Who's Stoked to Mod?!

Post » Wed Dec 02, 2015 8:07 pm

I know I am! I won't spoil too much about the mod that I've got planned, but I will say that it does involve a hallucinogenic trip to a mystical wonderland. ;) So, modders, got anything planned? Obviously, a true magician never reveals their tricks so don't give too much away if you want them to remain secret. :)
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Harry-James Payne
 
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Post » Wed Dec 02, 2015 11:44 pm

I've never modded a game before, but I'm interested in seeing what I could do with this one. I want to see how much of a varied RPG game concept I can make with the tools.

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lucile davignon
 
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Post » Wed Dec 02, 2015 9:15 pm

Pretty sure at least a few people are planning on changing the dialogue system and shutting up Nate/Nora. Hopefully, someone will start working on making the guns into proper right-handed versions, too, but that's gonna require new animations...

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Benji
 
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Post » Thu Dec 03, 2015 1:30 am

Thanks in advance to all the awesome creative modders out there, you guys make our games perfect :foodndrink:

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Sista Sila
 
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Post » Wed Dec 02, 2015 8:31 pm

I think the first mod I'll investigate is a 'hardcoe Needs' mod I'm calling 'Vigor and Vitality'. The basic idea is to integrate needs for food and sleep into the game in a simple way, without timers and the like. Instead, as you lose HP you also lose Vitality - but your Vitality pool is a few multiples of your HP pool, and it doesn't regenerate when your HP does. Instead, it regenerates through eating food (which takes a few in-game hours).

Vigor works similarly, but drains when you use AP and is recovered through sleeping.

Both Vigor and Vitality can be recovered by drinking some water.

Like Rads, Vigor and Vitality put a cap on your max AP or HP, respectively.

Relatively simple, and would add those needs back into the game - but I'd really want to add something to the HP and AP bars on the HUD to indicate what capability has been due to lost Vigor/Vitality (similar to the Rads bar).

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Matt Bee
 
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Post » Thu Dec 03, 2015 12:45 am

For anyone even thinking about modding, I have to recommend this from a different topic:

"Mikedzines, on 08 Nov 2015 - 8:34 PM, said: If anyone is interesting in learning real facts about how modding has helped Bethesda, http://www.gdcvault.com/play/1022107/Level-Design-in-a-Day by their Level Designer Joel Burgess. It's from GDC."

http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=24465590

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HARDHEAD
 
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Post » Wed Dec 02, 2015 3:48 pm

Count me in. I have so many plans I don't even know where to start.

Anyone planing on a DLC sized Mod, I recommend starting it from day one, or you will never see a release.

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Red Bevinz
 
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Post » Thu Dec 03, 2015 12:52 am

Made a friendly creatures mod for Skyrim, was easy and fun. Didn't have much success for my other mods tho but I'm gonna try again in FO4.
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Stace
 
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Post » Thu Dec 03, 2015 3:39 am

Since this thread is about modders in general and what they might have planned for the future.......there is 2 things I want more than anything from you talented guys.....

A) Expanding the building settlements/houses and truly make it phenominal like adding more materials or just plain more options.

B) Adding creature content like AWOP, new areas of exploration.

You guys take a great Bethesda game and make it even better with the mods you develop that add many more countless hours, and for that I thank you and can't wait to see what you have in store for FO4.

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Brιonα Renae
 
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Post » Wed Dec 02, 2015 4:25 pm

I've got some ideas, but I'll have to play the game a bit first before something really jumps out at me.

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Terry
 
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Post » Wed Dec 02, 2015 5:10 pm

I'm still fixing up mods that I released for Skyrim ><

I should probably post an update before Fallout 4 hits haha.

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Charlie Sarson
 
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Post » Thu Dec 03, 2015 2:23 am


That's very true.
The best mods imo are the mods that adds things that you so desperately wished they added in the vanilla game.

