The Fallout 3 Modding Wishlist Thread #2

Post » Sun Nov 14, 2010 9:38 am

I'd love for someone to make a 1st person VATS mod. No camera angles, no pans, nothing, just first person. If anyone knows how to do this please do tell.
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Michelle Chau
 
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Post » Sun Nov 14, 2010 4:16 pm

OK, here's a simple wish. ["Simple." Aren't they all?]



As discussed in the Trouble in Big Town thread...

http://www.gamesas.com/index.php?/topic/1098518-trouble-in-big-town/

...after all the trouble you go to to rescue residents and save Big Town in the first place, the town gets massacred by slavers or other villains because it has no adequate defense. My thought is a mod like Canterbury Guards that protects the town *after* the rescues and the climactic SM assault, meaning that once you're done with the Big Town quests you can leave them in safety. Since there is only one entrance to the town, only one or two guard towers should suffice.
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Catherine Harte
 
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Post » Sun Nov 14, 2010 8:30 pm

A mod similar to Kyoma's Journal Mod for Oblivion would be great, would really enhance roleplaying opportunities.
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Angus Poole
 
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Post » Mon Nov 15, 2010 1:59 am

A mod similar to Kyoma's Journal Mod for Oblivion would be great, would really enhance roleplaying opportunities.

oh yes... or just something making me able to delete notes or mark them as unread.
it's a real pain in the ass to go through hundreds of notes just to find the right one...
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Amanda savory
 
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Post » Sun Nov 14, 2010 11:26 am

Something a bit like this?

You activate the place-able terminal and it'd ask via message box "Would you like to write a log?" and you'd say yes, then an hour would pass like if you waited and the terminal would be updated with the new entries (how many depending on when you last log'd)

Logs would be written in the first person, as if the Lone Wanderer would write them.

A Vanilla quest Completed (plus Karmic path taken)

A Main Quest Completed (Special Entries for Broken Steel and Vanilla Endings)

Unique People / Weapons / Armor encountered

Follower Hired

Certain Events taken place (Decimated Paradise Falls, became Very Good or Very Evil, Found all the Bobble-Heads, etc)

Reached Levels 10, 20, & 30

And after you have so many logs, reached the maximum level, beat the main quest, etc, you'd receive a package initialed "TVD." You find a copy of The Vault Dweller's Memoirs and a Printer (that looked like it belonged to a FO3 Terminal) and a note that says "Your turn." You then can print out your writing a maximum number of times, and they would be worth an incredible amount of money. Whatever settlement you sold it in would also know you as a hero (or villian) the community would show their respect (or fear) by having more barter caps, offering better deals, and offering some services for free on occasion.

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Ymani Hood
 
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Post » Sun Nov 14, 2010 1:42 pm

I would call this mod Wasteland Classifieds.

Basically using your skills to apply for a job. Examples;

Rivet City:

Security Guard

Boss: Commander Danvers
Requirements: Small Guns - 50 , Sneak - 25
Description: Must patrol rivet city during certain times, make arrests of Random NPCs
Promotions: Dependent on skills, number of guards alive in Rivet City, and the results of The Replicated Man
Starting Wages: 25 Caps an hour, 20 hours a week

Maintainence Man

Boss: Henry Young
Requirements: Science - 25 , Repair - 50
Description: Repair Security Personal weapons, armor, and fix up shop inventory items, and offer repair services to caravans outside rivet city
Promotions: Dependent on skills, if Young is among the living, and number of items fixed total
Starting Wages: 10 caps an hour, 40 hours a week

Or something like that...
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Ownie Zuliana
 
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Post » Sun Nov 14, 2010 11:37 am

I use several perk and skill mods that raise my damage with weapons, which for the most part is fine. The only drawback is when using the mesmetron. Every time I try to enslave someone I end up killing them due to a massive critical or raised base damage.

What I'm wanting is something that makes the mesmetron do 0 damage. I'm not sure if simply setting the base damage of the mesmetron to 0 will achieve this or if scripts will have to be used to subvert the damage done, but it shouldn't be too difficult for someone who actually knows what they're doing (unlike myself).

