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Unified FallOut Modification - UFOMOD


Rahvasaadik

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Greetings.

 

Although, this is my first post ever here (EDIT: well, not really, I just discovered I had post count of 5), I wanted to share an idea with you.

 

All-over the world physicists are looking for the theory of everything, the so-called Unified Field Theory.

 

Now what if I, the great Rahvasaadik, bow-wow, told you that The Community of Fallout 3 should, in a massive joint effort, make The Unified FallOut Modification to end all modifications.

 

The way I see it, is as big as an expansion released by Bethesda.

 

It should edit everything that needs to be edited, like monsters, items, perks, gameplay, locations, quests, crafting (making a lot of great, but alas incopatible with each-other, mods obsolete).

 

Well, I could just go about it myself and release it like... 2 years from now, OR, hope that there are a lot of ambitious and clever people at falloutnexus to do it for me, which would take about... 5 months.

 

Why to bother? You might ask.

 

I came to that idea when I downloaded about 20 great mods from this site and enabled them in my FOMM.

Although I made triple-sure neither of them edited the same content many times over and the load list was properly arranged, my game kept crashing.

 

Sooo I figured it was because the modifications are not really very well compatible with each-other.

 

Thus the idea was born.

 

EDIT2: Also, having one .esm and .esp will make a lot easier for people to edit a large quantity of content of their game without concerning themselves with compatibility issues and load orders. (P.S. I suggest all mod assets should also be placed in .bsa archive. :P)

 

Okay, I guess you can start flaming now. </sarcasm>

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The more you attempt to cover, the more likely each user will find something not to their liking in the mod. Customization is the HEART of modding, and such an unified project, the way you present it, is bond to fail.
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The more you attempt to cover, the more likely each user will find something not to their liking in the mod. Customization is the HEART of modding, and such an unified project, the way you present it, is bond to fail.

 

True. When Bethesda first launched Fallout 3, it probably had a lot of things some people did not like. Though through vigorous playtesting and consulting with the players, they smoothed out the gameplay as much as they could for the most people to enjoy.

 

I think that the same thing would govern this kind of mod too. A lot of playtesting by a lot of people and consistent user feedback.

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I often play Fallout 3 completely mod-less and still get crashes, lock ups, and flying protectron robots crashing in front of me. I haven't patched FO3 for awhile, but I think that the vanilla game and Vista could be the source of some problems that might get blamed on mods.
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