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The ONLY mod I'd pay for in Creation Club


ambionstitches

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Like many other Fallout fans, I am NOT a fan of "radiant" quests, nor the lack of unique content in the base game of Fallout 4. The reason I go back to Skyrim, Oblivion and New Vegas is because I love the questing as much as the worlds. "Radiant" quests lack story and as I can't mod myself and I'd happily pay for this, I'm asking that a team of modders pick this up for the Creation Club.

I encourage anyone who likes this idea to message Bethesda http://help.bethesda.net/app/fallout_feedback and ask them to get modders on this.

**Thanks to an idea from a user on Steam it has occured to me that you guys will probably want things I've not thought of. So any good lore friendly suggestions will be added to this request.**

I'm breaking this up into sections so that it can be done as one large mod or several smaller ones. Well... I say "smaller"... I realize they're not small...

Now Modders: just think how awesome this would be.

Bethesda, I really think you should encourage this because I know people who haven't bought Fallout 4 simply because of the lack of unique content. So here we go:

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1 LORE FRIENDLY FACTION CONTENT IN BOSTON

I'd love to see a mod that adds between 10 and 25 unique side quests to The Brotherhood of Steel, The Railroad and The Institute (I'll get to the Minutemen in a bit). Here are some ideas that could help with this:

*The Railroad quests could be an extension of the MILA radiants. Several of the locations could have quests to complete for NPC's who live where you want to set up the devices. They would agree to allow you to set up the MILAs and keep an eye on them in return for helping them out. This could tie in with the random encounter quests in section 4 at the bottom.

*The Brotherhood of Steel has plenty of needs: recruits, salvage, recon teams that you could actually rescue (with missions they need help completing), surveilance/troop/supply outposts to acquire and secure. Empty locations near population centres would be excellent, especially as the BoS want to show people that they're the good guys. There could be quests to get mercs to join, you could bring a BoS rep to tell them about the pros of joining. A couple of the scrapyards would also be excellent places to set up for salvage and possibly recruitment, I wouldn't be against a couple of clear-out quests. And after securing salvage locations you could be sent back to run a mission or 2 for the Knights overseeing those new locations.

*The Institute has its needs too. Like replacement digging equipment for tunneling deeper that you could attach relay beacons to, or setting up a trading post where operatives pose as wastelanders and trade with the outside world for necessities. They could trade meds, healthcare services, clean water and rad-free food in exchange for blood samples, animals for study, information and so on. Maybe there's a quest to get Nuka Cola recipies so they can sell rad-free Nuka Cola. Operatives could check in there, and a relay point could be behind a couple of locked doors in a basement. They could actually help the outside world instead of just talking about it. It would make them less obvious for destruction.

I wouldn't mind a 4-faction peace and co-operation possibility. But that may be a bit much to ask.

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2 MINUTEMEN AND SETTLEMENT LORE FRIENDLY QUEST OVERHAUL

Now I know some people like "radiant" quests as much as many of us hate them so why not just have them by request? That way you could find new settlements yourself or ask Preston for work. You'd get the option for a clear out, a new location, any uniques or a "never mind" option.

Firstly though, Preston could start by handing out the few unique settlement loyalty quests and once those are done he does the "be on the lookout" line.
Now if each settlement, as well as random settlers turning up, had unique settlers bringing unique stories and quests that would go a long way to making Fallout 4 a truly epic game. It would be so much better than clearing out Corvega Assembly Plant for the 50 millionth time. But more about that later.

Now Sanctuary could have a unique NPC turn up soon after setting up the radio beacon who tells you they saw a guy living in a junk heap on his own and then starts a misc quest to find him. His name is "Jenkins" and you find him over-medicated (coz he's miserable and full of guilt from when he was a gunner/raider) in a junkyard looking for salvage to sell, you ask him if he wants to work for you and he is automatically sent to Sanctuary. Well, the idea is where he goes to wherever Preston is as a new character can open up new lines of dialog. When you see him in Sanctuary, he approaches you all excited and tells you Preston has put him in charge of missions and intel. He's gonna clean himself up and change his life. He's been nicknamed "Drill Sergent Junkins" (coz of the junk pile and the drugs) and he dispenses unique Minuteman quests. As the story goes on you get several unique Minutemen (from unique missions) that refer to him as "Drill Sergent Junkins".

