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Posts
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Everything posted by caid
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It would be nice to have some Kvatch rebuild mode. But not just the city magically rebuild overnight. a mod where YOU, the Hero of Kvatch, become the new count of Kvatch and rebuild the city bit by bit. The survivors of Kvatch move in, you rebuilt their homes, give them jobs, trade with the other city, and recruit some guards. not like Fallout 4, but more like each building can be restored and the castle becomes a new player home. Let me explain what would be the perfect asset of this mod Rebuilt the city - each building would be costly to repair and would need some hard work, maybe some quest related to getting the goods, such as clearing a nearby mine (like Belletor's Folly) to get iron for the smith, or re-settling someone at Shetcombe Farm. upgradable player home - technically, the whole city is yours, but the castle will attract as a true player home. At first, the castle will be in ruin, but as you rebuild the city, an upgrade will be unlockable. such as decorations, the great hall, dormitory, nothing too fancy at first and as it expend, it will start to look awesome expend your influence — while the other city isn't your enemy, the other count will not hesitate to take the opportunity of Kvatch's fall to expand their influence and take over your county. As such, you will have to fight off their attempt to take over your country, sometimes by violent skirmishes with the other city's militia. Diplomacy - another lord will first see you as a commoner, then will start to see you as some kind of warlord, only through some diplomacy and demonstration of strength, they will start to see you as an equal. Some agreement would need to be made, such as paying tribute or recognising another count as your overlord, or even completely giving up and giving away the city to another county. It would be up to you, and all have some advantage. Some more benefits to you. Regardless if what you do, you have to pay tribute to the empire, or you revolt against them, and that would permanently make you a criminal and have a regular attack on your settlement (and you can't take over the cities). If you are tired of fighting against the empire, you can always surrender the city to the Empire, in which case, the guard will be replaced by imperial guards, and you will have lost it permanently. Unless you are winning the war and you make peace by giving up a lot of your territory, in which case, you remain lord by pay a tribute once again. new income - with each new citizen moving in, you get new income. A simple resident gives a bit of coin, a merchant gives more. Soldiers are reducing this income (they aren't working for free) Dynamic Trading - you agree to use diplomacy to get more goods to be sold by your merchants. Having agreement with Anvil will give you access to seafood, Skingrad give access to wine, Imperial City gives access to spells, and Bruma give access to better armour. You can see the concept. Each adds some income, and the materials are actually sold in your merchant's inventory. Control your county - besides the city, there are other territories you rule, such as the nearby mine, fort, inn, and farm. Each provides you with more income and goods, but some might occasionally have trouble with the local bandit. A bit more like radiant quest, but not as annoying as Preston's. This can be countered by increasing the patrol and manning the fort in your county or making an agreement with another county. if you do not do anything, other lords might take over some of your territory. And to some extent, you can also take over a bit of theirs if you are aggressive enough. Travellers - while they might not be coming for you, Kvatch is in a key position between the largest port and the largest city of the province. meaning you have a lot of travellers and goods transiting through your territory. You might impose a tax, block the supplies or just let things go freely. But depending on your decision, you might anger the other lords who might occasionally take hostile action against you. Criminality - the Thieves Guild and Dark Brotherhood might see interest in getting involved with your city. You might secretly make a deal with them, or straight up fight them. if you are the leader of either of their faction, you can simply decide that Kvatch is off-limits. Inviting other minor factions - the Mage guild and the fighter guild, as well as the arena- might be settling in your city. Each will give benefits to your county. The fighter's guild will reduce the "bandit and wildlife" radiant quest as they will often deal with it themself. The Mage guild will give you extra income and special spells, such as conjuring a unique Kvatch's lord armour at will or give you soul games, depending on how their business goes. Both guilds would have multiple upgrades, making them more influential. But those upgrades will require the city to a certain level. such as the fighter guild asking for a steady supply of weapons through trade or a smith producing. And the mage guild will ask for a chapel and a library and such. Gear up your militia - you are now the new lord of a county, and you have to build a militia to provide your city with protection. of course, the Kvatch survivor will give you some basic soldiers; they will, in fact, be your first city guard. And they will only guard the gate. But you will need to recruit a dozen more to completely secure your city and prevent another oblivion gate from destroying the city or having another lord take over your town. You are responsible for gearing up your militia at a cost. Starting from a simple leather tunic, to imperial guards like armour, their weapons are also going to upgrade to a different tier. Iron → steel → silver → elven → ebony. Those upgrades have a real impact on your city, such as the reduction of the bandit attack and the chance that the other lord tries to take over you. But this comes at a price.
