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Nebrule

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Everything posted by Nebrule

  1. A little of both, I'm all for anyone experienced to take this concept and run with it, but if it falls on deaf ears, I'll tackle it myself for sure.
  2. As I've been playing and progressing, I notice now that most everyone knows your name. Just walking through a town square, you'll be bombarded with "Good day Henry!", "How are you Henry?", "Look it's Henry!" ect. This is all fine and dandy for the canon story and for the protagonist himself, but the constant reminder that 'you are Henry' quietly serves as a wonder-kill to the personal personas we've grown accustom to quietly materializing as we play. Which is no doubt conditioned from all the 'create a character' RPG formats we've had in the past. While playing, I tried to imagine what would have to be done to actualize the theme and freedom of a nameless, homeless stranger. I think that most of this could be achieved by simply removing specific scripts and lines of dialog. I was also thinking that the removal of main quests and some of the side quests might be necessary, but maybe not. To help conceptualize this, simply put it into practice as you're playing the game now. This is where things take off and here's the premise... - First you begin the game in Rattay (already a mod). Preferably with a different character model than Henry himself to which other modders could create. Henry's voice and dialog (-any identifiers) will still be used. - - All specific lines of dialog either mentioning Henry by name or hinting at any relationships, from NPCs or Henry himself have been removed game wide. Leaving only nameless, direct and alternate lines of dialog, for which there are many. - - For the sake of this initial concept, lets entertain that all Main Quests and some side quests pertaining to Henrys personal story, have been removed. However, I believe many could remain if critiqued with enough attention using the aforementioned method of script, dialog and cut-scene removal if necessary. And that is pretty much it, the recipe for complete freedom of character and immersion as you define it on a personal level to you much deeper than the original story of Henry. Now lets put that in practice... - You wake up at the Millers house as a nameless survivor from Skalitz. You still owe the debt from being cared for, you can either entertain the introduction thieving quest from the miller. Or simply split and go your own way. - - Now, who are you? How will you survive? Maybe you're a Vigilante Ranger hocking the gear, weapons and equipment you take off Bandits? Maybe you're a psycho Bandit, killing and robbing passers by. Maybe you're just a wise old Hermit, gathering plants to create potions to sell. Whatever the life you choose, the reality of it is now hyper-actualized. - - No pressing anxiety or hurried rush in theme to be a known hero as in Henry's story. No one knows your name. Now when you bump into someone and they say "Watch it!" or "What the hell are you doing?" it feels all the more personal. When you get caught thieving, there's no flaunting your reputation or position in status to get out of it. You're no more than a peasant. .......... In short and to conclude for now, the depth and possibilities on enhancing this perspective of immersion are endless when realizing all the mods that could complement this premise and flower from it. I've never officially created a mod and presented it here on the Nexus, but I've been heavily modding games for years and I'm as familiar with modern game engine rules and mechanics as many here are, and I truly believe this conceptual idea is not only possible but would provide a new base model of complete roleplaying freedom within the game world to which other mods could further enhance to your choosing. Whatever your initial impression or opinion of this idea, I simply ask that you put it into practice as you go back and play the game. Imagine all those routine interactions without the identifiers or reminders that you are Henry. I think you're mind will be blown in the revelation of just how possible this is. I'm interested to here any criticism of this or any glaring conflicts that may arise in respect to nuking most of the main story, to which I can't foresee there not being a resolution, and again, if given enough attention couldn't be altered to fit your new nameless character. Let me know your thoughts and opinions. *EDIT - - Got some feedback and info from TheCorex who broke the bad news that this might be dead before it hits the water, at least for now...