I've looked around but there doesn't seem to be anything like this, or I'm just not searching for the right thing. If someone could make/find a mod like this for me I'd really appreciate it.
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gandalf
 
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Post » Mon Nov 15, 2010 1:15 am

A FOOK2 compatible mod that puts the Oasis sap effect on the player when he's drunk.
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CSar L
 
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Post » Sun Nov 14, 2010 4:46 pm

These four patches are definitely on my wish-list. :)

A patch making http://www.fallout3nexus.com/downloads/file.php?id=3796 more compatible with http://www.fallout3nexus.com/downloads/file.php?id=6938.

A patch making http://www.fallout3nexus.com/downloads/file.php?id=8340 more compatible with RH_Ironsights.

A patch balancing http://www.fallout3nexus.com/downloads/file.php?id=5059 for http://www.fallout3nexus.com/downloads/file.php?id=2761.

A patch balancing metallicalec's http://www.fallout3nexus.com/downloads/file.php?id=6264 for FWE.
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Alexandra Louise Taylor
 
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Post » Sun Nov 14, 2010 11:02 pm

Something a bit like this?


No. Absolutely not, in fact. I want to be able to write these logs myself, not just get a canned description of what quest I'd just done. I want the freedom to put my own spin on things, just as I do in Oblivion with the journal mod.

The way it'd work (as far as I can conceptualize it, I could be completely misjudging the way the game works here) you'd get a scripted item in your inventory. Upon activation you'll be brought to a screen of some sort where you can enter text. Upon saving what you've written, you may then view your writings by using the scripted item again, except this time as a computer terminal log which you may then scroll through. I'm probably missing a few steps here, but that's one way I can see it working, if it's even possible. It worked for Oblivion, can it not work for Fallout 3?
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Skrapp Stephens
 
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Post » Sun Nov 14, 2010 10:45 pm

I would call this mod Wasteland Classifieds.

Basically using your skills to apply for a job. Examples;

Rivet City:

Security Guard

Boss: Commander Danvers
Requirements: Small Guns - 50 , Sneak - 25
Description: Must patrol rivet city during certain times, make arrests of Random NPCs
Promotions: Dependent on skills, number of guards alive in Rivet City, and the results of The Replicated Man
Starting Wages: 25 Caps an hour, 20 hours a week

Maintainence Man

Boss: Henry Young
Requirements: Science - 25 , Repair - 50
Description: Repair Security Personal weapons, armor, and fix up shop inventory items, and offer repair services to caravans outside rivet city
Promotions: Dependent on skills, if Young is among the living, and number of items fixed total
Starting Wages: 10 caps an hour, 40 hours a week

Or something like that...


Here, here. Been looking for a mod to let me gain caps in ways other than scavving but no luck. Hopefully someone takes on this arduous task soon or that something like this is included in NV
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Darren Chandler
 
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Post » Sun Nov 14, 2010 7:35 pm

I would call this mod Wasteland Classifieds.

Basically using your skills to apply for a job. Examples;

Rivet City:

Security Guard

Boss: Commander Danvers
Requirements: Small Guns - 50 , Sneak - 25
Description: Must patrol rivet city during certain times, make arrests of Random NPCs
Promotions: Dependent on skills, number of guards alive in Rivet City, and the results of The Replicated Man
Starting Wages: 25 Caps an hour, 20 hours a week

Maintainence Man

Boss: Henry Young
Requirements: Science - 25 , Repair - 50
Description: Repair Security Personal weapons, armor, and fix up shop inventory items, and offer repair services to caravans outside rivet city
Promotions: Dependent on skills, if Young is among the living, and number of items fixed total
Starting Wages: 10 caps an hour, 40 hours a week

Or something like that...

i like the idea of promotions! perhaps an chance for bonus wages based on skill for some jobs? make speech/barter give a chance to negotiate for higher wages (im always for making the non-combat skills more useful)? also, it would have to be compatible with some of the "overhauls" that make caps harder to come by. otherwise, working menial jobs would be more profitable than actually braving the dangers of the wasteland for loot.
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NIloufar Emporio
 
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Post » Mon Nov 15, 2010 1:24 am

Well since this thread is up on top, I may as well put in some requests. I've already left a thread, with no response, about not being able to exit and come back to try again when lockpicking and hacking. You have one attempt at each and if you don't succeed you're either locked out or you need to get the appropriate perks that will allow you to try again.

