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xXWinstonIsNotHarambeXx

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  1. Why of course it's gonna take a lot more. I had a massive idea about the minuteman mod overhaul and eventually all other factions. The minuteman one is what I would focus on
  2. No, that's not the point. Choice was a staple in fallout if you didn't know. In New Vegas, you wake up been shot in the head and have to recall your memory and I find that person a good gimmick for character creation. You then get asked questions and opinions that can determine your playstyle or just pick them. Traits as well added balance with pros and cons. Finally, you go out discover Goodsprings and you have an objective. You go through tutorial and bam, your first quest. Joe Cobb threatening the town. You than have the choice of helping the town from the Powder Gangers or join them and take over the town. You then have a bunch of branching options, grabbing medical supplies, dynamite if you have the skills, recruiting others and similar with taking over the town. Battle commences and your actions affect what faction you are good with and bad. If you save the town, you gain their respect but at the cost of the power gangers. If you choose the powder gangers, you gain bad karma and is more evil like. Now lets look at fallout 4. You go to Concord and get IMMEDIATELY attack by raiders, can't reason but attacked straight away. You are forced to help Preston and if you wanna feel like scavenging the town and seeing what resources you can get, f*#@ YOU get the fusion core. Here's a free power armor, a minigun and a scripted deathclaw 10 minutes into the game. Compared to the branching roots of new vegas, you fall under one line and that is why choice is important my friend. oh and it's what's and we all should decide how we wanna play our story while also considering how our actions affect others. This isn't a multiplayer RPG, its single.
  3. yes but thats like alternate start, this is different way of the beginning
  4. I'm proposing that our game with the power of our community needs to fix upon Bethesda's writing and mistakes. Giving us a voiced protagonist was already a big mistake cause I don't think the actors want to be harassed and taken to record lines for a mod. Here are my ideas on Redesigning certain quests. Sanctuary Now in the beginning, its customise character, interact so your characters say a bunch of random things, wait for vault tec guy to come, give special stats, interact with the baby and run to the vault and go in the pod. Linear and doesn't encourage any exploration. Now here's my idea. You start up the game, I would almost want to change up the beginning. It goes "War. War never changes. In the year 1945, my great-great-grandfather, serving in the army,(cutscene change) wondered when he'd get to go home to his wife and the son he'd never seen. (Cutscene change) He got his wish when the US ended World War II by dropping atomic bombs on Hiroshima and Nagasaki. (cutscene change) The World awaited Armageddon; instead, something miraculous happened. We began to use atomic energy not as a weapon, but as a nearly limitless source of power. (cutscene change) People enjoyed luxuries once thought the realm of science fiction. Domestic robots, fusion-powered cars, portable computers. (cutscene change) But then, in the 21st century, people awoke from the American dream. Years of consumption lead to shortages of every major resource. The entire world unraveled. Peace became a distant memory. It is now the year 2077. We stand on the brink of total war, and I am afraid. For myself, for my wife, for my infant son - because if my time in the army taught me one thing: it's that war, war never changes. Now here is what I would do and I'll explain why "War. War never changes, In the year 1945 US forces were fighting through mud, blood, and rain on all fronts hoping that one day, there will be no fighting, no death, no sacrifices. Their wishes were granted when Atomic bombs dropped and consumed Nagasaki and Hiroshima, therefore preserving the lives of young and proud Americans but at the cost of many innocent casualties. The World awaited Armageddon; instead, something miraculous happened. Through the works of science and research, the US began using atomic energy but not as a weapon, but as a nearly limitless source of power. Many people enjoyed the luxuries once thought the realm of science fiction. Domestic robots, fusion powered car, portable computers, multi-billion companies. However, that dream wasn't meant to be. The start of the 21st century saw people awoke, years of consumption lead to shortages of every major resource. As the Streets rioted, companies lost stocks and peace was but a distant memory. Weapons of mass destruction were created as well as fusion powered suits of armor. It is now the year 2077 and war brinks upon Boston and knowing one day, the communist will pull the trigger. Your story begins in a small island town called Sanctuary with your wife and a newborn child. Though you enjoy all that was given to you, all of it will fall under a long distant memory because war, war never changes" So what I basically did was remove all the points that relate to the character because it doesn't make the game an RPG that way. Keeping it simple will make sure that the rest is for you to decide. I talked more about US fronts and a few English techniques. Talked about the birth of new technology and the fall of it, as well as the outcome. the memory I used as a symbol because Sanctuary means that it's a safe haven and is suppose to move away from all the 'riots' as shown in the cutscene. Memory is used to