  3. I've really given it a good run, I'm lvl 31, got plenty of mods, game looks and runs great (now that i've toned down the rainbow bright color palette), but... the more I play it,I just want to go back to FO3 or NV. FO4 just feels like a half ass shell of what the previous titles were. There's just no draw to it... The story is ok for what it is, but man I'm really not a fan of the voiced protag and predetermined Identity at all. I feel robbed of my own character. The map at first was amazing but after hitting about lvl 20 nothing really surprises me. There's a serious lack in misc aesthetic and unique items, what little there is, is overtly repetitive and placed in the world without reason or care. In nearly every other open world bethesda title, this 'junk' was meticulously and strategically placed with purpose and logic. There's also very very few interesting 'random encounters' or freeform side quests, for instance if you're lucky enough to find a message or note it almost always leads to nothing at all, just filler bs. There's literally no 'underworld' compared to the other titles, there a few subways sure, but not miles and miles and miles of them as in F03. There's only a couple shallow caves, instead of dozens and dozens of deep interconnecting ones as before. Besides a military bunker or two there's zero fallout shelters... I mean WTF? it's FALLOUT! Another huge let down is the fact that literally upwards of %90 of all structural buildings are boarded up and inaccessible. That's just inexcusable. What little are, are either meaningless or directly linked to a quest line. In the other titles, each accessible structure from caves and bunkers to houses all had some unique interesting merit to them, often a micro storyline if you took the time to notice. FO4 has this in only a handful of instances. Honest to god, I think the eastern 1/3 of the map in FO3 (DC area) has more content in it alone than F04 does as a whole. The settlement system is obviously a copout feature and time killer to both make the game seem deeper than it really is and to cater to the poor pitiful moddless console versions. I mean it's interesting on the surface, wow cool I get to build and manage my on outpost, but I just keep asking myself... yeah, but whats the point? There's no real purpose behind it, no storied incentive outside of recruiting. That all adds up to the general hollow impression I keep getting the more I play. In Fallout 4 as a whole, there's hardly anything uniquely different about any location, environmentally the entire map is universally the same indoors and out. I just don't feel like I'm really going any where. There's no real impending threat, everything feels 'taken care of' already and the world doesn't really seem all that dark and dangerous. In other words the Common Wealth just feels like far too safe of a place... and what kind of wasteland is that? I'd like to treat this like I did Skyrim, beat the main quest-line then hang it up until next fall when more than enough great mods will be out and possibly a DLC, but unlike Skyrim, I just don't know if mods and DLC's will be enough to turn this one around for me, but if anything can save this, it's the nexus.
  4. Spot on man, that lunge attack is pretty over the top and don't look right or balanced at all. I think if you simply removed their ability to run and disabled those hyper aggressive lunges and attacks and left them so they'd only be able to walk and use their standard attack animations, like the ones they use in close proximity... they'd would really be close to perfect.
  5. Man I really hate how fast and crazy the ghouls are in FO4, it's kind of an immersion killer. I've never been a fan of hyper active sprinting zombies and these guys make the ones from 28 Days Later look tame. I want these guys to actually walk, stagger and slug around like the good ole classic zombies, even while they're attacking. Anybody else with me on this?
  6. Yeah I had a pretty unique hunting rifle in FO3 and it made my character look like that much more of a badass with it slung over his back.
  7. I guess no one reads these after all.
  8. haha, well it kind of speaks for itself. I dont use that weapon mod because I dont like the quick back and forth animation between ready/unready, plus if I'm walkin through a house full raiders, I want my gun up at all times with out having to hit a button to do it. That being said, a simpler fix without having to use that mod would be to change the weird issue in 3rd person where when you have a weapon up in first person (normally, not aiming) then switch to 3rd there's nothing in the players hand until you right click, but then after a couple seconds the animation goes to a rested carry posture like in your image. If someone could simply fix it so that any weapon you have equipped in first person is immediately in the rested pose in 3rd, instead of not being there at all, I think that'd just about do it. But I still want a freakin rifle across my back and a pistol at my hip.
  9. I loved this about FO3 and really miss it. Of course it wouldn't be as detailed or in depth, with perks, reputation or NPC reaction. But just a simple mod that added a karma gauge/rank with the sound effects and prompts like (you've just lost karma) from FO3. All you'd have to do is base bad on the theft of red items and the killing of green (friendly) NPC's. Gaining karma might be a little trickier though.
  10. Man it'd be great If we could sort our 'tracked files'. I use the tracking feature to not only keep up with mods I've already got, but also use it as a way to flag mods I plan on trying but haven't downloaded yet. I know a lot of folks probably use the tracking center in this way as well. There's nothing like browsing the Nexus on my laptop or phone while I'm at work, school, church, DMV, ect... and flagging files I'm going to download when I get home. As of now the default sorting is by "last upload" date (last update) all you'd really need to do is add a selection between that and "date tracked" or "added to tracking centre" (date). I think this would be a great feature and would only take a few lines of code. Alternatively, you guys could go a step further and just merge the "Tracking Centre" and "Download History" with the feature mentioned above, plus any others that come to mind and just rename it "Download Centre" where you could untrack, endorse, ect. Though that'd be a lot more involved and complex. Thanks!
