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Fulcon

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Everything posted by Fulcon

  1. I did actually think they could revive the cybernetics program. Things like damage reduction and other things like a 'chem manufacturer' within your own body. Like you could have it implanted and give it chems to inject your body with, either on a constant (like psycho) or an as needed (jet) basis. I'd even have it work on the Mysterious Syrum, as having an infinite supply of that would motivate nearly anyone to start up that old program again. Aside from , I was under the impression that the Brotherhood didn't use robots all that much, though the idea of making your own robots could be used elsewhere. Though if not rechargeable fusion cores or Power Armor mods that work better than if you made them without joining the BoS, I'm not sure what it COULD be. Maybe something awesome with the Scribes or something? Ooh, how about the ability to use Technical documents to unlock new crafting options for weapons? As for the Minutemen, unlocking a flat upgrade for weapons similar to the Ballistic Weave for Armor would be amazing, like a flat damage increase for any weapon or something. Make doing those quests actually worth something.
  2. SPOILER WARNING! Hey, so when you join a faction, you reasonably get a pretty cool benefit. Most notably is the Ballistic Weave armor upgrade from the Railroad. Stuff is to die for. Or kill for, in case of those who screw them over. It got me thinking, that the other factions, most notably the institute, don't have a similar benefit. The BoS gives you power armor, but if you're playing a Power-armored centric build, anything they give you will already be surpassed by what you already have. That happened to me twice. So that got me thinking: Everyone who knows their stuff and isn't going for a strict roleplaying scenario always joins the railroad just for ballistic weave. Understandable, but shouldn't there be something similar for the other factions? For the Insitute, I really feel like they should have crafting stations, and since they don't have to scavenge much for materials, they should be the only ones that have infinite resources at your disposal when crafting as well. I mean, you're a scientist. You make things. That should be something you can do in the Institute. Especially since it gives you the chance to strut your scientific stuff ('not even a scientist', my boot). The Brotherhood of Steel does need something to do with Power Armor, preferably not something I can already obtain by being a high enough level. Rechargeable fusion cores, maybe? I have no idea what the minutemen could receive as faction exclusive. No, artillery doesn't count, because I don't see how that's actually usable in a practical situation.
  3. Bump! Because I also want to consider a heavy Minutemen weapon mod that uses Fusion cores. Six cranks and you find yourself with a KILL EVERYTHING IN THAT GENERAL DIRECTION blast.
  4. That's part of my problem. I was joking with the idea of mind control, but you have perks that let you render everything in the wasteland non-hostile and give them commands, which is pretty much mind control already. This would all probably require the GECK to make, if I'm not mistaken, but I hope someone does make it. Because my modding expertise is zilch. :(
  5. Thread bump. I still don't have any ideas for charisma, sad to say.
  6. Blitz more or less already does this. It doesn't animate an actual tackle though I wish it did.
  7. Funny. XD -Attempts to convince any of the factions they're wrong results in your game crashing. Because you're not supposed to do that even though the Charisma perk tree basically makes you capable of mind control. -You just purchased the game, well done! Welcome to the rest of your life. -Despite the fact that Godzilla, the original giant monster, was the result of radiation mutating and tiny lizard, we have never seen anything like him in the Fallout games. Closest we get is the Mirelurk Queens and they're the wrong gender. -Absolutely no one comments on the bizarre and strange things you can do as the sole survivor. This is a shame, because the thought of your companion being dumbfounded as the final raider in the area dies because they bullet he shot you with just turned around and blew his brains out is hilarious.
  8. Some suggestions: -It turns out that using a sword is a viable tactic. But only if you like being an overpowered savage in a land filled with smart people that use guns. -You would expect the Silver Shroud to value stealth and subtlety. The loud and hammy delivery of his one liners to bad-guys prove that notion to be mistaken. -Your son is missing. Don't worry, it's not like he's in serious danger or anything. -You would expect blitz to animate you charging forward and cloths-lining your victim. But no, you actually flash step all over the battlefield like an anime character. This is especially apparent when you're only using your fists like a z-figher wannabe. -Also, there's no super-sayan hair to complete the experience. Lame! -The last insanely competent Vault Dweller could blow himself up like a nuke. I guess you'll just have to settle for breathing underwater. -Some super-mutants will come barreling toward you with a mini-nuke held like a football and you're the endzone. It's like they heard melee characters were overpowered and missed the point completely. -That, or they're upset they never got to be the quarterback of the highschool football team.