reflect upon what you used to have and what you won't have since you all know that the bombs will be dropping. The opening should be long and set up the story. Since this was before the bombs dropped, I decided to keep that context of that and recall some of the war history of 1945, as well as the discovery and uses of atomic energy. Instead of being named Nate and Nora, its just you live with your wife and newborn child. NOTHING TOO SIMPLE AND REVEALING. Now you start normally, recall that war never changes but the line with "your gonna knocks them dead at the veteran hall BS" remove the line. Instead, it will pop up on the screen with, "we're gonna be late for our survival training, so get ready and stop hogging the mirror." You build your character and head off. You interact with the items and then you get a doorbell. Not vault tec guy but one of the local marines pick you up and takes you to the National Guard raining Yard. If you take the Vertibird, you will ride on the side pilot seat and through the flight, you can talk to your wife/husband and the solider. Ask the soldier questions about himself, the course, why it's needed and some sarcasm. Expansive dialogue and interaction help you to get to know the important ones. Interacting with the wife doesn't do much. you get generic answers and stuff like, "I'm your wife/husband, nothing more to say". "hope our kid is doing well with Codsworth" small things to not reveal much. In the background, there are riots that can be heard and some chatter to show views on the situation. You then arrive at the place and you land on the helipad and you proceed walking into the building, you see a bunch of people lined up all from different town and areas and you can interact with them and they share their views on the whole situation and the program. You then go see the Solider with papers for you to sign. Before you do, you can ask questions again opening up people's views and you pick your special stats and name them. Next, you head off to a theatre room where you listen to what you'll undertaking and it benefits. After the briefing, you get a custom computer similar to the cutscenes and you fill out skill tags and your traits, so that means the be exceptional mod needs to be on this. You proceed outside. You then have a choice to skip the tutorial if you know what you're doing or go with it. Your first objective is using the weapons of course. you can an issue 10mm pistol and a combat knife. you learn shooting targets and dummies. Lectured about the side effects of radiation, the benefits of stimpacks and drugs, knowing what armor to wear, modding weapons to make them stronger and repairing armor and finally you get to see the power of power armor and it's capabilities. you ask questions how you get it and give answers. You then go back to the sanctuary to find out a vault tec guy getting into an argument with Codsworth, you then go onto to say you been selected into the vault but the robot can't come. Told more info about it and views on current issues. go back into the home if you want or go around town and discover what there is to do, that's where you walk normally and not restrictive. each member of Sanctuary is unique and has some story. After spending time, you hear about a news report like normal in whatever house you're in. you then go back into your house and say you need to get to the vault, plays normally and then your in the vault. Now things change at the vault. Instead of linear and fighting Roaches, you actually see many different rooms and all until you reach the bottom floor called "cryo chambers". spouse starts having worries and some others too while others are excited. Plays out normally and Kellogg kills your wife. You wake up and take the ring of your dead spouse or if your medicine skill is high, you can diagnose and find a way to bring her back later where I can expand on what I would want in this section. Now you're finding your way out of the vault, you head back to the elevator but find out you need to find a keycard, no marker to indicate but gets you to go explore the vault, learn about it. You then go onto finding the dark secrets, if you want to and find out everyone died in the vault, you go and fight roaches but then as you progress, you find an infected vault security guard who turned out to be a ghoul and you ask him what's been happening. you can kill him but also the reason why you should be trusted. you then go off and he helps you find the other keys and lead you to the overseer office. you find skeletons and hostile rogue ghoul security that only attack you and he explains that they don't like humans. As you approach the overseer office, the ghoul officer explains everything that happened and he gives you the 10mm pistol off the desk and also vaguely explains about the cryolator but doesn't name it. you then find the pipboy and take it normally and you and he get out of the vault or just yourself. you do final things and reach the surface, you express and pant a bit and then after the music, the ghoul comments on what a world this used to be. He then decides to part ways and find out what's been going on at his home of if its around or if you have a high speech skill, you can reason with him to get to help you and stay at sanctuary and become a companion. Now how would it work? I'll have to mention that another time but let me know your thoughts of this idea and try to make something like this. Thanks
