Jump to content

Deleted31449895User

Account closed
  • Posts

    74
  • Joined

  • Last visited

Posts posted by Deleted31449895User

  1. So basically just retextured variants of vanilla weapons? Meh. Especially the radioactive bowling ball launcher. Why even?

     

    I think there should be more differences. For example: instead of bowling balls, launch these sample canisters, like the ones used in Cambridge Polymer Labs, which bursts on impact, dealing low damage, but heavily irradiating a large area.

     

    For the laser gun there even is a "gamma wave emitter" which adds radiation damage. Okay, you could maybe also add a new barrel (call it "gamma emitter" or something, gamma ray lasers are at least somewhat realistic), which makes the weapon deal even more radiation damage and turn the beam green, if that's even possible.

    Hm, to make this actually useful, you could try making it so that it can fire through enemies (hitting multiple enemies at once in the process), or even through walls, if it's possible. If not possible, then maybe it could just have an effect like the "penetrator" perk, which allows you to target hidden body parts in VATS.

     

    For a completely new radiation-based weapon, you could add an "Irradiator". While being fired, it continuously emits radiation in front of you, causing low damage in a short-ish area. It could be undetectable, aka enemies don't notice you if you irradiate them with it, and even work through walls (if possible), but somewhat dimished (if possible). On the other hand, this could also be a Gamma Gun mod.

     

    Then you could have a new ammo type: Uranium Shells, and either a weapon or a weapon mod to shoot them. They are extra heavy, permanently irradiate you a little if you have any in your inventory, but are quite powerful, and deal radiation damage.

     

    For a melee option, an Atom cultist could use an actual fuel rod from an old nuclear power plant. IRL they would be quite brittle, I think, but it's Fallout we are talking about :tongue:

    What about my trait idea?

  2. @1992x12

    Howdy. This is an interesting concept, and thanks for sharing.

    adding to Children of Atom lore from across FO2, FO3, FONV etc would be awesome to see!

     

    I'd like to see more of the factions and systems like the storyline system,

    karma system, disguise system and other staples return.

    so, if this developed into more of an overhaul and faction-based mod, that'd be cool to see too.

     

     

     

    Having initially boycotted DLC, seeing DLC-only mods is... unfortunate.

    it would be great if those assets were stand-alone is what I'm saying hehe.

    preferably as weapons-parts-pack, so as folks can

    n^x/nCr/nPr and make whole new combos of weapons!

    a lot of folks did boycott the DLCs for 4.

     

    However, also as having now acquired DLC, it would be awesome to see what folks can do with Far Harbor.

     

    you might want to be in contact with carnagefiend, as they're making a lot of Rad-o-rific stuff.

    collabs would be great to see.

    in terms of settlement building, homemaker and greekrage'll be right up your alley,

    as greekrage has some rad-force-field and all kinds of awesome ideas for doors and entrances etc.

     

    in the meantime,

    using any mod any weapon will let you mix-n-match,

    and modders are working on read-writable, so as you can make a custom instance,

    and duplicate that as a template for vendors to sell.

     

    It will probably be achieved via a menu addon - anything you put in an 'archetype vendor' menu, will become available at other Vendors on the Node.

    if you want it to be a global available across all nodes, then you type that at the time of sale.

     

    you can make a rad-plasma blaster. Goodman's Brue-Gleen blaster for example.

    I think Children of Atom would use rad-Plasma combo weapons, just in case whatever they shot at is rad-resistant

    (those blasphemers, who do they think they are, resisting Atom's ways...)

     

    an arc rad-lightning lance would be cool too.

    a projectile shoots along, and then a few seconds later, a Rad-lightning bolt shoots along the conductive contrail from the projectile.

    whatever you hit is fried with 10000 rad and with electrical damage...

     

    maybe, a rad-version of the Archimedes Finder,

    so you can call down Atom's vengeance on unsuspecting wastelanders...

     

     

     

    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.

  3. 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.

  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. 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.

  7. 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.

  8. 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?

  9. 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.

  10. Hmm... Don't get me wrong. A nice, happy Brotherhood of Steel ending, where Paladin Danse lives and retains his rank would be great. Danse was, by far, my favorite companion in the game. However, this whole overly progressive "robots are people too" stance is ridiculous.

     

    I am religious, first off. As am I a huge fan of the Knights Templar. (The religious military order the B.o.S. was largely based on.) It is impossible for me to accept that the concept of building an advanced computer system, and throwing in a few cloned organs could "somewhere along the way" result in a living soul.

     

    When you save Danse, or rather his robotic imitation who, by the way, most likely killed and replaced our beloved Paladin, Maxson gives a very passionate lecture conveying the same mindset. Now, it's not called a brotherhood 'cause it sounds cool. The rest of the faction looked to Maxson as the perfect leader. They follow the same codex, share the same morals, and swore the same oaths.

     

    Killing Maxson would be like killing the Grand Master of the Templar Order. You wouldn't be a hero worthy of leading the Brotherhood. You would be a murderer, who killed the man they all looked up to, in the name of everything they deem unholy.

     

    I don't agree with everything the B.o.S. does in Fallout 4. Namely gouging farmers for crops the scribes could be cultivating themselves. And destroying the entire Institute lab, rather than using the technology down there to benefit the Commonwealth, and the Brotherhood as a whole. But, otherwise, I'd say this is the most morally sound and effective the B.o.S. has ever been at one time.

     

    Personally, I would like to see an alternate ending to Danses' questline that didn't end with his being replaced by a synth. But given that those who actively take part in these types of discussions seem to lean towards the synth fascination, I'm not holding out hope. Oh-well... I know it was rather long winded for a forum post, but there's my two cents. Hopefully someone agrees, and has something to interject.

    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.

  11. 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.

  12. I think perhaps that the lack of responses to this idea is more of a hesitation to put effort into an idea that is sourced over 1000 miles away (in game geography) from the current FALLOUT 4 environment of 'the Commonwealth'...aka Massachusetts, which is on the Northeast coast of the Americas, and doesn't have remotely the same climate (semi-tropical Florida) as the current game. An idea for perhaps more of a generic amusement or theme park would probably go further to catch the attention of MOD makers.

    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"

  13. interesting but ... copyright

    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.

  14. 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: Educated
    Level 6: Intense Training- Endurance (8)
    Level 8: Gunslinger
    Level 10: Animal Friend
    Level 12: Intense Training- Endurance (9)
    Level 14: Jury Rigging
    Level 16: Light Step
    Level 18: TAG (Unarmed)
    Level 20: Explore
    Level 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.
  15. 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.

  16. 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...