on. Now the count stops once you hit 100 kills and +50% damage, but when you next level up you have the option of picking Groovy Ghoulie 2 which gives +60% against all ghouls with an exrta 10% to Roamers, Reavers and Night Ghouls (With MMM patch) and this increases 10% for every 50 kills after that point. Having Groovy Ghoulie level 2 also opens up the Ghoul Pheremone perk which adds Ghoul Glands to fallen ghouls that you can use walk amongst the ghouls unmolested for say 2 minutes. (think Ghoul Mask but with out having to look like a ghoul) Every 10 glands used allows you to extend thier use by 1 minute. Then after so many uses of each perk you get access to Groovy Ghoulie 3 and Ghoul Pheremone 2, Groovy 3 adds more bonus damage against Reavers and the Pheremone 2 allows you to use the glands in combat to call ferals to come and fight for you, more uses allows more and/or higher ranked ghouls to be summoned. Perhaps at this point there could be some sort of uber ghoul related perk available. How far you go depends on how much time you're willing to spend moving among ghouls.

The whole point being that perks become a means rather than an end, also someone with a better imagination could come up with some perk trees way better than this.
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Sarah Bishop
 
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Post » Mon Nov 15, 2010 6:16 am

Okay, I'm not really sure where I'm going with this but bear with me. I like perks. I would like more perks. But what I really would like to see are perks and perk trees that grow with use and the player.

For example: Lets say there is a perk called "Groovy Ghoulie" that gives you a whopping +10% damage against ghouls. After killing 25 ghouls it automatically goes to +20% and after 25 more it goes to +30% and so on. Now the count stops once you hit 100 kills and +50% damage, but when you next level up you have the option of picking Groovy Ghoulie 2 which gives +60% against all ghouls with an exrta 10% to Roamers, Reavers and Night Ghouls (With MMM patch) and this increases 10% for every 50 kills after that point. Having Groovy Ghoulie level 2 also opens up the Ghoul Pheremone perk which adds Ghoul Glands to fallen ghouls that you can use walk amongst the ghouls unmolested for say 2 minutes. (think Ghoul Mask but with out having to look like a ghoul) Every 10 glands used allows you to extend thier use by 1 minute. Then after so many uses of each perk you get access to Groovy Ghoulie 3 and Ghoul Pheremone 2, Groovy 3 adds more bonus damage against Reavers and the Pheremone 2 allows you to use the glands in combat to call ferals to come and fight for you, more uses allows more and/or higher ranked ghouls to be summoned. Perhaps at this point there could be some sort of uber ghoul related perk available. How far you go depends on how much time you're willing to spend moving among ghouls.

The whole point being that perks become a means rather than an end, also someone with a better imagination could come up with some perk trees way better than this.


Wow, rather wicked imagination you've got (good thing). The first part you're talking about is rather easy if it's not say ghouls. If it was creatures or humans then yes very easy (There's a misc stat that you can use rather than having to script in an effect that changes a quest variable every time you kill something of a type). Just set a quest script to check wehter the player has the perk and the amount of creatures killed in your misc stat (creatures as example here). Every 50 kills increase a quest variable by one, capping at 200 kills. Have a perk with 5 lvl 1 abilities, each looking for the quest variable to be at a set number, the higher the number the higher the damage increase you set for that ability (look at how my Car Mechanic add-on works for my Ammo Toolkits to see what i mean, link in sig). Voila the extra damage upon killing 50 more creatures. Now for the second part, make the next perk have a condition to do with the number of creature kills and if the player has the older perk. Same thing as before for the increase. For the pheremone a simple scripted effect on a n aid item called ghoul pheremone should do the trick. In OnScriptEffectStart block have player.addtofaction (ghoulmask faction here) and OnScriptEffectEnd player.removefromfaction (Ghoulmask faction here).

As a note i won't be creating any more mods until New Vegas is out and i start modding it. Just letting you know how i would do this incase someone feels like it.
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Del Arte
 
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Post » Sun Nov 14, 2010 2:39 pm

Okay, I'm not really sure where I'm going with this but bear with me. I like perks. I would like more perks. But what I really would like to see are perks and perk trees that grow with use and the player.

...

The whole point being that perks become a means rather than an end, also someone with a better imagination could come up with some perk trees way better than this.

Pretty cool concept! :)
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James Shaw
 
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Post » Sun Nov 14, 2010 7:04 pm

Wow, rather wicked imagination you've got (good thing). The first part you're talking about is rather easy if it's not say ghouls.


Thanks!!

I was actually thinking it could be done with something like:

if player.gettarget isinlist GhoulListAll

to determine if they are killing gouls or not.