  5. Look, I love Fallout 4 as a game, but after looking at reviews and understanding the key points of fallout, it's more of an average game to me now, considering that I have played it 7 times with 7 different builds. What I have notice be a key point missing in the endings and factions was, of course, the Minuteman. A faction that has been built from local settlers and people who want to make the commonwealth well, more livable. Flying under their signature colors of blue and white, downing on their militia hat and their weapon, the laser musket. But the thi9ng that troubles me is that how did the laser musket get created? why is it such a confusing weapon? I'm saying that the laser musket doesn't make sense. Now I had an idea that the fusion cell should fit into the back of the gun, where you crank it and there it draws energy from the cell, depending on the crank mod you have and it reloads by cranking the gun in reverse and placing a new cell into the gun by cranking it in. I don't know how much ammo should 1 fusion cell have for a laser musket, as a team would be required to agree on something or whatnot. Now, I shall share some ideas I have and hopefully, a team could try and make this dream for the minuteman a reality. NOTE: I am not a modder, I never have nor have experience of creating a mod. I just have concept ideas in my head that need to be by you all, the community.Weapons Now to start this concept all off, Let's talk about weapons. Honestly, after doing a bit of quick research and playing the game for myself, the Minuteman don't have a lot of weapons to choose from, besides all the vanilla weapons and the Laser Musket. I think because they are based off an old faction that was a part of the 'revolutionary war', they should be using weapons from the old era. Now before you say anything, I don't mean using muskets and s*** because they would get killed too quickly. I'm talking about before the modern times. Before the AK-47, m16, Remington shotgun, Desert Eagle and so on. I'm saying that weapons from WW1 and WW2 should be adopted by the Minuteman. There should be a quest about obtaining new weapons, but I'll talk about that later. Weapons like the iconic m1911 and M1 Garand, powerful submachine guns like the mp 18, 40, Thompson, automatico m1918 and more. shotguns like the model 10, 12 gauge, Ithaca 37 and more.pistols like the howdah pistol, c96 Mauser, po8 and more. light machine guns, such as Lewis gun, mg42, charchat, browning m1917 and more. Grenades like gas, stick, and impact. Rifles both and semi-automatic like the martini henry, Lebel Model 1886 and more. There were also many melee weapons like the trench club, knife, saber and more To top it all off, a few special weapons like the Wex flamethrower, bazookas and more. They should also have defenses like AA turrets, new artillery and more. (please ignore how many 'and more' i add because I have basic knowledge of the world war weapons.) I am not sure though about adding weapon modifications, as there weren't really much back in the world war. However, I not sure if this would be immersive, but some hand-picked weapons should have a tactical rail that modernizes the weapon to have a few capabilities. Sights, silencer, laser pointer, flashlight, etc. Now if this all sounds like BF1 or COD WW2, I'm just simply getting some concept from them, as they are helpful for the weapons. Also, the reload animations and sounds would make that part really well. And I am aware that making single weapons take a lot of time to make, as you start off with the model, the texture, effects, animations, balancing etc. The pros to this are that most of the World War weapons are really tough and can deal a heavy load of damage on infantry. the con is that weapons have a slow reload for some light machine guns and most bolt action rifles and semi auto, which can change the tide of battle. Armor and Gear Next is what armor and gear should be used. well, it seems that they wear more rugged type clothes like buttoned up shirts with a jacket and so on. They have the iconic hat and the militia-styled coat. I believe that the colors should be a bit more presentable for the Minuteman. They should have a navy style outfit for the main overall, a duster for the leaders and the general outfit should have upgrades on it like iconic armor pieces and lining. Now for the armor, because World War used metal plating armor and fallout has a style of metal armor, I don't see why the Minuteman should adopt this type of armor. It has a great resistance to ballistic weapons and would help against raiders and a few gunners, as their signature weapons are ballistic weapons and explosives. Of course, every faction has to have their weakness. Energy weapons can really cripple the army, as metal doesn't resist laser and plasma material. If the Minuteman are going to use metal armor, it needs a bit of a redesign. the light metal armor should focus on the arms rather than near the hands. Sturdy looks fine, but take out the spikes because the minute shouldn't look aggressive, as they are a more passive type of faction. The heavy one should adopt a more metal knight feel and not be so spiky and rough. the material should be light for infantry and heavy for those who use heavier weapons. Next, the sole survivor and selected troopers should get access to a power armor designed kind of like the Juggernaut from BF1 but more knight looking. It is basically a powerhouse and the best armor for the Minuteman and be resistant to more bullets and explosives. Also, gas mask should be given, if having to fight in a radiation storm. now the colors for the armor should be a combination of light and dark gray. Just to rephrase, the armor makes the Minuteman very mobile with light troopers and very resistant with the heavy troops. The con, of course, is a weakness to more futuristic weapons. Settlements Ahh the settlement system, basically a sim city build where you