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Graygunsniper

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Everything posted by Graygunsniper

  1. Bump I'd download it just to have Gordons Hazard Suit
  2. Hi, I have Fallout 4 on the XB1 and i've been looking to download the plasma arsenal mod by ModdedMeghan but I can't find it, searching for it had no results amd the mod page said that the console port would be around by August. I was just wondering if it was possible removed or anything and if so could be re-uploaded? I've been looking to expand my games arsenal of energy and plasma weapons and this one caught my attention, if you folks have any other weapon mods in that direction please I'd like to download them. Thank you for your time.
  3. Because recently I thought it would be fun to have a robot companion shout "Die Meatbags!" During combat and I immediately thought of everyone's favorite homicidal battle droid. Id be happy with just a voice pack but if someone actually made an HK-47 mod would be fantastic. Bonus points if it can be modified in a robot workbench.
  4. I've actually been thinking about this for quite some time and I may have an idea for what to do about it, but only if I can find a way for each conversation point in the project to proceed with a minimum of at least two button presses. Allow me to explain, theorize for a moment that when you encountered an NPC, the game displayed the conversation options as normal, but instead of lines the first set would be categories each leading to its own set of three actual lines and a back button for a total of twelve possible options. Additionally I wanted to find a way to include the skill checks in some way to the conversation tree, where in some of those options would require a charisma check, others could be influenced by a strength check, or an agility check for instance. Even a perk check too, where lets say having a level one Big Gun wouldn't do anything, but a level three Big Gun may replace an option with a different result in the same conversation. In order to differentiate between what checks would be required for which option I'd need only include a caption like [Charisma] or [sneak] Before each skill or perk check.  If it was the Master's army, then there would be no Diamond City left. A group of ancient 'prime' super mutants is not something to be messed with. They are much more intelligent than your run of the mill cannon fodder in the Commonwealth.  I guess, depending on how much you want to follow Fallout Tactics lore, the largest remaining group from the Master's army went out east under the leadership of Gammorin. As of around 2197 they are out in Jefferson City, Missouri trying to research a cure for super mutant sterility.  So basically you just have another 1,300 miles to cover and 91 years to do it in to reach Fallout 4. Let's not forget that in fallout 4's cannon The Battle of Diamond City happened in 2180 And according to cannon the story of fallout concluded in 2161, so by a timeframe of 19 years to travel a distance of approximately short of 3000 miles from Los Angeles to Boston give or take seems an appropriate estimation in my opinion. But in the words of the big lebowsky, "that's like, my opinion man." More thoughts to follow, Toodles for now...
  5. I get the feeling that you mistake my original post to do a full remake of Fallout which is something I would love to see from a professional company is not what I actually intend to do. However NCRForever has the right idea a separate worldspace (actually several) designed at a smaller scale but linked together to give a feel for a huge world. Each world section can be built and fine tuned individually before moving on to construct the next. Additionally I want to introduce it to fallout 4 in a lore friendly way and I had some thoughts on in game canon that could, when investigated, eventually lead into the mod. For example lets say the super mutants who attacked Diamond City which gave rise to the Minutemen, what if they were the last remains of the Masters army or something, and someone was researching that to try and find out where they came from, and that would be a quest line eventually leading to some memorypod instance as a sort of segway into the story. I want to try using existing assets and characters as much as possible, but casting them in different rolls to tell a different story. More thoughts on this later
  6. Over the past month or so, I've been toying with an idea in my head for an in-depth modding project to one day develope and I wanted to start a discussion here with you folks to see if there would be support for such a large project and bandy about some ideas and see if it's possible. To start, I'll begin by describing the overall idea in general: A total rebuild of the original Fallout campaign using the current engine & gameplay, & allowing for a limited creative freedom, in an attempt to re-tell the first iconic tale which spawned one of the most popular gaming franchises today. Beginning in the year 2161 with "The individual know only to history as The Vault Dweller" as he/she is first sent from Vault 13 to search for a replacement water purification control chip and experience pivotal moments including helping a small town called Shady Sands, the birthplace of the NCR, deal with the Great Khans, negotiating a water caravan at The Hub, actually meeting the Junktown Jerky Vendor and being adopted by the original Dogmeat, finding Harold (surprise) and the water chip in the ghoul city Necropolis, to defending the wasteland against The Master and his army of First Generation Super Mutants, finally confronting the creature in his secret un-numbered vault prototype and destroying it, and the bunker, VIA nuclear bomb, further going to mariposa military base to destroy the F.E.V. vats & the ZAX Mainframe housing the research data, and