  9. In Fallout 3 and Fallout: New Vegas, there are the bobble heads that raise your SPECIAL attributes to 10. They cannot boost your stats past 10, you cannot go anywhere above 10. You can be a very high-end human being, but that's it: You're a human being. You can have some cybernetic enhancements that can push you and help you in small ways, but that's it. Not in Fallout 4. In Fallout 4, you can go up to 11. When your S.P.E.C.I.A.L attributes are at 10 and you pick up a bobble head, it goes up to 11. It's not a bonus that goes away if you get rid of the bobble head, it's not counted as a stat boost you get from an item (marked by that little plus sign). It's permanent. That makes the Sole Survivor a true superhuman. That's just added by the fact that some of the feats s/he can pull off are downright superhuman. It's possible for him/her to breathe underwater for Pete's sake! So it seems...odd that since there's a perk for every level of special, it makes 11 stand out (more so than it already does). That's where the modding community comes in! I have some ideas for Perk's that could be accessible once you go up to 11. They might just be selectable at level up, gained as a quest reward or something in between. But I think it would be crazy fun to play with. The parts in question marks are up to the discretion of the modder. Strength 11: Behemoth. You've become a super mutant - on the inside! -Rank 1: Permanently increases strength by 3 points. -Rank 2: Unarmed and Melee attacks now ignore (??)% of an enemies armor and Strength is further increased by 3 points. -Rank 3: Strength is increased by a further 3 points and you can now use mini-nukes like grenades. Who needs a Fatman? Perception 11: The Sight You've opened your Third Eye and can see visions! -Rank 1: Dialogue that previously would've become available by giving chems to Mama Murphy now become available by default. -Rank 2: Enemies become highlighted and can be seen through walls and through stealthboys! -Rank 3: Enemies using a stealthboy can now be targeted in V.A.T.S. Endurance 11: Child of Atom You have been blessed by Atom as one of his favored children! You think! Rank 1: Rads you absorb are stored and don't harm you until a certain point. Once a day, when you fall under (??)% health, you release your stored radiation in a giant nuclear blast! Rank 2: After detonating, you're radiation damage is healed and is absorbed for another detonation for later. Rank 3: You can release you're rads on command! Press and hold the power attack button to fire a blast that does (??) radiation damage. Charisma 11: ?? I don't actually have an idea for charisma. The only thing I had for charisma was mind control, but at Charisma 11, you succeed all you're persuasion checks, making this mind control anyway. Any ideas would be appreciated! Intelligence: Pure Genius Make others green with envy as you demonstrate brilliance completely beyond them! Rank 1: You can now craft all items that need 1 rank of any crafting skill! Rank 2: You can now craft all items that need 2 ranks of any crafting skill! Rank 3: You can now craft all items that need 3 ranks of any crafting skill! (Note, if you want to craft items that need four ranks, you'll need to progress down the perk tree to get rank 4.) Agility 11: Up, Up and Away! You demonstrate arial feats beyond mortal men! Rank 1: Falling Damage is reduced by 50%. Rank 2: Gain a jet-pack ability, without the jet-pack. Falling damage is reduced by 100%. Rank 3: You're jet-pack ability consumes 50% less action points. Luck 11: Murphy's Exemption You have drawn the total favor of the forces of karma! Rank 1: Increased chance of legendary items spawning. Rank 2: Further increased chance of legendary items spawning. Rank 3: There's a chance two legendary items will spawn on the same enemy. Naturally, these are only a rough idea and it needs a lot of refinement. The agility perk used to be something that increased your jump height rather than give you a jetpack but everyone loves the jetpack so why not. Please comment and tell me what you think! :D EDIT: Heh, whoops. The strength perk was originally going to be called 'Cyborg' but I changed it to behemoth. Could I get a mod to change the thread tags for me? Thank you!
  10. Well, I have been interested in the idea of being able convince the people at the Institute that Synth's are, in fact, people and should look elsewhere for their labor. I mean, if you go into robotics, you get to watch synths get mass produced, it's fascinating to watch. You even get to hear some scientists arguing about whether or not Synths are people. So being able to help the Institute understand that they've created a free-thinking organism that needs to be given rights would be fun. Or you could keep the enslavement going and figure out how to remove the free-will from them period. (Seriously, synths aren't robots. They're clones. With a cyber-chip in their head. That's it.)