Now the 2 types of quests get handed out in different ways:
*Unique non-settlement Minuteman quests could still use Preston, he could say "I've got something a bit different for you" and Junkins could cut in with "here, I've got the intel" and then brief you.
*Unique settlement quests could have Preston's "another settlement needs your help" send you to a unique settler and then it's given by the NPC, or you just get it straight from the NPC if you're in the settlement. This way you can find quests easily through asking Preston, or you can discover them through exploration.

Unique settlers don't move settlement btw. This way, each settlement has its own unique town feeling.

So every time you find a new settlement, build it and set up a beacon- over the following days, unique settlers turn up. Proper voiced and fleshed out NPC's with specific professions. Some could ask for specific things to be built like Mama Murphy with her chair. I'd love to see 10 in each settlement but that may be a bit much to ask. Each settlement could have its own unique questline. Just a short 3 or 4 stage thing. But imagine a Fallout 4 where unique quests lead you from settlement to settlement. The would become available once the appropriate settlements were built and the applicable NPCs show up.

As the Minutemen and the settlements are linked, if some of the settlement quests had Minutemen helping (maybe in some larger fights or rescue ops) it would make the whole world seem more immersive.

*Here are some ideas for Settlement/Minutemen quests:

- finding and re-enlisting deserted/lost/hiding Minutemen, re-capturing lost assets, recruiting from mercs and so on.

-"Spectacle Island" - The hotel on the island has been passed down for generations. You find a locked door on the top floor, when you click the option to pick the lock you hear a voice. "hello? who's out there?". The voice gives you a quest to clear the mirelurks, that stage is skipped if you've completed it already of course. The hotel owner lets you in when the mirelurks are gone, you find a family living up there. There's a garden and rain water collector on the roof for immersion purposes. You invite him to join the Minutemen, he refuses but says that Minutemen can have free bed and board in this soon-to-be-lovely R&R location in exchange for help rebuilding and a bridge/barge between The Castle and the island. The repairs draw from your workshop at Spectacle Island, or if there are insufficient resources you can give him x amount of caps for the materials needed. The bridge/barge becomes the NPCs' means of crossing. I'd love to see traders and provisioners waiting for a barge, if you go with that option.
Over several days you could see the restoration and bridge/barge and dock building in stages. Simple hammering animations could easily be used for this. When it's finished, you get travellers, traders, Minutemen staying in the few reserved rooms, more quests and so on.
The Spectacle Island build area would have to be edited to exclude the area around the Hotel, and there could be a quest for a hotel expansion or some kind of recreation area, a pool for example that has a water filter hooked up to it that removes all the rads so people can enjoy a rad-free swim. Visitors would use the shops in the settlement and the whole place could feel alive.

-"Get off your arse" (yes, I'm a Brit) - lazy settler won't do any work. Find a way to inspire/force (RPG options) him/her to contribute to the settlement, find an appropriate job or enlist in the Minutemen.

-"Minutemen Morale" - life is getting monotonous in the Commonwealth, time to spice up the average soldier's life. Maybe talk to Junkins about rotating the troops and this could lead you to the Spectacle Island quests. Maybe find and hire a singer or entertainment like in NV.

-"Where's my Mommy?" (there can be a few quests like this) - putting families, that have been split up in the dangerous Commonwealth, back together. You could even involve the Valentine Detective Agency for missing family member quests. This could include people captured by raiders and told their families are dead and eventually join coz they have nothing else left. Maybe a family is split up but they end up at different settlements.

-"Goodbye, cruel world" - a settler is sick of life in a post-apocalyptic wasteland. The suicidal settler could be about to jump from the road overpass, maybe in Graygarden. "How'd you even get up here?". The player decides how to resolve the situation. Maybe s/he needs a spouse, hobby, purpose or pet?

