The Fallout 3 Modding Wishlist Thread #2

Post » Sat Nov 13, 2010 9:51 pm

The Mod Wishlist Thread
http://www.gamesas.com/index.php?/topic/1090214-the-fallout-3-modding-wishlist-thread/

Greetings, I've decided to start a Mod Wishlist series of threads. Some rules for the wishers that I think are necessary for civil discussion

1: It doesn't have to be possible to do, it can be fantastic, but it can also be completely possible. If you have a wish, you can wish for the bread store, or just a piece of bread.

2: Please do your best before you post to make sure the mod you wish for doesn't exist before you wish for it, searching nexus, etc, before making a wish. It'll be a system of good faith

3: Wishes are important to the individual wisher, please do not harass or heckle wishers for wishes you yourself wouldn't wish for.

4: Discussions should be constructive and privy about Wishes themselves, discussions of lore, canon, belonging, and the like already have threads else where for this. A wish does not have to be canon.

5: If you do not like a wish, pay it no heed.


To potential wish granters who browse this topic and feel it's in their ability to grant a wish for a mod, I can think of only one rule.

1: Don't grant the wish until it's ready to be granted(?)

That way someone doesn't give their hopes up waiting for a mod to be finished if a potential wish granter says "okay I can do that!" and ends up abandoning the wish for other ventures.

OP NOTE:
Why this thread series should exist instead of massive amounts of [REQ] threads


I feel a lot of [REQ] threads are either utterly ignored by serious modders, even if they're good ideas, or some seem so fantastic that they never really get attention aside from the negative. I feel that a thread like this can produce a better chance of seeing a few good, smallish mods come of it and have someone's creative ideas flow in a forum post.

If someone feels after that explanation that this kind of thread is not needed, I'll take it like a man and go back to standard [REQ] threads. However I think this could be something good, if given the chance.
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Adriana Lenzo
 
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Post » Sun Nov 14, 2010 6:35 am

1. Colored text is harder to read.

2. The last thread was fun for brainstorming and just sharing ideas, but I highly doubt this thread has any potential to be productive. Hoping that modders without a project at the moment will browse through a ten page thread (or more than one ten page thread), happen upon a brilliant inspiring idea and then create it shouldn't be an aim of this thread.

3. The thread may be good for housekeeping, though.

gothemasticator
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IM NOT EASY
 
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Post » Sun Nov 14, 2010 6:11 am

Your second point seems so negative.
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chirsty aggas
 
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Post » Sun Nov 14, 2010 8:35 am

I think it would be much easier to read threw one (2 or even 3) topic of request than threw 10 or more pages using a search for Reqz on the forums. It does keep things nice and neat :)

To stay on topic:
I wish for some Iguanas ( to run around with the squirrels that I keep requesting :P ).
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JLG
 
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Post » Sun Nov 14, 2010 12:43 am

I think modders looking for a new project is more likely to read a thread with tons of ideas rather than browse through tons of pages on a forum looking for something.

Can the right pointer finger animation be changed? I'd like something where when you're not shooting or aiming that your pointer finger is NOT on the trigger, but rather on the outside of the gun (or for simple terms, just pointing straight and not bent). As a gun enthusiast this just drives me nuts.....


Bringing this over from the last thread as it seemed overshadowed by drama....
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maria Dwyer
 
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Post » Sun Nov 14, 2010 11:25 am

Your second point seems so negative.

I'm trying to be realistic. I'm really not aware of any mods that began in this way. The only request threads I've seen that resulted in a product were very specific, usually along the lines of I'm already working on a mod, but I need a special mesh, and I'm no good at meshes. Anyone want to lend a hand? or a huge mod like FWE that develops to a point where collaboration happens: We have a new feature, but some icons for it would be nice.

gothemasticator
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ezra
 
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Post » Sun Nov 14, 2010 10:57 am

I think I'll repost some of mine too.