  11. ...basically yes in use, though it's also a nice contrast. Ammo for the revolver is depressingly scarce but it's damage output is obscene. The Laser revolver seems to have the opposite problem, in that it's ammo is infinite but it doesn't do much damage (with one charge. It's damage output goes up considerably as charges are added). If we're worried about balance, I propose requiring multiple ranks in science before being able to mod the gun to be overly powerful. Also, had an idea for a Minutemen (my favorite faction, I swear) heavy laser cannon that took Fusion cores for ammo. Obscene damage is the name of the game! i hope you do make a laser revolver as well as a laser flintlock Actually I was referring to the Laser Flintlock as the Laser Revolver for some reason. The Flintlock was compared to a revolver in function and my head just rolled with it. Sorry for the confusion. ^_^' Anyway, the reason this post exists is because I currently don't have any modding expertise or ability. I'm really hoping some kind, incredible modder will come and make the weapon.
  12. Oooh, a quest for it would be awesome. Like a scientist had holed himself up inside the museum while working on something for the minutemen and came up with the Flintlock. :D
  13. ...basically yes in use, though it's also a nice contrast. Ammo for the revolver is depressingly scarce but it's damage output is obscene. The Laser Flintlock seems to have the opposite problem, in that it's ammo is infinite but it doesn't do much damage (with one charge. It's damage output goes up considerably as charges are added). If we're worried about balance, I propose requiring multiple ranks in science before being able to mod the gun to be overly powerful. Also, had an idea for a Minutemen (my favorite faction, I swear) heavy laser cannon that took Fusion cores for ammo. Obscene damage is the name of the game!
  14. Bump. Also, if the appearance specifications are throwing you off, please feel free to draw inspiration from actual flintlock pistols. I just want the gun because I think it's a bossly idea.
  15. The following Omake is to strengthen the request for the custom weapon I would like to be in Fallout 4. Please read and enjoy. The actual weapon with it's stats will be at the bottom if you'd like to not read the Omake. Thank you. The General of the Minutemen stared down at the weapons workbench. Mounted on the stand was his personal Laser Musket, modified to charge up to six times with a long scope and a beam focuser. It was, if some of the things he'd heard as he snuck around Diamond City and the Settlements that flew his flag for his own entertainment, the most feared sniper rifle in the Commonwealth. But he stared at it because he had both a serious problem and the beginnings of a solution. The problem was simple: It was really, really expensive to use. Fully charged, it was enough to nearly eliminate a Mirelurk Queen with very little hassle. He loved that aspect of it. The Revolutionary War influence was just some of the most wonderful icing on the cake. After he got used to it, cranking it was fun. The problem came in when you considered the other main weapon in his arsenal. The laser weapon he had affectionately called Gone Local. Because he got it after tracking an actual alien from outer space to a cave. He, quite honestly was going to offer the being aid, though when the Alien opened fire it had suffered the wrath of one of the quickest shots in the Commonwealth. The General had already, after lots of hard work, modified it to take fusion cells. It quickly became his other favorite weapon. However, taking into consideration, between his musket and the blaster, the musket ultimately was more effective at ruining the days of his targets. But he didn't want to ditch a sidearm completely. The only other sidearm he had thought to bring was Kellogg's old revolver, which he had named The Cycle of Revenge in a fit of dark wit. But ammo for the thing was surprisingly scarce, sadly. So, he had a connundrum. A problem. He wanted to make a sidearm. His gut said he wanted to keep in with the revolutionary theme. The crank. But how to conserve ammo? If only there was a way to charge old cells on the fly, The General thought wistfully. "Hey Blue," Piper said, walking up to the youngish General. "You've been staring at that musket for an hour. There something wrong?" "No," The General replied. "Just trying to figure out a way to conserve ammo." "Heh, I can see that," Piper smiled. "I don't think I've ever seen someone go through Fusion Cells like you do." "If this was back before the bombs," The General smirked. "I would've been making daily stops by requisitions, the quartermaster would curse me out everytime I showed and I would've had a court martial before the week was up." Piper chuckled. "Well, good thing you're not at the