Another thing that would be great to have is limited fast travel. In Oblivion, The Nice One has added some fast travel options in his Map Marker Overhaul mod that allows you set a limit as to how many cells you can travel in one jump. He also includes some variables based on your stats, though only one of them would apply to Fallout, Endurance. Meaning you get a travel bonus for every point of Endurance. I find it a nice compromise between being able to bounce all over the map and not being able to fast travel at all. I'm not sure if FOSE is up to being able to accomplish that though.

Oh yeah, another thread I made awhile back. I'd like all containers to not show the Empty message until after you've actually had a look inside them. And no, I'm not suggesting simply removing the message altogether, it just doesn't show up until after you've checked them. Either that or a mod like Oblivion's Harvest:Containers that adds an opened state for any containers you've looked at. That would be preferable actually. It would be easier to do with Fallout since containers don't respawn, so there wouldn't be a need to script it so they reverted to their closed state once they've been opened.
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Oscar Vazquez
 
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Post » Mon Nov 15, 2010 3:10 am

I had an idea, and I'm almost wondering if it's been done, but I thought I'd bring it up.

I've heard all this talk about FO:NV allowing a pure pacifist playthrough, although upping the challenge, making the life of a charasmatic, wandering merchant, who can avoid trouble via sneaking, luck, and wits, and complete the near-entirety of the game using this route.

So I wondered, is there a mod that makes this possible in FO3, because it seems like combat is really unavoidable at certain parts.
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Mizz.Jayy
 
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Post » Sun Nov 14, 2010 8:28 pm

I had an idea, and I'm almost wondering if it's been done, but I thought I'd bring it up.

I've heard all this talk about FO:NV allowing a pure pacifist playthrough, although upping the challenge, making the life of a charasmatic, wandering merchant, who can avoid trouble via sneaking, luck, and wits, and complete the near-entirety of the game using this route.

So I wondered, is there a mod that makes this possible in FO3, because it seems like combat is really unavoidable at certain parts.


The devs designed the entire game world around having choices like that. How would a pacifist feel about the quest Take It Back?
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xx_Jess_xx
 
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Post » Mon Nov 15, 2010 1:28 am

Request: Storm Raider Faction

Baelkin's excellent http://fallout3nexus.com/downloads/file.php?id=3007 got me thinking about something missing from the game.

On one hand you have the hierarchical and technologically advanced Enclave. On the other hand, you have the semi-anarchic and not very technologically-advanced raiders.

Sure, there are a lot of other factions too (Talon Company, etc), but my point is there is room for an advanced raider faction.

---

Here are my thoughts describing what I'm talking about in greater detail:

Storm raiders are loosely organized into small groups throughout the wasteland. They are highly independent and many prefer to work solo, only returning to a base when necessary. They sneak into high-profile scavenging targets (like bunkers and military bases) using subway and utility access tunnels whenever possible. Similar to pirates, they're usually lead by a particular captain, but they're prone to disobeying orders if they feel it's in their own interest to do so.

Extremely adept at sneaking and using technology to their advantage, many storm raiders adapted high-end pre-war tech (such as stealth) for their own purposes.

Storm raiders do not wear power armor, and are not friends to regular raider factions. They have, however, found a way to not be attacked by feral ghouls in using an adapted pheromone emission device causing ghouls to perceive them as a non-threat.

They often wear a combination of a duster (like the regulators) and a specially-adapted power helmet of their own design (similar to Baelkin's Cerberus headgear).

Most of the time, you would not even be aware of a storm raider, since they use stealth technology. If you do encounter one in a dark subway tunnel, you'd better hope you're equipped to deal with it, becuase their deathly accuracy and lightning reflexes will prove an epic challenge.

