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"Atom's Faithful" Far Harbor Mod Idea
Deleted31449895User replied to Deleted31449895User's topic in Fallout 4's Mod Ideas
What about my trait idea? -
"Atom's Faithful" Far Harbor Mod Idea
Deleted31449895User replied to Deleted31449895User's topic in Fallout 4's Mod Ideas
Sorry for long wait for reply. Anyway, I planned this mod to be simple so it could be easily downloaded by Xbox/ Playstation players as well. -
Yes, I know there is already a crossbow, but this one is specifically for poisons. You see, Bolts (10 each) will be made from 10 syringes, and one poison. The type of poison will determine the effects of the ammo. With a high Survival skill, you could create Tremble Bolts. This is a way so non-melee characters can use poisons. Or a more effective range way for Melee/ Unarmed characters, as the required Guns skill to use the Wasteland Crossbow will be 0.
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"Atom's Faithful" Far Harbor Mod Idea
Deleted31449895User replied to Deleted31449895User's topic in Fallout 4's Mod Ideas
Any opinions on this? -
Basically, this will overhaul the Bound Weapon system, changing a lot of things, such as: -All Bound Weapons now are Novice spells and have the same Magicka cost as the Bound Sword. -Oblivion Binding no long requires Soul Stealer, instead, both of them as well as a new perk (Drain) now only require the Mystic Binding Perk. -The Drain perk gives your Bound Weapons the ability to drain 10 Health, Stamina, and Magicka from an opponent. This may not seem like much, but considering your Bound Weapons will never lose their magical charge, this can be very useful. Feedback? The point of this mod is to have Bound weapons remain useful in the late game, as well as adding new abilities.
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Requiring Far Harbor, this will add new Radiation based weapons, weapon mods, ammo recipes, and even a trait for those wanting to do Children of Atom builds. Weapons: Radical Laser Musket: A new laser musket, with its own upgrades and mod slots (as in, mods made for the normal Laser Musket will NOT be compatible with this weapon), that has a green laser and also does radiation damage, the more cranks, the more radiation damage in addition to energy damage. Also has CoA symbols on the gun. Radical Laser Gun: Basically the energy weapon counterpart to the Radium Rifle. Fires green laser. Like the Laser Musket, has its own mod slots and is considered a separate weapon from the normal Laser Gun. Both can be bought from Brother Kane in the Nucleus, who also now sells Irradiated Bowling Balls. Weapon Mods: Irradiated Bowling Ball Launcher (Fat Man): Fires Irradiated Bowling Balls. Found in the same location as the Striker. Recipes: Irradiated Bowling Balls (10): Requires 10 Modified Bowling Balls and 1 Nuclear Material to make 10 Irradiated Bowling Balls. Found in the same location as the Striker. Trait: Atom's Glory: When Radiation Poisoning takes up 75% of your health bar, you gain 100% resistance to further radiation poisoning unless the amount of radiation poisoning goes below 75% (by leveling up, which increases hit points), in which it will be removed, but regained once you reach 75% radiation poisoning again. In exchange, Rad Away is 75% less effective at all times. This will go great with perks that give benefits the higher your radiation level is, as it effectively means you will NEVER have to worry about dying from Radiation poisoning. The trait is added by drinking "Atom's Elixir", which is automatically added to your inventory with this mod installed. You may drink it at any time, but once you drink it, there's no going back. What do you people think?
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LE Realistic Lore Friendly Weapon Replacements
Deleted31449895User posted a topic in Skyrim's Mod Ideas
Basically, it will have minor redesigns to vanilla (meaning weapons in the base game and added by DLC, not mods) weapons to make them more realistic and practical without taking away their charm and individuality. For example, Daedric weapons will lose their serated blade edges while still easily being recognized as a Daedric weapon. Also this means redesigns to ALL vanilla weapons, including Unique weapons. -
My ideal Brotherhood-Railroad-Minute Men alliance ending is something like this: You (with VERY high speech check) convince Elder Maxson that with the Institute destroyed and thus no way to create more Synths, the Synths are no threat to the Commonwealth. You also convince him that Ghouls are a valuable source of pre war knowledge. This is of course, unlikely, but, one can hope.
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A bigger question is this: The Brotherhood was originally formed to prevent another nuclear apocalypse (which is why you gain Brotherhood fame in Lonesome Road for stopping the ICBMs from launching), so the question is, WHY THE HELL DID ELDER MAXON DO WHAT HIS ANCESTORS WOULD ABSOLUTELY HATE BY BASICALLY NUKING THE INSTITUTE?
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Anyway, I understand the Brotherhood's hatred of Synths, or at least the idea of them. But the reason I won't join them is because of their hatreds of ghouls, those are humans, plain and simple.
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Danse was replaced by a Synth LONG before Fallout 4 and was just a Rivet City citizen before he became a BoS member. You simply discover he is one.