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TheValiantSoul

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Everything posted by TheValiantSoul

  1. that's not a kalash, that's swedish. Never said it was a Kalashnikov :laugh:
  2. Yeah, more/better functionality, interactivity, and awareness would be nice. That and maybe a revamp/fix of the current defense system so that having a high defense count encourages tougher levelled enemies to attack rather than avoiding attacks altogether. Long as the warning system doesn't fail that is... showing up at a settlement with all its defenses broken due to a missed raid that was never seen via notification is just ridiculous. The warning popups via Shaikujin's Better Alerts mod certainly makes a huge difference to that effect. There is no point in having a settlement if you choose to not have that mod.
  3. I think the settlement system is already a good measure towards achieving just that, and personally I don't much care for Diamond City. Setting up your own shops and doing everything based out of the larger settlements like Sanctuary gives a much broader palette to work with versus being limited to the scripting and such from Diamond City NPCs and that tiny Home Plate house. I think at this point the only thing that can improve the settlement structure is raising the build/settler caps (which mods already manage for the most part) and further increasing the items and functionality available (such as mods like Homemaker, Simple Intersection or Place Everywhere, Automated Doors, creating custom NPCs/quests/areas, and the upcoming DLCs). ~ Moving on, I'm personally in the process of writing and organizing an extensive quest arc mod utilizing this same building blocks theory. I'm calling it the Ashes to Ashes Detective Agency, where I'm hoping to expand on the private detective playstyle. I'm currently writing the storyline/background rough draft and an outline for the various aspects of new/modified items (settlement buildings, weapons, armor, bench mods, aid/chems, the works), gameplay functionality, quests, NPCs, etc. I already have one mod author you'll all be familiar with (no spoilers just yet :ninja: ) that wants to help and need a few more for the team. I'll be writing up a more official casting call topic in the next few days, however in the meantime if anyone skilled in textures & modeling, scripting (for setting up new quests and NPCs etc), building/environment/map creation, voice acting (I saw the ongoing voice actor thread and will hit that up as well), art & illustration, writing (think detective stories/quests and npc dialogue), or the like is interested please send me a PM. We won't be able to fully dig into it until the GECK is released, but plenty to do in the meantime for prep work. I hope to turn this into an ongoing project to release additional quests as addon packs over time, so any help is appreciated. If you want to talk about this please don't do it here (not trying to hijack this thread), I just thought it an ideal topic to reference it in. Send me a PM or note down your input/ideas/whatever to save for the official thread. I'll be posting it in the Mod Talk section in the next few days. What I was reffering to was that the game has no reaction to you setting up two very large settlements which offers grater protection, more food, clean water etc. You would think that if someone built one of the largest cities in the world a few miles from your own town you'd talk about it. It would change your town. Who and what it trades etc
  4. If we add anything with AK it should be the AK5C :yes:
  5. There are some nice weapons in this list. C96 is the one I really want. It will be very well fit for the weapon mod system in Fallout 4.
  6. There is also a long barreled carbine version. If you want to see the more of it in action. I really hope someone makes a mod out of this.
  7. Yeah I was thinking that it would add on top of the existing functunality of the salvage station.
  8. So I want to install MoHA and read that the NVIDIA PhysX Legacy driver will help me install it on my PC. But what I wonder is if installing this driver will mean that I replace my current, up to date, driver or will the current driver still be installed and used by the games that doesn't require the legacy driver?
  9. I think there are some Mods that really anyone can install without having played it. Just think about the SkyUI. The original UI was just bad and changing it doesn't take away from the experience of the game. Often times the devs game is not "how they want it to be played", it is how you have to play it because they didn't have enough time/money to make it exactly how they wanted it. I'm going to add the value/weight mod to the list later this week. Keep posting mods for the list!
  10. This little German pistol is one beautiful beast and I think it would be perfect for Fallout 4 since it was designed to be modular with a stock to turn it into a small rifle. This would fit very well with the weapon modding in Fallout 4.
