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smileynuke2000

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Everything posted by smileynuke2000

  1. Hello everyone, (I made this account when I was 12 so call me Elijah instead of smileynuke2000) Anyways I have been a long time lover of modding my Bethesda games! Recently I have been teaching myself the creation kit, and trying to create my own mod. I feel as if I have a pretty good grasp on world building however, I know next to nothing on scripting and things like that. I have been watching tutorial videos online to attempt to finish my mod, but its just so intimidating and doesn't "fit" what I am trying to do. My mod is about 80%-90% done with the worldspaces, and just basically needs the quest and extra things to be added. So what is my mod? My mod is to basically add in a new radiant quest to the game. This quest is about a new chem manufacturing house and you the player will be the new owner of said house. So what makes my mod different? I want my mod to have risk/reward elements intertwined with the quest. Whats the basic run down of this quest? The player will begin the mod by purchasing the Cook House (building right next to covenant). Then you will meet the cook and he/she says to start making caps, use the terminal upstairs. Player goes onto terminal and chooses to buy supplies for chems. There will be at least 3 different options ranging in price (this is the initial investment. This is the amount the player can loose if he/she fails the quest.) Player then goes to nearby location to acquire a brahmin and must escort the pack brahmin carrying the supplies back to cookhouse.(I would imagine this to be similar to the squire radiant quest with the BOS, Brahmin will just follow you, however, player will not be able to fast travel.) Every time the player escorts the brahmin the player will be attacked by raiders/gunners along varies points of the route. Once the player returns to cookhouse the cook will take 24 hours to make the chems. then the chems get added to the storage, and the player can choose to sell the chems or buy more supplies. once the storage is full, or the player wants to sell, the player will go to the terminal and select sell. this will start another quest to escort the brahmin from the cookhouse to the selling location. Once the player drops off the brahmin the cook will take his/her cut of the deal and deposit the rest of the caps into the safe in the house. How might this work? So my knowledge of questing is very limited, but I would imagine this is the simplest way of doing it. Every time you select buy or sell on the terminal it would start the quest. when you get the brahmin to the location it will finish the quest. If the brahmin dies the quest will fail. The more supplies/chems the brahim has, the more raiders will attack with higher levels, but the more the payout will be in the end. Additional Notes Im not sure if it would work, or if its difficult to do. But I have made a storage area that I would like to fill up with boxes as the storage gets filled with chems. (I have already added the boxes and everything it would just need a way to disappear/appear when the storage gets filled up.) I also have no knowledge of how to do NPCs, other than the simple click and drag pre made NPCs method. I would like the cook to be a simple chem vender. I would like a daily cap deposit in the cookhous safe for the owners cut of the in store business. Im 21 and would like to work with somebody around my age or older. Just find it easier that way. If there is interest I will post screenshots of what I have done already so you can see if its worth your time or not. Oh and I use assets from workshop1 DLC and Nuka World DLC Thank you! Edit1: Youtube video for visuals of what the mod is: https://youtu.be/RmWOJMWpfbI
  2. Hey guys, Not sure if something like this is out or is in the works but I thought Id say my ideas. Just as a side note I have never made a mod, so have no idea what is difficult/possible. My idea is a conquest or settlement capture overhaul. So imagine at least two factions, the player is part of one faction and an A.I is another. Each faction is fighting for control over the commonwealth and this is done by capturing settlements. Each settlement has a point value to it, and the player must gain up to an X amount of points to attack the enemy capital. The mod would start out by the player picking the capital settlement for his/her faction. These settlements would be the bigger settlements such as the castle or Sanctuary. Then the player could pick out little customization things for their faction such as the colors, name, motto, and fighting style. After the player chooses their setup, they will be able to start taking over the commonwealth. By using caps to purchase and build up their base, they will be able to install fortifications, defenses, and resource collectors. Once they purchase enough troops they are able to attack a nearby settlement. Unless the enemy faction has conquered the settlement, the player will be facing raiders or another misc enemy. Settlement sieges will be run by the count of enemy vs. friendly units. Once one of the sides are drained to zero, the opposite side wins the settlement. Each settlement will also have bonuses attached to them. For example one settlement may allow the player to build artillery support at their captured settlements. Another huge part of this mod would be the economy of war. War is very expensive. You will have to pay for all of your troops, food, fortifications, fuel, ammunition, and other misc expenses. The player may earn caps through traditional ways, and/or earn tax from captured settlements. If the players faction's supply of caps runs out that is another way to loose. This however also goes for the enemy. You may win the game by using guerrilla tactics to destroy expensive installations of your enemy and drain their funds to zero. I do have many more ideas but I think you get the picture of what I am imagining for a mod like this. I do not intend to mod this myself, because I am far too busy and have no idea how to mod. However, If somebody would like to make this a mod and want more ideas then feel free to contact me.
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