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i would like to have 2-3 improvements on the AI 1- better prey (this is not normal for a deer to just stand idle as you shoot 2-3 arrows at it) 2- alerted enemy (too often I clash with a bandit while his friends are just a few meters away and do not hear the shouting and the blade closing) 3- better sandboxing (to be honest, it feels like most NPCs do not know what to do. I would like to see them have some place to go and do something, even just chilling is good for me) To be honest, I feel like the AI is just a copy-paste of Oblivion from 2006. It really needs a remaster. I would like to see the NPC look busy, going to the market, sitting on some crate, shopping, reading, or relaxing. Right now, what I see when I go to the imperial city is NPCs just wandering around, sometimes doing nothing but looking at the empty street doing nothing for a few seconds, just to go look at another street later, i feel like all the resident of the imperial city are jobless and without hoby, if they could be working at something, or gathering in a back alley to play dice once a while, or taking flowers to the tombstone, carry basket with fruit after going to the market, that would be much better. The deer are just standing in the forest, doing nothing until you come close. If they could just eat grass and slowly walk around, or sometimes raise their head to look out for predators, and most importantly, all run away if one is hit by an arrow. That would be perfect.
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We should make an Skyblivion Remaster DLC size mod A mod that adds a Skyrim province into Oblivion. but not exactly like it is in TES 5, but Skyrim of the time of Oblivion. With the Ancient Nord armour being standard and Helgen is one of the central hubs for the travellers. With a main quest that wouldn't be related to the Dragon at all. maybe something about a Bastard son to Martin Septim, who would be, in theory, the true heir of the empire. Only the twist is Martin didn't know he was heir to the empire, and his lover didn't know who he was, which would explain why in Skyrim there is still a dragonborn. Martin Septim's bastard would be the Skyrim main character's ancestor. So the main quest would be given by the blade and task you to find Martin's child, which is lost somewhere in Skyrim. You will have to track down the lover all over Skyrim. Only the heir will not become emperor. an endless track and race with "assassin" from a powerful family who fight to claim the throne. which would create internal conflict inside the blade. which are still holding Skyheaven. Of course, with the new province comes a whole new set of gear and also side quests. Most of the landmarks would still be the same. The town might be a bit different, as not every building was 200 years old in Skyrim. And places like Riverun might not be as important as it was in Skyrim. It could be something like a hunting village in a dense forest. And Winterhold would not have half the town collapse into the sea. The main quest would be unlocked only once Martin is dead, but most of the side quests would be available, and the province would be accessible. There will also be an Oblivion Gate there to shut. If you go there after Kvatch. only nothing too complicated. Just the guard had been locking down the perimeter, waiting for reinforcement. And you, the player, can shut them down. Maybe a handful of gates would be enough. No need to have them everywhere.
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A mod that could probably be done quickly is to give the ability to look at the Blade's armour at the start of the game This is just a simple mod that allows you to loot Captain Renault's and Glenroy's Armour once they are fallen. Maybe for balance purposes, those armours could be found very worn out, like under 15% durability. So the players will have the possibility to loot them, but early in the game, it wouldn't be of much use before you leave the server.
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just a quick patch idea for the Classy Chassis Outfits mod. a level list injector for the craftable version https://www.nexusmods.com/fallout4/mods/35584 https://www.nexusmods.com/fallout4/mods/35616 https://www.nexusmods.com/fallout4/mods/45623 https://www.nexusmods.com/fallout4/mods/52851 https://www.nexusmods.com/fallout4/mods/35581 the idea is to have the new clothes without removing the existing one. the new clothes could be found randomly on settlers, NPC and in various loots just like the usual clothes.