make your settlement look pretty. This topic lies into quest a bit. Honestly, does it look like the Minuteman have time to build pretty things when war never changes and conflict continues is absurd The settlement should have a variety of their missions and should be well defended, without placing turrets? The Minuteman don't know how to work some components of technology. The change to the system should be less clear this and clear that of God knows what and more other things. Collecting components from a dangerous area for a certain settlement, Eg: collect these components from Hardware town for robots in Sunshine Tidings Co-op. repair water pump and find the source of irradiated water for Warwick Homestead. There was a certain quest for a settlement. Get the locket for Abernathy farm. Get grandad's sword from Saugus Ironworks. a few others but I cant be bothered to type them all in. I couldn't remember much, but most were complete a Minuteman quest. Boring. And you shouldn't be the one still doing Preston Garvey's work for him when you got the castle. You should have options for a squad to complete that quest, but I'll cover that later. There should also be a way where the castle can be fixed, like the hole in the wall, new defenses in the walls, accommodations and overhauling the underground tunnels.Minuteman should also run supplies with Brahmin and you can join in and escort them to whatever settlement. You would encounter many enemies trying to steal supplies. I don't know what else to say for this part so suggest stuff if you can. Animations Now, this topic falls under weapons and quest mostly. Animations are going to be hard o make and take time unless there is someone who knows what they are doing. I believe that animations are going to work well with this mod. It would be cool to see the way soldiers reload both 1st person and 3rd. Some awesome scenes should have new animations in missions to make them feel more intense. New kill animations for gore loving fans with the club, knife, saber and more. weapon butt hitting as well. Not much to say but weapon animations and quests looking cool. Vehicles Vehicles are very rare in Fallout. Only the Vertibird that the brotherhood of steel use is the only vehicle. The Minuteman, however, should have Amphibious Boats. Yes, you hear me, land and water boats. Different styles of boats that can deliver supplies and troops into battle or settlements. Some boats should have different weapons like a 360 turning Light machine gun and an AA turret at the back. Each boat should have that, except the combat boat. The combat boat should have an M.A.S style boat with a heavy machine gun at the side, two LMG at each corner and an AA turret at the back. The supply boats should be mobile and large. trooper boats should hold at least 8 troopers to drive into battle and be mobile and fast. Combat boats should have tougher resistance to everything except poison and energy weapons and fast. The pro is that they can harass enemies quick and fast. Troops can be transported for backup fire inquest and supply boats can transport supplies to settlements. The con is that the supply boat is slow and has a lower chance of delivering goods unless escorted and trooper boats can be blown up with a simple rocket launcher. Each vehicle should be customizable with color paint job, stronger turrets, more space and more New Land/ Locations Now, this ties in with the quests that will be explained lastly. The first plot of land is a museum with a vault underground in the glowing sea. This ties in with a quest, where you, Preston and a squad of Minuteman venture into the glowing sea to find the supply of schematics of World War weapons, armor and gear. the Museum should be occupied by ghouls, insects like radroaches, bloodbugs, radscorpions and a few deathclaws.You first enter through the roof window, as the museum is barely visible and buried, due to the effects of the bomb. I don't want to explain it fully because it's hard to develop new land and locations but I'll simplify it. The museum with a factory should have the upper part if remnants of the world war. The factory should be dark and dim with no light visibility, leading to you using a flashlight or pip boy light. The factory should have a vault at the end which is opened and shows an unfinished vault with mostly dirt and clutter everywhere, with enemies occupying it. then, a safe room is discovered and you see a strange hole. You go off and collect ad many schematics as possible and something happens. that's covered in the quest section. New interior cells for Concord, Lexington, Quincy, and Salem. Why? for the concept quest. Not much to say again, but tell me if there should be more. Quests/ranking system Now here is where most of my hard concept thinking comes into. The quest overhaul. Let's talk about how it should start. It should start right after ou has competed for old guns. The quest where the artillery is given to you and nothing else really happens before the Institute raid. Now this ranking system should be similar to the Brotherhood of Steel. You do things to impress them and you climb the ranks. You don't just become general because Preston said so. Ronnie tells you, your gonna have to do a lot of work around here if you want to even become a general. You have then been given the rank of Protector, which is the rank you get after completing the old guns quests. You then require ruined cities and you become an Brigader, which can give you access to better armor and weapons, as well as the ability to command 2 squads to do settlement missions for you. you can give the squads armor and weapons. The higher the weapons and armor quality, the