SaintOlaf Posted May 24, 2023 Share Posted May 24, 2023 (edited) I am not a modder anymore, I worked on quite a few mods way back decades back in UT and Quake engines and then fell out as scripting got heavier. I would do it myself if I was capable. My ignorance of the Creation kit does not help in understanding how major or minor the request is. Apologies in advance. Maybe someone who knows what they are doing could weigh in if interested in my Idea. Fallout 4 - Sandbox or Commonwealth BaselandI want a Sandbox Fallout 4 world. To build on and mold into what I want it to be by adding mods. My main Idea is to have a Open world Survival crafting game. With the Idea, Like Valheim, Ark, Rust, You get the point. You could put whatever mods you wanted over the top of it to customize it to exactly the experience you wanted based on the mods you install. All kinds of frameworks, Sim Settlements, AAF, etc. (I want to go towards an open world survival style game) Of course people could build off of this Idea was well and Cater specifically to it. (Its not that the game is bad or anything, its just at this point I have played like 2000 hours and am looking for a change, but still love fallout) I am looking for something similar to what https://www.nexusmods.com/fallout4/mods/59082 or Frost does, kind of. These mods unfortunatly remove NPCs, 4-76 does have an avenue to add them back or protect them, but to me it looks as daunting as writing the mod itself. My Idea is to have a custom Fallout 4 game where everything is kind of modular and you can build on with mods to make it be what you want it to be. With all of the main quests and scripts out of the way maybe not weighing things down. I am looking for a mod that Has none of the Main quests in it at all. Either through removal, or setstage, or just completion. Radiant, and side quests might or might not be ok. Ideally they would be turned on or off through MCM or a Holotape, or installation options. The more customization available the better of course. In the end, I would want to have an empty base with no main quest or story, All of the mobs, NPCs, and Settlers intact. Truly wandering the wasteland. I understand this comes with some problems for companions, Travel to the DLC areas, (and probably tons of things I am oblivious too) but there are a couple mods already that have them as available without quests. Ideally Companions would be integrated into the settlement system and be recruitable after reaching a certain standing. I want a sandbox Fallout 4 world. With all of the monsters, all of the NPCs, All of the Raiders, Nothing changed about the NPCS in the world. I would love to see essentially any place populated with Human NPCS be a settlement where possible, they dont all need to be player ownable, but as many as possible. A system where the NPCs would interact with one another in the appropriate ways. Barter, Caravans, BOS hunting Minutemen and Super Mutants, Minutemen, hunting Raiders, or maybe working together or fight over resources. Settlement Raids. Maybe some world boss type mods, Big deathclaws, Mirelurk Queens. You get the Idea. I want to build with a variety of mods the game I want. I think every player could benefit from such a mod able to play the world they want. I know this is over my head but I just wonder if something like this is possible, too much work? Anyone have any thoughts or opinions? * Apologies if this is hard to follow. I haven't slept in well over 24 hours and I am visually Impaired. Edited May 24, 2023 by hungryarmadillo Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted May 24, 2023 Share Posted May 24, 2023 Sounds like a fantastic idea.I saw that FO4-76 mod too and no main quest would be great.But removing all NPCs then whats the point as a game..?Then they say its been superseded by Commonwealth of Decay, but that seems a step into pleasing 1st person shooters aficionados. I wonder if one could run FO4-76 but add this series for all Settlements:https://www.nexusmods.com/fallout4/mods/69786That is Living Overland, same author has msot settlements covered with mods like that. But that still wont restore the "fun" factions like BOS, MM, raiders, Supermutants etc. Link to comment Share on other sites More sharing options...
Lemecc Posted May 24, 2023 Share Posted May 24, 2023 I'm pretty new to modding and definitely couldn't help with this request as it's far beyond me. But from my limited experience, I suspect that the difficult aspect of what you're asking for is keeping the NPCs but not allowing them to kick off any quests. So many quests in the game are based on when you first talk to someone or enter an area and there's a relevant NPC to talk to. Some NPCs probably don't even have dialogue that can account for you NOT doing a quest for them. It seems likely to me that the default is removing NPCs because it's simpler and less prone to error to remove NPCs from the equation than to try and get each and every one of them to behave correctly. You might also find that the world suddenly becomes very static. Because it's an RPG meant to be moved along by the player, there's not very much in the game that proceeds without you (though I'd love to see a version where the main story plays itself without you), so the world could be really lacking in dynamism. NPCs would probably only be able to give a few generic hellos, and that's all you'd get forever. Basically the vanilla settler dialogue system in overdrive.Sim Settlements 2 is a mod that addresses this a bit I think, and maybe it's worth you trying that mod if you haven't already? It's not the mod you're asking for, but it is an alternate route through the game that makes NPCs appear to have more agency. Maybe combine it with Mutant Menagerie, for a lot of big nasties around the place, Tales of the Commonwealth for lots more interesting and unique NPCs, and a couple of faction overhauls? Otherwise, it actually sounds like you'd be better off with just a clean save of the game with the main quest completed. A lot less to go wrong there. Link to comment Share on other sites More sharing options...
