Whole new trend in player housing mods.

Post » Sat Nov 28, 2015 7:42 am

Am I the only one who thinks that with the new base building system,in parallel with the classical player house mods (prebuilt,purchase or find the key,a vault,an abandoned ship and stuff like that),we will get to see a lot of mods that add assets to the list of object we can place in the game?For example,mods that add a whole new array of furniture to the house building object list,or a mod that adds a new set of walls,like brick walls.

What do you think modders will focus on? Unique prebuilt player houses? New sites for the building system?Or new objects to place in the world?

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Adrian Powers
 
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Post » Fri Nov 27, 2015 4:28 pm

I think the most focus gonna be on assets for the crafting, with pre made places being more for story mods.
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Erin S
 
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Post » Fri Nov 27, 2015 4:03 pm


This right here
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Hearts
 
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Post » Sat Nov 28, 2015 3:57 am

As long as I can run a small scale Nuka Cola plant in my Settlement Ill be happy. Dosnt have to be big and Ill gladly sacrifice caps to make it happen!

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Leah
 
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Post » Sat Nov 28, 2015 12:58 am

Most definitely. If the game doesn't already have cleaner walls (i.e. not rickety and boarded up like a crack house), then I will eagerly await one that does implement modern (with respect to the 50's genre) build objects.

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oliver klosoff
 
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Post » Sat Nov 28, 2015 6:32 am

with the main interface for building settlements already in place, i can imagine modders eagerly using those resources to add upon and expand our available building materials. No doubt they will perhaps enable us to build on places that originaly did not have building plots assigned for us, and perhaps we will get things like stone walls or high rise appartments to place on those new lots. With good modders, the potential is infinite solong as features and exsisting ingame interfaces are present (its alot harder to do thing if they had to invent the whole build and place mode themselves.)

The only side effect of these things are ofcourse bugs, often mods uncover weak points in a game system or interface by having it do things it was not designed for, so i suspect the first few housing mods will have to iron out some bugs before being stable and glitch free.

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Claire Lynham
 
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Post » Sat Nov 28, 2015 4:15 am

I can see people putting in pre war new condition houseing/furnature/ and vualts as mods though.

Wonder how long it will be before you see "pre Nuke era" quest mods.

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Klaire
 
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Post » Sat Nov 28, 2015 3:53 am

My experience with modding tells me that creating a new set of non-cr4ppy looking walls will be trivial after looking at how the system and the scripts are handled in the creation kit.Ehrm i mean GECK.

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TIhIsmc L Griot
 
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Post » Sat Nov 28, 2015 7:39 am

Honestly, I was surprised there weren't more things like that for Hearthfire in Skyrim. But perhaps that "build a house" system wasn't as mod-friendly.

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saxon
 
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Post » Fri Nov 27, 2015 4:15 pm

In the E3 demo, we could see when Todd was dismantling an existing house, there is "Concrete" listed as one of the material yields. Hopefully, this may hint that we could build (preferrably clean) concrete walls for our settlement...

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Isabella X
 
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Post » Fri Nov 27, 2015 6:24 pm

Using the hearthfire system you had to pre-place in the world all the objects.Then you'd have to enable them through crafting.Doing this would take a couple of minutes for every object.And then again,Hearthfire was a wreck of a mod that had tons of lighting problems and navmesh issues.I worked myself on a mod for 5 months,Created a nice and detailed worldspace ( a fjord like area on the shore between skyrim and high rock).You would find an abandoned fort in the area and you would get to rebuild it and make it into a player home.The mod was coming up SO GOOD but university started and i haven't worked on it ever since.I feel safe to say that it was getting 2 times better than Hearthfire.Thinking that i didn't get it done only remembers me how boring and time-hungry making a hearthfire-like mod is.

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Unstoppable Judge
 
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Post » Fri Nov 27, 2015 8:56 pm

settlement building in game apparently will be limited to specific places or types of places.

i also doubt we'll be able to build all types of structures (like, dunno, a vault in an underwater cave or whatever)

so this will be where modded player homes still will come in.

about new objects: lots of modelers release resources already anyway, just that they're usable only for modders until now. so this might indeed be their big hour :-)

what i'm wondering myself is, what that feature will do to player home mod counts.

for the modders' part, for somebody who just starts out, a player home is where what they can do (no scripting or other more advanced game systems necessarily involved) and what will be of use to potential players, meet, so pretty much everybody starts with a player home as their first mod (ok or some weapon retex etc maybe). this will not change much with the new features, so i expect release counts to remain pretty much the same.

more interesting i think though is the players' part: it's really odd, but people can't seem to get enough of player homes. like, in sykrim, even now, when you'd expect everybody would be sufficiently stocked with a home every 2 meters, it's still mostly player homes (even pretty independent of their actual quality) that hit high download counts. and i remember it being about the same for myself before i started modding: i took pretty much every nice home i could get, even if i'd not even enter most of them more than one time.