Denock arrows comes to mind. Brilliant.
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Ash
 
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Post » Wed Dec 02, 2015 8:14 pm

In time. I always play the original game first the way Bethesda designed it, and then after a couple of playthroughs I do mods. I've always enjoyed both vanilla and modded.

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Angela
 
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Post » Wed Dec 02, 2015 1:00 pm

I think I should complete the main quest for Fallout 4 before I add anything to this game.

I've made so much stuff for Skyrim, worked with a lot of people, play tested so many mods for it, and have 2,000+ hours on it....Never finished the main quest ><

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Alessandra Botham
 
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Post » Thu Dec 03, 2015 1:12 am


Considering it is you, your ideas might be an A.I overhaul. ^^
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Angel Torres
 
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Post » Wed Dec 02, 2015 9:57 pm

... maybe. :D

Honestly I'm more interested to see if they've done http://www.nexusmods.com/oblivion/mods/35897/? yet. :P

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Chica Cheve
 
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Post » Wed Dec 02, 2015 7:20 pm


That's a cool mod indeed! New Vegas had a mod that tried to do this but I didn't like it because it was practically a wallpaper of the outside environment and it was limited to only a few places.
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alyssa ALYSSA
 
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Post » Wed Dec 02, 2015 7:52 pm

I will be stoked to mod FO4. I have modded Skyrim & FNV soooooo many times and really enjoyed it.

Just want to give a HUGE thank you to all modders for the phenomenal work they do.

I think FO4 will look fantabulous with better textures and ENB. Hoping for an immersive UI overhaul like Gopher's, really dig that mod.

Also I like to play female characters after initial play through, so would like someone to mod the perks to bring back Black Widow if that's possible.

Am saving up for a next gen. GPU with more VRAM just for modding. Hoping 8GB will become std. on midrange cards with HBM VRAM.

Have a GTX 780ti with 3GB at present.

Hope you all enjoy the game,

R

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Tamara Dost
 
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Post » Wed Dec 02, 2015 7:03 pm

At some point, but i want the full vanilla experience first. So i'll probably start checking out nexus after New Years and then keep modding for the next 4 years until TES VI comes out.

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Multi Multi
 
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Post » Wed Dec 02, 2015 2:35 pm

I've been working on a mod off and on for the longest time... unfortunately Fo3 just didn't have some of the functionality that the mod requires, and since I didn't want to port it from Fo3 to Fo:NV (on certain levels it seemed that NV had the desired functionality, but the setting just didn't work for me) the mod has been in limbo.

So I'm looking at what needs to be done to shoe horn it into Fo4. Meanwhile I'm gathering assets I'll need and working on the writing (making the words in the sentences sound not svcky), which always needs work. :hehe:

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lauren cleaves
 
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Post » Thu Dec 03, 2015 1:10 am

I'll, no doubt, probably spend at least as much time modding as playing. Release day snuck up on me. It's gonna use Papyrus as its scripting language, I trust?

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Silvia Gil
 
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Post » Thu Dec 03, 2015 1:18 am

i'm not a modder but i'm stoked to see what other people will produce, skyrim had some really wicked mods I expect fallout fans to be just as devoted if not moreso

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Emily abigail Villarreal
 
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Post » Wed Dec 02, 2015 5:23 pm

Don't be all Microsoft bro, be more GNU

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Lyndsey Bird
 
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Post » Wed Dec 02, 2015 11:09 pm

This concept is by far the best I've seen for a realistic needs mod. My biggest issue with other mods is that there is no good timer. It's either too short and eating/drinking etc. becomes annoying or too long and there is no point to the mod. I really hope you go through with this.

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Anna Krzyzanowska
 
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Post » Wed Dec 02, 2015 9:14 pm

One of the reviews states they've used the same instance of Creation Kit like in Skyrim with minor additions, though I do not know how they would figure this without the CK installed? Maybe a dev told them?

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Frank Firefly
 
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