What will be your first mod?

Post » Wed Dec 02, 2015 12:24 pm


The diquer opposite of this! I want my decisions to matter. What I keep and what I'm forced to leave behind..
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meghan lock
 
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Post » Tue Dec 01, 2015 11:52 pm

A dialogue system mod which re-implements the older dialogue system, but keeps the real-time aspect of the new system.

(I found Skyrim's dialogue system mostly fine, it just needed a small tweak so I don't misclick).

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Ilona Neumann
 
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Post » Wed Dec 02, 2015 10:31 am

So ignore them? :shrug:

Fixing bugs makes sense to me, but I don't understand the need to "fix" exploits. If you don't like an exploit, don't use it. Seems like it'd be really easy to do that. (like the Skyrim uber-crafting loop - given how far out of your way you need to go to do that, not doing it seems like it'd be trivial. Ditto with things like the Oghma Infinium glitch. Why clutter your mod order with a remover, when it's easy enough to just not commit the deliberate actions needed to trigger it.)

Eh, whatever. The beauty of mods is that everyone can do their own thing. :tongue:

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KRistina Karlsson
 
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Post » Wed Dec 02, 2015 12:01 am

I can attest that it's a lot easier to resist the temptation to use an exploit when that exploit is no longer there. To use an example that's not actually even an exploit, I always add a mod to disable fast travel. Having fast travel in a game like Fallout reduces the fun for me. Having to walk to where I want to go - or use a mod that gives a limited fast travel option, like Speed-E Wheels did in New Vegas - adds to immersion and eliminates the tedium of bouncing from place to place to complete quests. You could ponder why I don't just avoid using fast travel, but the temptation to use it just this once, just for this quest, just to get to a shop to sell my goods, just to avoid running through cazador territory . . . .

Get rid of the thing that's tempting you, and there will be no temptation. If there are any major exploits in Fallout 4, I wholeheartedly endorse any mods that eliminate them.

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Farrah Lee
 
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Post » Wed Dec 02, 2015 8:34 am

I agree with this. For me, I need to play the game once first to see what was done right or wrong for my tastes. But if it is anything like Skyrim, you can use the command console to type in carry capacity increases without actually installing a mod. Guessing from my past modding (Morrowind, Oblivion, Fallout 3, New Vegas, and Skyrim) mine will probably be either a house, or a vendor with enough cash (caps) to buy most of the worthless junk I couldn't bear to leave behind in that bandit cave.

And, if you are one of those salt first people, I assume you will be wanting to play on release date. The GECK probably will not be available until around your second playthrough, anyway.

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Chloé
 
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Post » Wed Dec 02, 2015 6:20 am

Well if we cant get "Clean" building materials im going to to a Pre-war building materials mod.

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Irmacuba
 
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Post » Wed Dec 02, 2015 8:25 am

Turn off the overlay.

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sara OMAR
 
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Post » Wed Dec 02, 2015 3:11 am

i honestly don't know, i probably won't install any mods until i've completely beaten fallout 4. I think fallout looks like a fantastic game and i'll probably only download new weapon/armors/quests when i get bored of the base game. By that time hopefully there will be some cool stuff out there. I also don't like getting really into mods before they're done patching and releasing content for the game, as updates can break mods.

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Emma louise Wendelk
 
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Post » Wed Dec 02, 2015 3:14 am

Well, game dependent, since we know so little...but the first mods I usually go for are the Unofficial Patches, then custom weapons (not necessarily from Millenia))...there are several other excellent weapon mod makers out there who really hit the nail on the head for weapon type, feel, sound, DAM and accuracy.

After that I will probably tack on whatever the FO4 version will be of CaliberX to modify ammo types and proper calibers.

After that, the FO4 version of FO Edit.

Depending on the crafting mechanics that will be in the game other than mods, armor and village-building, will determine if I have to overhaul (or add in) cooking, survival crafting and ammo reloading.

