blaze1514 Posted June 17, 2014 Share Posted June 17, 2014 Very simple, What mod/mods would you consider good enough to be in the fallout timeline. What mods do you not play without? Explain why you like it. Note: If you feel that adding any moded story elements to fallout would "ruin" the lore, remember that this is for fun not actually going to be added. Examples- Brotherhood/Hose Alliance (replaces cut content), I feel that you would have been able to persuade a man like house. TSC/Mothership Zeta Crew (Large story/faction mod), I feel that this is the best thing that fills a hole left after MSZ. Would anyone ever gain access to something so important and just not do anything with it? No. This mod fixes a story inconsistency that I find personally unintelligent. Link to comment Share on other sites More sharing options...
bben46 Posted June 17, 2014 Share Posted June 17, 2014 Lore is a very ambigous concept - lore is whatever each player wants it to be. Thise who insist there is ONE AND ONLY ONE lore and insist that any mod that does not follow their personal idea of whatever lore is are known as loremongers. These are single player games - there is no right or wrong way to play, and no lore/non-lore rule that absolutely must be adhered to. Play it like you want. I have previously shown how a scifi blaster could be made to fit into Skyrim 'lore' and how a D&D style bag of holding can be made to fit in Fallout 'lore' - It all depends on how it is presented in the mod. What is the dividing line between technology and magic? Or is there one? :tongue: Fallout 'lore' says there are no horses because they did not survive the radiation - but what if a small herd survived in a isolated mountain valley in Argentina? and what if an enterprising vaqureo brought them north? Now, based on this, horses can be lore if someone can make a viable horse for NV. :thumbsup: Link to comment Share on other sites More sharing options...
unoctium Posted June 17, 2014 Share Posted June 17, 2014 (edited) It's ironic that the examples of lore you've provided, must be the most lore-challenging mods possible. At least to me, proving bben46's point. Edited June 17, 2014 by unoctium Link to comment Share on other sites More sharing options...
blaze1514 Posted June 18, 2014 Author Share Posted June 18, 2014 @bben46 Right. I will rephrase.......... I do not want your definition of lore (even if I agree), I want to know what stories/places YOU consider to be lore. Only mods though. I do not want a philosophical discussion on the meaning of lore itself, I want a light discussion on the quest/building/gameplay mods that you find most interesting (story/lore wise). @unoctium I can understand why you would think TSC is "lore-challenging", but why Brotherhood/Hose Alliance? It was actually made by Bethesda. They cut it before release. I feel that a mod cannot get anymore lore-friendly than something made by the designers themselves. Link to comment Share on other sites More sharing options...
dangman4ever Posted June 18, 2014 Share Posted June 18, 2014 Well, from my load order: [X] SomeguySeries.esm [X] NewVegasBounties.esp [X] NewVegasBountiesII.esp [X] TheInheritance.esp SomeGuy2000 takes a lot of care and work making some of the finest lore-friendly mods in the game. As a result, the mods are generally well done, well voiced, and well crafted. There's no way am I going through another run of FNV without the above mods attached. [X] QA - avangraffscorned.esp [X] QA - rotfacetoriches.esp [X] QA - outsidebets.esp Since these are part of the New Vegas Uncut series, they're technically already lore-friendly since they were added to the game by the developers but cut out due to time, bugs, or limited resources on the console [X] SaxxonsQuestPack.esm [X] QA - Goodsprings Filler.esp While there are plenty of quests in-game and the SomeGuySeries add even more, I still crave some more quest mods. The above two mods fits the bill quite nicely since they don't add any sort of fantastical lore unfriendly aspects but merely expand on what's already in-game, what's really plausible, and what actually works. Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted June 18, 2014 Share Posted June 18, 2014 Fallout 'lore' says there are no horses because they did not survive the radiation - but what if a small herd survived in a isolated mountain valley in Argentina? and what if an enterprising vaqureo brought them north? Now, based on this, horses can be lore if someone can make a viable horse for NV. :thumbsup:I'm probably in the minority, but I'd love to see horses or some type of mutant equid introduced into the Fallout series. It wouldn't be the first time that horses were wiped out in North America and then made a comeback. I'd have been a lot more comfortable with horses than aliens, that's for certain (that's a dig against vanilla MSZ, not MSZ Crew). SomeGuy2000 takes a lot of care and work making some of the finest lore-friendly mods in the game. As a result, the mods are generally well done, well voiced, and well crafted. There's no way am I going through another run of FNV without the above mods attached.Thanks for the love, brother. In truth, I've never pictured my mods as an addition to the the greater lore of the series. I treat them as plausible stories that someone could encounter in that universe, nothing more. Off the top of my head, plenty of other projects fit that description (Niner, Tale from the Burning Sands, The New Bison Steve, etc.), but content mods are so damn subjective that players will have their own reasons to be choosy, and it's not always lore. Truth be told, I'm always a little surprised (and more than a little pleased) to see when a quest mod does well, seeing as to how most players won't touch content mods. Link to comment Share on other sites More sharing options...