SaintOlaf Posted May 24, 2023 Author Share Posted May 24, 2023 I'm pretty new to modding and definitely couldn't help with this request as it's far beyond me. But from my limited experience, I suspect that the difficult aspect of what you're asking for is keeping the NPCs but not allowing them to kick off any quests. So many quests in the game are based on when you first talk to someone or enter an area and there's a relevant NPC to talk to. Some NPCs probably don't even have dialogue that can account for you NOT doing a quest for them. It seems likely to me that the default is removing NPCs because it's simpler and less prone to error to remove NPCs from the equation than to try and get each and every one of them to behave correctly. You might also find that the world suddenly becomes very static. Because it's an RPG meant to be moved along by the player, there's not very much in the game that proceeds without you (though I'd love to see a version where the main story plays itself without you), so the world could be really lacking in dynamism. NPCs would probably only be able to give a few generic hellos, and that's all you'd get forever. Basically the vanilla settler dialogue system in overdrive.Sim Settlements 2 is a mod that addresses this a bit I think, and maybe it's worth you trying that mod if you haven't already? It's not the mod you're asking for, but it is an alternate route through the game that makes NPCs appear to have more agency. Maybe combine it with Mutant Menagerie, for a lot of big nasties around the place, Tales of the Commonwealth for lots more interesting and unique NPCs, and a couple of faction overhauls? Otherwise, it actually sounds like you'd be better off with just a clean save of the game with the main quest completed. A lot less to go wrong there.Thanks for the input But the things you see as a detraction is exactly the things I want. Just mobs and settlers. Everything else can be handled by dozens of various mods out there. I am very familiar with sim settlements. "You might also find that the world suddenly becomes very static." is exactly the point. I want to start with a very basic static world only populated by non Main story driven NPCS. The rest of the stuff can stay and actually contribute. Mods will easily plug in the main story holes. I want to have a more custom experience after 2000 hours of playing this game. I really dont need or want to do the questlines anymore lol. And there are so many great mods it would be easy in 2023 to put together what you wanted it to be. Looking for people who can think outside of the box here. We have done the other things now for what almost a decade. Link to comment Share on other sites More sharing options...
363rdChemicalCompany Posted May 25, 2023 Share Posted May 25, 2023 I'm pretty new to modding and definitely couldn't help with this request as it's far beyond me. But from my limited experience, I suspect that the difficult aspect of what you're asking for is keeping the NPCs but not allowing them to kick off any quests. So many quests in the game are based on when you first talk to someone or enter an area and there's a relevant NPC to talk to. Some NPCs probably don't even have dialogue that can account for you NOT doing a quest for them. It seems likely to me that the default is removing NPCs because it's simpler and less prone to error to remove NPCs from the equation than to try and get each and every one of them to behave correctly. You might also find that the world suddenly becomes very static. Because it's an RPG meant to be moved along by the player, there's not very much in the game that proceeds without you (though I'd love to see a version where the main story plays itself without you), so the world could be really lacking in dynamism. NPCs would probably only be able to give a few generic hellos, and that's all you'd get forever. Basically the vanilla settler dialogue system in overdrive.Sim Settlements 2 is a mod that addresses this a bit I think, and maybe it's worth you trying that mod if you haven't already? It's not the mod you're asking for, but it is an alternate route through the game that makes NPCs appear to have more agency. Maybe combine it with Mutant Menagerie, for a lot of big nasties around the place, Tales of the Commonwealth for lots more interesting and unique NPCs, and a couple of faction overhauls? Otherwise, it actually sounds like you'd be better off with just a clean save of the game with the main quest completed. A lot less to go wrong there.Thanks for the input But the things you see as a detraction is exactly the things I want. Just mobs and settlers. Everything else can be handled by dozens of various mods out there. I am very familiar with sim settlements. "You might also find that the world suddenly becomes very static." is exactly the point. I want to start with a very basic static world only populated by non Main story driven NPCS. The rest of the stuff can stay and actually contribute. Mods will easily plug in the main story holes. I want to have a more custom experience after 2000 hours of playing this game. I really dont need or want to do the questlines anymore lol. And there are so many great mods it would be easy in 2023 to put together what you wanted it to be. Looking for people who can think outside of the box here. We have done the other things now for what almost a decade. Some of the mods add thier own questlines too. Until we get what you and I are looking for, in the meantime here are some beautiful and breathtaking lonely wanderer type Nwland addtions, each complete with custom music and extra atmosphere (all from same author)All of them together are larger than the vanilla commonwealth.- https://www.nexusmods.com/fallout4/mods/46602 (this one may be a bit too devoid of NPCs for most, but has an enchanting atmosphere)- https://www.nexusmods.com/fallout4/mods/53128- https://www.nexusmods.com/fallout4/mods/48628- https://www.nexusmods.com/fallout4/mods/61682 With this one I cant help myself and alwqays build a settlement. I populate it with girls form Commonwealth Captives as farm girls, liberated from the occasional raider settlment that exists here and the men I console spawn from far harbor settlers (they are ugly dudes but have extra levels (level 12) which I want for my fighters) You can download the above all at the same time or one by one, but take your time with each one, they are too good to speed run.This one I have not played yet but will ( same author):- https://www.nexusmods.com/fallout4/mods/49312 - Northern Springs Different Author, started it but quest was a bit buggy, I may restart without the quest just for Exploration: https://www.nexusmods.com/fallout4/mods/32911- Xander's Aid, a true DLC sized add on from Neeher. Just blew me away!!!!!, better than Nuka World, in many ways as good as Far Harbor even, about same size as far Harbor too, super loot too, if you keep your eyes peeled. Also there are at least 4 seperate power armors hidden among this new worldpsace (well actually not all that hidden) and I use them to strenghten my settlement that I built agaisnt the primary threat by putting settler guards into them (via a mod),https://www.nexusmods.com/fallout4/mods/17050 these links will keep you busy for weeks of playing FO4 without ever touching the main quest or even the commonwealth. Cheers PS: - A light randomization of downtown boston also by zorkaz: https://www.nexusmods.com/fallout4/mods/59242 Link to comment Share on other sites More sharing options...
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