since i started modding though, this so totally wore off i can't even remember what on earth i wanted with all that real estate. i could just have me a friggin' palace with the front door in riften and the back in falkreath now if i wanted, but where my character actually lives is one (1) tiny hut in the woods, just big enough to fit in a bed and a table, but with a nice view from the porch. :-)

anyway, what i wonder is if the building features will have just the same effect on players so they'll just not care about additional places anymore - depending on how easy or hard to mod/recycle dialogue features / voice audio will come out, maybe we'd all focus on quest mods then. but i suspect that's just wishful thinking :_)

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Queen of Spades
 
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Post » Fri Nov 27, 2015 8:08 pm

images of sand bag hauling vault dwellers occur before my inner eye... :-)

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Pumpkin
 
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Post » Sat Nov 28, 2015 1:35 am

The very thought of all of the objects mods might add in regard to furniture and other objects is [censored] exciting yes I know I know the game hasn't been released yet but still very exciting all of the things that might be included. I just want some liquor cabinets, an increased variety of beds and couches, bookshelves and a hat rack. Anyway I look forward to what the modding community will add and I know they'll add things I never conceived.

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Eilidh Brian
 
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Post » Sat Nov 28, 2015 12:17 am

I hope we will see some kind of blueprint option. If you build your settlement, you can save it as a blueprint. If it is destroyed by raiders, you could rebuild it using the blueprint. Maybe have a townsteward or housekeeper, who will handle the details. The towns economy is producing resouces over time. And they are invested into repairs and upgrades automatically.

Best of all: This would open up the option to exchange the blueprints as mods themselves. Design a nice city or stronghold and share it with people. If they are really going all in with the modding this time, make it a dialog option with the steward to share the blueprints with the world "through radio broadcast" as in: Make it an automatic ingame feature.

Tl,dr: Blueprints, blueprint mod sharing, automatic repair system/steward/mayor/governor, ingame mod sharing feature.
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Guy Pearce
 
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Post » Fri Nov 27, 2015 3:50 pm

Was some mods who modifed heartfire houses, other like my farming mod used heartfire resources-

But it was not so much to do with it.

The new system on the other hand will enable a lot, First is new building modules, also new building sites, one idea is to use it to rebuild locations like vaults.

The harder part is changes to the settlement system, like run raider bands.

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Jake Easom
 
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Post » Fri Nov 27, 2015 8:17 pm

The ability to build my own settlements is one of the things I'm most looking forward to Fallout 4.

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BRIANNA
 
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Post » Fri Nov 27, 2015 4:34 pm

And weapons, and power armors. Don't forget them!

And oh, the layered armor system.

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Zualett
 
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Post » Sat Nov 28, 2015 6:36 am

I think modded settlement building will be huge if doable. Think Enclave style bunker resources added or new settlement locations. I think this is what I will look forward to most.

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sarah simon-rogaume
 
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Post » Fri Nov 27, 2015 8:13 pm

Some guy from the nexus managed to do it for skyrim.I bet that with the framework already in place for fallout4,it will be much easier.

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Mrs shelly Sugarplum
 
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Post » Fri Nov 27, 2015 10:49 pm

Along the lines of the settlement blueprints mentioned above (great idea! especially if raiders can destroy our buildings) I'd hope there were some similar "blueprint" method of creating items so that, for example, a modder can make a blueprint for a new wingback leather chair (perhaps with twelve swords protruding from the back of the chair in a semicircle or something) and then you can use that blueprint to make the chair.

The idea/hope is that it would be possible to get many, many modded items and not have a separate mod file for each one.

What brings this to mind is the fact that I have two separate mods in my Fallout-3 mod list JUST to change the appearance and sound of the default 10mm pistol. Of course I also have one mod that adds a dozen voiced NPCs, mini-games, buildings, questlines, weapons and clothing, etc. But being able to pick-and-choose which items I want will be especially important if modders can, in fact, mod just individual pieces of furniture for us to create.

I suppose it depends on the way the game incorporates mods; we may still have to have "collection" mods that combine individual, smaller mods from multiple authors into one larger mod from which you can pick-and-choose the elements you want.

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Nitol Ahmed
 
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Post » Sat Nov 28, 2015 5:17 am

It all depends on the way the author creates a mad.

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Lauren Graves
 
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Post » Sat Nov 28, 2015 6:30 am


imho, especially if modding is to come to the consoles, what we need the most is automatic leveled list merging and no mod limit. basically they need to get rid of the need to worry about load order. then, collection mods may not be necessary.

one can dream...
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Nick Jase Mason
 
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Post » Sat Nov 28, 2015 7:06 am

It's kind of like with weapon crafting in Skyrim. In previous games, modders would just stick their new weapons in some house somewhere, next to a tree, in a random barrel...

Then in Skyrim they'd just make a recipe in the smithy. No clutter around the world. I guess now those who make modders resources will be able to add recipes for furniture too. Almost like The Sims modding really.

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Samantha Jane Adams
 
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Post » Sat Nov 28, 2015 1:08 am

I imagine mods that let you build in places you couldn't before, that let you build things you reasonably shouldn't....

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Terry
 
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