Fallout 4 Mods - Requests, Ideas, and Suggestions Thread #2

Post » Thu Nov 26, 2015 4:07 pm

This was posted in one of my mod threads but I personally think they are different to what I'm trying to achieve albeit great ideas!

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jason worrell
 
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Post » Thu Nov 26, 2015 1:13 am

But, you can open her chamber, and the main character confirms her death. You can also take her wedding ring which is worth 250 caps for those less moral players.

Disregarding that I like the idea and would like her as a companion especially as myself and my companion spent a long time customising her on my first playthrough so they looked just like us. 5 minutes later... "Oh for [censored]s sake"

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meghan lock
 
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Post » Thu Nov 26, 2015 6:51 am

Here are a few more now that I've played more:

- a symbol like "-" in front of crafting material names, like "-adhesive", so that they show up on the top of your workshop inventory list instead of scatered amongst hundreds of junk items.

- When jumping into power suits or a fusion core runs dry, have the game insert partial cores first instead of defaulting to full ones. I have about 6 partials in my inventory right now.

-Add a "dump all junk" button to companion inventory menu, since I'm guessing I'm not the only one that uses them as a pack mule.

-Add a "Time Sensitive" quest tab similar to "miscelaneous" so we can qickly identify which missions to prioritize if we care about protecting setlements.

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CHARLODDE
 
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Post » Thu Nov 26, 2015 8:18 am

I'm rather surprised we haven't seen a basic needs mod yet (eat, sleep, drink, etc.). Should we expect to see one before the Creation Kit is released?

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louise fortin
 
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Post » Thu Nov 26, 2015 2:49 pm

I would like a mod that gives you a box full of Synth outfits please (the white suit). Apparently you can get one from X6, so they exist as a seperate entity, but I want lots of them. (Could probably just spawn them using console but I don't know the ID of the suit)

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Lavender Brown
 
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Post » Thu Nov 26, 2015 3:28 pm

I'd like the outfit with the green floral skirt, but at the moment, it is a part of an NPC's body and is unlootable.

Oh, and a GRA-style katana. :ph34r:

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Shannon Marie Jones
 
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Post » Thu Nov 26, 2015 10:44 am

A "Holotape" tab in the Pipboy Items menu, so I don't have to go dumpster diving through the mounds of undroppable quest items for the latest note I found. Also a "Keyring" tab to store keys in separately.

Similarly, a means to "deactivate" said quest items in the inventory that have no purpose any longer.

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Shirley BEltran
 
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Post » Thu Nov 26, 2015 3:52 pm

Would LOVE any of the following, most (if not all) of which would require the official GECK:

  1. Send a companion back to their original locations. 'Cancel' sends them to their LAST location, so if they're sent to a settlement EVEN ONCE, they will never leave. (Go back to your dang jobs!)
  2. Make workshops across multiple locations truly connected as soon as you hit Local Leader 1. Maybe swap LL1 and LL2 so you can make craft stations at LL1, but not auto-connect workshops until LL2?
  3. A KEYCHAIN AND A CODEBOOK so that I can regain some control over the nightmare that my Inv > Misc has become.
  4. See what junk scraps for before deciding if you'll pick it up or not - just text floating above the [ ] Pick Up prompt, I guess
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Celestine Stardust
 
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Post » Thu Nov 26, 2015 3:42 am

1. Supply lines connect your workshops even if it doesn't show in the workshop's inventory (bug?).

2. Scrapper 2 highlights junk that has your tagged component. (Tagging component could use a rework , though - you can only tag component that you already have in your inventory.)

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Channing
 
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Post » Thu Nov 26, 2015 2:54 am

A Vault-Tec themed retexture of the Cryolator. More blue and yellow painted parts, with a Vault-Tec logo.

NCR Ranger Combat Armor (with a new model and everything).

The ability to upgrade and customize more of the skin-tight armor types, like Synth Uniform, BOS Uniform, etc.

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Emzy Baby!
 
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Post » Thu Nov 26, 2015 1:33 pm

1 still requires settlers, as well as the assigning of. It also only applies to base materials, not additional items. And on top of that, it is settlement-only. Pass :(

2: you can tag inventory items? I was only ever able to tag items I DIDN'T HAVE ENOUGH OF when at crafting screens. Also, items keep detagging themselves - most notoriously, bloodpacks. I"d still want the feature anyway though - even if I don't need the materials yet, if it is rare or unusual I'd still want to know if I should recover an unknown junk item.

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pinar
 
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Post » Thu Nov 26, 2015 4:11 am

Yes, tagging in workshop is a nightmare. If you have enough of an ingredient, it removes the tag. It adds tag if you don't have enough of an ingredient. If it's mixed (enough of one ingredient, but not enough of another), it removes all tags. You need to go in your inventory -> junk tab -> component view and then tag components, and never use the tag function at the workshop. Also it doesn't highlight non-junk object.

That's why it's in need of a rework. I'd like to do a Improved Scrapper mod ( see Component in items lvl1, lvl 2 same as vanilla + tagged non-junk object), but I'm waiting for the GECK.

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Connor Wing
 
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Post » Thu Nov 26, 2015 2:16 pm

I don't know if this mod will break the game but I'd like to see an Unlimited Companion mod. I'd like to go exploring with all of my friends. Not just one.

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Alister Scott
 
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Post » Thu Nov 26, 2015 7:10 am

This:

an grenade launcher would be very nice, might even be possible with an under barrel one shooting an grenade like the fatman shoots nukes.

An pure grenade launcher would have an straighter trajectory.

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Raymond J. Ramirez
 
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Post » Thu Nov 26, 2015 9:34 am

New Reticule. If someone could create the "Circle" style reticule that Brink (and optional in Warface) instead of the basic crosshair, I would be happy.

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Brιonα Renae
 
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