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Vaernus

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    Fallout 4
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  1. We have accomplished what we could with FO4Edit back when the mod was announced on here. But since its a very tiny amount, we are not launching the mod until the Creation Kit comes out to get the real meat and potatoes of the mod in. That would be focused on the various new missions, settlement enhancements, followers, etc which are impossible without the toolkit (at least to a quality level we're aiming for). So most likely when the kit launches, we're looking like at least a few months until the base features are in and we have a build available to launch. We'll be working at this mod for quite a while.
  2. Not dead. Brotherhood Overhaul requires the Creation Kit to continue. Most of the functionality is quest-like in nature which is nearly impossible without the toolkit. So we have the mod files standing by with what has been accomplished, and we'll get back into full development when the kit comes out.
  3. Fixed the links to the design document. Should all be accessible and allow comments.
  4. Definitely possible. The thing with Civil War Overhaul though was that all the content generally already existed. It was a much more diverse civil war that Bethesda cut. However the concept would be the same if the war between the Minutemen and BoS happens, with similar mechanics, and he'd have that covered from getting the overhaul running as well as it does.
  5. My only assumption for this storyline is that we will be taking some really crazy psychotropic drugs, think up a wondrous mission including volcanoes, paramecium, and a child on a swing, only to wake up later to an angry Maxson........while beating abducted by aliens? Seems legit.
  6. If you can figure out what these concept pieces are, then we will name one of the new NPCs after you. Apparently Ath said my guess is brutally wrong, so I lost some design privileges. 1) A lonely geologist sitting near a volcano. 2) A microscopic view of a paramecium. 3) A child sitting on a swing in Winter. 4) Angry Maxson looking down at me after beating the game, while a UFO flies overhead.
  7. Perhaps part of this overhaul is making it so various guns have various ranges? Vertibirds would then potentially be out of range of pistols and post-war weaponry that's not heavily modded. Obviously we have to still factor in the players going against the BoS, but even militias can take down helicopters with sub-par weaponry because they find vantage points to either snipe the pilot or RPG the helicopter down. So a vertibird attacking a raider camp would be largely fine at the range, but all raider camps would at least have one designated "vertibird killer" at all times who'd have the right AI to not just stand outside and get gunned down by the vertibird, while the vertibird would have the AI to not stand out in the open making it hard for a missile to connect. It'd be a sort of cat mouse thing where incoming vertibirds largely focus on the only threats to them before opening fire on anyone else. Same with any troops dropped in. Secure the air support, and then clean house.
  8. I think just overall they need to be attacking from a further distance. Either orbit and allow the gunner to minigun an area at the Fort Strong distance, strafe from a distance while firing their frontal guns, or do a straight bombing run where they line up a route through an area and let all hell loose as they fly over it. Very rarely should they been in the same place for any length of time. I was thinking the Enclave vertibird would be best suited for the aerial bombardment. Have one well stocked in mini nukes, and you get this: Only perhaps with a bit more carpet bombing (perhaps it uses MIRV-like devices to annihilate an area) versus the more spaced out bombs like seen above.
  9. Set NMM to not shut off when you run the game. After it brings up the launcher, if the mods have all unchecked inside NMM, then NMM may not be updated properly to the latest version. Since the latest update, I know it specifically takes over the plugins.txt file by making it read-only and prior to, you'd see all the mods get unchecked when NMM ran the Launcher or executable. If you guaranteed have the latest, it could also be a permissions thing where NMM is not running as admin and therefore not able to lock down the plugins.txt file. I'd check to make sure it always runs as admin. Barring that, I'd download a new copy of NMM to guarantee the latest copy.
  10. There's no real guarantee they get the plans from a canon standpoint, and doubtful with all the turmoil in the area that they'd bring them to the East Coast as they could then be lost on the trip there. Even moreso, the guy you give the plans to is killed by Frank Horrigan so the plans probably just went back to the Enclave anyway. At the time, they were building airships and used them for Fallout Tactics, but all the vertibirds to date were taken from the Enclave (whether the ones the NCR obtained, or the ones at the end of Broken Steel and in Fallout 4). I can see multiple classes of vertibirds being available in Fallout 4. You've got the pure Enclave versions they've obtained and rebranded which they'd still own (gatling lasers on front, missile launchers on side, bomb rack with mini nukes on bottom) as pure gunships, the new version (seems like its similar to that prototype you see in the pre-war scene) with the frontal miniguns and the gunner minigun thats a hybrid weapons platform and troops transport, and then possibly a slightly larger one with no weaponry for transport (whether goods or troops). And the goal wouldn't necessarily to make them impervious (as really once you destroy one of the propellers, it should go down), but at least give them a reliable fighting chance even against rifle fire. I get that helicopters can be taken down by rifles but its substantially harder in real life than using an RPG. Its the exception to the rule. Big time on the AI fix. On many fronts. We'd be looking at an AI upgrade on the vertibird mechanics, an AI upgrade on squad tactics (or the complete lack of them), and some minor tweaks on combat AI which largely works pretty well versus previous games.