better chance of success. Finally, whether you restore peace to the commonwealth or kill every threat, Ronnie admits you are a real work of the Minuteman and grants you the rank of general, where you can all weapon and armor unlocks, commanding all 5 squads and you basically do what you want. The main ending has three impacts. you can spare the 3 factions or kill the 3 factions or spare and kill certain factions. The overall goal of the Minuteman is to restore the peace of the commonwealth and eliminating leaders of the gunners, raiders, triggerman and or the factions. Hopefully, this quest has many voice actors, voices that sound like the vanilla characters, new dialogue options and more. 1. You get a quest where you have to make some repairs to the castle. You start off by Sturges arriving at the castle and asking you to set up workbenches at locations that are snappable, so the Minuteman can start reconstructing the castle to its former glory. It takes about a week in game t make the castle repairs. the places that can get repaired are the two broken walls, the general's room, which is now the meeting room. the quarters for Minuteman living their, kitchen and armory. The reason for the general room to be a meeting room is because I want ellianora's castle player home to be a part of the overhaul. You would get the quarter after becoming a brigadier. the armor becomes more armed when you get the weapons from the museum. the kitchen has more food and seating areas and the quarters have bunk beds with footlockers and a pool table. The meeting room has a wide desk with old maps highlighting the Commonwealth map but old style. when you progress through the quests, the map changes with places marked. The outer looks very clean and the walls are repaired 2. You finished the repairs and you are reported immediately after a week ingame had passed and you are positioned in the room where you take a seat and Ronnie, Preston, Sturges and 4 other veteran generals, who don't have names yet, as I don't know what they should be named. They are having a meeting and explaining that supplies are low, casualties are severe and settlements are constantly getting crippled by Raider, gunners, and triggerman. Action needs to be taken. hey suggest many things but each of them has problems. Then, Sturges suggested a very risky maneuver, which involved the glowing sea. He explains about a museum that had been buried under the sea and it was once a museum with a factory that contains weapons and armor schematics. After some arguments and effects of the mission itself, you get tasked to do many roleplaying factors to get you, Preston and 3 Minuteman on how you can get into the glowing sea, as high levels of radiation is an issue and so on. Here are some options. if all main factions are present, you can try getting stuff from them. The railroad has coats, rail weapons and rad x and radaway with high radiation resistance that can be loaned from Desdemona to the Minuteman with a price of 3000 caps. You can persuade with an orange speech to half the price, or a red speech to give it for free. or simply pay or deny the offer. this option has a better armor rating to damage, but weak against radiation. The Brotherhood has power armor suits with laser weapons and radaway that can be loaned from Elder Maxson, but he gets very suspicious to what you are intending to do in the glowing sea. You could say you are retrieving schematics to help the Minuteman out or simply try a hard speech and say just exploring. If you succeed with the speech, you get suits of T 45 power armor with the gear for you and the 4 Minutemen to loan. If you say the truth, he would get surprised and he requires you to do him a favor. You can give him a share of schematics and his scribes will decipher it, but you will lose a few weapons to be given to him. They will then be transformed into energy type weapons and can be bought from Proctor tegan. You can get the elder to pay you with a red speech and if succeeded, you get 1000 caps as a reward. This is the best option for survival, as everyone is protected and you have tough firepower. The Insitute has advanced radiation suits with radaway and Institute weapons. you can get them for a price of 1000 caps and again use the orange for a half price and a free option in red. The advantage is you have a no worry about radiation, but you are easily killed unless you give armor to the minuteman. The final option if no factions are present or you don't want their gear, You are issued to go to a hospital to get 5 radiation suits, rad x, radaway and stimpacks. Yo then go to a military base to grab armor and weapons. Each can be tracked down and you choose what. Once you choose your decision and give the items, you then venture into the glowing sea with your squad and find the museum with an underground vault. You go in and go to the lower levels. as you walk through the ww1 and ww2 sections, you get flashbacks of iconic wars like the battle of Somme, the battle of Lone Pine, D-day and other wars. The enemies are varied with creatures from the glowing sea. You then venture into the unfinished vault and open it. it is unfinished and you find another vault door with a different opening animation and you find boxes of weapon schematics. you go to open a crate until an alpha deathclaw appears and attempts to tear one of the men up. if you don't have the power armor or armor option and stuck with the institute one, two will die and get shredded and one gets his leg chopped off. if you have the railroad or normal option, you get the squad injured. Only you and Preston fight the death claw and you quickly GTFO out of the museum with a few schematics. you get