Just my initial thoughts on what I might add as they become available.

No mods on the first run through for me though.
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Eileen Müller
 
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Post » Wed Dec 02, 2015 1:05 am

No mods on the first run through of course because we won't be seeing mods for a while anyway. Once I get a feel for the game, I'll probably be interested in gameplay tweak mods and hardcoe/survival mode. Need a repair system of course. More enemy respawns. Maybe more weapons and armor, even with over 500 vanilla (or was it 700??) weapon mods we'll all still be clamoring for more weapons.

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CHANONE
 
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Post » Wed Dec 02, 2015 8:23 am

Ha ha, I bet this will be one the first mods to show up on the Nexus because it does not require the CK. The question is will it be UNP-variant or CBBE that gets uploaded first.

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Milagros Osorio
 
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Post » Wed Dec 02, 2015 11:41 am

I almost forgot: a "No level requirement on perks" mod.

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Madison Poo
 
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Post » Wed Dec 02, 2015 12:25 pm

as far as im aware there is no level requirement on perks just a special requirement so if you made a character with 10 in strength you could immediately get the 10 strength perk at first level up if you wanted

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Neliel Kudoh
 
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Post » Wed Dec 02, 2015 12:01 pm

There are level reqs on the upgraded ranks of perks. Yes, you can get the CHA 10 perk right off the bat, but the next rank takes (I think) lv25, and the third rank is lv50.

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Annick Charron
 
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Post » Wed Dec 02, 2015 5:03 am

The only caveat to this is that the perks come in levels and going further than the first level in a perk DOES have a level cap.

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Natasha Biss
 
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Post » Tue Dec 01, 2015 9:52 pm

And I don't like the idea of being forced to spend points in stats/perks I don't care just to wait until my level is high enough to take the ones I really wants.

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Casey
 
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Post » Tue Dec 01, 2015 11:35 pm

Hopefully none, then a Bethesda game would be TRULY as good as everyone says.

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Dan Scott
 
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Post » Wed Dec 02, 2015 6:05 am

I like the shiny look of prewar Codsworth. I think I will copy the prewar texture over the postwar texture, so he looks his best :twirl:

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Mario Alcantar
 
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Post » Tue Dec 01, 2015 11:14 pm

Difficulty is a large part of the credibility of a world and I'd rather clutter my load order than have to pretend I am in a world that is credible. For example, if it is not difficult to kill dragons, it takes away from the credibility of a world that is terrified of them.

The Ogmha glitch did not bother me much since it was a mistake (and thus, not really part of the world). Crafting bothered me a ton because it was a deliberate game design that made my world less credible.

Edit: As for "going out of your way" to exploit crafting, that was only if you wanted to make the game completely ridiculous by looping an entire crafting circle. It became silly for me just after combining alchemy with alchemy gear. Or really, using any gear along with the skill it was designed for.
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Kerri Lee
 
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Post » Wed Dec 02, 2015 8:38 am

These are more mods I'd like to see:- Stealth kills for melee when sneaking in 3rd person- Dodge/roll in 3rd person.- Dual-weilding guns, melee weapons- Decent brawler-style animations for unarmed combat in 3rd/1st person (last game I played that even decent 1st person unarmed combat were the Condemned games)Really though, I'd more like to know if we can add perks to the tree instead of modding the existing ones.
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Campbell
 
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Post » Wed Dec 02, 2015 12:12 pm

I usually try to play a while without changing anything for the vanilla experience, and then inevitably I'll start by using the PC console to change carryweight and player movement speed.

Then I'll be looking for a UI mod that mainly reduces font size so that more items fit on the screen. Not always a fan of more extensive UI changes, it really depends what is done.
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Angus Poole
 
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Post » Wed Dec 02, 2015 11:29 am

Like offering a Scooby Snack instead of pointing a gun? Would probably have to be a "weapon", though, unless the game has some way to let us use "devices" ala stimpacks through hotkeys, etc.