blaze1514 Posted June 18, 2014 Author Share Posted June 18, 2014 @someguy200 Well when the quest mods are made with quality areas, voices, quests, and extra's (Such as The Inheritance, Fo3's TSC, DEIMOS, BBD, and Project Brazil) then it should be a given that they will do well. It makes me disheartened when mods with a lot of promise end up unreleased or unfinished (TSC Vegas, After the dam-story mod, That one VR pod fantasy world project). I am planning on getting a good rig, then I can work on the mods that were never finished or make my own. Link to comment Share on other sites More sharing options...
dangman4ever Posted June 19, 2014 Share Posted June 19, 2014 Fallout 'lore' says there are no horses because they did not survive the radiation - but what if a small herd survived in a isolated mountain valley in Argentina? and what if an enterprising vaqureo brought them north? Now, based on this, horses can be lore if someone can make a viable horse for NV. :thumbsup:I'm probably in the minority, but I'd love to see horses or some type of mutant equid introduced into the Fallout series. It wouldn't be the first time that horses were wiped out in North America and then made a comeback. I'd have been a lot more comfortable with horses than aliens, that's for certain (that's a dig against vanilla MSZ, not MSZ Crew). SomeGuy2000 takes a lot of care and work making some of the finest lore-friendly mods in the game. As a result, the mods are generally well done, well voiced, and well crafted. There's no way am I going through another run of FNV without the above mods attached.Thanks for the love, brother. In truth, I've never pictured my mods as an addition to the the greater lore of the series. I treat them as plausible stories that someone could encounter in that universe, nothing more. Off the top of my head, plenty of other projects fit that description (Niner, Tale from the Burning Sands, The New Bison Steve, etc.), but content mods are so damn subjective that players will have their own reasons to be choosy, and it's not always lore. Truth be told, I'm always a little surprised (and more than a little pleased) to see when a quest mod does well, seeing as to how most players won't touch content mods. No prob. Good work deserves to be praised. But out of curiosity, what do you mean by "content mods" that most players won't touch? Do you mean just quest mods? @someguy200 Well when the quest mods are made with quality areas, voices, quests, and extra's (Such as The Inheritance, Fo3's TSC, DEIMOS, BBD, and Project Brazil) then it should be a given that they will do well. It makes me disheartened when mods with a lot of promise end up unreleased or unfinished (TSC Vegas, After the dam-story mod, That one VR pod fantasy world project). I am planning on getting a good rig, then I can work on the mods that were never finished or make my own.Go ahead and get permission now to work on those non-finished mods. The longer you wait, the greater the chance that the original mod creator leaves the mod community forever. FNV is an older game after all. Link to comment Share on other sites More sharing options...
Guest deleted2159825 Posted June 19, 2014 Share Posted June 19, 2014 No prob. Good work deserves to be praised. But out of curiosity, what do you mean by "content mods" that most players won't touch? Do you mean just quest mods?I believe a large number of users, perhaps even a majority, never use quest mods. For some the perceived break in immersion and/or quality of gameplay is too much, so they avoid the category altogether. Link to comment Share on other sites More sharing options...
dangman4ever Posted June 19, 2014 Share Posted June 19, 2014 No prob. Good work deserves to be praised. But out of curiosity, what do you mean by "content mods" that most players won't touch? Do you mean just quest mods?I believe a large number of users, perhaps even a majority, never use quest mods. For some the perceived break in immersion and/or quality of gameplay is too much, so they avoid the category altogether. That I can believe. Those are the main reasons why I don't have any of the AWOP mods installed Link to comment Share on other sites More sharing options...
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