a vertibird pickup with the brotherhood option and dropped off at the castle. The railroad will have an escort with medical supplies to treat wounds. the institute will teleport you to the medical facility in the Institute and repair the one Minuteman who survived with prosthetics. he becomes a synthetic human. Anyway, you drop off the schematics you collected and the Minuteman go through all of them. It takes about 3 days till the sorted all the gear out and the quest is done. 3. After 3 days, you see that the settlement is much different and a firing range and a shop is set up in the tunnels. You are then given the choice from Lord Tachanka. he had the same look as the rainbow six siege character, but with a very worn out color on his armor and gear and a rusted machine gun. of a starting gear you choose. You have the CQC (Close quarters combatant), Medic, Reinforcer, and Sharpshooter. Dialogue option for explaining the classes and a more option to go and choose the one. beware, once you click more, you can't go back so listen. CQC is your run and gun type of setup. you get light metal armor, a grease gun (aka 9mm submachinegun) and 4 impact grenades. They can clear out room quick, but have a low resistance to damage. Medics are the healers and can help give stimpacks to squads when down and rifle options. you start off with the iconic m1 Garand, a set of medium metal armor and 4 rifle frag grenades. They are great at the medium range but are weak at close quarters. The Reinforcer is the heaviest resistance of the classes. You get an M1918 bar, 4 stick grenades, and heavy metal armor. They can resist tons of damage and have lots of ammo to clear out exposed targets. They are however less resistant to energy type damage like the entire faction and are slow. finally, the sharpshooter is the weakest, but effect long range combatant of the classes. You get an m1903 Springfield, 4 gas grenades and medium armor. they can dominate from the backlines but are weak at medium-close range. Once you pick a class, you are then issued a signature pistol of choice. The m1911, P08, Webley–Fosbery Automatic Revolver (aka auto revolver from bf1) and the c96 Mauser. You can also get one of three melee weapons. The club, trench knife, and hatchet. Once you got the gear, report to the meeting room for further instructions. You can train for a while in the firing range, with ammo that respawns, depending on the weapon. You get better armor and weapons as you progress in the quests piece by piece.Everything gets unlocked when you choose the option to destroy every main faction. You then are then issued when you go to the meeting room to make boats with schematics given and that's where the vehicles come in. you make the vehicles and then reported to go back to the meeting room. 4. You are issued to capture and require one of 4 ruin cities, acquired by enemy factions, one being creatures. Concord has Raiders, Quincy has gunners, Lexington has various feral ghouls and raiders and Salem has triggerman with reprogrammed turrets to not target mirelurks. you embark battles with all 4 cities with each having a boss. I don't know what boss, but that's for you all to decide. Once you capture each ruined cities, you come back to the cities a week later to see a settlement has been built out of them. The missions really have options, but the main goal to clear out the ruined cities of the factions. With Quincy, that the hardest, so you can send an artillery strike on the bridge, causing it to collapse and kill gunners on that bridge. you then clear out all cells and Quincy of the gunners. You then defend that city from the gunner's backup trying to retake it. after killing off all the waves, you get the city back. Concord is a tricky one, as the Raiders set up traps in lots of the interior cells and occupy the high grounds, making then hard targets. You clear them all out and you got Concord. With Lexington, you have to take out the ghouls and raiders to require the city and you have an option to blow the corvega plant up, but that has risk and reward. the risk is that the plant is destroyed and many buildings surround it is crippled and the reward is that you take out all raiders and ghouls, making it easier. With Salem, mirelurks and turrets reconfigured somehow is probably the easiest you'll ever do. triggerman are weak against many machine guns and can be crippled to take back the city. Careful as some turrets are missile turrets that can really do a hard ti mon the Minuteman. 5. Now that all cities have been taken, you now have settlements for trading and quest to do. However, the source of the Raiders, gunners, and triggerman must be silenced. You can choose what you want to target and you go to Nuka World for the raiders only. You equip a squad of your choice that is customizable and attacks which faction you want. The Raiders are sorted in Nuka World, so you must have the DLC for this if it will be a mod. You travel with the tram and you are spoken through the comms of the tram that you are a 'backstabbing, cold-blooded betraying mother f***er' and you tram gets shut down at the station, but the door to exit the station is unlockable through dynamite charges. you breach and you are met with the raiders who fire you down, but the squad and you get to cover. you go through the firefight and find the power source for the tram, so you can transport the Minuteman over to Nuka World. Once you get the tram working, if you previously put certain raider groups in certain theme parks, you get enemies from that faction in the theme parks. If not, the factions are spread out and you have to fight them off. The part ends when you kill all remaining raiders. The