Jump to content

Deleted31449895User

Account closed
  • Posts

    74
  • Joined

  • Last visited

Everything posted by Deleted31449895User

  1. 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.
  2. 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.
  3. To be specific, I am looking for a mod that makes it so you get 15 skill points (17 with Educated) every level up regardless of your INT level. Instead, INT will affect XP gained, as well as the Medicine, Repair, and Science.
  4. 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.
  5. 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?
  6. Like, are you put on the path to start the Minutemen version of "The Nuclear Option"? Or does nothing happen, you just can't access the Institute anymore.
  7. For example, can you set it up so you can make a "Dual Cast Dragonhide" Ring/ Smart Cast setup, thus increasing the amount of time you get to use Dragonhide? Sorry if this is in the wrong forums.
  8. 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.
  9. I wonder why no one has answered this. To clarify, if you complete "The Nuclear Option" for the Minutemen, and you go to the Railroad, Desdemona will note in some conversations that she misses Glory, despite Glory being in the same room. Also, if you try to talk to Glory, she won't respond.
  10. 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.
  11. 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?
  12. 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.
  13. 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.
  14. Because I plan on doing the Minutemen Ending and destroying the Brotherhood (because they are a threat) and I just want to make sure everything makes sense. Either Glory died or she didn't, and if she did, they should remove her from the game world.
  15. I still think quite a few will stick with New Vegas for a while. despite being a near 6 year old game it has aged rather well, especially with mods. Plus, it has features that 4 doesn't, such as the Skill system.
  16. In Fallout 3 and New Vegas, if you wanted to create a custom companion or a custom NPC, you could, and all you have to worry about is giving the NPC a good sounding voice actor. But, now with Fallout 4's voice protagonist, you will also have to find away to get a good sounding voice actor that can do a good immitation of the Sole Survivor's voices, as their is more interaction between Sole and Companions in this game. Otherwise you could have HUGE disconnect.
  17. True, but i choose this layout because of its size. But, I also plan on it being one of those "standalone" mods (you know, like Project Brazil). Fallout: Amusements actually takes place in 2177, 100 years after the bombs fell, 16 years after Fallout 1, and 110 years before Fallout 4. Also, this is less "do this idea for me" and more "hey, i have this idea, would like some feedback on it"
  18. How would it be copyright? I'm not gonna use the same name. Plus no one cares about "copyright" when it concerned other things, like those Halo weapon and armor mods, for example.
  19. S: 5 (6)P: 5 (6)E: 6 (10)C: 5 (6)I: 9 (10)A: 5 (6)L: 5 (10) Tag Skills: Guns, Repair, Medicine Traits: Logan's Loophole, Skilled Level 2: Intense Training- Endurance (7)Level 4: EducatedLevel 6: Intense Training- Endurance (8)Level 8: GunslingerLevel 10: Animal FriendLevel 12: Intense Training- Endurance (9)Level 14: Jury RiggingLevel 16: Light StepLevel 18: TAG (Unarmed)Level 20: ExploreLevel 22: Intense Training- Luck (6)Level 24: Intense Training- Luck (7)Level 26: Intense Training- Luck (8)Level 28: Intense Training- Luck (9)Level 30: Them's Good Eatin' I choose Logan's Loophole because I plan on using chems a lot, and plus because to me it seems like you get WEAKER the more you level up. I plan on all my tag skills being at at least 90. So, any advice on making the build effective? its mostly a gambling build.
  20. I wonder why no one responds to my topics anymore. Are they bad ideas? I put these here for feedback.
  21. I think the best ending is a tie between NCR and Yes Man. House is good except for his slaughter of The Kings if they are anything except hostile to NCR Citizens. Note the word "Citizen", not "soldier". House is basically punishing The Kings for NOT killing possible customers, which makes no sense. I would fully understand if that ending was a result of completing "The King's Gambit" where NCR comes into Freeside and The King agrees to help them, but not if the cease fire was simply a result of you calling in a favor for completing "GI Blues" peacefully. The Independent Ending can be one of the best endings for the Mojave, turning it into a place where, as long as you harmed no one who hasn't harmed you, you could live free from laws and taxes, the "government" nothing more than peace keepers. Or it can be a lawless land of anarchy and death. It all depends on what factions you help, and this assumes you don't do anything in the post game. There is always the option of the Courier bringing a Securitron Army to tell the Brotherhood to "knock it off" if they continue harassing travelers, for example. In fact, I wonder why there wasn't an option to offer the Brotherhood access to the tech from the Lucky 38 in exchange for leaving the Mojave alone.
  22. This is an alternate story "standalone" mod, taking place in 2177. Takes place in Rob's World, a massive theme park owned by RobCo in what was once called Florida (which was a part of the Gulf Commonwealth), now the majority of which is a deadly wilderness filled with raiders, the only true safe haven a town built into and around the ruins of a castle that wouldn't be out of place in a pre-war fairy tale, though there are smaller pockets of civilization as well. Of note is a heavily guarded spherical building that on the surface was there to teach children about the wonders of science and technological innovation, but was also housing the development of many prototype weapons and armor that was complete when the bombs fell but didn't have a chance to be used. Besides those forbidden areas of "The Holy Sphere" being guarded by deadly robots, the sphere itself is fanatically guarded by religious tribals who, while otherwise friendly, will kill anyone who gets too close without mercy. I'm still thinking of more ideas. And yes, this is loosely based off Walt Disney World.
×
×
  • Create New...