mercy of the quartermaster, huh?" "Well, I think Ronnie Shaw still counts..." He frowned in thought. "I'm just wishing there was a way to charge new cells on the fly." "Yeah, shame you can't do that," Piper replied. Then she got a thoughtful look of her own. "Hey, stupid question, but why can't you charge cells on the fly?" "Eh, cells weren't really made that way," The General replied. "They were made to hold a charge, not charge and discharge repeatedly. You'd need to make a special cell that wouldn't hold a charge for very long but be durable enough to take the repeated charges over the years and then you'd need a way to charge it." "Like how?" Piper asked. "Well, the only way I can think of would be...manually..." The General got a wide-eyed look on his face and looked down at the musket's crank. "Piper you're a genius." "Uh...thanks," Piper said with a half-hearted smile. "What'd I do?" "Gave me a idea." ---Three Weeks Later--- There was the sound of another explosion coming from the local Red Rocket Gas Station. Followed by the sounds of irritated shouting that caused Preston Garvey to look up from his old copy of Boston Bugle and the Sudoku puzzle within. "I never thought one mans voice could carry so far," Sturges, sipping a cup of coffee while twirling a pencil in his off hand. "Think he's okay over there?" "Aside from needing a break from whatever he's doing?" Preston asked rhetorically. "Yeah, he's fine." "I think you should go check on him," Moma Murphy intoned from her chair which almost everyone could agree the General made to be the most comfortable in the Commonwealth. "You've got the solution to his problem with you." "We do?" Sturges blinked. "I can fix a lot of things. A quantum physics puzzle involving laser-fire ain't one of them." "You should still go check on him," Mama Murphy looked irritated. Suddenly, the radio on Preston's coat sounded. "Commander Garvey, this is the Castle." Preston held his radio. "Copy Castle, go ahead." "We've received a request for help from Greentop Nursery," The radio operator reported. "Apparently they've been hit by Raiders." "Again?" Preston asked with tired eyes. "People just can't leave that place alone. Alright, I'll inform the General." "Thanks Commander. Castle out." "Wanna come with?" Preston asked, standing up and shouldering his own musket. "Sure," Sturges answered, downing the rest of his coffee and standing, resting his short hunting rifle on his shoulder. Piper, who was leaning against the house having a smoke, tapped the ash away as the two Minutemen stepped outside. "Coming to check on Blue?" "Greentop's been hit by raiders," Preston answered. "Again?" Piper almost whined. "That's what I said," Preston replied with a quirk of his lips. "We figured the good General could use a distraction," Sturges said with a nod. "Ain't that the truth," Piper replied. "Alright, let's go." The walk was short and relatively warm, the sun having appeared over the Boston Skyline a few hours ago. Unsurprisingly, the garage door was closed. On top of the roof was, effectively, a steel palace, lined with turrets in many different windows, with a quartet of missile turrets signaling to any undesirables that the station and the settlement beyond was off limits. Piper gave a quick tap to the door to the garage door and as it opened, they got a good view of the general, in a mechanics suit, cursing and kicking the wall. He was coated in soot and had an empty stimpack in his clenched fist. Then he turned and wiped his goggles clean at the sight of his friends. "That bad?" Piper asked. "Unbelievably so," The General grumbled. "Home come?" Sturges asked. "Because I don't understand what's going wrong, that's what." When none of the three said anything, he sighed and continued. "So, I made a chargeable fusion cell." "Really?" Sturges asked with a smile. "That's awesome!" "Thank you," The General rubbed the soot out of his hair. "But I've hit a snag." "I think the whole Commonwealth knows that you've hit a snag, Blue," Piper quipped. "Huh?" The General hit some soot out of his ear. "We could hear you all the way from Sanctuary," Sturges replied with a sly grin. "The door was closed," The General replied, nonplussed. "That's the confusing part," Piper nodded. "Eh...but...whatever," The General groaned, pulling something from his pocket. "The snag I've hit is that the cell I have is this big." The cell, a small, clear thing, fit between his index finger and thumb and only visible by the reflecting light against it's surface. "It's...tiny," Preston said, eyeing it carefully. "I know," The General groaned. "That's the frustrating part. All the bigger ones I make keep exploding for some reason." "You're not hurt, are you?" Piper asked with a frown. "Stimpack," the General replied, holding up the empty stimpack. "Of course," Piper deadpanned. "Well, luckily, we've