If you encounter more than one storm raider, you'd better hope they don't see you before you get a chance to sneak away.

Storm raiders would mostly be encountered in subway tunnels as one challenging enemy. Ghouls do not attack them because of their adapted pheromone technology.

They have nightvision integrated into their personalized power helmets, hence the glowing red eyes emanating from the helmet. Deciding to venture into a dark area without nightvision equipment would be extremely risky with storm raiders around.

---

I just thought it would be awesome to encounter more stealth-focused enemies (bringing some elements of Operation Anchorage into the main game). That, and the idea of an elite independent raider faction using advanced technology sounded cool.
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Quick Draw III
 
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Post » Sun Nov 14, 2010 8:46 pm

Let me just say, thank you all!

Indirectly, I think you all have just spawned the greatest idea I have ever had.
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Chloe :)
 
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Post » Mon Nov 15, 2010 2:44 am

Let me just say, thank you all!

Indirectly, I think you all have just spawned the greatest idea I have ever had.


Please do share your ideas. I'm curious :P
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Vickytoria Vasquez
 
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Post » Sun Nov 14, 2010 9:59 pm

Please do share your ideas. I'm curious :P

Im sure you would. I am going to flesh out my initial thoughts and then put together a WIP thread. I have a feeling you all will find this idea amusing and... unique.
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Nicole Coucopoulos
 
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Post » Mon Nov 15, 2010 2:50 am

Im sure you would. I am going to flesh out my initial thoughts and then put together a WIP thread. I have a feeling you all will find this idea amusing and... unique.


Ooh! Sounds even better! I love unique things :P
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Samantha Pattison
 
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Post » Sun Nov 14, 2010 7:55 pm

As for Oasis, that would be reeeeeeally tough to do. Since trees are just static props, I'm not sure if you can add a script to them.


Well you can link the trees to an enable parent ref xMarker which can then be enabled/disabled via script, so you could cover the wasteland in sections, and have each section linked to an xMarker, this way you could have the trees progressively spread as time passed.
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Dominic Vaughan
 
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Post » Sun Nov 14, 2010 9:36 pm

I don't like the wasteland humanoids. They really disturb me. I want to play Fallout 3 without having to deal with any kind of ghoul, zombie, trog etc. I wish there was a mod that removed them from the game and/or replaced them with humans like scavengers or bandits. Here is a list of the humanoids I want removed from my setup.

==Ghoul==
Feral Ghoul: Feral Ghoul Reaver (Broken Steel), Feral Ghoul Roamer, Glowing One, Swamp Ghoul (Point Lookout)

==Swampfolk== (Point Lookout):
Brawlers, Bruisers, Creepers, Scrappers, Trackers

==Trogs== (The Pitt)
Trog Brute, Trog Fledgling, Trog Savage

Please let me know if you would be willing to give me tips on how I can make this mod on my own.
Thanks
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CSar L
 
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Post » Mon Nov 15, 2010 3:08 am

I'd definitely love to see a patch that balances http://www.fallout3nexus.com/downloads/file.php?id=5059 with FWE. Also a small patch for the http://www.fallout3nexus.com/downloads/file.php?id=6394 mod and FWE - I believe the food & medicine sorters don't recognize new items added by FWE. I'd also love to see FWE support Fook 2 (I think it supported the original Fook at one time?)
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lexy
 
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Post » Sun Nov 14, 2010 11:31 pm

What mod makes the sky look like http://www.fallout3nexus.com/downloads/images/7806-4-1248470804.jpg :huh:
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jaideep singh
 
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Post » Sun Nov 14, 2010 10:44 pm

I would like to see a mod redistribute the Bobblehead loads. Either keep the same load locations, but mix up the Bobblehead that normally loads there with a different one. Or even better (but I imagine more difficult) make the Bobbleheads spawn in totally different locations. This will change everyone's immediate rush to Rivet City strategy coming out of the Vault or cabin...

I know this was mentioned in a thread somewhere a while ago, I tried the search function, but I couldn't find the one I wanted, so sorry for whomever mentioned this before, just rehashing the idea :foodndrink:
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Alan Cutler
 
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