  11. I'd use it if we had a fire selector
  12. The salvage station in Fallout 4 must be one of the most boring items you can assign a settler to. I’d like to make it a bit better but increasing the amount of randomly generated junk it gives you doesn’t feel like a very exiting solution. I think a good way to make it better would be to let us put junk items into the scavenge station so that the settler assigned to it slowly salvages any usable part of the junk items. As a compensation for the extra time it takes for the settler to salvage the junk items you have placed into the scavenge station you will get more parts and material from every item. On top of that the random generation on funk items and material should still be there. All this would allow us to gain more control over what is scrapped without having to pour all junk items on the ground since the only items that are scrapped are the ones you have put into the scavenge stations inventory. It would also make for a good alternative to the Scrapper perk; but perhaps not as powerful. An additional bonus feature to this mod would be if the settler assigned to the scavenge station got better at the job the higher intelligence he/she has. It would give you a reason to give them clothing and armor with intelligence bonuses. Sturges could also be given a special perk that allows him to be slightly better at the job even without any stat-modifying clothing. Please make this mod!
  13. The best thing for fallout 4 right now would be more fun side quests with a real story as well as improvements to how settlements work. I really like to make settlements but the way it works right now feels so limmiting that I have a hard time finding myself doing it. We would really need a mod that replaces the settlement building system with something more in line with the sims, introduce a propper settllement management system with tools that support the job and have your settlements affect the surrounding world. If you build big settlements and/or build in all settlements the world should react to that. Sanctuary and Spectacle island can basically be made to something that challanges Dimond City as the best place to live.
  14. Is the inventory of the armour bentch, chemistry station etc. connected to your workbentch and does objects in an armour bentch become available in other settlements with supply lines?
  15. I want to make a list of all the mods a new Fallout 4 player should consider to get before jumping into Fallout 4 for the very first time. This of course means that the mods in this list will have to be rather basic and focus on making the vanilla game better without altering the game too mush. This is because a new player will not really know that works for him/her and I think it is best to discover that while playing. I will put all the good suggestion on my list. Please state the name of the mod and why you think it fits the list. I’ll start with the ones I’ve found. MOD: Shaikujin’s Better Alerts MOTIVATION: This mod simply aims to make the message you get when settlements are under attack harder to miss. It takes out a lot of frustration without making significant alterations to the game experience. MOD: Brighter Settlement Lights MOTIVATION: This mod makes putting up lights in your settlement worthwhile but doesn’t alter the settlement building experience except for possible reducing the quantity of time and recourses needed to achieve the desired level of lighting in your settlement. MOD: Enhanced Blood Textures MOTIVATION: This mod makes blood splatter show it should have been form the start and doesn’t alter the gameplay.
  16. I don't know how hard it will be but when you get propper mod tools you should try to make the settlement building more like in the sims. You should also consider letting players upgrade objects to make them better. Using paint and glass to make the doors look new. Upgrade walls with electricity so that they act as conductors so that you only need to attatch an external wire at one point of a building no matter how large it is, as long as the wall sections are snap-joined together. Letting us fix the bridge at sancutary and/or replace it with a metal, stone or concrete bridge. Also, let us scrap the hedges and all buildings.
  17. I like the idea. I also want the settlers to need different kinds of food to get a healthy diet. This would mean that to maximise happines you need to bring them meat you have hunted.
  18. The Institute. They would give me better living conditions. They are not as fanatic as the brotherhood IMO. They are also the ones who are most likely to find a way to restore the earth or adapt plantlife and wildlife so that it is easier for humans to live there.
  19. Thanks for the info. Annoying that the game makes absolutely zero mention how all that works. I am getting tired of these Brahmin materializing in some interesting places where they shouldn't be able to get in. The most important part of Fallout 4 is google and the command prompt... no kidding!
  20. Nobody here can claim to have an answer simply because we humans don't yet know that consciousness is; and that is the key issue here. Basically everything else that is going on is just genetic coding and memory storage.
  21. I'm guessing it is just code stuck there from older builds or games. I know they have a lot of Skyrim code in there (there are even console commands from skyrim but they don't really do anything because the things they are supposed to alter doesn't exist or is blocked out) and the engien used in Skyrim is an updated version of the one they used for Fallout 3
  22. I'd like to be able to send them on hunts. Letting them come back with meat and hide. Letting them scavage would also be awesome but should reduce happines a bit as that would make most sense. If you've come to a safe settlement you don't really want to risk your life outside of that settlement searching for screws and cans of dog food. It would be really cool to be able to put one of them on a radio cannel playing music, like the dimond city radio but with new songs. My dream would be to have to set settlers aside for some time so that they are the ones who builds the stuff you want and it takes a bit of time (depending on complexity and size of the object) but that would require a big overhaul of the build mechanics. Setting up trade routes with specific points on the map to get materials would also be fun. Say that thading with the Atom Cats would give you iron and rubber, and a quarry could give cement (or rocks if someone modded in that and objects made out of stone, I'd love to build a stone wall around my settlement)
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