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The Game of your Choice. Mod idea


WebbProductionsEntertain

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So for the longest time I've been thinking of a mod idea for Fallout 4. A mod that will allow players and modders to modify there game without any fear of breaking it.

 

It will allow you to modify the main weapons, armors, and leveled list of the game. As well as make it to where you can choose to replace a weapon, armor, and power armor with any nexus mod you have installed.

 

I'm not great with describing how this works. Just know I'll be talking about it as if it was a mod already out.

 

Upon installing the mod it will first scan through your installed nexus mods and see which one falls under the category of weapon, armor, and power armor. It will then show the list of which ones it identified and will ask if you want to add one or more of your installed nexus mods that it might of missed. After this is done it will pop up to a menu that has three categories

Modifications:

  • Weapons
  • Armor
  • Power Armor

For each of these a list will show up of your installed mods as well as the vanilla and also dlc that falls under each category.

For example: you go into the weapons category and select the vanilla combat rifle. Like in the game it will list the weapon modifications as if you were in the weapons workbench in the game. Now lets say you go into the stock for the rifle. You see the list like it was in the game and you select the short stock. The option it has is to remove modification. So in general what this does is that when you select remove modification now no longer will you have to see the short stock anymore. Nor can you see it in the weapons workbench it has been completely removed from the game.

For armors I'm talking about leather, raider, metal, etc.

What this feature allows anyone to do is make the game feel more challenging by making it to where you have less modifications for your weapons, armor, and power armor. As well as in game NPCs will spawn with what you modified on that category. This is supposed to make you feel like your in the older fallout games where you didn't have as much in the way of modifications.

 

After you have modified all of what you have done then it will continue to a screen that is labeled

Replacer:

  • Weapons
  • Armor
  • Power Armor

This feature is simple that you can pick one of your mods and make it replace something vanilla. For weapons it will be simple just pick a weapon mod that you want to replace, but this time you can remove that weapon mod from the leveled list. This will make it to where you wont have two variants of the same weapon and that you will only have the one. For armors it will be the same, if you want to have the classic combat armor replace the vanilla combat armor then you can do so. For Power Armor it can be the same as well, and it wont have that much of a problem because they don't incorporate themselves into the leveled list.

After you have made your replacers the last screen will come saying thank you and you install.

 

Ok so I hope that explaining this mod idea is not so confusing. I would be happy if this could be possible because it can create a totally different type of game. If anyone thinks that this can be improved on tell me and well talk about it. Thanks to all.

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That was a thought. Like people can make presets to the game like make it to where the raiders are storm troopers and the brotherhood of steel are space marines. Like people can release there own type of game. Another thought was an idea to where it is easier to add a custom made NPC into that factions to create more of a custom game.

Although the title is all what this is A Mod Idea. I don't have the time or can I even make something like this. But what I do have is ideas that could happen. I explained the features but I don't know how to do it. I'm not a modder. Which is why I'm wanting someone to pick this idea up. If I can define myself right now on the nexus is that I'm a person who gives good ideas that modders can take advantage of. And I will be happy if they get a lot of support out of it. At least I know it can be done.

 

I apologize if that was too much for anyone who is viewing this topic.

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It's really odd how some of us here on the boards are having similar thoughts.

Yesterday, I was daydreaming about how if I was a programming genius (big daydream there! LOL Same type of daydream as the "If I had a billion dollars, I'd....")

But yeah, I was thinking, if I knew how to do all that, and had the time to do it, I'd do something like a MCM kinda thing, where you can go in and make advanced settings, and alterations, much like what you were talking about. And then have those settings and modifications be something that the player could set, thru an alterations menu (like MCM) where each of the modifications are installed into subfolders, and the menu chooses which ones are used based on a .ini file or through something like a html or java page.

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Hey yeah. But to be honest the two features are actually two completely different types of mods. WAIT! What if the name of the series of mods was called The Game of Your Choice? The first option can be the first mod. And the all replacer can be the second therefore there wouldn't have to be as much coding or work. What do you guys think.

