I tend to make simple mods for myself and I'll focus on whatever part of the game annoys me the most.
I tend to make simple mods for myself and I'll focus on whatever part of the game annoys me the most.
Spiked Kneecaps, spiked shoulders, spiked helm, spiked knuckles, spiked boots.
SPIKES!
Bethesda ruined my dreams of building a house in the GECK by making it easier to build a house in-game.
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.
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?)
but ingame houses just can be built in certain places.
you can still build elsewhere...
Depending how or if they've implemented a needs system, I'll probably start there.
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".
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.
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.
imagine a roof village, with hanging bridges & gardens between the skyscraqers
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.
Possibly a new iteration of my New Vegas Enclave Radio for Fallout 4.
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.
My first mod is likely to change some minor details who annoys me, perhaps change stats on favorite armor if its to weak.
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?
Todd may be a great many things, but he's not god!
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!
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 !
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.