Mods That Influenced Fallout 4...

Post » Mon Nov 30, 2015 2:21 am

These are a few of the mods which have obvious influences on Fallout 4.

Wasteland Defense

WMX Weapon Mods

Project Nevada's enhanced visions

Alternate Repair

The companions and settlers seem to borrow concepts from various follower overhaul mods from FO3 and FNV such as using weapons and gear assigned to them instead of just what is the most powerful.

Robco Certified

Has anyone else come across aspects of the game that were clearly influenced by from mods that you used?

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Adam
 
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Post » Sun Nov 29, 2015 10:39 pm

I wouldn't say Alternate Repair as there's no weapon degradation.
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luis ortiz
 
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Post » Mon Nov 30, 2015 1:50 am

Real Time Settler kinda feels like the beta version of Fallout 4's settlement building at this point. Aside from that I also see Powered Power Armour being a huge influence on how my character tweaks and maintains his set of X-01.

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Averielle Garcia
 
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Post » Mon Nov 30, 2015 1:50 am

I was mainly referring to how it overhauled all the misc. items in the game to break down into different materials. Your PA still degrades by the way which gives me hope that modders can tie that in with regular armor and weapons fairly easily.

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Danial Zachery
 
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Post » Sun Nov 29, 2015 11:55 pm

So true. But between RTS in FO3 and here in FO4, I certainly miss Bessie the pack brahmin. Having 1000+ carrying capacity certainly made being a kleptomaniac MUCH easier.

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Grace Francis
 
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Post » Sun Nov 29, 2015 9:10 pm

Weapons Mod Kit by Anistar from FO3 which New Vegas copied and then became WMX

Craft from FO3 and all its add-on's from many other Authors, most crafting ideas stem from here I believe?

Feng Shui by HugePinball in FO3, copied over to New Vegas with permission by another author, this is where moving game items first started

Feng Shui was sort of repeated in a differnet way in Skyrim by a totally different author

Most setting up camps and/or building Mods developed for FO3, NV and expanded with Skyrim

Many variations of 'breakdown components' Mods from FO3 onwards

Phalanx Followers FO3

Some animations are still taken from Oblivion Mods

FOOK2 breakdown of some items, armour types, weapon types and basic game improvements

FO3 Wanderers Edition, I believe they may have become NV Nevada (not 100% on that?)

That's just a few I can think of this quickly

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Chris Duncan
 
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Post » Sun Nov 29, 2015 7:17 pm

How could you miss SPOILER SPOILEREnclavecommanderSPOILER SPOILER

Although maybe you aren't that far in the game yet

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Nick Pryce
 
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Post » Mon Nov 30, 2015 12:41 am

I haven't gotten that far but they did show that off in one of the press videos. I forgot about that. Can't wait till I get to join the BoS now. :D

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Star Dunkels Macmillan
 
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Post » Mon Nov 30, 2015 5:36 am

The food rebalance that was included (among other places) in FOOK2 - food healing over time, food healing a useful amount, food having useful secondary effects - seems likely as well.

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Luis Reyma
 
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Post » Sun Nov 29, 2015 10:59 pm

Hate to almost mention this one, slower release StimPacks was originally released by GrandsonofSam (the name may be a bit off?) with FOOK2 versions, the idea came from me I hate to admit in conversations we had when Fookunity was the home site for the FOOK2 team. Separate Weapon and Armour Workbenches was in a New Vegas Mod but that was for pulling them apart and rebuilding improved quality Vanilla Weapons and Armour.

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Lauren Graves
 
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Post » Sun Nov 29, 2015 8:00 pm

When the Steam Workshop and Nexus members started to crank out mods, I was reminded of the glory days of TSR and The Dragon magazine module contests. "All submissions become property of TSR, Inc." ONE winner that received tiny royalty when his module was published as an official game module. All the rest of the thousands of contest submissions became fodder for TSR to take the cream of the crop and incorporate into "new" AD&D content... for which TSR paid next to nothing for the IP rights. I look at FO4 and recognize sooooo many FO3 mods and have to wonder just how much and how well those mod-makers were acknowledged. Or even harder to imagine, if any of them received any financial compensation for the inspiration they provided to Bethesda developers.

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Josh Trembly
 
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Post » Mon Nov 30, 2015 4:26 am

Not even Anistar with his Weapons Mod Kit FO3 Master Piece was recognised by Beth, he did feel pretty pleased they copied his work though. The Author of the OOO Oblivion Overhaul apparently got offered a job with a gaming company, so sometimes you get noticed, it's the same with Beth anything you release into a Beth game is their property as such.

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Louise Lowe
 
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Post » Mon Nov 30, 2015 5:58 am

I hate this. I hate this so much. I understand that being acknowledged is always fun. But asking for compensations can only lead to Bethesda never implementing good ideas, or they stop mods support completely because everyone want their shares. Just be glad they found your idea so cool it had to be implemented in the next game.

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Verity Hurding
 
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Post » Mon Nov 30, 2015 2:49 am

SkyUI sure as hell wasn't an influence...

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Kelsey Anna Farley
 
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Post » Mon Nov 30, 2015 5:02 am

You sure are spot on with that one, I cannot see any Mod or previous Beth influence on that, get rid of the damn boxed crosshair when targeting as well, damn nightmare it is. He He

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Kelly Tomlinson
 
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Post » Mon Nov 30, 2015 12:06 am

Warzones, love hearing and seeing 2 groups fighting it out while wandering around.
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Jeneene Hunte
 
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Post » Sun Nov 29, 2015 7:47 pm

So, where's the "they robbed modders' ideas" stuff New Vegas was accused of? ;)

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m Gardner
 
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Post » Sun Nov 29, 2015 11:35 pm

I'd say the biggest 'lift' of any Mod idea that was added into Fallout New Vegas (& FO4) would have to be the FO3 Weapon Mod Kit's by Anistar, it was the biggest game changer of them all, although MMM was damn close, Yea those two plus FOOK2 made FO3 into a brilliant game.

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Janeth Valenzuela Castelo
 
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