The Fallout 3 Modding Wishlist Thread

Post » Tue May 17, 2011 9:48 am

How about a sawn-off over-under shotgun. Absolute terrible accuracy, intended to be used at less than five yards.
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Tue May 17, 2011 2:14 am

How about a sawn-off over-under shotgun. Absolute terrible accuracy, intended to be used at less than five yards.


It's already in the game.
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Tue May 17, 2011 11:33 am

It's already in the game.


An over-under shotgun? I haven't seen one of those in any of the mods.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Mon May 16, 2011 11:45 pm

Sorry everyone, I was only giving WanderingRogue some suggestions for food to sell :)

@ Coleen, You won my heart with your mod! Coffee!! I love the fact we have to search for the cookbooks before we can make the food, and it makes great use out of many things that I wish there was a use for!


I just added an updated version that allows you to use tin cans and various meats to can Mystery Meat, as well as adding the ability to use Lunchboxes to pack a box lunch - I felt the same way about all the 'useless' items laying around the Wastelands :laugh:
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Tue May 17, 2011 3:48 am

I just added an updated version that allows you to use tin cans and various meats to can Mystery Meat, as well as adding the ability to use Lunchboxes to pack a box lunch - I felt the same way about all the 'useless' items laying around the Wastelands :laugh:


:sad: That sounds so awesome! I've already downloaded it. I wish it would work with FWE. I really miss Fallout Food.
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Tue May 17, 2011 2:21 am

Is that a console command?

Whenever I use setactorfullname it doesn't appear to work.


I haven't used it, so I don't know if it works, but here's the FOSE command description. The regular geck command to change a character's name is setactorfullname - it wouldn't work on regular objects, and I don't think its a console command, though I could be wrong.

SetName
Alias: none
Parameters:2
name:String
item:GenericObject
Return Type: Nothing
Opcode: 0x1485 (5253)
Condition Function: No
Introduced In: 1
Calling Convention: E
Description: sets the name of the object.
User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Mon May 16, 2011 11:03 pm

RE: Doppelganger

I’ve put some thought into this, the easiest way maybe via random encounter. Similar to how Talon Company or Regulators hunt you down now, the DoppelGanger could be a rare encounter.

I’ve also played with a script that adds additional creatures and NPCs to spawn points. This could be used to give a chance for the DG to spawn with existing random encounters, or even non random encounters. Good PCs might find their DG hanging out in a raider camp or Paradise Falls, evil NPCs might find their DG amongst the Regulators or as a BOS initiate. The way this works is that the script is attached to a spawn point, when ever that spawn point spawns the script checks certain conditions and if they all pass it fires and spawns its’ own spawns independent of the spawn point type. (To test this I made a script that spawned at random a RadScorp, SuperMutant, Chinese Ghoul or Enclave and attached it to the generic raider spawn point, every raider camp in the game became a major war zone!) The catch would be ensuring that you don’t end up with multiple copies of your DG.

The other option would be to create the DG as an NPC, place them in the game world and have them seek out the Lone Wanderer. This involves having a way for the AI to track the LW across the entire play area, and I’ve not come up with a practical way of doing that just yet.
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Tue May 17, 2011 5:52 am

The other option would be to create the DG as an NPC, place them in the game world and have them seek out the Lone Wanderer. This involves having a way for the AI to track the LW across the entire play area, and I’ve not come up with a practical way of doing that just yet.

Have a look at Victoria watts scripts, when the player reaches a certain point in "The Replicated man" quest a script enables that makes her spawn in the same world space as the LW and to find the LW
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Tue May 17, 2011 9:47 am

I would like to see dead bodies attract carrion eaters & scavengers (dogs, molerats, radroaches/scorpions etc) that eat the corpse down to a skeleton or rot away to skeletons. My sense of immersion is being slightly irritated by coming across bodies I killed 2 days ago out in the wasteland wilderness looking as if I had just killed them one minute before.

*throws his penny into the well*
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Tue May 17, 2011 6:07 am

I would like to see dead bodies attract carrion eaters & scavengers (dogs, molerats, radroaches/scorpions etc) that eat the corpse down to a skeleton or rot away to skeletons. My sense of immersion is being slightly irritated by coming across bodies I killed 2 days ago out in the wasteland wilderness looking as if I had just killed them one minute before.

*throws his penny into the well*

In MMM there are corpse flies which come to a dead body a few hours after death
User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Mon May 16, 2011 10:31 pm

RE: doppleganger

Reminds me of an idea I had a while back - when you get to the Obelisk in the heart of the Dunwich building, it opens a portal to a parallel universe and you pull through an alternate version of the lone wanderer - based on a character from one of your previous saves (a different playthrough) - that becomes a companion. Same appearance, same stats, same perks, and either the same inventory, or just whatever they have equipped at the time in the save.
User avatar
.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Mon May 16, 2011 10:58 pm

Now that you mention it, there are some parallels to the obelisk chamber and wear you fight your shadow form in Shivering Isles... hmm...
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Tue May 17, 2011 11:05 am

In MMM there are corpse flies which come to a dead body a few hours after death


While they are cool, I just don't feel it's enough. If I had the time, I would teach myself how to create the mod but unfortunately that just isn't a possibility right now.
User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Tue May 17, 2011 1:32 pm

RE: doppleganger

Reminds me of an idea I had a while back - when you get to the Obelisk in the heart of the Dunwich building, it opens a portal to a parallel universe and you pull through an alternate version of the lone wanderer - based on a character from one of your previous saves (a different playthrough) - that becomes a companion. Same appearance, same stats, same perks, and either the same inventory, or just whatever they have equipped at the time in the save.