I had some REQz threads I made that I wanted to mention for my wishes.

http://www.gamesas.com/index.php?/topic/1064265-ideareqz-unique-robot-personalities-or-urp/#entry15462188

http://www.gamesas.com/index.php?/topic/1043230-req-clean-pre-war-business-suits-retextures/#entry15127293

And finally, an excerpt from my [IDEA] thread, Cryogenic Awakening, an idea I had for a Alternate Start kind of thing;

You were put to sleep in the year 2075 in Vault-Tec HQ's experimental Cryogenics R&D Center, where your unique genetic disease would be studied, cured, and logged. You were to be release after you had been cured. You were cured Oct. 2277, but the finalization of your unfreezing was never met before the world was set ablaze with nuclear fire. Now the automated systems have brought you back, 200 years after all you know is gone. Your employment as a Security Guard at Vault-Tec HQ allowed you to hone your combat skills in your life before, but lack of knowledge of the new world has left you dull to the delicate intricacies of a non-combat scenario in the capital wasteland (+10 all combat skills sans explosives and big guns, -10 non combat skills sans Medicine and Repair)

Starting Loadout:

- Weapons -
10mm SMG + Ammo
Police Baton
Combat Knife

Armor:
Vault Security Armor (retex without the 101 perhaps)
Vault Security Helm
Sunglasses

Aid:
Stimpaks (5)
Rad-Away (2)
Rad-X (2)
Morphine (2)

Misc:
IDK?


This mod would be called "The Doppelganger."

At your maximum level (20 or 30) a "doppelganger" NPC would spawn somewhere a great distance away. She/He would be you, a perfect mimic, except in equipment and karma.

At the time the The Doppelganger would be created, a "snapshot" of your PC would be taken, the doppelganger would then follow the exact opposite karmic path you have, if you were Evil, he'd be Good. If you were good, he'd be evil. You could both be neutral.

The Doppelganger would have a special primary weapon depending on what one of your weapon skills was the highest, a 'shadow' weapon that would have a dark-themed texture of a familiar weapon.

Small Guns: Unique Sniper Rifle "Dark Shot"
Energy Weapons: Unique Laser Rifle "Red Sun"
Big Guns: Unique Minigun "Shadow Grinder"
Melee Weapons: Unique Ripper "Crimson Shredder"
Unarmed Weapons: Unique Deathclaw Gauntlet-like weapon "Reaper's Right Hand"

For simplicities sake, the outfit Doppelganger would wear would be based on Karma. Something like a Duster for Good Karma Doppelganger, Talon Outfit for Bad Karma Doppelganger

The doppelganger would spawn at the exact opposite of the map, and hunt you in real time. Scripts would prevent his demise until you met, and an message would appear saying something along the lines of;

"You feel a presence here not unlike your own. You are not alone."

The only way to escape at this point is to either face him or run, if he/she cannot initiate a dialog with you in a certain amount of time of you being within a certain distance, she will attack. If you can escape via fast travel, great. The hunt is over for now. But it will resume. And you're new enemy may or may not be alone next time. You may want to bring a follower or two, because he may end up hiring followers you can't, karma permitting. Evil PC's may want to be on the lookout for a doppelganger who's made Fawkes there new best friend in the war against... you.

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Kelsey Hall
 
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Post » Sun Nov 14, 2010 11:10 am

I think I'll repost some of mine too.


Have you seen this mod? http://fallout3nexus.com/downloads/file.php?id=10685

I think that was the one I tried a while back, but had serious texture issues with it. Others have used it fine, so it's probably an issue on my end that I never cared to look into though.

Edit: after looking at the comments, this mod may have issues now. Sorry... May have luck with the older version.
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Rhiannon Jones
 
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Post » Sat Nov 13, 2010 11:08 pm

I'm trying to be realistic. I'm really not aware of any mods that began in this way. The only request threads I've seen that resulted in a product were very specific, usually along the lines of I'm already working on a mod, but I need a special mesh, and I'm no good at meshes. Anyone want to lend a hand? or a huge mod like FWE that develops to a point where collaboration happens: We have a new feature, but some icons for it would be nice.

gothemasticator


I positively love how you're mean, but call me too mean.

On a related not to the topic, just how many mods were made via request the thread? Also, request.

I know this may be nearly impossible but is there any way we can get different currencies? Not lore friendly...well the first two were set in California...Who knows what's going on over there. Even the Brotherhood is having a bit of a civil war. Anyway, I see all this prewar currency laying about and wonder whey we don't use both, like New Vegas will. Maybe each city could have different currency. For us high luck characters, caps are a very easy find. not to mention all the bountiful quest rewards. high rate of exchange possibly?