got a distraction for you," Sturges replied, bringing his hunting rifle down into both hands. "Alright," The General said, taking off his work gloves. "What's up?" "A group of raiders attacked Greentop," Preston reported, almost snapping to attention. "I recommend we head out as soon as possible." "Again?" The General asked. "Alright, we'll head out-" The General stopped, staring at Sturges. "Uh...General?" Sturges asked, looking a little wierded out. "Are you okay?" Well, the thing that Sturges was holding. In a swift motion, The General swiped the short hunting rifle from Sturges hands. "Ummmm..." Sturges blinked. "Ooookay." "Here," The General pressed an institute rifle which was clearly heavily upgraded and several full clips taped to the frame. "This is yours now. Enjoy." "...thank you?" Sturges said, looking at his new present with confusion. "General what about-" Preston began. "We'll leave in at least...three hours. Four tops." -Three and a half hours later- "I'VE DONE IT!" Came the triumphant shout within Red Rocket's Garage. Preston and Piper both looked up as the Garage door opened, showing the General, perfectly clean, in his General's uniform, sans hat, with his Laser Musket strapped to his back and in his hand was the hunting rifle. Or what used to be the hunting rifle. The gun barrel and ammunition casing had been disposed of and the wooden frame had been uniformly sanded down to a smaller size. In the place of the barrel was what looked like a miniature version of a laser musket mounted there, with what seemed to be winder at the end, much like a revolvers hammer. "Check it out," The General said with a too pleased grin on his face. With a stroke of his thumb along the winder on the back, a sharp whirring droned in the air and the clear chamber glowed, with a beam being connected to the end. Just like it's larger cousin. He took aim at a nearby target which was nailed to a tree. He fired at the target, and with a higher pitched zoom of the laser musket, the target disintegrated. "Wow," Preston said with an approving nod. "I call it...the Laser Flintlock!" The General looked at it with a manic pride one could only get if they were a mad scientist. "It's the Minuteman's new sidearm. In contrast to it's insanely strong and ammo guzzling older brother, this little girl isn't nearly as strong but it has literally infinite ammo!" "That's actually pretty cool," Preston said with growing appreciation. "This'll help with a lot of logistical problems the Minutemen face, since we'll always have a weapon at our side and won't be so reliant on ammo." "Exactly," The General said smugly. He holstered his new creation. "Now lets go kill some raiders. Again." "Right behind ya Blue," Piper said with a large grin. WEAPON REQUEST: Laser Flintlock: Basically, a hunting rifle with a shrunken down wooden base and a Laser Musket barrel in place of the original metal gun barrel and magazine. Instead of the traditional crank used by the laser musket, it has a 'wind-up' wheel in the back that when spun by the users thumb makes a sound much like a toy when wound up before it goes anywhere. It also has infinite ammo, but will only fire the amount of shots cranked. The maximum is discussed below. Base Stats and mods are subject to change based on Feedback and at the discretion of the modder. Base Damage: 15 Range: 85 Accuracy: 85 Weight: 6.3 Notable Mods: Crank numbers: Two-Crank: Cranks 2 shots. Three-Crank: Cranks 3 shots. Four Crank: Cranks 4 shots. Two-Burst Crank: Cranks 2 shots at once. Three-Burst Crank: Cranks 3 shots at once. Four-Burst Crank: Cranks 4 shots at once. Other mods: As pistol and laser musket where otherwise applicable. Feats for Modding: Definitely want Gun Nut and at least one rank of SCIENCE before being able to mod the weapon to extensively. Modder's discretion, especially in case of game balance, in encouraged. Feedback and news of anyone taking up the project would be greatly appreciated! :D
  16. I would ADORE helping people with their mods. I have a headset with a mic, too, so this'll be a great chance to see how people enjoy the tunes of my voice! :D FULCON Actor Stats Age: 22 Gender: Male. Race: Caucasian. Last Updated: 2/28/2014 Active Member: Yes Playable Races: Breton's and Imperials. Experience: I have been in one play and am very anxious to gain more experience. I have been told by several friends that I have an excellent Joker (Heath Ledger) impersonation. Skills: I can sound demonically deep, like Mickey Mouse, and make a very convincing maniac as well. Also, I'm a fairly good writer with a knack for editing and catching simple mistakes. About Me: I love Skyrim, I can read lines, I've been in a rendition of Taming of the Shrew and I'm writing a novel about a Mad Scientist attempting Genocide by Robot Army. Just PM me if you'd like me to be in your mod.