-"Attacks on the road" - some of your provisioners have been lost in transit. Basically you need to find and take down whoever is killing your peeps and stealing your shipments, recover those stolen items, and (spoiler alert) you make a new job for building and repairing armoured brahmin wagons with turrets. Brahmin should pull wagons with logs, metal, food, scrap, etc anyhow, it's not like 1000 pounds of wood, steel and junk would fit on a brahmin's back.

-"Epiphany" - after wiping out a specific raider location you exit the building and a small group of raiders off in the distance is returning and discovers the carnage. All but one attack, the other runs and hides. After killing his friends you approach to kill him (he's still a red dot on the radar) and are about to attack but he yells "wait! don't shoot!" drops his weapon, tears in his eyes, hands raised and he thanks you. He never wanted to be a murderous psychopath anyway. You get talking about the Minutemen. He's happy to hear they're not all wiped out, and you go your seperate ways.
Later you bump into him again in "normal" clothes (maybe in a bar in Diamond City or Goodneighbor, you're surprised to see him and you talk, you find out how hard his life has been. You end up inviting him to a settlement but he declines. Later, he turns up at a settlement- in full raider gear with some of his friends. He's recruited like minded raiders who want to be part of a settlement. Some want to work, some want guard duty, others want to join the Minutemen. Later you can hear them talk about their life before all this.

-"Epiphany parts 2 and 3" - a couple of the former raiders ask you to find their friends giving you missions to infiltrate raider bases to recruit for the Minutemen. Nothing "radiant". Then a few scripted raider defector events can happen upon arriving at certain settlements. The raiders all have different stories and reasons for wanting to join you.

-"Teching up" - Minutemen hear word of tech, supplies, weapons, etc that could be useful to them and the Institute (whether the organization or the remnants post-Institute-kaboom) wants it.
Maybe something to do with the crashed alien ship. "Hey Preston, you gotta see this".

-"The Green, The Bad and The Cannibalistic" (feel free to think of something better) - once the settlements are all established and the vanilla main questline is finished, this could be the major Minuteman/Commonwealth questline.
A gang of supermutants and cannibalistic raiders (supermutants eat people, right?) in rad-resistant raider power armour painted green, raid one of your settlements, wiping out all but a few (the unique NPCs) who manage to escape. Their quests will probably need to be completed before the quest begins.

By the way, in FO3 the supermutant conversation was quite amusing if I recall. I especially miss "I'm gonna go back to doin... what I was doin". I'd love to see more of that.

I think there should be a real friendship between the raider boss and the supermutant he saved (read on for an expansion on that).
The raiders act like supermutants to fit in with them and have voice modulators to sound like them (or just badly imitate supermutant voices), their raider power armour has a custom helmet that has a jaw that opens and chomps so they can eat people without having to take off their power armour around the mutants, the suits are strong enough for ripping corpses limb from limb. This will really make the quest feel more important. The vanilla raider power armour is painted to make them look as much like a supermutant as possible, however crudely. They aspire to "elevate" themselves to become supermutants and are accepted by supermutants because of this, as supermutants admire strength and are always up for adding to their number. Obviously cannibalism makes the raiders slowly go a bit insane.

There are quests to strengthen your settlements (if defense is below a certain level), to warn population centres, and to figure out what the hell is going on. Why the supermutants aren't just eating the raiders? I'd love to see some quests that really make you NEED your power armour and heavy weapons. Right now power armour and heavy weapons are a fun option. You'd take Minutemen along for a final battle and you could finally find a use for all those suits of power armour. Once this quest starts, you could go to clear a raider base to find it had mostly been wiped out by this gang. Let's call them "The Jolly Green Giants" for now. You can get intel from dying raiders, or one that hid and wants to join you. The horror of the experience gave him a taste of his own medicine (you know: being helpless as a malicious and greatly stronger force wipes out you and yours and takes what they want) and makes him re-think his life choices and will be loyal to you if you let him be part of wiping out this scurge.

