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Jeffman12

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Everything posted by Jeffman12

  1. I'd say make it size agnostic, just add a (rather large) shuttle bay module that acts as an alternative to the landing ramp. This would be a great first step.
  2. It'd be sick if they could also be used for more than just breaking rocks, too
  3. I'm thrilled to see someone namecheck WE and PN in their inspirations for an overhaul of FO4, I wish you all the best. I've had an idea since before Fallout 4 came out, and it was how I hoped and later thought PA should've been balanced. Right now, customizing your Power Armor is pointless in terms of sheer statistical improvement. T-45 will always be the weakest. X-01 will always be the best. (And aside from the cosmetic differences, they're otherwise identical in function) This is mentioned in the OP for the thread. My proposal to solving this problem; Armors retain their tiers, but the final upgraded state of all armors is about even. The end result, T-45 has the most room for improvement, but if the sole survivor takes design principles learned from PA usage/maintenance of all of the other variants, improvements may be made to bring a particular suit up to (Fully upgraded) X-01 equivalent. I've also just kinda had some ideas floating around re:PA in the past, you might find a document I typed up a while ago interesting, but I understand you've probably got your own ideas. You have my utmost confidence that the mod(s) you continue to create are going to contribute greatly to my ability to extract every ounce of fun from this bitter crusty lemon of a game.
  4. I don't see why it wouldn't work, assuming it wasn't entirely physically simulated, then again, I don't usually make mods, myself.
  5. I've heard RL lesbians refer to their same-sex marriage partner as "husband" maybe they were joking, but maybe that's the kind of couple you are. The game kinda takes char-gen out of your hands for the most part with its hackneyed attempt at making you care.
  6. All it needs for lore is for: 1. Someone, somewhere was a survivalist. 2. They got thirsty and thought "How can I fix this?" 3. They had a high enough Science skill. But yes, filling your drink meter in a single use/anim from a static water source would be preferable. Probably just need to up the amount of water you intake. The problem there is this was clearly done to limit the amount of water you get to reflect the quantity of rads you get in exchange for drinking unclean water. It won't reflexively fill you up because the game assumes you don't want it to reflexively irradiate you as well. Can take a targeted approach by having clean sources automatically fill you up, but this would likely not catch all potential sources added by mods/dlc.
  7. Would need to go in and manually add quest flags to do all that. Also, we lack an introductory thing "Hello, I'm ___, I'm with the ___/From the ___, who are you?"
  8. To an extent, Sim Settlements sort of handles this already, and does so in a better way than even Rimworld, as settlers are "free" to "customize" their living spaces independently of your interference. But I'd like to see it extended to the rest of a settlement as well, requiring some degree of work between you placing the ghosted object and it being completed. You open the build menu, find a suitable location and object, place the desired object. The object is now ghosted. A settler designated as a builder/scavenger will then go to work assembling the resources into parcels, depending on quantity of required resources. When a parcel is complete, it is delivered to the ghost object. Each parcel represents a construction stage. If multiple low value objects are queued, a single parcel may work for several of the objects. When the object is completed, the ghost is removed. Un-assigned workers should be able to do this too, but take much longer than those assigned to scav stations. I could see resource allocation working one of two ways: 1.The player is allowed to queue up more construction for more resources than they currently have, this would let settlements take on a sort of "fire and forget" building methodology, in this case, resources are only consumed as construction stages are completed. 2. The ghosts cost the same amount of resources as the completed objects, deducted at the time of placement, but you can cancel them for a total refund any time before completion.
  9. I'd love to see a stillsuit base clothing or clothing modifier. "With a Fremen suit in good working order, you won’t lose more than a thimbleful of moisture a day—even if you’re caught in the Great Erg." -Kynes, Dune Could probably reference the quote by having a named variant.
  10. Is it hypothetically possible to create a new type of PA Frame with slightly different behaviors/stats? What sort of problems should one keep an eye out for in attempting as much?
