Need ideas for mod.

Post » Fri Jan 22, 2016 5:06 am

Now, this is gonna be a full Game Overhaul, kinda like dust but better. I've made mods in the past but have personally never released them.


So I guess a good place to start is what I have currently.


I want it to be heavy survival based, and will be based a few days after the initial bomb goes off (the one you see in the intro). But to be honest, that's all I got, I can tell you though, I'm adding some new armor and weapons (mostly avemeshed). Also radiation, poison, and gas masks are gonna play a huge role.


Also, I WILL NOT fix bugs or glitches. The only time I will fix one is if it interferes with my mod or is caused by my mod.


So anything you wanna see in my mod? Also, if you have a custom weapon or armor that you wanna add that WILL match my mods setting, please share.
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LijLuva
 
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Post » Fri Jan 22, 2016 4:29 am

Falling/collapsing rubble


Acid/Toxic rain and puddles


Toxic/radioactive dust


Smoke and fires, lots of smoke and fires.

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JD bernal
 
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Post » Fri Jan 22, 2016 9:01 am

The 1950's and alien conspiracies go hand and hand peas in a pod, spaghetti and meatballs! So put in some alien references!!
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Sarah Bishop
 
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Post » Thu Jan 21, 2016 11:30 pm

Heres a few survival'ish ideas:



-Make it so you cannot go to doctors to cure addictions. Increase the power of all chems and alcohol to make them a more attractive choice to take on enemies, but also make addictions easier to succumb to and withdrawal a real problem. Maybe also scale the withdrawal according to which phase you are in (mild starts, severe cravings, starting to finally come off (back to mild)). Finally make it so that the only way to come off a chem is to either visit a certain vault (ideally include an expensive raw materials cost) or by stopping its use.



-Re-introduce Radiation sickness. By accruing a certain amount of radiation (irregardless of removing rads) you develop sicknesses that last a few in game weeks. The sickness could be a basic reduction in your SPECIAL, and every time you accrue a balanced amount all your SPECIALS will lose a further one point.



-Re-introduce diseases from animals (outside of Vault animals) so that bites give you disease. Use a base of ten to trigger the diseases and their severity, e.g. 10 molerat bites = molerat disease, 100 = severe molerat disease, 1000 = super-severe, etc. Make it so you cannot cure diseases unless visiting a doctor to remove EACH disease for a hefty price (for example each disease would cost 1000 caps).



-Make tobacco a useable item, and do something similair with the above chems idea. Make it worthwhile (maybe each cig replenishes your critical bar? But cannot contribute to Critical bank), but make the withdrawal a real issue to deal with.

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Joe Alvarado
 
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Post » Fri Jan 22, 2016 2:32 pm

I'd like to see something with boats.


All those boats and waterways in the game and they don't do anything.

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Laura Ellaby
 
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