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AvtomatKalashnikov47

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Everything posted by AvtomatKalashnikov47

  1. I know it's unusual to request a mod like this, but I'd love for somebody to make play while Liberty Prime is active. What better it would be to have house music play while a giant American robot stomps and crushes everything in his path in the name of FREEDOM? Everyone has weird but amazing ideas sometimes and this is probably one of mine.
  2. Classic blues is alright, but I'm talking about modern R&B. I would've picked some country songs for Point Lookout instead and I'd play something like Michael Gray's songs like The Weekend while Liberty Prime nukes and laser eyes every vertibird in his path FOR 'MURICA. Man, there's a lot of music that can fit in Fallout's situations I wish Bethesda uses a variety of music of the 20th century as a whole instead of sticking around with happy-go-lucky 1950's music. Or just give us a built-in custom radio feature like in PC GTA games.
  3. Most of the quest-connected notes in New Vegas only gives out a brief description of them and not very specific on how they're read, unlike in Fallout 3 where almost every amazingly written note and holotape you come across is readable and serves to make things a bit more lively and fleshed out. The descriptions usually claim to detail additional stuff, but these details are never specific at all. Just look at Cachino's and Karl's journal, for example. These kind of notes serve only for to be delivered to someone else, not to be read by yourself and know a bit more. The only quest notes I know of that's readable are the bill of sale in One for My Baby and the ledger in The Coyotes, but that's to help pin down the exact culprit. There are also 2 "audio" tapes, one is "The Screams of Brahmin" and the snuff tapes, which are actually text notes. Their description describe what is "heard" on the tapes, but not what they would sound like if they were actually audio tapes. If they were to be made into actual audio tapes, then I could only make do by reusing audio. If someone could write a very good note for a mod then surely they would be eligible to make a mod to make the quest notes actually readable and it'd be greatly appreciated if that was actually done. Plus, they have to exactly fit the descriptions, too.
  4. I'd really like a custom radio mod where I can choose various different music for the Mojave and the Capital. For example, for the Capital I'd like some R&B because the calm, cold atmoshpere of East Coast D.C. fits well for music like that. Granted, what I pick would be out of place for a game like Fallout, but I'd happily die if I hear Marvin Gaye or The Isley Brothers in a Fallout game.
  5. Simple, I want a TTW patch made for Nights are Darker and nobody seems to have made one yet. Especially since there have been no news from the original author of NAD.
  6. The loading screen states the centurions wear armor pieced together from their fallen enemies, so I think they should get a similar treatment as the veteran legionaires.
  7. It gets kinda boring to wander the Mojave when there aren't many raiders to fight and they respawn too rarely. I'd like a mod increasing the presence of raiders in the Mojave. Powder Gangers, Vipers, Jackals, Fiends, Scorpions, Freeside thugs, whoever. Think Mojave Raiders, but more vanilla-friendly.
  8. I don't like Fallout 3's speech systems. The way it was designed leads to constant saving and loading to try to succeeed. I'd really like if there was a mod using a system similar to New Vegas where it checks if you have enough speech or not. There's a TTW mod which converts the success percentage-based system into the traditional skill checking, but I'd like a version for Fallout 3 aswell.
  9. [Deleted. I didn't get to play TTW so I didn't know companions on the Capital has their own perks in TTW aswell.]
  10. We all know the varmint rifle was originally supposed to be chanbered in .22 LR, but was changed into 5.56 for balance. I've also read the magazine was originally different than what we got now, it was supposed to be a curved magazine to reflect the rounds then changed into a box magazine since the ammo change. The UV map as stated in the reference quote and the extended mags icon are remnants of this. I know there's plenty of mods out there restoring the original ammo, but I wanted one changing the magazine of the rifle so it fits the .22LR rounds.
  11. Ever noticed how on the bedrooms on Vault 3's living quarters there are terminals you can access, but they show nothing other than a welcome message? I've recently noticed you were supposed to be able to access the emails on each of the terminals on bedrooms, but they were cut out of the game for some unexplained reason. Time constraints, perhaps? Of course, adding them back sounds easy enough but they're all missing subjects for the e-mails. If someone could come up with proper subjects for them, I'd be glad to add them back myself.
  12. We all know Caesar's Legion was originally meant to have a lot more influence on the Mojave than what we got in the base game. You don't see the Legion as much other than in the southeast of the Mojave and outside of the Fort, the Hoover Dam battle and hit squads, there's hardly to no presence of vexillari, explorers, centurions and praetorians on the wasteland, despite the loading screen tips. At late-game, most NCR troopers such as heavy troopers and veteran rangers would spawn in place of regular NCR troopers but according to NPC banter, the Legion would also do the same but there's still mostly only recruit legionaries on the wasteland. I know there's a mod which increases the presence of legionaries throughout the Mojave, but I don't feel like that's enough. Not just that, but I also feel like the assassins when you have negative reputation with them have armor too powerful for early game, same for the NCR aswell. I'd suggest a script where hit squads would have weak and powerful armor on early game and late game respectively.
  13. Can someone make it so the non-unique GRA weapons (5.56mm pistol, battle rifle, 25mm APW, katana) is given to NPCs and placed on containers? And no, don't even talk about DLC Weapon Intergration. I only want the non-unique GRA weapons, no more, no less.
  14. If possible, can someone make it so that you need to eat, drink and sleep regardless or not hardcore mode is turned on? Since stimpaks are weightless and once you have plenty of them to heal yourself, it's kind of useless to pick up food and drinks. Or better yet, how about a mod where I can turn on and off stuff in hardcore, such as weighted ammo and non-invincible companions.
  15. I dislike how in DLCs every exclusive enemy you kill gives you 50 experience. Coupled with all DLCs, by the time you finish 3 of the DLCs you would've come out as an essentially unstoppable level 50 courier. What I want is a mod where you gain less experience from killing DLC-exclusive enemies, especially human enemies. I wanted things to be fair and balanced as possible, so I'd suggest killing human enemies like Zion's tribals, Big Mountain's lobotomites and the Divide's marked men would provide 10 experience each, killing small creatures would gain 10 to 25 experience while only killing very powerful enemies like yao guai would gain 50 experience.
  16. Alright, I've been dreaming about this for quite a while now... Remember Old World Blues? The endings implied when you complete each of the labs' test, they would've affected the Mojave one way or another, but when you return to the Mojave you realize nothing happened. You don't see cyberdogs around the wastes, you don't see robobrains at REPCONN as the ending implied. So, you know what I want? I'd would like if there's a mod when you complete X-13 and/or X-8's tests, certain things would happen to the Mojave: X-13: Robobrains would be seen guarding the REPCONN headquarters. X-8: Cyberdogs would appear around the Mojave. It'd have made the endings much less jarring and it would've breathed new life into the Mojave a bit.
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