  11. Cool, I'll keep sniffin around for a solution as well and give this a bump every now and again.
  12. What FOV setting are you using? I'm at "FOV 80 87" 80 being the 3rd person, which effects the PIpboy for some reason... anyway. You can right-click to zoom in on your pipboy when it's up. Just try different FOVs you'll find the sweetspot sooner or later and the pipboy will be basically in fullscreen. Although I'm with you on the mod idea, totally.
  13. Post this in the discussion board for that Mod?
  14. BoatFlies would make more sense than Rad Roaches
  15. As much as I liked it (got used to) in FO3, I'm kind of not missing it. Though it would still be cool if it were done right. I had mod for FO3 that allowed you to use practical misc item like tin cans and tire irons to repair your weapons. With the new crafting system, I'm sure will have something like this before long.
  16. yeah, I was wondering about this as well. You sure it's not a part of a higher perk of any kind?
  17. yeah it's pretty stupid, as of right now it looks like every shot with a rifle is from the hip. Definitely need this, plus the weapons need to be holstered, rifles, long guns, missile launchers on the back with pistols, short rifles, sawed off shotguns at the side. Man if somebody could take care of all that with one mod, it'd be #1 on the nexus for a good while.
  18. I think you're a troll and you just don't realize it. Why are you so concerned with issues you never even had then? I've said repeatedly that whatever player head tracking FO4 has, it can be vastly improved upon. I'm not going to quote myself because there's only 15 posts in the thread including this one, rererererereread.... then go away and bug somebody else.
  19. So Thanks, that's all you had to say in the first place, but your complaints about that mod are system specific to your personal hardware and setup and don't nullify 27k endorsements and just as many if not more people who had absolutely zero issues using it.
  20. Can you read? or are you just trolling? It's basically like this, the 'player head tracking' as it is now in FO4 is no different than it was in vanilla Skyrim. What you're calling head tracking in FO4 represents only a fraction of what the features this mod effectively did for Skyrim. I never ran SKSE with any of the 120+ mods I had for Skyrim and never had any type of script issues with any mod, including this one. Again, it's cool if you don't see it or think it doesn't need it, if so, you shouldn't feel the need to have an opinion on this at all. Go enjoy the game the way it is man, or find another thread that's talking about a mod you might actually use, but don't come in here and try to dismis the possiblity of improving upon something, this is a mod request thread, not a mod debate thread.
  21. It's not the same bro, that's either just an idle animation or you're engaing in converation yourself. This is for live action, general, non-engagable dialog. What this mod does is track the players head to any NPC/creature/action within a wide proximity the entire time, not just the NPC you have choosen to engage in conversation with. You can walk through Dugout and have lots of npc's casually confront your character with general dialog (not action-able dialog) and regaurdless of wether you're wallking, or even stop to listen to what they have to say, your character will continue to stare off into whatever direction they we're orientated towards. This is universal across F04, Try it, walk past a guard or anyone who stops to engage in general banter with your character, you character will appear to not give a crap, unless you turn them to face the NPC yourself. This is also true for followers and companions. It's cool if you don't see it or if you're fine with the way it is, but whatever it is you're seeing is nowhere near to the quality or degree that that this mod would take it. Some folks think the vanilla textures are perfectly fine, I'm not gonna go into a Mod Request thread and find someone asking for high reolution textures and tell them... 'we don't need that, it's fine the way it is.'
  22. Yeah, I see what you're saying FO4 defiantly has the NPC head tracking down.... but the not the player. And that's what the mod for Skyrim (Player Head Tracking) was about.
  23. Negatory there Joshuahoeth, this is not already in the game, at least not nearly to the degree or quality that it is through the mod mentioned above. What little there is, isn't even comparable or worth mentioning. And yes, this deserves a mod because if a game over 4 years old now, running on the same engine can do it, we have no excuse but to match or improve upon it.
  24. I know, without it, just looks like NPCs are tellin you crap you don't want to hear, so you just stare off into space.
  25. I remember this was an issue in FO3, especially in the overpass settlement of Arefu. Everytime I got close a Giant Rad Scorpion or a Yoa guai would spawn right in the middle of town and kill a couple NPCs. Resurrecting the settlers through the console got old really quick... I think there was a mod that eventually fixed it.
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