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jakubtyl

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  1. Okay, I think many people, including Bethesda didnt get the bottom line here. You are not siding with the Minutemen, you ARE the Minutemen. As soon as you accept to be General, you are the Minutemen leader. It is your faction. Alongside with all the building options and stuff, this is like the best ever idea that could happen in game like Fallout or TES (please make it happen next TES!!!). No more lonely hero wondering around being everyone’s prostitute... The idea that you could be ruler and actually build your own faction, your own legacy is something that many people including me are expecting now from games since we are already bored of the usual same o' questing RPG stuff... So I was really excited to see this coming just to find out that its half cooked. It is not finished at all and it seems that both players and Bethesda are confused what is Minutemen to the player (once he becomes General). I was hoping that Minutemen is platform for us to finally have the option to dominate the world with our own faction. But there are many fails alongside the storyline, which kind of undermines the whole thing. Preston makes you general (maybe a bit early in the game in a vague way so some people may not really realize they are in charge now), but It seems that many NPCs also do not realize you are in charge (like when they are questioning your orders). The game and reaction of NPC do not reflect at all that you are leader of faction. They still treat you as ether that there is no Minutemen or that you are not the leader. I think there is one ending missing, something along the lines: "Minutemen wiped out everything, established settlements everywhere, took over Diamond city and created new state in Commonwealth - Congratulation, you are the most badass state on the Eastcoast." After the whole thing is over, there should be mechanism, that would let player dominate the whole commonwealth as Minutemen. Maybe more possibilities to shape Minutemen and have some stretch goals about dominating the whole place and I am not just talking about creating settlements that no one really cares about once you create strong defense. (If I take the time to build all those turrets and guards it would be nice if some Raiders would show up from time to time to stretch my defense system, and I am not talking about one molerat here...). I mean spice it a bit. Storyline is very short, so it would be nice to have some simple but meaningful mechanism that really makes you feel that you are ruling over the place with faction that you lead and develop. Did you expect to rule the Commonewealth with your own faction? Would you like that?
  2. This is idea for endgame mechanism that could add some more hours to the game and extend the experience. It seems half-cooked to me that we are given power over various factions but after the storyline ends, there is really no development of your legacy. This is my idea of mod that could add some long term goal to spice the endgame and give it some meaning. I try to build my points on/and around existing mechanics and things that could be possibly done. Because there is no point in mod that has unrealistic goals. Building Imperium Player would be able to create their own imperium/state by gaining influence in Commonwealth. Influence in Commonwealth is divided in various existing factions (Raiders, Mutants, Gunners, BOS, Minutemen, Institute etc...) and is measured by controlled territory (i.e. landmarks under control of each faction). This influence is indicated by percentage to each faction. Player is fighting over landmarks to gain influence, other factions are fighting back, trying to retake settlements and harass player. Players goal is to reach 100% influence. Along the way player can customize various visual and utility features of Minutemen. Terms: Landmark: landmark is represented by icon on the map. They are preset from vanilla game (settlements, factories, camps, police stations, military compounds, raiders camps, mutant camps etc...) Ownership of landmark: landmarks are owned from the start of the game, NPC factions own new landmarks by successful attack (they "clear" the landmark). Player owns new landmarks by placing or activating workshop in given area of landmark. Influence: Indicated by percentage: number of landmarks owned by faction / number of all landmarks * 100 = percentage of influence of given faction. Influence of all factions should be displayed on new page in pipboy - data. Size of organization: is determined by percentage of player's influence: 0%-20% Group or Band21%-40% Organization41%-80% Society81%-99% State100% ImperiumDevelopment: Reaching each level of organization lets player to choose advantage for his faction based on various expertises: Merchandise - increase in income from your tradersPolitics - increases happiness in settlementAgriculture - increase in food/water productionEngineering - increase in power production/turrets strengthGathering - increase in gathered materials by scavengersMilitary - increase in strength of soldiers, (their health, damage, defense rate etc...)And more.... How to gain influence: Player has to clear landmark from enemies and activate or create workshop. Maintain influence: Player's settlements will be attacked by enemy factions preferably by those who used to own given settlement (its