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Basically setting up the first mod as a framework.

Then the rest of it being set up as plugins for that framework.

 

Yeah, that's definitely a much better way of going about it.

 

Now, I'm NOT typing this, to bash on your idea. Honestly, I love it. And honestly, if I were to ever get a gaming company together, and make a single player game (Again, those two daydreams merged together) I'd institute that into the hard code!

(preset difficulty selections, just don't do it in games like this!)

 

But yeah... Mod Configuration Menu kinda sorta already has the potential for "some" of what you're talking about. It would just take somebody with the amount of patience, and time on their hands to do the plugins for the settings. Or be able to get a team together to be able to do it.

Then be able to get the modders that are releasing their work to get on board with it. Or to let other modders make their work compatible.

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Ok but you don't seem to get on where the modification will happen. Like the mods Modern Weapon Replacers, and See Through Scopes once you download the mod into your mod manager a menu will pop up and then you can do the feature.

Does that make sense?

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Heyas Webb. Well, I'm afraid that I don't use either of those mods. So not being familiar with how they work, no I'm afraid that it doesn't. Not by that description :sad: I also don't use mod managers either.

But what it sounds like, is that the mods are set up to install different components via the FOMOD installation variants. Which is haphazard, due to the fact that those types of mods use a bunch of different esp files, and then the user chooses which esp files for the manager to install, based on the choices they make. Which is hard on load order since it takes up more slots. It also makes for a larger download size.

Using MCM, it's all one file. [Edit] Ok, that wasn't accurate. It's several different folders or files. But it's not like FOMOD, where you can have 10+ different ESP files all packed up together.[/Edit] It just sits mostly all in one esp, and then the files needed for MCM.

With MCM, you can also REconfigure the mod, on the fly. Just by going into your pause menu, and then opening MCM from there. Instead of having to exit the game, reinstall the mod, and then reconfigure it during installation. With MCM it's basically like having a configuration holotape. On steroids. Without the holotape. (Tho, I Will admit that at least on my paperweight of a laptop, the MCM menus are kinda laggy.)

 

What I think is really cool, and I haven't gotten around to trying to figure out how they do this yet... is the weapons that have options that pop up as soon as you click on them from your pipboy menu. I've seen some of them that have the option to choose between semi auto, or full auto.

Or which ammo type that you want to use. I THINK one of the Bow mods might have an option for what kind of arrows you want to use, when you choose the bow in the pipboy.

 

I'm sorry, I'm really not trying to preach about MCM. But it really is a game changer mod. Quite literally. I only wish that it didn't take a bunch of other skills, and external tools, needed to create the menus and options for it.

 

Now, however... in my mind IF there was a way to COMBINE both of these methods together, into one single framework....

We'd have some VERY serious customization options available to us!

Edited by StormWolf01
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Yeah sorry for not understanding what you were saying earlier. But what the main idea was to make some type of customization without effecting the game that much. Like I don't want the person to be in game for it. To be completely honest the name of this topic should have been called simpler FO4 edit. Making FO4 edit more simpler for many people to customize with.

But maybe, just maybe that MCM idea can work. The player would just have to be in a place like inside of the vault or a building that doesn't have anything involved with the leveled list.

 

Edit: I didn't say anything wrong did I?

Edited by WebbProductions2020
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Oh wow, I didn't realize this was from 6 days ago! Gawd, I've been losing track of so much stuff here lately.

I'm so sorry that I gave ya the impression that I was mad about this. It's Your idea.

Nah you're good, and we're cool :)

 

What you're saying about FOedit. What if there was a tool that could take vanilla and mod gear (armor and weapons) and had some pre-created options, that said tool could add to them?

Like it could inject those pre-created mods into the item(s) and then save it into the file for them?

Like the damage modifiers that we see for weapons, that run both ways. The ones that give the player the option to increase or decrease damage, at the workbench. The tool would be able to inject that weapon damage modifier into the mod's esp file, and then save it as part of the mod.

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