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Blunderbuss09

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  1. Thanks for the link, I'll try that mod out to see how it works. Oh wow, I never considered some of these ideas! Becoming the Brewmaster King/Queen of the Commonwealth would be awesome! I'm gonna write these down and keep them in mind.
  2. One of the things that bothers me in FO4 is how there's a huge variety of different beers with cool branding and two breweries and yet the only mention of anyone brewing anything is Bobrov or Deezer (or a poor shmuck moonshiner that explodes himself). Considering that people have been fermenting everything they can since the dawn of time I refuse to believe that only one dude is making beer. The most obvious location is Beantown Brewery; it's in a peaceful area and right near the trainline. The problem is that there's raiders inside and the quest Confidence Man takes place there so I either need to move that quest to a new location or change it somehow so you don't need to kill everyone. Second is Gwinnett Brewery which doesn't have any major quests but is host to a bunch of radiant quests and is in a dangerous area so I'll have to do a lot of clearing up around it. My final option is to build a new brewery from scratch based on real-life Boston breweries like Bunker Hill Brewery, H & J Pfaff, Haffenreffer, Bad Martha, etc. So how would it work? One of my first thoughts was brokering a deal with them with your settlements - you ship things like razor grain/mutfruit/melons/etc for caps which will lower your available food but your settlement drink vendors will give extra happiness. If more than one brewery exists you can be hired to sabotage the other by ruining their equipment, killing someone (or everyone), or poison their supply. Being hired to experiment with new flavors where you can mix various ingredients together (some safe, some not) and give it to people to try. Be prepared for the consequences if they die! If you like this idea please feel free to give critiques, suggestions, etc. This is a pie-in-the-sky idea that I won't be able to work on anytime soon but I just wanted some feedback.
  3. I've always wanted to build a player home or a settlement inside a church but all of them were full of unscrappable junk (and actually terrain through the floor), full of enemies, or too close to enemy spawns. Having various churches that can be placed anywhere, whether whole or in chunks would be awesome. Thanks for reading!
  4. So you'd say that it'd be easier if I just told the mod-user to download the mod after doing this quest, and then check off the respawns so I can do what I want with the interior cells? Ooh, okay, I'll look that up. Thanks for your advice!
  5. I've got this idea that I'm banding around to do my own redesign of Goodneighbor and I couldn't help but notice the three huge warehouses that are totally useless except for the Cleaner quest given by Whitechapel Charlie. So let's say I take out the Triggermen and do something different with the interior cells like make a brothel or something. So could I do something to nix the quest from Whitechapel Charlie to no longer make it available? And would doing so fix any conflicts in the interior cells? Would this cause any other problems? Thanks for any advice!
  6. The Custom House Tower is odd. There's only one room when you go inside, the doors are sealed shut, and if you peek through the walls using tcl all you see is nothing. Not to mention that the tower itself seems like a rush job with identical smashed windows and lack of detail. It's really screaming to be fleshed out into a real place. The gore in the foyer seems to imply super-mutants inside but anything could be possible in a place that huge tower and the basement (for storing goods according to the wiki). Obviously it's up to the modder but here's some ideas I thought I'd throw out: 1) A settlement. The Commonwealth only has Diamond City and Goodneighbour as proper settlements with the others just being a family in a smashed house. Having another big settlement would allow a space for more quests, shops, etc. 2) A secret Institute watchtower that uses the top floors as an observation platform to keep an eye on the Commonwealth and look for runaway synths. It would mostly be filled with Gen 1 and 2's but could feature a courser or scientist or two. 3) Have super mutants inside but make them more than generic mooks, but a group you could talk to or have their own gimmick, like the super mutants on the west coast. (Like Black Mountain, Jacobstown, REPCONN test site, etc.) 4) The location for a unique quest, maybe related to the pre-war imports or exports that would still be in the building or pre-war corruption (like smuggling for Chinese communists). Anyway, that's my piece. Hopefully someone gets an idea or two from this.
  7. I've always liked the various sails that raiders have but unfortunately the ones in the workshop are covered in barbed wire and gore. Not exactly fitting for my settlements. So my request is threefold! 1) Removing the skulls, barbed wire, etc from the sails and making the metal parts into normal poles instead of giant spikes. 2) Retexturing the bloody gray colour to something else like a plain colour or pattern. Also change the rusted red colour on the metal. (I could possibly help with making said textures.) 3) Include the various other sails that you see on raider hideouts, such as College Square. (If you need screenshots just ask.) Thanks very much!
