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Modding necessities


GoodfellowGoodspring

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14 Hours in with no break, even if my save did delete its self and i had to start again. Somethings are bugging me which i will try to fix or hope someone else will fix when the CK is released.

 

  • Move Dogmeat to a location further away, maybe a location you visit later on in the main storyline. No real reason why two companions were thrown at you straight away.

 

  • Disable the Red Rocket as a settlement location, also remove the power armour stand from either the garage or the one in Sanctuary. Two in such a small area.

 

  • More settlement location options, I personally wanted to build in Concord but wasn't allow to. This will be easy to implement if placing a workshop means you can build in that immediate radius.

 

  • Edit the quest within Concord, remove power armour and replace minigun with a sniper rifle to introduce the player to stealth/long distance firing/vats. Remove the stupid Deathclaw battle in the first quest of the game and replace it with more raider spawns/raider boss. Dialogue will still be there but the quest would look stupid to me.

 

  • Alternative starts, opening annoyed me. Was thinking I would be living in a vault for at least some of the time and have time to bond with my family. Maybe an option which allows you to resurrect your wife and have her as a romance partner/companion?

 

  • Diamond city upgrades. Block off more alleyways to make the city easier to defend, more guards within the foyer/compound and within the city. More buildings stretching up into the stands, more crops to show wealth and population size. Adjust floodlights to be displayed at greater distances (only really show up when ugrids are set higher).

 

  • More dialogue options and speech checks for roleplayers, dont really seem to use anything apart from charisma. Always have the stupid 'sarcastic' option despite what character youre playing.
Edited by GoodfellowGoodspring
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Alternative starts x100000 :smile: yes please!
Same with dialogue, anyone who expands it to more than 4 options is going to become the game's hero to many RPG'ers

Few others that came to mind!

  • More than one companion
    (obvious but worth listing)
  • UI Mod to be able to drop things on any screen
    So I don't have to go back to the inventory to drop something that i've seen in the container screen for example, its just needless back and forth that could be solved by a keystroke.
  • Find Companions Button.
    Lists the location of all companions
  • More fun at the start mod.
    Insert Anything into the first 5 hours of the game, literally anything, that northern area really needs more quests. Thankfully starting areas, when they are cities/settlements often see mods made for them.
  • Autowear Best Gear For NPCs mod, especially settlers!
    For us lazy people who like to equip all our NPCs with armor
  • Silent Voice Mod!
    Obvious but we'll need one for the protagonist as well as the NPCs for quests this time, so we can do silent dialogue in quest mods where required.
  • Sure I'll think of something else in a minute, its late but those are the obvious things.


Edited by Markmid
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I agree to all above stated mod suggestions!!

 

I would also like to request a mod that increases or allows you to force raids on settlements, i expected there to be plenty of action and base destroying... but 40 hours in and 1 raid.... disappointing!

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