easier to spawn them there if they re-take it). Player has to make sure that these settlements are protected. Loosing influence: When enemy faction attacks landmark it ether wins or looses. Win means eliminating all settlers and turrets, otherwise its loose. If attackers win, they own the landmark and spawn there as they did previously. Enemies will harass also settlements, that were never meant to be owned (like sanctuary) these landmarks will be only raided not owned. Progression: Each enemy faction gets more aggressive as they have less influence. That means when some faction has low influence they will throw powerful attacks on weak settlements. So with growing influence player will have more work to do, more attacks and more risk to loose settlements. The point is to make player loose some settlements to increase drama and gameplay time. Player should progress in approximate rate of 2/1 (gaining 2 settlements/loosing one). Weak settlement will be calculated by its defense rate. The calculator takes 3 weakest settlements that player has and randomly sends attack on one of them so its not that obvious which one will be attacked. Once faction is eliminated, its attack rate will drop from very high to very minimal. But still here and there members of dead factions will attack on weak settlements and try to resurrect their faction. So player is never safe. How to reach Imperium: Absolute power: player reaches 100% influence of absolute control with his faction ether Minutemen or Institute+Minutemen, means player eliminates all other factions.Alliance: player reaches 100% influence by adding influence of allied faction (BOS, Railroad). So if player has 85% of influence and allied faction 15%, it means player has 100% influence. Customize your Imperium: There should be options to customize your imperium in easy ways. These should mainly be about retexturing and equipment: Retexturing of flag: choose from wide variety of flag textures from various modders (you can always make your own too)Retexturing of power armors: choose from wide variety of flag textures from various modders (you can always make your own too)Retexturing of various uniforms: mainly army fatigues, military fatigues, various popular outfits - choose from wide variety of flag textures from various modders (you can always make your own too)Equiping soldiers: choosing variety of armors and weapons that will be assigned to guards and minutemen and Intstitute soldiers if player is leader of Institute. Mechanics to include: Placing workshops anywhereWorkshops feature activation and deactivation (this may be somwehere in game).Active workshop = owned by playerSpawn of enemy attacks based on influence of given faction (lower influence = more heavy attacks)Retake attack calculator: takes 3 settlements with lowest defense and choose one randomlyRaid attack calculator: attack on any random original settlement from time to time by various enemy factions, each faction has to attack once randomly within time range from X to Y.Attack on Sanctuary: special heavy attack on Sanctuary from time to time by various enemy factions, each faction has to attack once randomly within time range from X to Y.Settlers are mortal.Indication of landmark ownership - ownership is set on beginning, NPC can only change it by attacks, if attack is successful (landmarks is "cleared" or all settlers and turrets are dead) then ownership shifts to attacker, if attack is not successful, nothing changes. Player changes ownership by activation or creation of workshop.If percentage reaches X, player gets message to upgrade organization status and choose one of the advantagesAdvantages change various stats in similar fashion as many already existing modsHUD option to retexture various objects (flags, clothes, armor)HUD option to assign clothes armor and weapons to all guards, minutemen and institute soldiers (if player is leader of institute).Each armor and weapon type costs certain amount of money or material. When player will first choose or change equipment of guard, the amount of money or material will be multiplied by the number of existing guards in all settlements. From that point, assigning of each new guard will cost the amount of chosen equipment. Option to mass produce and mass mod armor, clothes, weapons. I do only graphics, so I am able to deliver graphics of various textures to use in customization. I am not a programmer. This idea could be executed only by modders that know programming and it requires some sort of Creation Kit that will come. Someone could get inspired by this or maybe try this some time in future.
  3. I think that's how the game is supposed to work with enemies spawning outside, one of the problem is when the attacks spawn inside the walls. There is a fine (for now) mod out there: http://www.nexusmods.com/fallout4/mods/2995/? This mod spawns raids outside your borders. I use it and its good mod as far as it can go now. You can easily tweak the enemy spawns in bat files... I tweaked mine, but you can go with the preset from mod. Dont forget to endorse.
  4. Add some police, military, criminal style balaclava that goes under glasses, hats, helmets and all that stuff. Bethesda gave us only like some surgical masks, raider's potatoe sack, and bandanas.. Seriously? We need real deal balaclava to have that special forces look going on :ninja: I guess this one will require CK, that means waiting. But would be seriously needed.