  17. http://upload.wikimedia.org/wikipedia/commons/d/d4/Pi_pie2.jpg Your pie, sir.
  18. So after several playthroughs of Skyrim, I've noticed that I have a problem with the NPC's. They talk. They talk too dang much. As an example, I was doing the College of Winterhold starter quest. As a good little RPer, I was walking with the group (going a little slower than everyone else, too, which is a mystery). And when we were walking, single file down the college line, the guy (I think it was Onmund) stops in the middle of the college path-way (you know, that very narrow pathway that leads from Winterhold to the College) and he spouts something about how the college is looked down on by the rest of Skyrim. Ummmmm...okay? We were going somewhere, do you think you could keep going. So, with some fancy platforming, I was able to go around and get ahead of him, only for Tolfdir, who was at the front of the group, to stop, turn to me, and tell me how I give an old man hope. ...we were going somewhere, senile. Let's get too it. So I'm irritated and I fast travel, retrieve the (censored) and come back. Only, I got stuff to sell, like after any good dungeon crawl, so I make my way to the local pawnshop. This guard starts talking and saying 'if you disrespect the law, you disrespect me', but I just run right past him and into the shop. And as I go up to the counter to sell my crap. Behind me: "If you disrespect the law, you disrespect me!" I turn around. It was the guard I had just run past. "WTF? DID YOU SERIOUSLY JUST FOLLOW ME IN HERE JUST TO SAY THAT?!?" Then he left. This kind of playing clips is obnoxious. I get scripted conversations and stuff, but just random crap that I don't want to hear out of no where, especially when it's immersion breaking is RETARDED. Can someone please make a mod that disables it, or at very least improves the AI behind it? Please? There's digital pie in it for you, because the Cake is a Lie. ~Fulcon
  19. Very true, very true. Which is why I DON'T think a mod like this will actually happen. If it DOES, I will personally see to it that that person get's a medal of some kind. Or you could use a modulator or voice changer or something to that effect, like say, Audacity. But I dunno. Anyone have any ideas as to how to get around this obvious problem?
  20. So I come here after multiple play throughs with a simple question. "In Fallout 3, your skills and perk choices can affect your conversations. Why is this not true here?" Allow me an example. In Fallout 3, during the 'Wasteland Survival Guide quest', you need to fill a chapter about robotics. If you have the 'Robotics Expert' Perk, you can just tell Moira you'll write the chapter and just skip to the next one. So I ask, why not be able to do this in Skyrim? Examples I'd like to see include... Quest: Death Incarnate. Astrid: And to prove my sincerity, I prayed for a contract. You must kill...me. Dragonborn: [Restoration 75: Heal Astrid] Sorry, Astrid. But this is insane. You will not die this day. (Or, if you end the conversation, you can simply heal her back to normal. Whichever you'd prefer.) Quest: Bloodline (After refusing his offer to become a Vampire lord) Harkon: So be it! Dragonborn: [Conjuration 100: Remain where you are] (or you can allow him to banish you) Harkon: What? Dragonborn: Response 1: Banishment? You're funny. Response 2: Sorry, I just prefer to leave through the front door. Response 3: Heh, just kidding. I want to be a Vampire Lord. I was just wanting to see if you'd be stupid enough to actually try that. Quest: Speaking with Silence (Are you immune to poison? Sure, can make a poison that can affect Argonian's, but what if you're immune because you're wearing a dragonpriest mask that makes you immune? Nothing Karliah can make can overcome THAT) Karliah: Wha? How? Dragonborn: Response 1: [Argonian]: I'm Argonian. We're immune to poison. Response 2: [Hevnoraak]: It's the mask. Poison doesn't work on me. I dunno, just SOMETHING to affect how quests turn out. I have these skills and attributes and I want to use them and affect the outcome some how, either by humiliating Harkon to killing Mercer in an early boss fight, just SOMETHING! So if someone could begin to make a mod like this, you would be a hero. Bethesda would hire you and give you great honors. I would endorse it instantly.
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