Requested this elsewhere, no way I'm typing that again. Anyone interested?
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Chase McAbee
 
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Post » Sun Nov 14, 2010 3:26 am

I positively love how you're mean, but call me too mean.

On a related not to the topic, just how many mods were made via request the thread? Also, request.



Requested this elsewhere, no way I'm typing that again. Anyone interested?

Actually not that unfeasable, just difficult and tedious, Fester Pot did something like that for Almraiven(NWN mod), where the currency was gems with different values, his scripts were basically a workaround by just converting those into caps/GP and back into gems when you shopped. You would possibly have to modify a couple of quest scripts where you have to pay someone. Or all of the quests that result in cap rewards to give you the relevant currency of the area. It would be hell to maintain compatibility though. You could also have a failsafe, so that when mod added quests result in caps, those get converted along with the caps from the local currency when you exit a shop.


I'm gonna go try and mock up a quick prototype if the scripting in the game or with OBSE(EDIT: or rather FOSE) supports it.

EDIT: Doesn't look like it supports FP's method, but I can still do it with GetInCell command.
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Josephine Gowing
 
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Post » Sun Nov 14, 2010 11:09 am

I asked this on the character screen shot thread, no luck over there:

"Is it possible to go into 3rd person after I hit the tilde key? Sometimes I wont know till the instant it happens that I want a screenshot of something that is happining with my character. So I hit tilde, type tfc 1 and tm .... then realize I'm not in third person so I cant see my character when moving the camera around. And of course after undoing tfc 1 and tm, the action is over before I can go into 3rd person and type in commands I'd like to use on screenshots."

Is it even possible to make a mod for something like that?
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Aliish Sheldonn
 
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Post » Sun Nov 14, 2010 12:50 am

I asked this on the character screen shot thread, no luck over there:

"Is it possible to go into 3rd person after I hit the tilde key? Sometimes I wont know till the instant it happens that I want a screenshot of something that is happining with my character. So I hit tilde, type tfc 1 and tm .... then realize I'm not in third person so I cant see my character when moving the camera around. And of course after undoing tfc 1 and tm, the action is over before I can go into 3rd person and type in commands I'd like to use on screenshots."

Is it even possible to make a mod for something like that?


It's not possible to bind it to the 3rd person key rather than F?
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Gemma Woods Illustration
 
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Post » Sun Nov 14, 2010 9:31 am

It's not possible to bind it to the 3rd person key rather than F?


:facepalm:
Uh yeah .. that could work ... :blush2:


EDIT: NVM .. you cant bind anything else to the tilde key. Guess I just need to be quicker :D
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Rachael Williams
 
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Post » Sat Nov 13, 2010 11:07 pm

Aw man, and here I thought I was the only one who thought something like that would be handy!
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Stat Wrecker
 
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Post » Sun Nov 14, 2010 6:41 am

Aw man, and here I thought I was the only one who thought something like that would be handy!


3rd type, I've been trying to at least start the Awakening mod you wanted. But I can't figure out how to start it up on a new game.

Stupid Float variable.
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CHANONE
 
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Post » Sun Nov 14, 2010 10:44 am

3rd type, I've been trying to at least start the Awakening mod you wanted. But I can't figure out how to start it up on a new game.

Stupid Float variable.


Well, I hope the best for you. I wish you luck, my friend. Let me know through PM as you progress.

I can finally become Marcus Wright. Or Fry. WOO.
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Marilú
 
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Post » Sun Nov 14, 2010 3:01 pm

I think I'll repost some of mine too.



The problem with something like cryo awakening is that one would need to disable most of the main quest, if not all of it, otherwise, it wouldn't make sense : you awakening 200 years later and go looking for your dad :)
... maybe he can be a ghoul now...

Some time ago I had a similar idea for a game... awake from a cryogenic sleep, but not remembering anything, with no in-game clues as to what happened. Just wake up, and go figure it out.

