SlashSgt Posted January 6, 2016 Share Posted January 6, 2016 A big friggin' anchor melee weapon, covered in stuff like rust, barnacles, algae, etc. Idea mostly from trudging through Boston Harbor in some X-01 at night. Very "Nautilus" from League of Legends. http://img11.deviantart.net/538e/i/2014/203/5/4/nautilus_lol_wallpaper_by_77silentcrow-d7rromi.png Edit: Heck, more two-handed melee weapons. Bring back the Bumper Swords, Auto-Axe, Fire Axe, Chainsaw, and Rebar Club. Also the Grenade Machinegun 'cause why not.There's already a mod that adds Swan's Axe (a large anchor) as a usable weapon just btw: http://www.nexusmods.com/fallout4/mods/6180/? Link to comment Share on other sites More sharing options...
SlashSgt Posted January 6, 2016 Share Posted January 6, 2016 Personally, I'd love to see a mod which allowed for the player to have clearer vision underwater when wearing any form of goggles, mask, powerarmor helmet, etc. since its hard as hell to see anything 90% of the time. Something similar to this from New Vegas: http://www.nexusmods.com/newvegas/mods/38185/? Link to comment Share on other sites More sharing options...
Thrabalen Posted January 6, 2016 Share Posted January 6, 2016 I have a number of mod ideas ranging from simple armors to full-on easter egg questlines. Most of these are from my lover of comics, but I digress. I start with the simpler ones first.... First off a re-tooling of the nerd-rage perk: Instead of simply gaining strength and more durability, have the player literally Hulk-out and turn into a Super mutant or super mutant behemoth but restricted to only using unarmed & melee attacks. Mr Freeze power armor: Pretty self explanatory, and thanks to the inclusion of the cyrolator, making a power armor variant that resembles Mr. Freeze's armor from batman TAS is, imo, a no-brainer, especailly with a nice foggy/iced-over glass helmet. If you know look up the armor Im referring to you'll see it even fits the retro-style used throughout FO3 & 4. Predator armor: This should not be a power armor as predator armor is as much about maneuverability as it is durability. But it should contain all the right goodies ranging from intergrated stealth-boy functionality, shoulder-mounted laser/plasma cannon, and a nice bladed gauntlet. (truthfully, I'd be surprised if some modder out there doesn't already have this in the works but still I felt it should be mentioned). Star Wars armors: Bounty hunter power armor with jet-pack and an optional wrist-mounted flame-thrower. Storm trooper armor, not power armor, but say equal to combat armor with a nice charisma bonus. Questline mods: Super mutant X-men: Super mutants fighting for a world that hates and fears them XD !! Properly dressed in pseudo-lore friendly outfits resembling the X-men. Now the beauty of this idea is that many of the necessary abilities required are already in the game. For example, a Cyclops super-mutant could be equipped with a visor that functions the same way as the assaultron's eye beam. Wolverine would naturally have an adamatium skeleton/indestructible limbs with a VERY high hp regen. Gambit would wield a customize/metal pool cue stick and throw pink/purplish grenades with reckless abandon. Many other X-men favorites could be created as well, the ones I listed are simply (imo) obvious examples of ways to implement them. For X-men villians a super-mutant behemoth Juggernaut, properly dressed in his red-domed helmet would be pretty easy imo. Next you could have either a simple replacer for Liberty Prime to make him resemble a sentinel OR a custom giant sentinel in it's own location (but should still be, imo, close if not equal to LP in terms of stats). Apocalpse would be another super mutant behemoth who's size/stats grow as he takes more damage (making fighting him harder the closer he comes to defeat) with any number of abilities limited only by the modder's whims (as Apoc can pretty much do whatever the hell he wants in the first place). Last, but certainly not least, would be Magneto. Mags could be implemented similarly to Lorenzo Cabot with abilities that knock players/objects around trying to impale/crush/etc the player & X-men. I have more ideas but these are definitely at the top of my wish list. My thanks in advance to any modder's out there that make any/all of these come true. All those comic references, and no putting labcoats on all the deathclaws? Link to comment Share on other sites More sharing options...
Deleted4610270User Posted January 6, 2016 Share Posted January 6, 2016 1. Workbench Station HD HQ Textures for sure! They are plain and ugly and flat with low detail! Maybe I just couldn't find any... Does anyone know of an already-released mod that improves these textures???2. PROPER Game Balance - Increased Difficulty. I use the following mods to make the game harder for me, but it is still way too easy:- Arbitration (makes enemies more aggressive, hardens sneaking and other things, increases enemy-to-me damage by 600% and increases me-to-enemy damage by 200%)- Anti-Rubberband (makes enemies level up to at least my level once I enter a new zone and then leave it)- Hard Level Scale- HUD tools (no enemy Health Bar, no cursor change when enemies are hit, etc.)Does anyone know of an already-released mod that heavily increases difficulty? Link to comment Share on other sites More sharing options...
