The first mod you plan on doing?

Post » Thu Nov 26, 2015 6:13 am

Won't use many mods at all in the first play-through, and those that I do install are most likely to be fixes for some major annoyance or something.

The main thing I'm likely to fix would be getting rid of unwanted HUD elements. For example, I tend to get rid of the compass and the sneak indicator, particularly if it alerts me that my character has been detected.

User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Thu Nov 26, 2015 12:14 am

None, probably not any for the first several plays.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Thu Nov 26, 2015 3:06 am

:-P

...you might be interested in the fact that publishing that book, even in partial or quoted form, without scientific commentation is a punishable offence in germany and austria, not sure about the netherlands though. IF you really think that toxic pile of [censored] really needs publicity at all :-(

User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Thu Nov 26, 2015 9:58 am

he's just ddot, the other way arounod :-)=)

User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Wed Nov 25, 2015 11:51 pm

What we see in the trailer is the RAM conscious version of the textures and like SK we'll likely get a free HD DLC Texture pack.

Most of us here have been modding these games long enough to know what additions and changes are standard practice. Bethesda can do anything but they can't do everything.

Ironically his industry nickname is Todd "The Godd" Howard and he decrees that we should mod the living crap out of all his games since he took the reigns in Morrowind. All hail the one true Todd. :bowdown:

As I have done for the previous three games I will try to get a main world space cell grid map out asap. Hopefully they give us back local map generation to make this easier on me.

User avatar
Jessica Raven
 
Posts: 3409
Joined: Thu Dec 21, 2006 4:33 am

Post » Thu Nov 26, 2015 3:39 pm

...about that valenwood mod i always wanted to do.... :-))

User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Thu Nov 26, 2015 2:11 pm

How difficult will it be for modders to release mods prior to the GECK?

Aside form what one would make what will the first ones more than likely be?

User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Thu Nov 26, 2015 2:23 am

Texture mods will happen first; Nif replacers come later... but that might take a while, and the GECK might come first.
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Thu Nov 26, 2015 7:14 am

Yeah, sure. http://afkmods.iguanadons.net/Unofficial%20Skyrim%20Patch%20Version%20History.html
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Thu Nov 26, 2015 4:10 pm

This is the reason Cryptic won't put effort into their games.

This is the reason NCSoft won't put effort into their games.

This is the reason Disney won't put effort into their games.

This is the reason EA won't put effort into their games.

Fixed that for you....

User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Thu Nov 26, 2015 5:09 am

Tessnip............. :bolt: :brokencomputer:

User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Thu Nov 26, 2015 3:19 am

Pluginless texture/model replacers don't need a GECK, but I presume software like Nifskope would need an update to handle any new properties in the models.

I did want to overhaul the stats on equipment to even out item progression, I hate when I get something cool in the early game and then it's useless or outclassed later on... but I'll have to find out how crafting, equipment, and power armor works now that I see it's completely beyond my expectations. Maybe I won't need to make that kind of mod.

I'd also like to try my hand at a "realistic needs" system that doesn't just feel like a chore. Add something like the Well Rested perk for food, to add temporary health regen from eating. And for sleeping, I'll probably stunt AP regen if you haven't slept in 24 hours. Keep it simple, stupid.

User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Thu Nov 26, 2015 6:10 am

Your new radio station peaked my interest ... and honestly I didn't read much more into the thread to see if the idea was expanded upon.

So I'll just go ahead a blurt out my mod Idea.

A radio station with Gopher as the DJ. Been talking about it on one of his youtube vids. Just with other people ... but of course would need his okie dokie.

User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Thu Nov 26, 2015 5:51 am

Gopher is the guy you talk to at the bar. I don't hear him as a DJ.

User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Thu Nov 26, 2015 12:41 pm

If I could mod, and they didn't include it, i'd do some sort of weapon durability.

If they have it i'd probably do some new type of armor or weapon.

User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Thu Nov 26, 2015 10:40 am

i do not like dogs and i do not like voiced protagonist

so the first two mods are already on the list

User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Thu Nov 26, 2015 11:55 am

Probably a small house hidden in the wasteland. I suspect the building locations will be spawning raiders and mobs on the reg, and I want to live in a place isolated enough where that doesn't happen.

User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Thu Nov 26, 2015 5:46 am

Probably using COD's ''UAV INBOUND'' voice line every time the Vertibird comes to help me.

User avatar
suniti
 
Posts: 3176
Joined: Mon Sep 25, 2006 4:22 pm

Post » Thu Nov 26, 2015 3:42 pm

Whilst not a mod as such, adjusting the timescale is probably the first thing I'll do (assuming times still flies by at an alarming rate as in previous Fallouts + Skyrim).

Next up will be making the HUD smaller and removing the compass/POIs etc. Probably. I like the new HUD generally, nice, clean and simple at least. An improvement over the previous games IMO.

User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Thu Nov 26, 2015 2:27 am

Perhaps looking for the holy hand grenade?

User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Thu Nov 26, 2015 12:43 pm

Not sure how difficult it will be (probably extremely for a noob like me), but I plan on making my first mod ever for a game in FO4 if Bethesda's difficulty selection doesn't satisfy me.

I don't like games where increasing difficulty = bullet sponge enemies. So if I can figure out how to do it, I'd like to lower enemy HP/resistance on higher difficulties while also increasing the damage that they do. The idea is to crate gameplay more akin to Metro's Ranger mode. I like firefights to be fast and decisive, not long, drawn-out fights where you just stand there exchanging hitpoints with your enemies until you win or run out of stimpacks.

User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Thu Nov 26, 2015 1:27 am

Made my day! :tops:

My I join forces with you? I can help with inventory item romance and procedural flavor simulation.

Edit: Remember those shuffling ghouls should be chewing tobacco and spitting at you at intervals, hence the need for barricades.

User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Thu Nov 26, 2015 5:15 am


You will have my download. I loved the enclave radio mod for New Vegas.

I might try my hand at something very simple, like tweaking some item statistics for my own private use. Who knows, maybe I'll get into making mods this time around?
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Thu Nov 26, 2015 7:12 am

I will probably make one or more followers, just to practice, then who knows... ;)

User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Thu Nov 26, 2015 12:28 am

one that turns off the compass. compass, creature locations, and undiscoverd map locations make exploring pretty lame, imo

User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

PreviousNext

Return to Fallout 4