Fallout 4 Mod Requests and Ideas...

Post » Wed Jan 13, 2016 5:45 am

Well Since I couldn't post in there, I was wanting to tell you hey, A lot of your mod requests, Have already been fulfilled over at the Nexus





- Better faces/bodies (people look like clay to me on ultra...wait, are they all synths?!) - [This is has been done Over at the Nexus]



- More settlement upgrades (better looking houses, for example, able to dress/uniform all of your settlement citizens, equip them with weapons, etc. take any of them with you) - [This is has been done Over at the Nexus] ("General of the Army / Atlernate Settlements etc. etc.")




- More weapon customization - [This has been done over at the Nexus] ("Better Handmade Weapons, Any Mod Any Weapon etc."]



- Better textures overall - [This has been done over at the Nexus, They have a 4k Ultra Overhaul and less HD ones]



- All NPCs non-essential - [This has been done over at the Nexus] ("No Essential NPCs")



- More random encounters - [This has been done over at the Nexus]



- The ability to craft robots/synths as companions - [This has been done over at the Nexus] ("Robot Home Defence, Robot Guardians and Settlers, and General of the Army All include robot companions etc

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Krystal Wilson
 
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Post » Tue Jan 12, 2016 6:30 pm

How about a mod that ONLY changes damage for automatic receivers? The current reduction seems rather odd to me..... why would changing from single shot, to full auto, REDUCE DAMAGE????

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Felix Walde
 
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Post » Tue Jan 12, 2016 9:12 pm

It is probably impossible, but ground vehicles would be great. Perhaps a Max Max version of the Lone Wanderer motorbike, the Corvega, or any working civilian vehicle, or maybe the tank. I don't know if there ever was Fallout ground vehicles with the current engine. The earlier ones had ground vehicles, but they might have had a different engine.

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Claire Vaux
 
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Post » Tue Jan 12, 2016 2:14 pm

The earlier games had a car. (FO 2) But, all it did was make fast-travel faster.... (plus, it had a trunk......)



Don't recall any vehicle mods for FO3... but, I haven't checked in quite some time either.... but, in FO4, we already have vertibirds, so, it *shouldn't* be too much of a stretch to allow the player to PILOT them.... which would be way cool. :D

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Cody Banks
 
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Post » Tue Jan 12, 2016 7:41 pm

It wouldn't...not in real life anyway, but I'm sure you already knew that. Strange decision on Beth's part, but then so is having the arms dealer in Diamond City refer to magazines, as clips. :facepalm: Jeez, every time I hear that guy call them clips I want to [censored] smack him with one of those rolled up newspapers we see all over the Commonwealth.



A couple things I'd like are one, the complete removal of the quick save option from the main menu. I can't count the amount of times I've accidentally hit that infernal button without meaning to. I'd also like it if we (as in not me, I'm not talented enough for this) could find a way to fix it so Dogmeat isn't constantly getting in our way. Honestly, he gets in the way so much I feel like kicking him sometimes.



Yeah, I'm sure I've got others that bother me, that I'd like fixed or changed, but I can't think of them now...




except for having http://www.ithacagun.com/defense37s.php in game. Not only did I use this extensively in FO3 and New Vegas, but I've got one IRL too.

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Kayla Oatney
 
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Post » Tue Jan 12, 2016 5:46 pm

Yeah, I can sympathize about dogmeat.... when I am moving slow and quiet, he seems to like to circle in front of me.... blocking my path. Doorways are especially fun...... Generally, if I try to jump over him, he figgers it out, but, he HAS gotten my killed on more than one occasion...... Idiot dog. :D

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celebrity
 
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Post » Tue Jan 12, 2016 5:40 pm

More weapon modifications for certain guns would be cool, also adding in a new category that covers a weapon's paint or look would be nice.

Another thing that would be nice is an interior overhaul to the Institute that adds in more labs, more living spaces, a better director's office and quarters, classrooms, rec areas, maybe even a botanical garden or park, a bigger hospital and cafeteria also add in ruined catacombs the player can explore after becoming the head of the Institute, like finding old research documents and re-establishing old projects like Cybernetics. Make it look more like an underground city then just one living areas and four lab areas.
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TIhIsmc L Griot
 
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Post » Tue Jan 12, 2016 9:49 pm


Simple solution with followers getting in the way, is already in the game and simple to use: Tell them to stay if you don't want to be disturbed. Followers can be reached from a quite big distance with stay and follow. So actually this works pretty well.



It's interesting that people who want to play with a more tactical approach don't use it.

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Sista Sila
 
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Post » Wed Jan 13, 2016 4:20 am

I'd like a special flare for the flare gun that summons a settler to you. You dump all your excess junk on him and he then goes to deposit it in the workbench of the nearest settlement.