  11. I think a true takeover of Vault 81 would be entirely driven by the player's actions to get more "morally ambiguous" choices in the game. I.E. if you have already been to the vault and you cured Austin, then there can be a mutually beneficial setup that allows the Brotherhood to learn from the tech in the vault without taking it over, and perhaps in return they help support the aging tech in the vault. The player may also choose to just wipe it out (citing the possible threat of various hostile forces wiping the vault dwellers out and using the tech, especially biological warfare with the deadly disease the molerats have, on the populace). Otherwise there's at least 2 more vaults that could very easily work as HQ (the one owned by the Triggermen that you wipe out, and the one owned by Gunners that you can wipe out). That's not including the one meant to make the child soldiers which I've yet to been to.
  12. Definitely agree on a listening post and having a recruitment stand at the largest populated location wouldn't hurt their cause. I'm happy that Diamond City at least has had the decency to clean up the random skeletons in the area, something which has been lacking in other owned buildings and settlements (and makes no sense). Outside of that, it may be beneficial to shift Diamond City into the world cell so it doesn't bug out when flying over it on a vertibird. Same with Goodneighbor. I know previous mods doing this have been very hit or miss so we'd have to see what is possible. Having them both in world cells makes it easier to incorporate them into the threat system we're after so they're just as likely to be attacked and have more purpose in the game for all of their guards. Regarding logic and time, fallout is a bit of a bugger as it prefers whim over consistancy. The commonwealth is meant to look crap, and unimproved by time, so im fine with a shitty looking diamond city. A brotherhood kiosk or consulate would be great though. esp if we could rig up some witcher 3 style kids nursery rhymes to torment them. "Maxims' draws are fallin' down, fallin' down, Muties goin' crazy" Yea I don't think any of the places need to look pristine outside of the Institute. The only thing I'd ever look into (and this would be a separate mod altogether) is removing dead bodies in places they shouldn't be at it. Drumlin Diner is a prime example of a long-term storefront, and yet there are still skeletons in the seats. That does not help your cause in selling goods, and I'm pretty sure Trudy needs to speak to a PR manager (hey a use for the Vault Tec Rep) to resolve this discrepancy. She could be seeing a 200% increase in profits for a simple task. Oh, I'm sure it'll still look like crap. But maybe they'll have actually built something in the stands, y'know? There's MASSES of space in the stadium, but apparently people don't want to live in the stands and lord it over everyone bellow them. Yup. Yea I'd see no reason for the Brotherhood to ever invade Diamond City. At the end, they already have members visiting for trade and goodwill. At best, get a recruitment office there (which probably won't be a hard task after saving Geneva), and they could just have the listening post built right into it covertly. Done deal. Could even be a mission you need to accomplish, showing the goodwill of the Brotherhood. You handle it because you're the Sentinel. Regarding logic and time, fallout is a bit of a bugger as it prefers whim over consistancy. The commonwealth is meant to look crap, and unimproved by time, so im fine with a shitty looking diamond city. A brotherhood kiosk or consulate would be great though. esp if we could rig up some witcher 3 style kids nursery rhymes to torment them. "Maxims' draws are fallin' down, fallin' down, Muties goin' crazy" That's all just engine limitations. I think theres meant to be (tens of) thousands of people living there. How to suggest the presence of the swarm of NPc's your game is unable to render isn't easy. Its partially an engine limitation (attempted to spawn 300 synths attacking my Spectacle base, resulted in -300 frame rate), but I think it also comes down to keeping the game playable. If you entered these places trying to find the merchants or quest givers and you have to work your way around an Assassin's Creed sized city with thousands of people, it'd get very frustrating. I think the size works very well for the game they're after, but it just needs to be increased one notch (which the mods tend to resolve). Now, at the same time, larger numbers can be implied. I.E. the Institute has hundreds or thousands of synths in standby sent through the door to the "processing area" so in Diamond City, perhaps they have buildings you can't get into but NPCs are constantly entering and exiting these. Or simply more buildings are added since the interiors can handle a lot more NPCs than the exteriors. Putting some buildings - even unenterable - up in the stands would help. And some more un-enterable doors in the concrete sides and whatnot, implying houses there. And - not sure how well this would work - but general distant sounds of people living? Sort of like some of the City sound mods for Skyrim. Just because you can't see people doesn't mean you can't hear them. It's possible to do, but I don't think it was high on Bethesda's priority list. Yup, more or less what I just posted. Trying to fake it the best you can, but its pretty much 100% flavor than anything else. It would need to still make it so you can find the people of interest without wading through a sea of filler NPCs. I think in Skyrim what Interesting NPCs coupled with Inconsequential NPCs did for me was add just the right amount of NPCs that still had some sort of flavor and purpose to the game. You couple that with something like Immersive Patrols and/or Warzones and you had an extremely lively world to work in.
  13. And that's why the Minutemen would be wiped out every time in my play throughs, completely summed up in one image.
  14. Yea in fact when you talk to PAM inside Quinlan's office, she talks about all the benefits she's providing for the Brotherhood. Lines such as increasing efficiency of vertibirds, the food, the reactor, their computer systems, etc. She's able to provide better tactics for the various enemies in the Commonwealth and predict various outcomes. I can see these being tangible changes to the game as well. And if the player hasn't done the "cache" missions from PAM when she is with the Railroad, and they are quite literally salvage missions of high tech, they should be allowed to continue with those.
  15. Yea and they explicitly mention that the Prydwen's fusion reactor was the one they "borrowed" from Rivet City. Confusing, but maybe their nuclear technology went a far different route than ours.
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