This could lead you eventually to a mad scientist, a "follower of The Master" who's got some of the FEV and is making supermutants out of raiders maybe. But he's lacking supplies. There could be a capture mission where you put Minutemen in some of your power armour suits to capture one of the armoured raider "Jolly Green Giants", pry him from his suit, interrogate him while Sturges looks at his armour and a Minuteman tech helper assists. She can fill you in so you're not limited by Sturges' dialog options, and so you can have a hot science girl. We all love hot science girls, especially red-haired freckled ones with glasses. *mmm... freckles...* The interrogation can shed light on who the raider leader is and how he ended up allying with supermutants. The captured guy would just be a lackey, and *SPOILERS COMING* maybe his boss could have saved/spared a wounded supermutant in hopes of recruiting him, fed him his weaker gang members and got curious about what people taste like. One of the settlements you clear out could have you see a raider and a few of his gang fleeing with a supermutant on a wagon as part of the story. While escaping he could yell "you'll regret this!". I'm thinking maybe Outpost Zimonja.
The captured raider would say something like "we hit the settlement because we were hungry, and because our home was destroyed by some do-gooder and when we went back it was a Minuteman settlement. Food AND revenge. Win-win.". This guy could be some suspicious visitor that you've see asking too many questions around various settlements and gets uncomfortable if you talk to him. There could be hints and smaller scripted events throught the Minutemen/Commonwealth quests that preceed this rather large quest. You can reveal yourself as the guy who cleared the settlement. You can also get randomly attacked on the road by the "Jolly Green Giants" (feel free to come up with something better) either after the questline starts or even before. Upon looting the power armoured JGG raiders, you or your companion comment or show in some way that the power armour reeks (as they never take it off) and it is only good for scrapping. The power armour frames can be grubby and s**t-stained. You already have too much power armour.

Talking about Power Armour, after you get the suit from Concord back to Sanctuary, it should break down. The minigun should somehow be fused to the hands of the suit and the suit should spark and start loud bleeping and so on after the Deathclaw battle. Someone should say that the suit looks unstable and you should exit it away from people. When you exit it, it bleeps even faster, the Minigun is still attached. Someone yells "get away from it!" and you have a few seconds to run before the fusion core explodes like a mini nuke.
We all know you get Power Armour and your minigun WAY too soon in the game.
Now, as Power Armour is plentiful you need to do something with all those extra suits. So I suggest that when you fix up a suit and paint it with Minuteman paint (some of the paint schemes should be better btw), you can place it in The Castle on a "donations platform". A Minuteman should ask if it's for "the cause" and you say yes, then the Minuteman takes it. Now there are x number of minuteman teams which (should if they don't already) increase as you get more settlements. Now say there's 5 teams and you've donated 2 suits of power armour, there's a 2 in 5 chance of a minuteman patrol having a guy with power armour. You should see them on the road and they should always salute you. And maybe have more to say, or sing:

"I don't know but I've been told"
"I DON'T KNOW BUT I'VE BEEN TOLD"
"Supermutant blood is mighty irradiated"
"THAT DOESN'T EVEN RHYME SIR"
"Sing it! That's an order!"
(half heartedly) "SUPERMUTANT BLOOD IS HIGHLY IRRADIATED"

I'd love to see groups of Minutemen on the roads doing military style chants.
We also need Minuteman barracks and better Minutemen presence.
The barracks could be available to build once you take the castle.
Minutemen take over guard duty once there are barracks.
And Minutemen escorts provisioners at 20 settlement beacons.

And all settlement revenue should be brought to you by Preston or Junkins. It's a real pain going from settlement to settlement to collect.

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3 SETTLEMENT AND SETTLER SYSTEM IMMERSION UPGRADE

This mod idea is to make settlements more than just a build location. Many people have likened them to Minecraft and The Sims. Sadly, this is not unfair. So the idea here is to make settlements into communities and truly interesting and immersive locations, barely distinguishable from standard towns like Goodneighbor and Diamond City.

Firstly, I'd like settlers to auto-assign but be re-assignable.