  11. Why not that british sounding TTS voice? Maybe have a quest where you go collect a collar mounted bark translator. I guess you could take the 'boy and his dog' route by giving him 'telepathy' and a 'normal' voice that only the PC can hear. Or! it could be a side effect of certain chems, like you take something, maybe some altered form of mentats, and suddenly all animal noises are replaced by dialogue.
  12. Maybe it's a fast travel alternative?
  13. But really my whole idea is that I want it to be for all of the NPCs, not just me. The biggest thing that bothers me is the arm and leg extensions on the armor. I just wanted it to be less of a mech-suit and more of an armor. Thanks everyone, for the help, but it might be a while before something like this comes out. This sounds like the job for formlists.
  14. Are there any mods to just kinda crumple/flatten people instead of send them to Nirn? Maybe with a custom death anim that just kinda demonstrates that a big club is crushing down on them? No need for special excessive gore. I'm just tired of the break in immersion that comes with getting swatted like so many flies.
  15. I thought I saw a proof in concept for this earlier on in the year. The issue at the time was making the back fit with the standard frame.
  16. Hypothetically, if you have a machine capable of deciphering the 'instructions' DNA provides, you could create a duplicate from inorganic materials, or reconstruct a person's unmarred appearance. There are more factors, of course, this doesn't account for body fat or muscle density, or certain epigenetic factors(These affect personality and body, and are what I consider the final nail in the coffin for the realism of 3D printing human adults) But I suppose if you can get that far you can just make some best guesses and emulate them.
  17. Well, Curie as a bot, maybe. That'd be a nice perk for keeping her as a handy, and add some gameplay weight to choosing not to make her a synth. Unless it was also a piece of equipment you could give your companions.
  18. I'd suggest making the atom cats rely solely on t45 with the option to trade them better models for enhanced customization. Giving them a suit of T51 unlocks paintjobs, T60 unlocks a new mod for each part, X01 unlocks an improved paintjob...
  19. Originally from FO 1 and/or 2, I believe it was made for mods for FO3 and NV. http://www.nexusmods.com/fallout4/mods/14515/? Someone teslafied the X01 already, none of the helmet changes though.
  20. The stuff that people were buying from red rocket was coolant, suggesting cars had reactors and not cores. Edit:Oh, I'm late to the party. Nuclear material in unexploded vehicles? Definitely.
  21. Yes, a million times, yes. My problem is these quick and dirty requests tend to get replies, positive or negative, dropping the more detailed and complicated posts to obscurity before anyone can formulate a response.
  22. This whole system would be better served with upvotes rather than newest post, or some combination.
  23. I loved the direction power armor seemed headed in since the announcement of FO4, more vehicle than outfit. Since release, however, not everything I had hoped for came to fruition.\ Here are some things I’ve been thinking about for a while that I’d like to see. I'd like to note, I find multiple sources of input can only make an idea stronger. Mounted Weapons: Basically a grenade override, like fusion core ejection. Requires parts from certain weapons found in the commonwealth to integrate as to prevent spontaneously generated tech. Some ideas: Shoulder mounted short range flamer. Ignites a swath of ground or foes in front of the armor.(Flame tank prevents usage of jetpack addon) Offhand minigun, Replaces left hand in its entirety in favor of more daka.(Disables using weapon sights with primary) Head laser, for anyone who's ever thought it would be 'beter' if I could kill just by thought.(Removes flashlight) Inbuilt Pneumatic fists. Was anyone else a little disappointed that power armor didn't have an optional power fist attachment? (Added recoil absorption or prevents wielding guns?) OFC, I think these sorts of thing should all be mutually exclusive, but if anyone's willing to make these changes, I won't look a gift horse in the mouth. I think the major deterrent from relying solely on these weapons is that they'd probably be less configurable overall, unless they're not? I dunno, maybe you could detach the component and apply standard weapon mods to... That's not what I'm interested in here. Fusion Cores as Collectibles: Think of Fusion Cores as bottles in a Zelda game instead of ammunition. They're incredibly useful, more common than most permanent upgrade items, but completely unnecessary after the first one. Fusion cores can quickly become over-abundant as is, I had hundreds in my first playthrough by the time I found my first gatling laser. I feel like they shouldn't just be a