  8. Words cannot describe how much I love this idea. I liked the idea of the Forged too and was sad that the game didn't do anything cool with them. The DB Bears The real D.B. Tech School was Roman Catholic so the ranks would be inspired by their ranks, such as Father and Brother. The DB Tech Varsity uniform (which IIRC can't be worn with armor) and the Mascot Head. Going with the 'bears' theme they'd use mostly bladed and fist melee weapons, upgraded with as much puncturing/bleeding mods as possible. The gang of raiders at, well, the DB Tech school. Like Moe Cronin, they've had a deep misunderstanding of what school sports teams were; that each school would make a team of the strongest fighters and pit them against a rival school to fight to the death and the mascots and team colours acted like warpaint to give the team strength and strike fear into their enemies. The winning school could then demand tribute from other schools until the next sports match, so by their logic they can demand 'tribute' from anyone who hasn't bested their team in battle. The Synth Liberation Front. They refuse to use any sort of ranking system as a form of rebellion against tyranny. They'd mostly have mish-mash of synth armor mixed in with metal and robot armor, as if they've scavenged armor from any dead body they could find. Most of them still wear dirty synth uniforms and Institute jumpers. Institute lasers and energy weapons. As they're being hunted by the BOS and the Institute they stay on the move, but tend to appear near high-tech industry buildings for scavenging like ArcJet Systems or Mass Fusion. The Railroad aren't the only people trying to rescue synths dropped into the Wasteland. These synths adopt their brethren into the family and teach them to survive, fight, and keep themselves free. They resent humanity for the nature of their creation and their enslavement, and will do whatever it takes to remain free, even at the expense of human lives. Some of them hate humans so much that they attack out of spite. The 'Minutemen' Typical military ranks such as lieutenant, colonel, general, etc. The Minutemen uniforms with leather armor. They also wear handkerchiefs over their face like outlaws (perhaps with the optional Minuteman handkerchief mod). They don't use the laser musket, which is the first clue that these guys aren't the real thing. They try to trick people by using other types of laser weapons and pipe guns. They 'patrol' through Commonwealth and stay near settlements to 'keep an eye' on them. So there's people out there stupid enough to think that a bunch of guys with guns are out to help them? Suckers. All you need to do is wait until someone's in trouble and rush in like the cavalry; they'll never see it coming until it's too late. The Cadillacs. Different kinds of special metals and jewels such as gold, ruby, diamond, platinum, etc. These guys dress exclusively in fancy pre-war attire like casual outfits, suits, dresses, etc, along with fancy accessories like fashionable glasses and formal hats. They use classy, iconic weapons like revolvers, submachine guns, and lever-action rifles. In melee they only use swords or walking canes. They stick around shopping areas, especially places that have a Fallon's department store or clothing shop nearby, such as Back Street Apparel. Don't make the mistake of thinking these guys are too spoilt to survive the Wasteland; they've lived in every subway tunnel, back alley, and garbage heap as any other raider. But life's short and a raider's life is even shorter, so why not live it with style and class? Think about it; if the world ended, wouldn't you want to spend what time you had left by wearing all the fancy clothes you could never afford and wash yourself in $1000 champagne? The Sawbones Different medical professions such as nurse, doctor, surgeon, professor, etc. Metal armor combined with any kind of medical apparel such as labcoats, medical goggles, glasses, surgical masks, etc. They mostly use gamma guns as it kills someone with as little physical damage as possible and allows them to easily overwhelm their targets. They're always nearby a medical building that they either operate out of or scavenge inside. It'd be awesome if they could be inside the Mass Bay medical centre instead of the Gunners. They mean well, honestly. So much medical knowledge has been lost since the war and people died preventable deaths that could be easily treated with pre-war technology. These people want to help humanity but sometimes that means using ... regrettable measures. There's no human trials or animal testing, and no one's going to donate a loved-one's corpse for study. And how much has a random raider or wastelander helped humanity anyway? Sometimes one human life can save many. Okay I'll stop there, I think that's more than enough for now.
  9. Yeah I've seen that, but it's like some of the other mods that expand the settlements to ridiculous sizes so there's either spawn points within it or it's impossible to manage and you can't install just the expansion for the outpost. I'd rather not deal with all of those issues just for one expansion that I'd like. Thanks anyway!
  10. I wondering it was possible to change the boundaries at Outpost Zimonja to include the large chunk of the two-story highway right next to it. Also right on the other side of it are two small pools of water which should be enough to support an industrial water purifier. I don't mind if the rest of the boundaries are changed to accommodate this because only the tower itself is important to the related Minuteman quest. Now I have heard that settlements on highways are tricky because settlers will spawn on the ground, but this highway is very close to the ground and only needs a small ramp to access it so I feel like it shouldn't be a problem (although let me know if this isn't the case).
  11. Now that the CK is in beta I was wondering if someone could fix some of the buildings at this settlement. There's three boarded-up shops that do nothing but waste space so it'd be nice to make them open buildings you can build in. Also in the main open building where Phyllis is there is a chunk of the ceiling has fallen down at an angle and can't be scrapped or moved, even with the console, so I'd like it removed. I'm fine with the other holes and damage because those can be easily patched up, but if other players want a fully repaired version that's up to the modder. Thanks!
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