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i would like to request a simple mod that would allow the players to feel less alone. Concord is an empty town that is rather well placed. There aren't many raider bases nearby (until you dry the quarry), and there's some farmland nearby,There are almost no beasts or ghouls. It's basically a starting area for the player to encounter their first raiders, which are a relatively easy band. But once you cleared Concord and saved the refugee from Quanzy, what is next? Concord is a ghost town, and that's it. There is absolutely no town in the whole game that is also a ghost town like Concord. They all have either a settlement, raider, gunner, or mutant. I would like to ask a mod to bring some settlers to Concord. to make it alive, but not a settlement to own. more like a bunch of wastelanders who just settle down in some of the houses with their families. It does not even need to be a large band. There are a bunch of houses in Concord that can be visited. Take one or two and put some settlers there, and that would be fine. Some scavengers who would not be hostile would be great. I am thinking about the hardware store in front of the museum and the church. A group of 5 or 6 settlers would be ideal. But if you want to go wild, the whole town could be filled. 1 guard (a sniper who would stay in the church's belltower all the time with a scoped hunting rifle.) 1 trader (who deals in basic items such as.38 and 10mm ammunition, a few scraps, and a shipment or two) 2 scavengers (ideally, they'd be seen walking around Concord during the day and going to dumpling restaurants for dinner). 1 or 2 kids (because with the sniper in the church, that is a fairly safe place to grow kids).So the mod basically only needs to set up a sort of home for them. They could be two separate families (husband, wife, children, or something like that). One lives in the church, where a few beds can be set up on the 2nd floor and a cooking pot in the hall. One family would be on the roof of the hardware store with an improvised camp (a tent or a shack built there) where there would be beds and a campfire. They will not be hostile, as I previously stated, but they will not be a part of your settlements.They are just independent civilians who move there. but to avoid any issue with the main quest where the settler would have to fight with the raider in front of the museum, it would be best that the settler appears only after the quest "When Freedom Call" is finished and a couple days have passed. The impression would be altered to make the mod lore friendly in those aspects. Add a low level trader early in the game. Make it less "I'm alone out there with the raiders." make you believe that there are other people living in the wasteland besides you. Make Concord worth revisiting Make Drumling dinner feel less like it's in the middle of nowhere and more like a trading post for local civilians. make you feel like a trashcan Carla had other clients before you built the sanctuary. Effectively, it would be incompatible with any mod turning concord into settlement or Sim Settlement 2. from my perception, since i am capable of doing some very basic mod myself. The skills required to complete this mod are simple, but they are too difficult for me. Understand how to add NPCs. capable of creating NPC schedule. The ability to create a trader. the ability to disable the mod until the quest is completed. Optionally, adding a little voice acting would make this even more awesome. no need to be too complicated. Just a few less generic lines would be great, which would acknowledge they are in Concord and trading with Drunling Dinner and/or Abernaty Farm. or possibly even acknowledge there is a minutesman back in the sanctuary. if there is modder with a wife and kids, it would be great if they could be voice acting for fun.
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i would like to request a compatibility patch for Ketaros Treasures the thing is i love this mod. it add a bit of randomness in the looting and add a bit more reason to search every room of every place. it add card and magazine all around. the magazine add a small perk, they are giving perks that is a lot weaker than the original game's magazine and a lot more specific. like +3% damage against ghoul and thing like that. noting too OP. on the other hand, i also love Horizon. it bring back the original RPG feeling of Fallout. only Horizon is not really compatible with Ketaros Treasures. if you have both mod active, nothing break, both work well, But Horizon stop the cards and other thing to randomly spawn in the loot list. so this is why a compatibility tweak is needed. from outside it seem rather easy to fix, just needing to add the item from Ketaros Treasures in the loot list of Horizon. but that is the thing, it's above my skills.
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i love the game and i like to have a huge diversity and a good care of the Lore of fallout universe. like everyone that mod the game, i am often bugged by the fact there is a limit of 255 mods that could be actives at the same time. i look around, and realize i could save a lot of space for the mods if i took all the weapons mods i use to merge them in a single mod. i like to use real lore friendly weapons mod as i am playing the game for many years, let's just say i started back at fallout 2. Apparently there is other people like me around, some of which are pretty skilled in created mods and who had integrated most of the weapons that already appeared in fallout univers. since Fallout Tactics was officially said to be non-cannon, i discard any firearms that was only present in fallout tactics. i made a full list of weapons that was already in fallout universe. and it go as fallow with the game where it was seem. .32 Pistol - pistol (fallout 3) .223 Revolver - pistol (fallout 1, Fallout 2) Hunting Revolver - pistol (fallout NV) Desert Eagle - pistol (fallout 1, Fallout 2, Fallout NV) Mothman&Colt 6520 - pistol (fallout 1, Fallout 2) Mothman&Colt N-80 - pistol (fallout 1, Fallout 2) Mothman&Colt N-99 - pistol (fallout 3, Fallout NV) SigSauer P127 - pistol (fallout 1, Fallout 2) Mauser Pistol- pistol (fallout 1, Fallout 2, Fallout 3, Fallout NV) Browning Hi-Power - pistol (fallout NV) 10mm SMG - SMG (fallout 1, Fallout 2, Fallout 3, Fallout NV) M3A1 Grease Gun- SMG (Fallout 2) P90C - SMG (fallout 2) H&K G11 - SMG (fallout 2) M1928A1 Thompson - Rifle ( Fallout 2 as Tommy gun) DKS-501 - Rifle (fallout 1, Fallout 2) M72 Gauss gun - Rifle ( Fallout 2) Hunting rifle - Rifle (Fallout 3) Varmint Rifle - Rifle (Fallout NV) Caravan Shotgun - Shotgun(Fallout NV) Sawed-off shotgun - Shotgun ( Fallout 2) H&K CAWS - Shotgun ( Fallout 2) Pancor Jackhammer - Shotgun ( Fallout 2) Service Rifle - assault rifles (Fallout NV) R91 - assault rifles (fallout 3, Fallout NV) Bullpup Bozar - assault rifles (fallout 2, Fallout NV) FN FAL - assault rifles (fallout 2) AK-112 - assault rifles (fallout 1, fallout 2) Mothman&Colt Rangemaster - assault rifles (fallout 1, fallout 2) Chinese Assault Rifle - assault rifles (fallout 3, Fallout NV) M60 LMG - big gun(fallout 2) Light Support Weapon - big gun (fallout 2) Avenger minigun - big gun (fallout 2) Vindicator minigun - big gun (fallout 2) Glock 86 - Energy Pistol (fallout 1, Fallout 2) Wattz 2000 - Energy Rifle (fallout 1, Fallout 2) winchester P94 - Energy Rifle (fallout 1, Fallout 2) YK42B - Energy Rifle (Fallout 2) Additionally, we could include without issue a few guns that wasn't show in the fallout universe but are still integrating well in the fallout universe Remington 1875 - pistol (classic civilian weapon) Colt M1911 - pistol (ww2 weapon turned civilian) Mothman-Winchester M-2 - Shotgun (immersive) Saiga 12 - Shotgun (Russian/Chinese reserve rifles) Vault-TecMPL - SMG (immersive) Defense gun - SMG (immersive) Crude Blowback - SMG (fallout 4's concept art) PP-19 - SMG (Russian/Chinese SMG rifles) Winchester 1892 - Rifles (classic civilian weapon) Mauser K98 - Rifles (ww2 weapon turned civilian) M1 Garant - Rifles (ww2 weapon turned civilian) Springfield M1A - Rifles (ww2 weapon turned civilian) Lee Enfield - Rifles (ww2 weapon turned civilian) SVD - Rifles (Russian/Chinese sniper rifles) SKS - Rifles (Russian/Chinese reserve rifles) Type76 - PTRS-41 - Rifles (Russian/Chinese anti-material rifles) Remington 700 - Rifles (civilian weapon) M1918 BAR - assault rifles (ww2 weapon turned civilian) Browning M1919- Big gun (ww2 weapon) Browning M2HB - Big gun (timeless WW1 weapon still in services today) RPG7 - Big gun (Russian/Chinese rocket launcher) Shanxi Type-97 - Energy Pistol(immersive) Turboplasma rifle- Energy Rifle(immersive for institute) I was hoping that somehow, someone could manage to create a mod merger for all those weapons, there is some weapons that was created in 2-3 different model from different author. of course the authors of those mod would be needed to be reached out to get the permission. in a perfect world, those weapons could be re-balanced to give stats that are similar to the one found in fallout universe. in the first games, the Laser was extremely powerful and said to outmatch about any ballistic weapons. in fallout 4, the laser are barely better than the ballistic weapons. maybe buffing them a bit would be more lore-friendly and force the players to consider to switch to energy weapons around the mid-game to keep up with the balance. (it's not normal to finish the game with the Hunting rifles you found in Concord) ideally texture of 1K would normally be enough, in some case 2K but 4K would just be useless, i mean who actually take a 24x scope to examine the rifles in the game to see if the texture is perfect? 4K is 4 times heavier than 2k and 16 times heavier than 1k. that just slow down the game to have so many ultra high texture for small item of which in most case we only see from far away in the hands of Raiders that we are about to kill. beside, i do not want to end-up with a mode weighting 20 GB.
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i was wondering if there is a way to turn the secret under-vault 81 into an inside settlement just like the Mechanist Lair. not the entire vault but just the secret under vault where CVRIE can be found and can only be visited one the quest Hole in the Wall is triggered. not like the vault 88, the Vault 81 under level would not be totally constructive but more like possible to clean it up and live there like the Mechanist lair. also it would make sense since the secret under-vault should still be part of vault 81 which mean under the authority of the overseer Gwen. i see it more like having a district of the vault as settlement. it's would also avoid the conflict with the quest and story of the vault 81 since there is no-one who go in the under-vault. that part of the vault is a mess. if we could turn it into a settlement, we could clean it up, make it livable and have one more good and safe settlement. it's just an Idea, i hope people like it.
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i am pretty sure he do not want to sent Piper back home, he mention he do not want to get separated from her. i understand, she is lovely, and with my dead wife in the cryo pod, i feel lonely too. a mod that would simply make Nat wright to be moved to the settlement where piper is assign would be better. she would still walk around of the settlement selling her paper rather than been a true settler to avoid issue with the settlement population or any compatibility, more like if she was a pet attached to piper than a real settlement. but for a tempoary solution, use the console to add Nat as an settle. Target npc in console and enter the following commands: target the NPC (click on Nat) write this: Addtofaction 1c21c 1 Addkeyword workshopallowcommand Addkeyword workshopallowmove setpv bcommandable 1 setpv ballowmove 1 setpv ballowcaravan 1