It would also be nice if settlers could use elevators.

Settler AI in general could use an upgrade. Pathing for a start so they find their way to the bell from any height or distance. They really need to be better at navigating simple objects like scaffolding, not ending up on roofs all the time and so on.

Hangman's Ally could use a more stable higher build area. It's a very small location.

Simple inner doorways. The's a bunch of building DLC and as far as I know the only inner doorways need power. The only mod I know of doesn't have navmeshing and settlers keep trying to walk through the doorframe and not the door.

Settlers should use the entire bar area in the evenings (they seem to stay within 2 floor sections distance of the bar), showers at random times, and lean on the balcony railings and take in the view, talking about how much nicer it is here than other places they've been. "I hear The Minutemen are back" is a silly line as they're IN a Minuteman settlement.

There should be an armory, with weapon racks and mannequins that you can put armour and weapons on. Your NPC's assigned to guarding and scrapping could arm themselves with the best gear available from there. And is it possible for guard settlers to rotate shifts so they can eat, drink, sleep, relax? Guards never ever leaving their posts is very unimmersive. If linked to the previous mod, all settlers use this armory once the barracks are built, unless you equip specific gear yourself.

Scrappers should actually scrap. They don't do much. They should have wagons and wheelbarrows that they take offsite empty and return with them full.

I'd also like to see people actually use the pool table, talk, interract and so on. The settlers should do more.

Shops should be open 8-6, and other settlers should work 10-4. Just shorter work hours for certain jobs but with decent player-convenient shop hours. And a lunch hour, let the poor guys take a break.

Clinics should have a functioning clinic area, the level 3 clinic should have more than just a counter. The clinic could take up maybe 4 floor sections in a choice of configurations so you select a counter, and a hospital bed or 2, 2 chairs (one patient, one doctor), and a table are placed at the same time. The counter is for trade, you sit in the chair and the doctor offers you rad and addiction cures, and you lie on the bed and are offered healing. Sometimes one of the NPCs could be recovering on one of the beds. THAT's a lot more immersive and all doctors should work that way. Some NPC visitors could go to the doctor when they arrive on site.

Travelling doctors could have a compact surgery pulled by a brahmin and park their cart by the hotel while they trade for chems and other supplies. Settlement doctors could craft resources from workbench junk like bandages from cloth and antiseptic, and tools from steel. They ncould ask for more if resources are scarce.

There should be more recreation activities than just the bar, like checkers maybe, or Blast Radius. You could have games snapable to certain tables. When 2 NPCs sit at a table the game animation begins and goes on for x amount of time. I'd also love to see settlers actually playing basketball or just taking turns shooting hoops. The player could join in with a better throwing system.

Chairs should also snap to the correct place around a table so settlers don't end up on the table or falling from a height when they get up.

Maybe settlers should run inside during rad storms. It's not like you wouldn't.

When there is a raider attack, settlers should let the turrets and guards do their job. It makes no sense that every settler drops what they're doing to take on anything, with a pipe pistol, when there's so much fire power there to keep them safe.

Visitors and a hotel. Using custom hotel assets, you build a structure that only visitors use. Or just several buildable pre-fab hotels of varying sizes and designs. Visitors come to the settlement to trade. This would make each settlement feel like a proper small town. And the stores wouldn't feel pointless. Visitors from neighbouring places and travellers could talk about "it's a bit late to travel, I think I'll stay here for the night".

Settlement attacks should be paused til you turn up at a settlement instead of it popping up as a "radiant" quest. If more than one has been randomly generated, guards and
Minutemen should report that it has happened in a round a bout way when you turn up, or you get reports from Junkins.

In each player-buildable settlement I'd love to be able to instruct the first NPC that shows up to manage its development. This mod could rely on CDante's "Transfer Settlements" mod, or at least make it compatible. You could have a set of stock blueprints and then download alternate blueprints if you prefer. The player is then locked out of build mode until completion, depending on how many settlers turn up it completes at a certain rate in stages. Progress can be paused through lack of materials and a settler can come find the player if that happens. The player would be warned by the NPC if there are insufficient materials and how many days til s/he is likely to run out of this or that. Upon completion the player is then allowed back into build mode and can edit as s/he sees fit.

