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Escaped Synth Start + More Energy Weapons


nobumbump

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There is a mod called synthetic players that makes the player a synth, and therefore instantly allied to the institute. Would it be worthwhile to make a mod that makes the player an institute synth who has to find a way to escape the institute, be teleported to some random place in the wasteland, and then either need to find the railroad/minutemen or just build a life for themselves in the wasteland? This would be a good survival challenge and could honestly have a ton of quests in itself. This would mean the player begins the game allied with Railroad, but is instantly an enemy of the Institute. Maybe they shouldn't side with BOS for obvious reasons?

 

Another request I have is just energy weapons. It seems the Nexus has a lot more ballistic weapons than energy ones, which seems like a shame. Energy weapons can be literally anything as long as it shoots lasers. laser carbine, laser garand, laser SKS or even a laser shotgun. If someone wants to upload a modded M1 garand/ MP40/ Mosin Nagant/ Lever Action Rifle that takes fusion cells and shoots lasers that would be amazing and TY in advance!

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And honestly I probably don't even need a whole new mod. Is it possible to tweak SKK synthetic player so the Railroad actually treats you as an escaped synth and not some rando who knew how to get into their base because you have been playing this game for years? I honestly think a synth allowed into the commonwealth would side with the Railroad over their owner/corporation/slave masters. A synth would be a fool not to.

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