That could be so abusable. That woudl allow you for example to get a second Firelance.
User avatar
Cat Haines
 
Posts: 3385
Joined: Fri Oct 27, 2006 9:27 am

Post » Tue May 17, 2011 9:58 am

That could be so abusable. That woudl allow you for example to get a second Firelance.


You could duplicate your whole inventory, then duplicate it again - but you can do that and whatever else you want with the GECK or console, its just a question of how much challenge you want to keep for yourself. You could eliminate that cheat though by equipping the companion with non-player playable versions of whatever armor and weapon they had equipped in the save, and stripping the rest of their inventory.
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Tue May 17, 2011 12:22 pm

You could duplicate your whole inventory, then duplicate it again - but you can do that and whatever else you want with the GECK or console, its just a question of how much challenge you want to keep for yourself. You could eliminate that cheat though by equipping the companion with non-player playable versions of whatever armor and weapon they had equipped in the save, and stripping the rest of their inventory.


Indeed. But I would encorage the last version.

But stripping the rest of the inventory seems a bit stupid. Not everyone uses melee weapons :)
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Tue May 17, 2011 7:41 am

I would like to see more body jewelry selections. I've searched the nexus and have seen very few. Mostly navel, nipble or nether piercings. I would like to see septum, lip, eyebrow, cheek, etc...with placement and jewelry options, like barbell, captured bead, spikes and in different colors/materials....bone/steel. Different ear piercings, like tragus, gauging lobes, industrial, conch etc...

I've seen some in other peoples images they've posted, but I've been unable to find them at the nexus. Ling's finer things has a nostril piercing, but it's gold and that's just not my style.
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Tue May 17, 2011 7:56 am

Kikai equipment has nose piercings and nose chains in steel, copper, silver, and gold, and some more elaborate ear piercings - you could probably edit their models to get a few more piercing options. The raider piercing includes rings most of the way around the rim of the ear, the little nubbins that sticks out over your ear canol, the eyebrow, and the lower lip.
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Tue May 17, 2011 12:04 am

I want a fish weapon.

http://www.youtube.com/watch?v=IhJQp-q1Y1s
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Tue May 17, 2011 12:45 pm

A mod that would divide the current equip slot for body armor into more segments to allow more diversity in what kind of armor you could equip. For instance, instead of just one slot for body armor there could be slots for legs, chest, feet and even hands (similar to Oblivion). Right now, choosing an upgrade in armor is a fairly simplistic process because you're only comparing a few stats (mainly damage reduction and S.P.E.C.I.A.L. or skill bonuses). If upgrades were spread over multiple pieces of armor occupying multiple equipment slots and having a diverse range of stats, choosing armor upgrades would be a deeper and more enjoyable process.
User avatar
Jennie Skeletons
 
Posts: 3452
Joined: Wed Jun 21, 2006 8:21 am

Post » Mon May 16, 2011 11:37 pm

A mod that would divide the current equip slot for body armor into more segments to allow more diversity in what kind of armor you could equip. For instance, instead of just one slot for body armor there could be slots for legs, chest, feet and even hands (similar to Oblivion). Right now, choosing an upgrade in armor is a fairly simplistic process because you're only comparing a few stats (mainly damage reduction and S.P.E.C.I.A.L. or skill bonuses). If upgrades were spread over multiple pieces of armor occupying multiple equipment slots and having a diverse range of stats, choosing armor upgrades would be a deeper and more enjoyable process.


I agree, as long as it does not become as spreadsheet complex as World of Warcraft.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Tue May 17, 2011 5:58 am

Thanks Imp, that's the stuff I wanted. No wonder my Nexus searches didn't hit too...
User avatar
rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Tue May 17, 2011 2:09 am

A mod that would divide the current equip slot for body armor into more segments to allow more diversity in what kind of armor you could equip. For instance, instead of just one slot for body armor there could be slots for legs, chest, feet and even hands (similar to Oblivion). Right now, choosing an upgrade in armor is a fairly simplistic process because you're only comparing a few stats (mainly damage reduction and S.P.E.C.I.A.L. or skill bonuses). If upgrades were spread over multiple pieces of armor occupying multiple equipment slots and having a diverse range of stats, choosing armor upgrades would be a deeper and more enjoyable process.


This mod http://www.fallout3nexus.com/downloads/file.php?id=5424 I believe adds some of that functionality. Haven't tried it myself so I don't know if it has stats for all the individual parts.
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Tue May 17, 2011 12:06 am

I wish for a gray textured version of Tobars coat on a black textured, merc grunt outfit, compatible with Breeze's body. Until then, I'll continue to attempt to do it myself. 2 weeks and I'm SOMEWHAT close. Musical is keeping me from finishing.
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Tue May 17, 2011 3:30 am

Place-able map markers. That would be nice.
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

PreviousNext

Return to Fallout 3