As for MY modding prefernce, it depends to an extent on the game at release, but body replacer mods and face mods and hair and eye mods are usually some of the first I install --- in previous games, everyone was just plain fugly all around. With their new method of character creation, though, not sure how that'll work. I certainly hope there's an easy way to import a "look" for a character because some people are way better than me at making a character attractive. Given TOO much freedom, it can be harder to make a passable looking character.

After that, possibly UI tweaks and/or texture packs --- things that don't change how the game actually ~works~. I doubt I'll feel the need to tweak the textures, but the UI has historically been kind of cludgy. I've also found myself using the PipBoy Readius mod and getting rid of the wrist-mounted version, but I may keep it around this time (perhaps with a mod to make it a more sleek black instead of military green which will clash with my preferred clothing style).

I might mod in some new clothing items or weapons --- just neat things people make --- particularly if all the gear I find in the game-world is unappealing. What's the point in ruling the wasteland if you can't look maaaahvelous while doing it? ;)

And if I'm honest with myself, I may find myself using a Folded / Flat Space mod (ala Bag Of Holding / Dimensional Safe). I don't usually mod my carry strength directly (easy as that would be to do) but carrying around a Bag Of Holding lets me just dump everything in there and go on about my business and sort things out later. And sometimes I'll want to change weapons / combat style out in the field and don't want to have to go back to "base" to get different weapons/armor.... it's not about having more ON me, but having ~access~ to more. As someone noted above, we ~could~ just run back to base camp and get stuff / drop off stuff but that's just player tedium.

I know part of the "thrill" of a post-apocalyptic game setting is being forced to choose what to carry and what not to carry. I ~sort of~ get that feeling by not modding Carry Strength and using the Bag of Holding instead ---- I still have to choose what I carry with me ~at any one point in time~..... I just don't have to choose to leave something behind in the bowels of a vault which is itself a good twenty minute run from my base. Nothing I hate worse than just trudging across territory I've already cleared ~just~ to drop off loot back at base camp that ~might~ want to use at a later date.

Considering the volume of the stuff we ~can~ carry around (and that is not visible on our third-person character), I sort of head-canon things that the Pip Boy glove already has some Flat Space tech that lets us pull out a mini-gun, then pull out a flamer, then drop twenty packs of salisbury steak on the ground, then swap our Combat Armor for a set of civilian clothes, etc etc.

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FirDaus LOVe farhana
 
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Post » Wed Dec 02, 2015 12:04 am

Hmm. I guess it all comes down to a person's basic playstyle & habits. I don't tend to see & seek the best/most efficient combos of things, so my characters don't usually become "OP". My first Skyrim char did end up with 100 Smithing, eventually. Which I used, along with the 2-3 pieces of +smithing gear I'd found in dungeons - and with judicious use of the half-dozen or so +Smithing potions I'd found in 50 levels of play - to make weapons that registered on my character sheet at around ~105-110 damage. At level 50. (this was as a sword & board warrior/archer) So, to me, all the extra stuff one would have to do to start making really strong stuff - which you might see as "just playing" - seems like "going out of my way". :)

Of course, there's also the issue of player skill & perception of "challenge". A fight that I feel is tough/etc, another player might scoff at as a walk in the park.

So much is subjective from person to person. Which makes trying to balance a game for your audience - especially as the audience grows into the millions - a pretty daunting task.

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helliehexx
 
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Post » Wed Dec 02, 2015 7:07 am

I am a packrat by design, as you should see my apt....Or maybe not...So yeah, to Oblivion with the HCGPD, I'm modding myself a magic backpack!

Anyways, the first thing I'll be changing is my player home/dungeons, I swear, I'm gonna release a dungeon mod this time around, and if it's not finished, I'll just release it as a modder's resource!

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Avril Churchill
 
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Post » Wed Dec 02, 2015 8:59 am

No clue never modded before. I'm starting out on Xbox one until I get a pc
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Kyra
 
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