basically saving EVERYTHING, to go back home for your hero's reward of exile. Now I can probably guess your first thoughts, probably something along the lines of "good god man you're nuts" or "it's too big a thing to do", I get it, it's just an idea right now so it's completely open to discuss I don't mind people throwing their own ideas in here too. now as you know, the size of the first games wasteland map was Massive, encompassing regions all across the southwest, one idea I had for getting around the size issue while maintaining an open world feel would be to devide the game world up into sub-regions, smaller and easier to load, but travel to the borders to find natural barriers except in some locations would be a passage connecting to an adjacent region. Travel between two regions would be shown on a classic pip-boy display as a sort of throwback to the original. but the "world map" on your pip-boy would be the local region and it's map markers. This is all I have for now but I'll continue to add to this post as I think of more. ------------------------------------------ My recent reply continued on the same thread ------------------------------------------ I get the feeling that you mistake my original post to do a full remake of Fallout which is something I would love to see from a professional company is not what I actually intend to do. However NCRForever has the right idea a separate worldspace (actually several) designed at a smaller scale but linked together to give a feel for a huge world. Each world section can be built and fine tuned individually before moving on to construct the next. Additionally I want to introduce it to fallout 4 in a lore friendly way and I had some thoughts on in game canon that could, when investigated, eventually lead into the mod. For example lets say the super mutants who attacked Diamond City which gave rise to the Minutemen, what if they were the last remains of the Masters army or something, and someone was researching that to try and find out where they came from, and that would be a quest line eventually leading to some memorypod instance as a sort of segway into the story. I want to try using existing assets and characters as much as possible, but casting them in different rolls to tell a different story. More thoughts on this later ------------------------------------------ Another reply continued on the same thread ------------------------------------------ I've actually been thinking about this for quite some time and I may have an idea for what to do about it, but only if I can find a way for each conversation point in the project to proceed with a minimum of at least two button presses. Allow me to explain, theorize for a moment that when you encountered an NPC, the game displayed the conversation options as normal, but instead of lines the first set would be categories each leading to its own set of three actual lines and a back button for a total of twelve possible options. Additionally I wanted to find a way to include the skill checks in some way to the conversation tree, where in some of those options would require a charisma check, others could be influenced by a strength check, or an agility check for instance. Even a perk check too, where lets say having a level one Big Gun wouldn't do anything, but a level three Big Gun may replace an option with a different result in the same conversation. In order to differentiate between what checks would be required for which option I'd need only include a caption like [Charisma] or [sneak] Before each skill or perk check.  If it was the Master's army, then there would be no Diamond City left. A group of ancient 'prime' super mutants is not something to be messed with. They are much more intelligent than your run of the mill cannon fodder in the Commonwealth.  I guess, depending on how much you want to follow Fallout Tactics lore, the largest remaining group from the Master's army went out east under the leadership of Gammorin. As of around 2197 they are out in Jefferson City, Missouri trying to research a cure for super mutant sterility.  So basically you just have another 1,300 miles to cover and 91 years to do it in to reach Fallout 4. Let's not forget that in fallout 4's cannon The Battle of Diamond City happened in 2180 And according to cannon the story of fallout concluded in 2161, so by a timeframe of 19 years to travel a distance of approximately short of 3000 miles from Los Angeles to Boston give or take seems an appropriate estimation in my opinion. But in the words of the big lebowsky, "that's like, my opinion man." More thoughts to follow, Toodles for now...
  7. That would really add to the immersion of the game, ghouls wearing lab gear in hospitals and laboratories, army gear as you mentioned, dirty business suites in banks and offices, and random civilian clothing in urban areas.
  8. I've been looking for a mod that adds more Weapons and attachments in the Energy Weapons category and I've been having a hard time finding one, does anyone know of on that's on Bethesda.net that I can download or does one not exist yet?
  9. A new idea for faster settlement construction, what if you could set up to build entire sections of settlements at a time? Select & adjust rows of walls & buildings or build wall sections in variable sizes, store all/scrap all button, or a save and import function ect. ect. Building big settlements takes an awful lot of time as it is and you must also know the irritation of having to tear down a construct just to adjust it three inches to the right or similar situations. Would such a mod be possible?
  10. If I could let just one person into my game so I could show off my cool settlements I would be happy, but I honestly dont know how hard that would be or if it's even possible. Do you folks think this could ever be?
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