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4 MORE LORE FRIENDLY QUESTS IN GENERAL

With the factions and settlements covered that leaves more content for:

*Vault 111. Now this is more personal taste, but 111 is really small and you have no time to get attached to your family. I'd personally love to see vault life expanded on in the game and there be some other plot that gets you locked in cryo.
*Diamond City and Valentine's Detective Agency need more quests- including an expansion of Diamond City.
*Goodneighbor and The Silver Shroud also need more quests- Goodneighbor could also be bigger.
*More random encounter quests. I'd love to see a few around The Glowing Sea with The Children of Atom. But mostly just spread across the various areas in Boston.
*Robot Racetrack. Nuff said.
*20 Leagues under the sea. It's a real shame that this quest never happened. Imagine having people living in an undersea research station, and being able to look out across the ocean floor. There could be a complex of habitation and research pods. There could be side quests to patch up leaks and find missing research teams. You could need to get them a replacement water purifier/desalinator. Maybe have the Ghoul Whale fighting a Ghoul Squid/Octipus at some point?
Also, I've had several requests that can be satisfied with a rebreather.
*Automatron extra quests, maybe provided by a helper-bot created by the Mechanist, centred around thwarting those robot armoured raiders. 5 quests wasn't enough.
*Nuka World could use some good guy quests. Maybe a traders guild replaces the raiders and brings life back to the park and a whole bunch of quests center around that, and some random encounter quests to flesh out the world a bit more.
*More exploration into who the gunners are.

*Far Harbor. Far Harbor is just fine. No need to mess with it.

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5 COMMUNITY REQUESTED MISC MODS

Some of these would fit into one or several of the above mods, some I think would make good optional stand alones.

*The return of a Karma system.

*Return of the SMG's of previous Fallout games, along with the Chinese Assult Rifle, 10mm Pistol Stock, R99 etc

*A more traditional levelling system with a reasonable (maybe player specified) level cap, one that isn't as agressive as other mods that work similarly. A soft HP cap would also be appreciated.

*People seem to want a lore friendly quest that gets you Hellfire Armour. The Enclave have no more presence in the time and place of Fallout 4, but a quest or just random location with the skeleton of a deserted Enclave soldier, maybe in vertibird wreckage, even if you can only scavenge the plating and not the frame, I believe people wlould really appreciate it. It's not inconceivable that the BoS has a wrecked suit you can restore as a reward for a mission.

*Some people would like to be able to do quests for Gunners and join/lead them.

*I've also been asked for a 5th faction so they can rampage the Institute as a raider boss.

Edited by ambionstitches
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cheers mate. I really appreciate the positive feedback. Mostly, people usually just tell me what an idiot I am but if this actually got picked up by a team, Fallout 4 would finally be good.

 

I doubt a mod team will pick this up, but if it get's Bethesda's attention it could absolutely happen if they ask modders to do it.

 

I invite anyone reading this to message Bethesda ( http://help.bethesda.net/app/fallout_feedback ) with the link to this page and request they ask modders to do this

Edited by ambionstitches
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While I agree with your opinion on what's missing I dunno if we should set a precedent of telling them that we are willing to pay them money post release to essentially add the stuff the base game obviously sorely lacked. It's one thing that the modding community basically polishes/fixes up their games for them and eventually through mods makes playtime unlimited, but for us to offer to pay more for them to put in the effort they used to post release seems like a dark path. Bethesda get away with their laziness because modders pick up their slack. Paying Bethesda to pick up the slack they don't seem to have enough professional pride to fix seems like a good way to drive them even more towards a future of money and laziness. We'd be paying them not only for the product, and the DLC, but then also to essentially fix the product we'd just bought surely.

