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hippo24

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  1. This would be a good idea If this wasn't the case 1. most, if not all. of the raiders in-game are templates (meaning they are exact replicas of another character) this makes it easier for people like me to create new actors just by selecting which template to use. It also creates the problem of not being able to edit the raiders without editing ALL raiders. I have gotten around this simple by creating new raiders and templeting from them to make copies and such. 2. I also like where you are going with that and that is why I need someone who is willing to write new terminal entries and such to make the clans I add make more sense lore wise. 3. I already had a plan to do something like this. For all who are interested this mod is currently up on the nexus http://www.nexusmods.com/fallout4/mods/15937/? Thank you to everyone who put ideas down and more are still welcome. Does adding in new templates keep compatibility with other mods that add armor to the default raiders? If so, that is actually a really great idea. I'd be happy to help with some writing, until you get more help. I have a pretty decent grasp on the lore of fallout, and I'm also not a bad writer(esp if someone can read over my work). Unfortunately, I'm currently helping out a Mount and Blade mod team(almost done helping them), and I'd be limited to mostly writing until I can learn more about fallout 4's dev tools. Rough draft:
  2. I really like your idea for a raider rework. Perhaps then it might be better to build on some of those existing groups of raiders, or rework some of the groups/combine them. This would be most effective/lore-friendly if you made a template for the raiders based on their environment. For example: You then use that group's environment-template for any other of the other generic gangs that are based around something like military installations, altering it slightly based on the idea that the raiders are going to use whatever they have around them. This concept could easily be extended to other generic raiders on the outskirts/wilderness, small towns and cities. If the raiders in an area don't have much of a back-story(or a really cool location), that is where you could swoop in and create your own unique and awesome gang with crazy personalities, leaders, traits, fortresses and weapons(directing players to these locations with new quests). This would allow you to focus on crafting a handful of cool gangs that could feel like they are actually living or active, and then have a bunch of slightly tweaked/environment based factions that would add needed variety across the wasteland. This would let you build on the old system, and replace stuff as you see fit...but I don't know, that's just a thought.
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