  5. Thumbs up for these points... I do only graphic stuff so I cant do it.. just thinking would the "automatic close the door after 3-5 seconds" be an easier way? Maybe that one could be done without CK but who knows...
  6. My list: Settlers navigation Overhaul Restrictions on objects that no NPC can enter/use (player house doors, containers, bed etc...)NPCs spawn in controlled areas in settlement (basically place object "Settlers spawning area" for all Settlers and Followers who are not currently following) - because they sometimes spawn where you dont want them.New Settlers would go to certain area (maybe the "Settlers spawning area") where they would be waiting until you assign them to work. Then they would follow their normal behavior. (it would deal with "chasing around settlers" issue).NPCs do not go through walls. (sometimes they ignore the house has doors and they clip through walls to go to bed or clip in to places where you dont want them)NPCs do not stand on the rooftops and such. (maybe make switch off collision for non-player and non-follower characters?)Place object "Trader spawning area" for caravan traders, provisioners and their cows... (Because they also often roam around rooftops. Should be different spawning area than the one for settlers.)Bartender: Make him work shifts from 12am to 12pm, so when settlers go to bar the bartender is actually still working Building settlement: Free building - can place object through other objects, ground, anything...Rotate objects in x, y, z.Snapping objects with button, (in default you would have free building and on pressing button you would allow snap) Remove houses from Sanctuary (ideally any houses from any settlement)Remove concrete bedding of the housesRemove debris, rocks and similarRemove all bushesRemuve shrubs - already exists: http://www.nexusmods...ut4/mods/1962/?Crazy stuff Bring horses from Skyrim (ridding Commonwealth on horse like a Texas Fckin Renga Boss) :cool: :armscrossed: Driving motorbikes (cars would be very clumsy in Commonwealth) using ingame bikes, but I would also like some offroad bike like "Sanchez" from GTA Online. That would be just awesome :dance: Piloting Vertibird (I mean seriously Bethesda? How could you not?) :wallbash: Being able to hijack Vertibird from BOS and park it on my rooftop. :devil:Animation of teabagging enemies like a BOSS :armscrossed:
  7. I mean if you would be able to remove all the houses in sanctuary? Then you are talking... Remove houses from Sanctuary (ideally any houses from any settlement)Remove concrete bedding of the housesRemove debris, rocks and similarRemove all bushesRemuve shrubs - already exists: http://www.nexusmods.com/fallout4/mods/1962/?
  8. Yeah I was thinking about the same thing, you can pretty much see what he is assigned to when you mouse over him/her, but that is useless since you may be standing very far from the assigned objects and then you dont see it. You should be able to see the assigned objects as long as you have the Settler in "command" mod. I think that would be a really good mod for beggining before any large management overhaul.
  9. I think we are talking about NPC navigation Overhaul. Restrictions on objects that no NPC can enter/use (player house doors, containers, bed etc...)NPCs spawn in controlled areas in settlement (basically place object "Settlers spawning area" for all Settlers and Followers who are not currently following) New Settlers would go to certain area (maybe the "Settlers spawning area") where they would be waiting until you assign them to work. Then they would follow their normal behavior. (it would deal with "chasing around settlers" issue).NPCs do not go through walls.NPCs do not stand on the rooftops and such. (maybe make switch off collision for non-player and non-follower characters?)Place object "Trader spawning area" for caravan traders, provisioners and their cows... Because they also often roam around rooftops. Should be different spawning area than the one for settlers.
  10. Yeah seems settlers are spawning crazy sometimes.. And I think they also sometimes manage to "go through wall". It is irritating, Its like I block the doorway to some (pre-war house) in the Sanctuary hills (I dont use the original pre-war houses I just block them with walls) so no one can get in, just so I could find out that some NPC somehow get in and cant get out. I mean what is the reason of walls if they can somehow get anywhere?
  11. I think this is a big issue for a lot of people. Here are my notes on this: Free building - can place object through other objects, ground, anything...Rotate objects in x, y, z.Snapping objects with button, (in default you have free building and on pressing button you allow snap) These are basically things that the level designers were probably using while creating Fallout 4, as its pretty common thing. I think even Neverwinters Foundry has it more professional. I get it, that some people will damage their game by doing crazy stuff, but that is their problem. Dont know if anyone can do this without proper Creation Kit?
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