Also after I had a little bit to think this I thought that another feature that would be interesting is to make some of the higher level perks be mutually exclusive. There would be one level 1 perk, then two level 2 perks, but you can only choose one, and then there could be four level 3 perks, but only two would be available as the other two are extension of the level 2 perk you did not pick and of course you could only have one leve 3 perk. To use the same Groovy Ghoulie example the Pheremone perk couls only be taken if you do not get the Level 2 perk to add more damage. Then, assuming you picked the Pheremone perk once you've used enough pheremones to be eligible for the next leve you have to choose between the Ghoul Summoning perk and something else that is equally overpowered. I think a system like this would make Fallout 3 even more replayable.
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nath
 
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Post » Sun Nov 14, 2010 10:10 pm

I would call this mod Wasteland Classifieds.

Basically using your skills to apply for a job.

You could do this (relatively) easily via a dialogue system. After getting a job you Use a punch clock somewhere that starts a randomized conversation with you. Each reply you give would be in response to some problem, and there would be skill checks to see if you succeed. Every time you use it player control is disabled, timescale is increased (a lot) and a day (or maybe 8 hours) is spooled forwards.
For example as a doctor: A patient is sick with radiation poisoning. Do you
  • [Medicine] Treat the patient.
  • Use Rad-Away
  • Do nothing (No pay)

As a Tenpenny guard: A ghoul or wastelander comes begging for water, do you:
  • [Hand-to-hand] Throw the beggar out.
  • Kill the beggar (Lowers Karma)
  • Give water to the beggar (Loose Purified Water)

There's a million more, the hard part is getting the system to work to begin with. I have no experience with dialogue. :)

because it seems like combat is really unavoidable at certain parts.

I remember reading about a dev claiming he completed the main quest without personally killing anything other than the roach in the vault.
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Soku Nyorah
 
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Post » Mon Nov 15, 2010 3:33 am

Thanks!!

I was actually thinking it could be done with something like:

if player.gettarget isinlist GhoulListAll

to determine if they are killing gouls or not.

Also after I had a little bit to think this I thought that another feature that would be interesting is to make some of the higher level perks be mutually exclusive. There would be one level 1 perk, then two level 2 perks, but you can only choose one, and then there could be four level 3 perks, but only two would be available as the other two are extension of the level 2 perk you did not pick and of course you could only have one leve 3 perk. To use the same Groovy Ghoulie example the Pheremone perk couls only be taken if you do not get the Level 2 perk to add more damage. Then, assuming you picked the Pheremone perk once you've used enough pheremones to be eligible for the next leve you have to choose between the Ghoul Summoning perk and something else that is equally overpowered. I think a system like this would make Fallout 3 even more replayable.


Hmm... Would GetTarget determine if the target had been killed? If it just increase the total for every ghoul target rather than slain ghoul (O.k as a matter of pride every creature i target dies but thats not true for everyone :D). You'd gain perks pretty fast if it was just targetted and not slain ghouls.
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Far'ed K.G.h.m
 
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Post » Mon Nov 15, 2010 6:39 am

I would call this mod Wasteland Classifieds.

Basically using your skills to apply for a job. Examples;

Rivet City:

Security Guard

Boss: Commander Danvers
Requirements: Small Guns - 50 , Sneak - 25
Description: Must patrol rivet city during certain times, make arrests of Random NPCs
Promotions: Dependent on skills, number of guards alive in Rivet City, and the results of The Replicated Man
Starting Wages: 25 Caps an hour, 20 hours a week

Maintainence Man

Boss: Henry Young
Requirements: Science - 25 , Repair - 50
Description: Repair Security Personal weapons, armor, and fix up shop inventory items, and offer repair services to caravans outside rivet city
Promotions: Dependent on skills, if Young is among the living, and number of items fixed total
Starting Wages: 10 caps an hour, 40 hours a week

Or something like that...

Sounds fun, may have to give this a try some time.

I assume there would also have to be some kind of penalty for not showing up to work. And maybe the player can choose the days and hours of work himself, so that he still has time to do his own business besides this job, without being forced to skip it sometimes.

Maybe it could be more of a 'I have time for a shift now/later today/tomorrow' thing, where you don't actually have a fixed weekly schedule but can say when you want to do some work. You're not the only guard/mechanic/doctor/whatever around so not being there all the time shouldn't hurt the city.

After working a certain number of times and having met a higher skill requirement you could then get a promotion.
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Far'ed K.G.h.m
 
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Post » Sun Nov 14, 2010 6:20 pm

Hmm... Would GetTarget determine if the target had been killed? If it just increase the total for every ghoul target rather than slain ghoul (O.k as a matter of pride every creature i target dies but thats not true for everyone :D). You'd gain perks pretty fast if it was just targetted and not slain ghouls.


Actually I think it would register the number of ghouls shot, so you could level up pretty fast by switching to a BB gun in ghoul infested areas. I don't know if you could assign a refrence to the target and then have the script look for an OnDeath of that refrence. I think some research is in order here.
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Phillip Brunyee
 
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