Gunners are placed in the gunner's Plaza, where you have to clear out all the rooms of the gunners through heated combat. the troops are strong with t 51 power armor and troopers became resistant to both energy and ballistic damage thanks to the combat armor. The part ends with the leader of the gunners, either Wez or Zew, who is the new leader when Wez dies. Finally, the triggerman is the last threat. You go to the metro station and Vault 114 to kill all triggerman and if the boss didn't get killed in the nick Valentine mission, he is the boss of the triggerman. You then kill off the triggerman through tight corridors. The final place to kill off an alliance of the triggerman and Raiders at the robot racing track. I apologize if I got the names wrong, as I haven't played much fallout 4. It's where you clear that area and you have done it. Peace has been restored to the Commonwealth. However, the factions now need to agree on a lot of things. 6.You go to the meeting room for the last time and you sit with leaders from 4 factions and hold a peace treaty by order of the Minuteman. there is a few arguments and conflict that isn't physical, but really ends well depending on your choice. You can simply kill the leaders and ridicule the factions. if that option is chosen, the institute is the last faction to kill. If you want peace, you have to have the high charisma to pass the speech or agree on certain terms. the ending is where the Commonwealth had peace restored by the Minuteman. now either snapshot of pictures like the old Fallout games should be the ending or an animated type of ending like Fallout 4 had. Depending on your choices, The peaceful ending has every faction uniting in peace and everyone lives their own way. The Conflict ending is where every faction dies and the Minuteman are on top of the world. this is where work would need to be put in place. Chaning Face and Body One final note to put in, the minuteman should have an appearance upgrade and facial change for a variety of the faces of the Minuteman. They should have a different color of their skin, different races, even ghouls and mutants and men, and women. The humans should be varied, either shaved or bearded and the women should have mud or clean. Preston Garvey should change to this type of clothing, because it suits him better and boy, concept art looks great. Enlarge this image Well guys, I spent a lot of time and effort into this dream. Honestly, It took me 4 hours to type this all up and im pretty proud of it. This is more than my Research project work. Now I hope you can give me feedback or opportunities to form a team to work on this, because I love to overhaul the Minuteman. Next time. I will request for the other 3 factions and they will have different stuff to the Minuteman. If you want to reply on a certain topic. Simply put the title of the topic I covered. EG: weapons I think that this and that should we work and this and that isn't right but i love it. It would be great. Final Note, This is posted both on GUNnetwork and Nexus mod manager, so I can get ideas from both sides. I won't be viewing this topic for about a week, as i am in melbourne for holidays with family. If you do view this topic, get toher people to view it and reply and then tell those people to get people they know to view this topic and so on. This is going to be great if it becomes a reailty. If not, i would like components of the mod at least and please ANSWER THE POLL if you can. I hope for about 100 weapons from both world wars. Thanks. IDK Why its highlighted
  6. Hey guys, I love using nexus and all and its selection of mods. But when It comes to finding weapon mods, its kind of complicated. here what happening. I try to search for a type of pistol, by typing pistol in the search enigine built in nexus. I dont get any high quality ones or most downloaded ones because most pistol mods are named by their model like m1911, desert eagle, beretta, etc. Same for rifles both assault and semi. AK 47, M16, AUG, whatever. If you are like me, you dont want to find the model name of the gun and you just want the weapon but you can't find it or lazy, this is what needs to happen eventually. Add in a seach option, where you can search under pistols, rifles, semi, automatic, submachine gun, light machine gun and more. It would just make searching for guns much easier. Make a catergory for the pistol, rifle whatever in the 3 fallout games. I just think it would be better to have a category for specific types of guns. And to top it all off. any wacky sort of guns should have a misc catergory. I say kepp the weapons catergoy for now, until the people who manage the site can make catergories for the types of weapons. What I suggest is to what catergories their should be a ballistic weapons folder and you expand that folder to find semi/auto pistols, semi/auto rfles, heavy weapons (theirs lots so only 1 folder for heavy weapons mods is enough), Light machine guns, misc. Then, a energy/ explosive folder that expands to find heavy weapons (missle launchers, fat man), plasma and laser weapons both pistols and rifles. Look, it this seems complicated or impossible or even better if you can reply for an alternative method of catergorising weapons or other different catergories, Let me know in this forum.
  7. Hi everyone, I got off fallout 4 becuase i realise that something was missing in the game, after playing the vanilla game ON XBOX 7 times. It needed a mod like project nevada or fallout wanderers edition because its getting boring and s#*! and I want to try a big smoke playthrough with the gane of CJ, Ryder and Sweet. but I would like a mod that can help me roleplay through it and s#*! you know.