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le GraiN
 
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Post » Wed Jan 13, 2016 1:44 am

But, I want to keep him with me. There are indeed occasions when I have told him to stay. (like sniping the folks at the forge from the walkways above, didn't want dogmeat running down there, and getting mixed up in it.) But, when just wandering thru a building..... just gotta deal with it.

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Natasha Biss
 
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Post » Wed Jan 13, 2016 2:21 am

There are several different ways this can be done :)



First, have a rideable creature that looks like a car or motorbike. Someone got a car into Skyrim by basically changing the mesh for a horse. It doesn't handle like a vehicle, but it sort of works with a minimum of effort. Incidentally, I'm pretty sure the Vertibirds are (essentially) modified dragons from Skyrim, and someone got a fully controlled rideable dragon implemented in that, so similar techniques should work for Vertibirds.



Second, have what is essentially a piece of clothing that replaces the player's legs with a car or motorbike model, and use lots of scripted parameter changes to alter the player's running speed, puts in 'lean' animations when turning for motorbikes, that sort of thing. Similar problems of behaviour to rideable creatures though. I think the http://www.nexusmods.com/fallout3/mods/6005/? used this method, but I'm not 100% sure.



Third, have something scripted, like my Hoverchair mod (see my signature) for FO3. That wouldn't actually work in FO4 because of the way the script engine has changed, but it might be possible to have something like my flying machine for Skyrim with a strict height limiter.



What I'd like to do, if possible, is make a tracked vehicle where the havok physics on the treads is animated, and see if that will move the vehicle along. But, of course, that depends on being able to get an entirely custom model with physics into the game, and run a new custom animation on it - and I'm not sure what the state of play is on that, but from looking on the NifTools site and doing some Googling, I don't think there's any real possibility of that yet.



I'm not sure how power armour (which is essentially a ground vehicle) is implemented, but it might be possible to use that as the basis for a wheeled vehicle.

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Ria dell
 
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Post » Tue Jan 12, 2016 2:30 pm

Return of the Roving Trader Outfit and Hat. Seriously could not believe they didn't add it. It's my goto gear in Fallout 3/NV.



Change Assault Rifle to Light Machine Gun and add back in Assault Rifle and Chinese Assault Rifle with all mods.



A weathered and faded Multicam retex for the pipboy.



More enemies. Return of the FO3/NV Ghouls.



Unsvckified grenade functionality. It's a pain in the ass to use no matter how I bind it. Especially with the arc.



1911 .45 ACP with mods.



Ghost enemies from Dead Money. Those things were great.

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Jade Muggeridge
 
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Post » Tue Jan 12, 2016 6:00 pm

As regards the follow command , it really is quite hard to get that to work as you would want. I have thought Piper was following me as I sneaked my way up a building, only to look around and she had not been able to path her way up the stairs, and is still stuck in the basemant. If I start a fight without her, she magically transports to me.


I would wish for a "follow 1 meter behind me " command. And a "never open hostilities before I shoot first" command.


Wishful thinking.

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MatthewJontully
 
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Post » Tue Jan 12, 2016 4:40 pm

In Morrowind, the "horses" were a pair of pants that you put on. (though it was made to look like you were actually riding a horse. :) )



I would LOVE to see a tracked vehicle, though the ubiquitous six-wheel fellers might be easier...... and they are EVERYWHERE.... so, lots of good sources for parts. :)

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Spaceman
 
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Post » Wed Jan 13, 2016 12:14 am

Also, really, really, reaaaaaalllllly want a mod that disables the whole move to Terminal and animate thing that's going on. So freaking annoying. Preferred it when it was the same as picking a lock. Want that back.

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XPidgex Jefferson
 
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Post » Tue Jan 12, 2016 7:34 pm

Did the other thread get locked? At any rate I thought of another one I'd like to see other than the one I posted in the other thread. I'd like a cut content mod like we had for New Vegas.

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Emma louise Wendelk
 
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Post » Tue Jan 12, 2016 3:51 pm

Spectacle Island needs a bridge, I mean come on it's an island surrounded by radiation give the settlers a break here anyone?

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Etta Hargrave
 
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Post » Wed Jan 13, 2016 1:16 am

Assign a ghoul as provisioner. :)

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Austin Suggs
 
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Post » Tue Jan 12, 2016 5:47 pm

@HeyYou That doesn't help those poor settlers who have to swim through irradiated waters.

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Nymph
 
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Post » Tue Jan 12, 2016 7:39 pm

They'll get over it. :) Either that, or die trying. :D

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Emily Rose
 
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Post » Tue Jan 12, 2016 8:55 pm


Might be a bridge too far....?



Seriously, though, I'd love a ferry system (on a fixed course) between Spectacle Island and, say, Nordhagen Beach. Something using a tug-boat with the same or, perhaps, similar in-game physics to the ricketty cable-car used over at Libertalia would do the trick nicely....



Training the postie and the punters to use the ferry instead of getting their daily glow by taking a dip, on the other hand...hmmm, could be challenging.

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Felix Walde
 
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