I just finished my NCR armor, so I may give this a shot.
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Syaza Ramali
 
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Post » Sun Nov 14, 2010 2:51 pm

May have been wished for already but I'd really love to see mounted weapons. It would really add a new aspect to the game, particularly if NPCs could use them.
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Miss Hayley
 
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Post » Sun Nov 14, 2010 1:54 pm

I'd like someone to create a mod which alters the probability of a Nuka-Cola Quantum spawning in vending machines based on the player's Luck attribute. Namely, I think the spawn probabilities should be like so:

Luck ............. Spawn Chance
...1......................0.00........
...2......................0.05........
...3......................0.10........ (vanilla default spawn % for all luck levels)
...4......................0.15........
...5......................0.20........
...6......................0.30........
...7......................0.45........
...8......................0.65........
...9......................0.90........
..10......................0.95........

I think a mod like this would make the Luck attribute more important and would incentivize investing in it, especially since each skill point after 5 progressively increases the spawn chance. Thanks in advance!
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pinar
 
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Post » Sun Nov 14, 2010 7:25 am

I shall reiterate my wishes here also.

I wish for a mod that would spawn scavengers and carrion eaters at corpses and for those corpses to become skeletons due to being eaten.

I wish for a mod that would, is you chose to use the linament at Oasis, gradually bring green trees back to the Capitol Wasteland.

*Throws two pennies into the well*
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Kat Ives
 
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Post » Sun Nov 14, 2010 3:45 pm

The problem with something like cryo awakening is that one would need to disable most of the main quest, if not all of it, otherwise, it wouldn't make sense : you awakening 200 years later and go looking for your dad :)
... maybe he can be a ghoul now...

Some time ago I had a similar idea for a game... awake from a cryogenic sleep, but not remembering anything, with no in-game clues as to what happened. Just wake up, and go figure it out.

I just finished my NCR armor, so I may give this a shot.


I'm not sure you can disable the main quest, not even FWE did. And if you break any walls in the script, please post.

May have been wished for already but I'd really love to see mounted weapons. It would really add a new aspect to the game, particularly if NPCs could use them.


I'm not sure if NPC have over encumbrance but you could stick a really heavy gun to a sand bag wall and he'd have to shoot from there, but you'd need some custom animations.

I'd like someone to create a mod which alters the probability of a Nuka-Cola Quantum spawning in vending machines based on the player's Luck attribute. Namely, I think the spawn probabilities should be like so:
I think a mod like this would make the Luck attribute more important and would incentivize investing in it, especially since each skill point after 5 progressively increases the spawn chance. Thanks in advance!


Arwen's Realism Tweaks really emphasizes luck, and she's adding encumbered penalties in the next update.

I shall reiterate my wishes here also.

I wish for a mod that would spawn scavengers and carrion eaters at corpses and for those corpses to become skeletons due to being eaten.

I wish for a mod that would, is you chose to use the linament at Oasis, gradually bring green trees back to the Capitol Wasteland.

*Throws two pennies into the well*


Might want to ask Mart to see if he can add that. 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.
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Max Van Morrison
 
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Post » Sun Nov 14, 2010 12:53 am

Arwen's Realism Tweaks really emphasizes luck, and she's adding encumbered penalties in the next update.


That's nice, but I'm not concerned with emphasizing luck in general; I just want the attribute to be linked to the Nuka-Cola Quantum spawn probability, so as to make Quantum more common for lucky characters. :)
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Robert Bindley
 
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Post » Sun Nov 14, 2010 4:27 pm

That's nice, but I'm not concerned with emphasizing luck in general; I just want the attribute to be linked to the Nuka-Cola Quantum spawn probability, so as to make Quantum more common for lucky characters. :)


Wait, you want luck to ONLY change nuka cola spawn?
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Christine Pane
 
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Post » Sun Nov 14, 2010 7:46 am

Wait, you want luck to ONLY change nuka cola spawn?

No, no, no.. I want a mod whose only effect is making the Quantum spawn probability vary according to luck, whilst still keeping all the other things in the game as they are, i.e. I don't want the mod to do anything else besides what I described on the previous page. I could have probably worded post #22 a bit better...
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Abi Emily
 
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Post » Sun Nov 14, 2010 11:48 am

Might want to ask Mart to see if he can add that. 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.

There is a seasons mod for Morrowind that replaces the trees with other trees based on the season.
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Meghan Terry
 
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