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A Grand Mod Idea


molenis

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Hello guys, I'm new in the forum (although I'm using nexus for several years) and I just signed in for one reason; sharing my mod idea about grand gameplay changes.

I do really enjoy setting of Fallout games (which I played each of them, including original Fallouts and Tactics) beyond any game I ever played. It's immersion is just immense and it includes every element I want from a perfect RPG experience. I love RPG, I do have some FRP experience but I rarely like games that includes magic, elfs, dwarfs etc (classic fantasy theme). Anyway, I'm quite disatisfied with Fallout New Vegas's role playing immersion - not because it's not deep enough - but I just want more of it. To be honest, I'd be number one customer if a Fallout MMORPG existed.

Well, what I'm expecting from a Fallout game is;

A. PARTIES:
A.1. Which is kinda adressed with an unlimited compainon mod. But game is designed to be challenging with just one humanoid + one other companion. Even then, it's rarely a challenge for a guy like me who knows how much bullets and food/water he carries at any given moment (so I never run out of them). So, game must be significantly harder to justify use of extra companions.
A.2. Second point is, companions do cost nothing (no food, no salary but maybe a little stimpacks) aside from their initial recruitment missions (if any). Imagine that your barter skill is modifying how much you pay to your companions :wink:
A.3. Third point is that player skills are so abundant in Fallout 3 and Fallout New Vegas, you never need anyone's help for anything (there are maybe some mission specific exceptions of course). Because of immense amounts of skill points you accumulate over time, you can be a master warrior with every known weapon (guns, melee and energy weapons), a master unarmed combatant, meanwhile being a master scientist and hacker (science), a master doctor (medicine), a master survivalist (survival), a master rhetorician (speech), a stealth master (sneak), a lockpick master (lockpick), a master tecnician (repair), a master trader (barter) and a master demolition expert (explosive) at SAME TIME... Overhaul mods to SPECIAL and skills exists at this moment. Such a modication could make skills scarcer, thus allowing specialisation instead of being good of everything (currently we are ending up with same character type no matter how we progress). So, imagine when you click on a locked case a dialog appears where you may try to crack it or select names other mates in your party (with their particular skill - lockpick in this case - will be displayed next to his/her name.

B. BASES:
Most players needs a base to operate from. I love idea of having a base too and I stuff my loads of extra equipment in these places. To be honest, I tried so many player base mods but I always end up with a Lucky 38 modification. That's because where your idle companions can go. Without them, base looks so empty. But so far I didn't encounter with mod that we may assign idle companions there. Imagine if that base is attacked occasionally too. What an immersion would it be! Attacks must be realistic though, a base near Fiend territory could be attacked by fiends not Super Mutants! Imagine being able to set up bases or at least being able to set empty or cleared buildings as bases. This way, we can set up several bases and defend them with generic and existing companions we assigned there. Of course they may able to sent us a distres message through radio so we may rush to defend that particular base.

C. CONQUERING TERRITORIES:
This is not necessarily archieved by force, a town like Goodsprings may easily flip into ourhands after we help them to get out of their troubles and some speech skill. After that we can collect taxes in exchange of protection. Imagine starting your own nation this way. And eventally clushing with the Legion and NCR. Maybe Wild Card end modified to making you the new boss of the Strip! Tens of thousands of caps floading to your nation/empire's coffins so you can use to fund your nation's bases and protecting your settlements.

D. CHARACTER OVERHAUL
D.1. Making SPECIAL attributes more important as some mods already did. For example, Strength modifies carrying weight with following formula in vanilla game: 150 base + 10xSTR. Which means a character with 1 STR can carry 160 pounds while a character with 10 STR can cary 250 pounds. Not a big difference as you can use. Some mods use original value from original Fallout games (25 base + 25xSTR). Which renders a character with 1 STR with 50 pounds of carrying weight and a character with 10 STR with 275 pounds of carrying weigth.

D.2. In current state of game, you can be perfect sniper with 1 perception, a master scientist with 1 point of intelligence and this bizarre examples are countless... Maybe skills should be capped to 10x of their related SPECIAL stat. Therefore maximum speech skill you may archieve with a 9 points of Charisma will be 90.

D.3. A skill overhaul to make them gain synergy from related skills. Thus allowing chacters to specialise on some field with combination of scarcer skill points. High science skill should grant a bonus to repair skill for example.


Have a nice day and excuse my language misfortunes (English is not my native language). I have some modest moding experience with some games not with Fallout and cannot anywhere near able to accomplish this task. Hopefully some diehard Fallout modders may undertake this task.

Edited by molenis
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I disagree. Speech skill of 100 with 1 points of Charisma is ridiculous. I'm not interesting with screwing game with foolproofing, Bethesda already done that.

 

I didn't say you would have 1 charisma... :\

 

EDIT

 

When you start with all average SPECIAL stats, work hard and perhaps get some implants. THEN you should be able to top most if not all skills. ;)

Edited by Danny159
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I disagree. Speech skill of 100 with 1 points of Charisma is ridiculous. I'm not interesting with screwing game with foolproofing, Bethesda already done that.

 

 

I agree. As workaround I simply lowered drastically the xp gained. When you get 1/4 xp and you avoid certain perks / 10 INT, it isn't that bad. Nice ideas, by the way.

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I had been using xp reduction mods as well. Project Nevada incorporated these sort of balances and they are all player optimisable. You don't have to switch files named %100xp.esp, %50xp.esp, %25xp.esp and etc... Also it restores "25 base + 25xSTR" carrying formula from original games, as well as skill point gain by level formula is replaced from retarded value of "10 base + 0.5xINT" to "5 base + 1xINT" formula. This makes having a high intelligence very useful again. Similar adjustments also made to action point formula.

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