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While I agree with your opinion on what's missing I dunno if we should set a precedent of telling them that we are willing to pay them money post release to essentially add the stuff the base game obviously sorely lacked. It's one thing that the modding community basically polishes/fixes up their games for them and eventually through mods makes playtime unlimited, but for us to offer to pay more for them to put in the effort they used to post release seems like a dark path. Bethesda get away with their laziness because modders pick up their slack. Paying Bethesda to pick up the slack they don't seem to have enough professional pride to fix seems like a good way to drive them even more towards a future of money and laziness. We'd be paying them not only for the product, and the DLC, but then also to essentially fix the product we'd just bought surely.

I can't argue with your reasoning. I completely agree with you. I tried to get support for this: https://www.change.org/p/bethesda-make-fallout-4-an-rpg-less-radiant-more-original and later added that I'd buy it as a DLC as people kept telling me over and over and over that Bethesda was done with Fallout 4.

 

The petition was ridiculed and ignored for the most part. People even told me that I should just accept that this is where the industry is going, even though they wanted the same corrections to the game as me.

 

So I tried to get modders to pick up on this mod, I messaged every modder who made a quest mod for Fallout 4. Every single one. They told me to learn CK and make it myself. But I just don't have the skills. I'm trying to learn the programs for a game I'd like to make, something that hasn't been done yet. It's a real steep learning curve and it's gonna take years to learn this stuff.

 

Understand that my motivation is this: I truly believe that Fallout 4 is an insult to the Fallout franchise, the RPG genre, Bethesda's open world games, and especially to the player. I believe "radiant" quests are an anti-RPG element in anything other than small, optional doses. I think padding the game with "radiant" quests and base building is an utter disgrace and calling them "an innovation" is a disgusting insult. The meaningless settlement building and micromanaging that only piles on these worthless "radiant" quests: my GOD wtf is this? We waited TEN YEARS for a new game and I was so excited about it... then I got sent to clear Corvega Assembly Plant 3 times in a row, and there was cut content that looks so good.

 

I HATE what Bethesda has done to Fallout 4 with a bitter, seething passion and I think more games like this are coming because the CoD, Minecraft and Sims fans have deep throated this travesty and thanked Bethesda for the violation. The way I see it, if I can get this picked up... if the FO4 fanboys can see just how good the game CAN be, maybe they'll demand a higher standard in future and stop Bethesda from ruining any more of their open world games.

 

I want this game to become what it always should have been. So I'll pay for it, but I'm not buying anything else from Bethesda or Zenimax until I know what I'm getting. And maybe this mod could set an example for Bethesda for the future. I know that people would love this mod. And I think maybe it'll help show Bethesda that a good game doesn't get years of playing through one endless playthrough, but from multiple playthroughs. Like watching your favorite film over and over.

 

So if it takes Creation Club to make this game what it should always have been, then I'll try that. I've tried everything else.

Edited by ambionstitches
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I'm not holding it against you or judging you in the slightest so don't worry :) It's obvious with the amount of time you spent on your post that it was pure passion and good intention. I'm sorry you got a bit of backlash and people bringing you down and I hope I didn't add to that because honestly I'd love the same results but it's just such a messy situation. I think a lot of mod creators feel like, frankly, Bethesda just spat on them, again. They've been spurned and many were probably already wondering why they were bothering in the first place other than passion and determination. Bethesda have successfully united much of their own community in bitterness. The problem is, if we are willing to sort of buy our way out of this hole by giving Bethesda undeserved money at the cost of the modding community and frankly the future creative integrity of Bethesda, even if it is because we love Fallout 4 and hate to see it this way, it's kind of sabotaging the future for the here and now. I'd rather see Fallout 4 remain as it is, ever growing with mods but never getting worse, than see Bethesda nosedive off it into an even worse direction for the future. Maybe Fallout 4 has to "take the fall" so to speak.