  8. Hello everyone, Im going to start modding fallout 4 fresh with my female sniper craftswomen build and im looking for mods listed up. I also want a good visual graphics mod that makes the commonwealth look great. I need custom hair and face/body textures, rifles that are snipers, pistols and all with custom reload animations. and armor slightly naked or normal
  9. im playing nv and they are great mods, but for now, I will be using NAC, as that does various different things that these mods would of done
  10. I've been looking at Gophers Fallout NV modding tutorial and I love the 4 tools that he uses: Cinematech, Imaginator, Directors chair and Dynavision. Both all around great mods to edit the visuals of your game without ever using an enb, while still preventing CTD in some way. Now I'm just wondering, Fallout 4 has just passed NV for having more files. But, I'm also wondering, where are these mods in fallout 4. Now I know Gopher put Dynavision as a mod, but where the other 3 mods. imaginator edits the color, brightness, contrast and saturation of the game, Cinematech adds film grains to capture shots and directors chair controls all these elements. However, their is a visual editor mod called NAC on the nexus and bethesda. It does what these things do, but is still a work in progress. and is incompatible with my favorite weather mod vivid weathers. All im saying is that I want these mods to come to fallout 4. They came on fallout 3 and new vegas and they have less files than fallout 4. Oh and they have hotkeys to activate the mods and you can edit all what you want. for now, Ill wait for these to come to fallout 4 and use NAC, as that does some of the things youd want
  11. Hey, I was just wondering, where the f*#@ are these mods. Have the authors abandoned them, have they given up, are they busy what is going on. I cant even get an enb to work on fallout 4 like I want to. its so hard. these mods were able to help me get an enb to work, which was great. Does anyone have suggestions for mods that visually make it look good. if its an enb, I need steps on how to install it safely and what mod manager I should be using SPECIFICALLY for fallout 4.
  12. Hey everyone, I am in a bit of trouble and have been sick and tierd of restarting, crashing and putting ENB on fallout 4. Right now, im just done with fallout 4 for now unitl gopher or anyone puts out a fallout 4 modding tutorial with parts and what mods to download. I use mod organizer the latest one for my fallout 3 and nv and the old one for 4, but there are lots of problems. Should I be using Nexus mod manager or mod organizer for fallout 4 currently? And I don't like how you have to pay for better servers, so I try mod organizer, but now I don't care. When I try launching F4se via mod organizer it locks, then unlocks and doesn't launch the game up, meaning it crashes. Please give me a fresh startup on what to do with fallout 4 modding and what mods to start with. I want to make a female character that uses pistols and bolt action and semi-automatic rifles with appropriate survival clothing that can use armor parts. I want hair mods, body mods, textures, weapons, armor and visuals to get to start my game up, as well as gameplay changing mods like project Nevada, lone wanderer or something similar. performance mods also, because IDK how to stop frame drops in the f***ing city. Problems I've been having with mod organizer: character is bald, tried fixing ini, deleting the folder, still bald, though mod is downloaded, f4se crashes, enb don't work as well as the should, multiple crashes, frame drops, workshop loading, loading screens and more. I could really use some help plz. Oh and my PC specs its brand new from PC case gear: PU: Intel Core i7 7700Motherboard: ASUS Prime B250M-A MotherboardGraphics: ASUS ROG GeForce GTX 1070 Strix Gaming 8GB OCMemory: Kingston HyperX Fury HX424C15FB2K2/16 16GB (2x8GB) DDR4 BlackSolid State Drive: Intel 535 240GB SSDHard Drive: Seagate Barracuda 2TB ST2000DM006Power Supply: Be Quiet! Pure Power 9 500W Power SupplyCase: Phanteks Eclipse P400S Tempered Glass Anthracite GreyAdditional Lighting: Phanteks Multi Coloured LED Strip 1mOperating System: Microsoft Windows 10 Home USB Flash Drive
  13. Hey everyone, I am in a bit of trouble and have been sick and tierd of restarting, crashing and putting ENB on fallout 4. Right now, im just done with fallout 4 for now unitl gopher or anyone puts out a fallout 4 modding tutorial with parts and what mods to download. I use mod organizer the latest one for my fallout 3 and nv and the old one for 4, but their are lots of problems. Should I be using Nexus mod manager or mod oranizer for fallout 4 currently. And I dont like how you have to pay for better servers, so I try mod organizer, but now I don't care. When I try launching F4se via mod organizer it locks, then unlocks and doesn't launch the game up, meaning it crashes. Please give me a fresh startup on what to do with fallout 4 modding and what mods to start with. I want to make a female character that uses pistols and bolt action and semi-automatic rifles with appropriate survival clothing that can use armor parts. I want hair mods, body mods, textures, weapons, armor and visuals to get to start my game up, as well as gameplay changing mods like project nevada, lone wanderer or something similar. performance mods also, because IDK how to stop frame drops in the f*#@ing city. Problems I've been having with mod organizer: character is bald, tried fixing ini, deleting the folder, still bald, though mod is downloaded, f4se crashes, enb don't work as well as the should, multiple crashes, frame drops, workshop loading, loading screens and more. I could really use some help plz.
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