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rfriar

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  1. The ones we have are seemingly abandoned and very buggy.
  2. There are Perk and Skill Frameworks planning to be released as well. I hope it won’t take too much to make WARS work with those.
  3. Here's just some general spitballing: The Minutemen after Quincy are a shadow of their former selves. They decide to rebuild and take a tougher approach on protecting the people. To that end, Hancock is the new leader. Your primary task for the questline is to help regain the Commonwealth's trust. Rescue captives, eliminate raiding parties, escort trade caravans, defend existing towns, help settlers establish new ones, teaching self defense, routing out synth imposters, etc. If alignments are in place, an alliance between them and the Brotherhood could be established. The Institute's prior actions have made them realize how grave a threat they can be, and so aim to take them out if need be, once their strength is back up to par. The Brotherhood is present to confirm the Institute's existence and once doing so, neutralize them. Territorial expansion is also a goal. It makes no sense why they would destroy the entire compound when they could simply destroy or threaten the Institute leadership. That being said, Liberty Prime both doesn't make any sense and makes things too easy. They can either have the Prydwen or Prime. Not both. They will win through superior leadership and organizational skills. Hold recruitment drives at various settlements, or take them by force. Regardless, neutralizing Institute leadership is key for them. I'm still thinking of how they would eventually get there. The Railroad would be recusing synths as usual, but also rescuing human slaves as well, per their historical namesake. They exist in various independent cells across the region, but have no leader. They excel in the role of spying. They too wish to destroy the Institute, only so that no Synth will be enslaved by them again. Rumors and whispers of the Institute utilizing teleportation have the Railroad dreaming of being able to save slaves everywhere...but first, they must unite the various cells into one. The Institute aims to exert their influence without outside parties being aware of them pulling the strings. It is said that no group is completely safe from their infiltration. They have synthetic lifeforms of all kinds to act as their eyes and ears, and have Coursers to track and assassinate assigned targets. A power struggle is occurring within various inside groups, and with it, the Institute's and Synth's future. Are they puppet masters, or powerful guardians? Any changes you would suggest?
  4. Reflect/Deflect, Mindfray, Telekinetic Field, Psychokinetic Strike, Psi Drain. How difficult might these be to implement? I may want to give them these myself. Actually animating Reflect/Deflect is something else. I can't animate. I heard there were some EU animations in the SDK, is there anything else I can use?
  5. FO4 Rewrite Thoughts/Ideas (Would rely on the Skills/Dialogue framework mods to be released by the Cascadia team) Vault 111/Intro/Beginning - Keep Cryogenic Stasis? How would the intro be redone? How would Codsworth be handled? S.P.E.C.I.A.L? Tagging Skills? Make Gunners neutral, maybe hire them as temporary companions or bodyguards for a certain amount of caps. Flesh out backstory, such as maybe who hired them, give them reasons for being present. Shouldn't the Brotherhood work to keep The Institute operational as a base of operations in the Commonwealth and as a treasure trove of technology? Execute the Director and the synths and keep the scientists around as a means of keeping The Institute running. This would also give them fantastic leverage in getting the general Commonwealth populace to accept their 'rule'. Why did the Brotherhood come to the Commonwealth in the first place? To acquire tech, however they should possess smaller numbers due to the Western Brotherhood being flattened because of the war with the NCR and other problems. Perhaps they could ally with the Minutemen to help destroy the Institute, or the other's forces will also be seen attacking the Institute as well. However following the capture of the Institute, you pick between the two factions in either letting the Institute remain standing, or to permanently eradicate it. You also shouldn't be able to join the Brotherhood if Nick/X-86/Curie/Strong are in your party. Maybe you should have to kill them in order to prove loyalty? If you manage to become Sentinel you should be able to choose squadmates for Brotherhood missions if you so choose, with Maxson being the one to assign them to you. The Institute is said to be mysterious, powerful. The Boogeyman of the Commonwealth. Coursers should be quiet and stealthy in hunting rouge synths, only killing others when necessary, such as if they're attacked first in an engagement. Due to resource constraints they lack a standing army, and so replace key figures throughout the Commonwealth in order to increase their power. If you're the General of the Minutemen and manage to become the Director, you should be able to dissuade the Minutemen from destroying the Institute. Likewise if you're in the Brotherhood you should be able to convince/threaten the Director to resign, or kill him. Afterward, either you or Maxson become the new Director. Formulate a plausible idea as to why no one knows where the Institute is. You should, as Minutemen General, be able to order Minutemen to complete various missions or similarly have Preston act as a go between for you and the recruits, having him hand out the missions instead. Or, if you prefer to be more hands on, choose squad members to accompany you on missions. Building the Minutemen's strength is seen as essential to being able to take the Institute on, and potentially the Brotherhood as well. Have Kellogg still alive within Nick (should you kill him), occasionally speaking through Nick or perhaps taking of his body, forcing you to fight Nick at times. If you can talk your way out of fighting him, either convince him to leave or maybe recruit him as a companion. Not sure how the Railroad would be handled yet. Thoughts/amendments/ideas?