 

Bethesda have enough bad practices as it is. I just bought the Season Pass because the prices are down. I wanted to buy just the bits of DLC I wanted and not the SP but that way, even only buying the "good" bits was much more expensive o_O May as well have the lot for much less. I feel bad for it though because ultimately all their figures are going to coming back with "everyone bought the season pass, resounding success, do it next time" despite the SP for Fallout 4 being a ripoff and a farce as far as many are concerned. Sure there are more bits of DLC so to speak but only 2 of them are the "proper" expansions people expected when they paid the price. So basically they've managed to spin a situation where the SP is a ripoff, but if you try to buy things individually it's even more of ripoff. So everyone regretfully buys the SP eventually and Bethesda will keep doing it. Euuuuuuuuughh.

 

I'd just put my faith in the community man. You never know what people will come up with as time goes by. Throwing Bethesda the ball these days is sadly a good way to get disappointed. We can and should absolutely try to stay positive about the future but unfortunately that means supporting good practices and avoiding supporting the bad where possible even if it stings a little. The Creation Club could turn out to be a fantastic thing. I'm not sure how, but if it did it'd be smiles all round. We can't ever really afford to essentially pay Bethesda to finish their own games later down the line though if that's the way it goes. It may sort of "salvage" Fallout 4 but it'd ruin Bethesda.

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I'm not holding it against you or judging you in the slightest so don't worry :smile: It's obvious with the amount of time you spent on your post that it was pure passion and good intention. I'm sorry you got a bit of backlash and people bringing you down and I hope I didn't add to that because honestly I'd love the same results but it's just such a messy situation. I think a lot of mod creators feel like, frankly, Bethesda just spat on them, again. They've been spurned and many were probably already wondering why they were bothering in the first place other than passion and determination. Bethesda have successfully united much of their own community in bitterness. The problem is, if we are willing to sort of buy our way out of this hole by giving Bethesda undeserved money at the cost of the modding community and frankly the future creative integrity of Bethesda, even if it is because we love Fallout 4 and hate to see it this way, it's kind of sabotaging the future for the here and now. I'd rather see Fallout 4 remain as it is, ever growing with mods but never getting worse, than see Bethesda nosedive off it into an even worse direction for the future. Maybe Fallout 4 has to "take the fall" so to speak.

 

Bethesda have enough bad practices as it is. I just bought the Season Pass because the prices are down. I wanted to buy just the bits of DLC I wanted and not the SP but that way, even only buying the "good" bits was much more expensive o_O May as well have the lot for much less. I feel bad for it though because ultimately all their figures are going to coming back with "everyone bought the season pass, resounding success, do it next time" despite the SP for Fallout 4 being a ripoff and a farce as far as many are concerned. Sure there are more bits of DLC so to speak but only 2 of them are the "proper" expansions people expected when they paid the price. So basically they've managed to spin a situation where the SP is a ripoff, but if you try to buy things individually it's even more of ripoff. So everyone regretfully buys the SP eventually and Bethesda will keep doing it. Euuuuuuuuughh.

 

I'd just put my faith in the community man. You never know what people will come up with as time goes by. Throwing Bethesda the ball these days is sadly a good way to get disappointed. We can and should absolutely try to stay positive about the future but unfortunately that means supporting good practices and avoiding supporting the bad where possible even if it stings a little. The Creation Club could turn out to be a fantastic thing. I'm not sure how, but if it did it'd be smiles all round. We can't ever really afford to essentially pay Bethesda to finish their own games later down the line though if that's the way it goes. It may sort of "salvage" Fallout 4 but it'd ruin Bethesda.

I get where you're coming from, but bear in mid that people rate stuff on Steam and so on. The highest rated DLC was Far Harbor. And Bethesda do know they screwed up by stripping the RP out of their G. Hopefully people who enjoyed Fallout 4 might consider giving Skyrim a go. And with Skywind and Skyblivion I hope more people will play those older games. Also there's the FO3 (hopefully) and NV in FO4 engine mods that will show peeps who've not played them before just how good Fallout 4 should have been.

There's also Cascadia coming eventually which will be a lot more about RPG than Fallout 4 was. When people show that more love than Fallout 4 maybe Bethesda will learn.

 

I just wish there weren't so many lame, generic morons that are happy grinding worthless "radiant" quests and building for no reason other than building. It's such a shame.

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