The first mod you plan on doing?

Post » Thu Nov 26, 2015 6:37 am

I tend to make simple mods for myself and I'll focus on whatever part of the game annoys me the most.

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Portions
 
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Post » Thu Nov 26, 2015 6:40 am

Spiked Kneecaps, spiked shoulders, spiked helm, spiked knuckles, spiked boots.

SPIKES!

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Jack Bryan
 
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Post » Thu Nov 26, 2015 10:08 am

Bethesda ruined my dreams of building a house in the GECK by making it easier to build a house in-game.

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{Richies Mommy}
 
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Post » Thu Nov 26, 2015 3:50 am

I don't know, i don't even know what type of mod i'll download first will be, i'll haveto play the game for that.

But i can guarantee you that the most downloaded mod withing 2-3 weeks of release is going to be a nvde mod. Mark my words.

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XPidgex Jefferson
 
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Post » Thu Nov 26, 2015 9:04 am

Mute follower, then alternative start.

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Jodie Bardgett
 
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Post » Thu Nov 26, 2015 12:15 pm

uuuh... i AM still in fallout forum, right?

i've never seen the franchise this alive and kickin', what "continuation of it getting destroyed" are you about?

(or wait, is this just another of them fo3-is-not-fo1-things?)

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patricia kris
 
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Post » Thu Nov 26, 2015 11:56 am

but ingame houses just can be built in certain places.

you can still build elsewhere... :-)

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Damian Parsons
 
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Post » Thu Nov 26, 2015 8:35 am

Depending how or if they've implemented a needs system, I'll probably start there.

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Nicholas C
 
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Post » Thu Nov 26, 2015 10:04 am

Imagine adding a house on top of one of the skyscraqers.

Also,considering that the scripting language will be similar to skyrim's (I hope),I will get onto some kind of movable house mod.Like a camper or a ship or something like that.Of course with movable I mean "fast travel with me to one on N predetermined locations".

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Nicole Mark
 
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Post » Thu Nov 26, 2015 12:28 am

I agree that most of us cannot plan what we will mod into the game at the specifics level, because we haven't played it yet, but for example, if I decide to mod FO4 I'll make a companion. Nothing about my ignorance of FO4 gameplay and mechanics prevents me from knowing I will make one. I just won't do any actual development until I get into the game and see what's what.

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Zach Hunter
 
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Post » Thu Nov 26, 2015 11:53 am

We've seen the settlements have water and food requirements for NPCs, but whether that's something that involves actual eating for the player and the NPCs or just facilities that have to be there to tick a box, I'm not sure.

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IsAiah AkA figgy
 
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Post » Thu Nov 26, 2015 5:45 am

imagine a roof village, with hanging bridges & gardens between the skyscraqers :-)

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Amanda savory
 
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Post » Thu Nov 26, 2015 6:35 am

No plans yet. But I'll be taking notes on possible mods during my first few runthroughs.

Actually I'll probably just make a house to get used to it.

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JUDY FIGHTS
 
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Post » Thu Nov 26, 2015 10:32 am

Possibly a new iteration of my New Vegas Enclave Radio for Fallout 4.

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Mr.Broom30
 
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Post » Thu Nov 26, 2015 1:07 pm

More weapons and armor.

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Alex [AK]
 
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Post » Thu Nov 26, 2015 4:43 am

It depends, really. Mods are often crutches to hold a game up despite flaws.


If there is no option to see what you're about to say while in a conversation? A mod will fix that. I might also want a mod to overhaul the gameplay and make it harsher, like Wanderer's Edition.

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Bethany Short
 
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Post » Thu Nov 26, 2015 3:04 am

My first mod is likely to change some minor details who annoys me, perhaps change stats on favorite armor if its to weak.

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Iain Lamb
 
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Post » Thu Nov 26, 2015 4:09 pm

I'm gonna create a jewish settlement that frequently gets attacked by another nearby town where people are indoctrinated because of reading "Mein Kampf"
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Claire Vaux
 
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Post » Thu Nov 26, 2015 9:37 am

Why are you even gong by the teaser? The E3 gameplay pretty much showed enb's probably won't be to necessary unless people want a certain type of look.

Certain mods look to have been built into the game already it seems which is good.

Plus I don't the CK being will be available till after the new year. God I hope F4SE comes sooner then later.
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Davorah Katz
 
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Post » Thu Nov 26, 2015 6:04 am

Personal airship player home on a set flight path around the map, with personal custom paint job vertibird service to it entirely separate from the vertibird service already in game that might be tied to faction.

I mean, who doesn't want their own custom faction-neutral airship home modded specifically for stashing loot, trophy display, and all the other stuff people use player homes for?

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Jessie Rae Brouillette
 
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Post » Thu Nov 26, 2015 3:50 am

A vault player home and adding back Brisa and Dad from Fallout 3 as companions. :)
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Eduardo Rosas
 
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Post » Thu Nov 26, 2015 9:59 am

Todd may be a great many things, but he's not god!

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SWagg KId
 
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Post » Thu Nov 26, 2015 11:02 am

First mod.... Some kind of quest probably to get a feel for the kit then settle into animation replacers / additions that I feel like doing.... maybe even release some this time!

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Soph
 
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Post » Thu Nov 26, 2015 9:24 am

First, thanks to the modders for adding to my game play enjoyment.

The first I usually download is UI. I don't know why the devs put so little time into them.
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Soph
 
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Post » Thu Nov 26, 2015 4:13 am

You can always build a better house in the GECK :).

Of course. Heck, a true modder will plan out mods for games that haven't even been announced yet :D!

As drivable ground vehicles are confirmed not in, I'll probably try my hand at that - just as soon as some wonderful, hard-working, self-sacrificing person figures out a way of getting new models into the game :).

Or, if I guess correctly that the vertibird vehicles that can be summoned are fast-travel alternatives, only going to specific destinations, then I might try and make a proper flyable vehicle that can go anywhere.

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Sara Johanna Scenariste
 
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