Who here will create Mods for Fallout 4?

Post » Fri Jan 22, 2016 3:58 am

Give us a clue what you're planning, will FWE come too FO4 or Monster Mod? what mods are people hoping come?. Hope DUST is made for FO4 too

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Emilie M
 
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Post » Fri Jan 22, 2016 2:27 pm

I'll give it a go if the GECK comes out.



I have plans to make a Gen 1 synth companion that likes to "clean" the Commonwealth. It may be via extermination, but hey, its gets results.

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JLG
 
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Post » Thu Jan 21, 2016 11:16 pm

Yes, coursework allowing. Initially, just data tweaks (armor layering, damage tweaking, encumbrance changes, settler naming) which I know others have already done using FO4edit. But eventually I hope to compile a complete overhaul of some sort, along the lines of FWE, but small steps first.



Interiors and new lands too, but again, back burner.



After Jan 30 my schedule will open up a bit and I may even start fiddling with FO4edit at that point, and if the GECK isn't released yet.

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Ben sutton
 
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Post » Thu Jan 21, 2016 11:15 pm

In a way I am both saddened and relieved that there are no readable books in FO4. Book Covers Skyrim (and the Lost Library) ate two and a half years of my life because I was so bad at saying no to myself.



If there was a book mod in FO4 it would have to be a mixture of abridged American 50s fiction, journals and odd bits of game lore. In other words, a never-ending list of short stories in retro covers.

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Jason Rice
 
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Post » Fri Jan 22, 2016 3:26 am

I am tempted to add in some patrol routes. Raider/gunner/BoS/Institute that patrol around Boston. Also tempted to add in more gunner virtibirds, with a legendary pilot or gunner.

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Dragonz Dancer
 
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Post » Fri Jan 22, 2016 12:11 pm

I wanna figure out this modding thing, when the GECK comes out I'll see about making a small quest. Or just a ton of lore books, err I mean notes since we apparently don't have books.

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Amy Melissa
 
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Post » Fri Jan 22, 2016 8:58 am

so you Fallout vets, what is the best source for mods? Especially quality, tested mods!!

is the Nexus at the top of the list? (sux they charge!)
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Pumpkin
 
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Post » Fri Jan 22, 2016 3:31 am

The Nexus doesn't charge for mods, it merely asks for donations since modding can take a lot of work. So yes Nexus is probably one of the best sources of mods all of which are always free.

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CHangohh BOyy
 
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Post » Fri Jan 22, 2016 2:24 am

I like the Nexus and use the Nexus mod manager (NMM). I assume some of the other mod utilities that worked with Skyrim will also be up and running for FO4 (if they are not already); Mod Organizer (want to say "MOO" but I cannot recall what the other O is . . ." and maybe WyreBash. Apparently, if you are an advanced user, you can accomplish virtually anything that NMM or any other mod utility can accomplish, but it is more of a "Visual Studio" type of interface, and less of a "Facebook" or "Online Banking" interface.



Up until recently NMM had one serious deficiency that prompted me to explore MO: there was no provision for different "profiles" (meaning different permutations of the complete set of mods you have installed being active for "Melee Babes Profile" (think skimpy armor + Amazon voice mod . . . I dunno . . .) versus "Sneak Thief Profile" (maybe largely the same permutation as the previous profile but with a couple mods deactivated and 4 or 5 other ones activated that were not for the previous profile). But this got addressed not long ago; provisions for multiple profiles were included in NMM a couple versions back (Fall of 2015). At this point, I'm not entirely certain what MO has going for it that NMM doesn't have.



As for the "charging" it is a strictly voluntary donation prompt, nothing more. The donations go to the modders and the site itself is funded by adverts I reckon. NMM is probably the best place to start, but if you are more technically inclined MO might have some features that you'd prefer (assuming it either is or will be functional for FO4 mods, which I'm not sure).



As with most gamesas titles, there is a "script extender" application http://f4se.silverlock.org/ that serves as the launcher for the game and opens up a very large range of mods that would otherwise not be possible. At this point, I don't think many if any mods will require F4SE. I already have it installed, but do not launch through it as I am not aware of any of the small set of mods I'm using needing it yet.

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glot
 
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Post » Fri Jan 22, 2016 9:30 am

I've definitely got some ideas for mods. The only one I'm willing to share right now is a FO4 version of my Radio Mod for Fallout 3/NV.

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Michael Korkia
 
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Post » Fri Jan 22, 2016 5:27 am

should check this section of the forum out:


http://www.gamesas.com/forum/330-fallout-4-mods/

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Luis Longoria
 
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Post » Fri Jan 22, 2016 4:36 am


You should do a "Guard Overhaul Mod!" Loved that mod for Oblivion :goodjob:

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jaideep singh
 
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Post » Thu Jan 21, 2016 11:13 pm

Heh, I would, but the guard system is the Fallout games has been pretty spot-on, at least in terms of realism. Then again, I haven't gone on a murder / stealing spree in FO4 yet to test it out.

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Naomi Lastname
 
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Post » Fri Jan 22, 2016 12:34 pm

I plan to dip my toes in by creating interior spaces for the boarded up buildings around the common wealth

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FABIAN RUIZ
 
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Post » Fri Jan 22, 2016 1:42 pm


I too have a strong interest in this, but I have three fears:



1. I add stuff to boarded up buildings and then Bethesda releases a DLC that overwrites it.



2. I add stuff to boarded up buildings and then find that someone else who did as good or better work did those exact same buildings, and by failing to coordinate we have both wasted some of our time.



3. Striking the right balance . . . Just adding interiors with more junk, or empty is one thing, but obviously, one will want to add some other stuff . . . maybe not every single buliding but some. I would almost go so far as to say that some locations might be a lot of fun if they were literally just crawling with bad guys of one sort or another.

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lolli
 
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Post » Fri Jan 22, 2016 2:48 pm


This. There are so many boarded up doorways just begging for us to make custom little areas.



I'm working on a Minuteman overhaul. I dissected a bunch of the settlement scripts (and posted all kinds of formulas re: happiness, recruitment, raids, resources, and etc... on reddit), and I've decided they're pretty lousy. Sorry, Bethesda, but y'all definitely didn't put enough effort into these scripts. Which makes me sad, because it's my favorite part of this game.

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Kaylee Campbell
 
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Post » Thu Jan 21, 2016 11:22 pm

I do modding too and i have already many Projects to do but i dont tell yet :nope:

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Floor Punch
 
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Post » Fri Jan 22, 2016 12:49 pm

I'm wondering just how the GECK will affect perks. We'll probably be able to alter some, but I'm not sure how you'd be able to create new ones like the old game. It's not just a list that's added to anymore. The perk chart doesn't leave much room for adding anything.
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April
 
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Post » Fri Jan 22, 2016 2:55 pm

Skyrim I worked on "advlt mods". And will probably do the same here. Maybe another bath house mod, or massage parlor in Goodneighbor. I mean, the world has gone to pot, and no one is offering themselves for caps?



I'm hoping FNIS, or something like it, will be come available quickly. Make my job much easier.

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Louise Lowe
 
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Post » Fri Jan 22, 2016 10:53 am


well if the new GECK or CK (whatever) is as easy to work with as the versions since morrowind. it should be as simple as deleting the cell space if you learn that your location shares same world space as some one elses and want to change it.



as far as official DLC, I don't see them using up very much of old spaces. but maybe I am completely wrong about this and the DLC focus on adding content to already existing spaces. which would be disappointing to be honest.

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Matt Bigelow
 
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