disposable stackable, but a key component in certain optional aspects of the game. They don't need to be finite, but they should almost have their own economy about them, a give and take between the player and the Commonwealth, be it the people or the environment. Changes I'd like to see are as follows: -Similar to artifact handling in STALKER the player needs to contain charged fusion cores, but simply having them doesn't provide some passive buff. This can be done by a universal "pouch" feature added to all clothing articles(Jump suits and solo armors like Kellogg's, or what have you) The fear isn't so much radiation leakage, but core stability. --A supplementary Core Harness/Bandolier(Concept) item could be used to add this function to modded clothing. -Discharged fusion cores don't 'break' after use, but can be handled safely. They stack in the Miscellaneous category. Fusion cores exchanged between the player and NPCs are depleted first as a matter of courtesy. -The Fusion Generators used throughout the commonwealth could at times be used to charge cores. --They could, in some locations, be powered down before the PC gets to them and linked to a nearby locked door. Powering the generator up would then open these doors, allowing loot to be collected at the cost of one core charge. Armor Frame Restoration I've long felt the intact frames found throughout the commonwealth were a little too easy to get running. It made the 'old hotrod' feel the Atom Cats were seemingly meant to instill ring hollow. Sure, maybe you can power them up still, there might even be a couple in good condition, but I think it's better for gameplay, in the long run, if you're replacing old components with relatively intact ones you've either learned to produce or scavenged from another frame. I think there should be 5 core components to all frames, but they shouldn't simply be "plug and play" like armor components. You must first dissassemble the frame, which would allow you to swap out components, and then re-assemble it before being able to use it next. The parts I believe to be necessary are L/R Arms/Legs, and the catchall "Internals". More on that later. To be clear, I don't think the frame parts should break down as you use them like with the armor itself(except maybe as some sort of alternative to limb crippling?) but the first suit you get from that wrecked vertibird on top of the concord museum shouldn't be in the same condition as the frame you pick up later from the sealed chamber atop the 35 Court building. I think there should be a few tiers of these components with degrees of degradation due to exposure and time, or state of restoration. I’ll leave this to whomever might take it up. But basically, reduced PA benefits for low condition parts. I think an interesting buff to alter for such a thing is having low-tier components unable to confer the full fall damage reduction, but a percentage, until fully restored. Ideally, internals as a component would be a user preference, as opposed to a quality thing. There isn't a "best" option here. In Fallout 3, different types of power armors were said to contain different mechanical components, allowing for different strengths and weaknesses. T-51b, for instance, made use of hydraulics and a waste recycling system. This would mean that the T-51b would be better suited to withstanding attacks from pulse weapons(Seemingly absent from FO4) and survival scenarios. Comparatively, the T-45d used servos, which I imagine would make it a more rugged choice overall. Maybe each frame tied to a specific set of armor could contain a thematically appropriate set of internal systems? Armor Component/set Rebalance I straight up dislike the armor tiering in FO4. I felt like it was a bad move to make any power armor a direct improvement over another. While I still believe X-01 should be harder to get, I think that should be for a reason other than “all the numbers are higher”. Allowing the player to mix and match parts as desired was a masterstroke, and it was only to be wasted with the linear tiering. Interface Suits As I understand it, this was more implied in FO3 and nowhere else, but I loved the idea, and it saw its way in with a mod for New Vegas. Apparently the Recon Suits were intended to be some sort of neural interface with the armor itself, allowing the suits to better anticipate and react to user movement. I could see this as more of a mod that can be applied to any jumpsuit garment. If a mild debuff was to be applied to power armor sans-interface, maybe -1 Agi(As in FO3’s default PA debuff)? I’d feed you all the line that I was willing to work on any or all of this myself, and I’d sincerely mean it too, but I’m under no illusion that I would follow through unless someone basically held my hand through the process from start to finish, and I don’t think anyone has the time or interest in that.
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