  6. This mod could be interesting for you to add as a patch sometime down the line: http://www.nexusmods.com/fallout4/mods/4036/? Maybe add jamming animations, breakage animations if conditions are bad enough? (I'm really not a gun guy, don't know if there are obvious signs of breakage during use) Just a mod I came across earlier yesterday.
  7. I think this kind of thing would go a long way to help the game
  8. What if Bethesda do the unlikely, and release an Enclave DLC?
  9. Note: I don't own a copy of the game myself yet, I play at a friend's house. Just wanted to get the idea out. So, it occurs to me that the MIA soldiers concept should be expanded. Those soldiers lost during a mission should have a chance to become ADVENT Generals. Retain similar equipment to what they had before the 'change': Sniper rifle, revolver, minigun, etc. Just make the weapon design more inline with ADVENT. Tech level for them should be Magnetic Weaponry at the least. If you happen to be unlucky enough to have soldiers w/Plasma Weaponry 'changed', well I wonder what ADVENT Plasma Weapons would look like...? Armor level should also correspond to their previous armor, but also ADVENT-ified. Give them a number of perks similar to what they had before. The key here is balancing, i.e. How many perks, as well as which perks will be kept, and how stats are balanced, etc. Those at a certain rank or above will have the chance to become Generals. Unique appearances for Generals could be created, to help differentiate them from other ADVENT troops. Now for Avatars, I don't see a reason for why they couldn't have more varied appearances, even its just hair style/armor color. As an additional note, MIA Psi-Operatives could have a chance to perhaps be turned into Avatars themselves, making Avatars even more dangerous and versatile than normal. Plus, imagine, the impact of having your former soldier's and an Ethereal-like voice speaking as one.... Obviously, the likelihood of either scenario happening is quite slim, but could mean the consequences of failing to keep your loyal men and women safe out of ADVENT's clutches will mean serious trouble for XCOM. This will mean that those failures may very well come back to haunt you, and they'll be staring you in the face.
  10. Note: I don't own a copy of the game myself yet, I play at a friend's house. Just wanted to get the idea out. So, it occurs to me that the MIA soldiers concept should be expanded. Those soldiers lost during a mission should have a chance to become ADVENT Generals. Retain similar equipment to what they had before the 'change': Sniper rifle, revolver, minigun, etc. Just make the weapon design more inline with ADVENT. Tech level for them should be Magnetic Weaponry at the least. If you happen to be unlucky enough to have soldiers w/Plasma Weaponry 'changed', well I wonder what ADVENT Plasma Weapons would look like...? Armor level should also correspond to their previous armor, but also ADVENT-ified. Give them a number of perks similar to what they had before. The key here is balancing, i.e. How many perks, as well as which perks will be kept, and how stats are balanced, etc. Those at a certain rank or above will have the chance to become Generals. Unique appearances for Generals could be created, to help differentiate them from other ADVENT troops. Now for Avatars, I don't see a reason for why they couldn't have more varied appearances, even its just hair style/armor color. As an additional note, MIA Psi-Operatives could have a chance to perhaps be turned into Avatars themselves, making Avatars even more dangerous and versatile than normal. Plus, imagine, the impact of having your former soldier's and an Ethereal-like voice speaking as one.... Obviously, the likelihood of either scenario happening is quite slim, but could mean the consequences of failing to keep your loyal men and women safe out of ADVENT's clutches will mean serious trouble for XCOM. This will mean that those failures may very well come back to haunt you, and they'll be staring you in the face.
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