Arnaeus Posted January 6, 2016 Share Posted January 6, 2016 Rebalance, specifically wrt health. At higher levels both you and enemies have waaaaay to much health.Yeah. I shoot the raiders in the head. Ten times. And they are still alive. But you can fix that with setgs: fDiffMultHPByPCE - Damage by player: EasyfDiffMultHPByPCH - Damage by player: HardfDiffMultHPByPCN - Damage by player: NormalfDiffMultHPByPCSV - Damage by player: SurvivalfDiffMultHPByPCVE - Damage by player: Very easyfDiffMultHPByPCVH - Damage by player: Very hardfDiffMultHPToPCE - Damage to player: EasyfDiffMultHPToPCH - Damage to player: HardfDiffMultHPToPCN - Damage to player: NormalfDiffMultHPToPCSV - Damage to player: SurvivalfDiffMultHPToPCVE - Damage to player: Very easyfDiffMultHPToPCVH - Damage to player: Very hard You can use these constants in sStartingConsoleCommand=... in the custom ini file. So you don't have to enter them manually.I don't know the defaults, you should check them with getgs before setting something. Link to comment Share on other sites More sharing options...
USSRCJAK47 Posted October 30, 2016 Share Posted October 30, 2016 https://forums.nexusmods.com/index.php?/topic/4995105-an-family-of-retro-ar-10s-and-ar-15s-that-fit-the-theme-of-fallout-4/ Link to comment Share on other sites More sharing options...
USSRCJAK47 Posted November 20, 2016 Share Posted November 20, 2016 https://forums.nexusmods.com/index.php?/topic/4995105-an-family-of-retro-ar-10s-and-ar-15s-that-fit-the-theme-of-fallout-4/ http://i199.photobucket.com/albums/aa65/Mr_schark/WE%20M16A1/WEM16A1first.jpg http://weaponsman.com/wp-content/uploads/2014/09/Julia-AR-10-38-right.jpg Link to comment Share on other sites More sharing options...
immortalfrieza Posted November 20, 2016 Share Posted November 20, 2016 (edited) Let's see... 1. Prewar buildings parts (walls, roofs, wallpaper, etc.) plants, knick knacks, whatever. available to build at settlements. There is a distinct lack of building components that don't look just thrown randomly together, which is fine to begin with but as the player gets more perks they should be able to build houses like the ones in Covenant and Sanctuary prewar, both clean versions that look like the Great War never happened and versions that look wrecked to various degrees. There's plenty of mods that just say make Sanctuary the way it was during the prologue outright and ones that just put houses at various settlements, but I have yet to see any that give the player the ability to do this themselves from scratch. Oh, and something that makes placing stuff on uneven ground easier. Placing stuff on anything other than completely flat land is a real hassle to make look right, if it's even possible to do so. 2. A Star Wars droid mod for Automatrion, especially one that permits mixing and matching parts. Preferably that allows progression for the various droids from the Old Republic to the post Empire era (weakest to strongest) Legends and maybe even throw in the voiced lines from various Star Wars media to give the droids personalities if that's possible. I'd say put as many different droids as the modder can find exist large and small, with parts conforming for their role in the Star Wars universe i.e. C3PO parts are better for aiding persuasion and make them better vendors, while battle droid parts make the droid more resilient and effective in combat, as well as ones that don't really have much use and are mainly for flavor, and ones from unique Star Wars droids like HK-47 that have a variety of purposes. Also, add the various mechanical looking Snyths as options for parts. 3. A mod that completely rebalances Power Armor to make it what it should have been in the first place. Before Fallout 4 Power Armor was intended to be this late game armor which the player could wear 24/7 that was properly balanced so that it just barely allows the player to be able to handle the threats they are facing at the time, not this slow lumbering tank available from practically the beginning that makes the player all but invincible if they ever put it on, which thanks to the ridiculous Core system is hardly usable anyway as Fallout 4 implements it. There's already a mod that gets rid of the core drain entirely as it should be, but as far as I know there isn't one which rebalances power armor to complement that by weakening Power Armor to prevent it from being gamebreaking to use it all the time nor one which forces it to be only usable much later on. I'm thinking that the one you get during the "When Freedom Calls" main quest breaks down not long after and you need to go on a long and involved questline to get the schematics for Power Armor and parts to repair it properly, and until then the Durability and armor rating of any Power Armor you find is pretty low and you need to use those Cores to use Power Armor, then afterward you build in a proper power pack that lasts forever and can use it forever, while it's durability and damage resistance go up a lot, though not as much as vanilla armor. To put it simply, make Power Armor into what it was before, a step up to what other armor the player can find during the early to late game with it's own progression after that point, 4. Lastly, a auto scraping bin and a auto equipment upgrading bin for settlers. There's already a "scrap all junk" option, but It's a rather slow and tedious process to head to an armor or weapon bench and scrap EVERYTHING one has one item at a time over and over again, so this would help eliminate the tediousness of it. Maybe it could make an exception for anything the player has equipped, favorited, and/or named so we don't accidentally scrap something we want to keep throwing stuff in the bin too fast.. Then a bin which will automatically modify equipment in a specific way the player can set for the player provided the settlement has the resources to do it, and then set it so settlers in the settlement will automatically equip themselves with the equipment in the bin when the player isn't around. For instance, say we want all 10 settlers in a settlement to wear Buttressed Raider Chest Pieces, all we'd have to do is put 10 Raider Chest Pieces in this bin, mark all similar items to become Buttressed and the settlers to use them with the necessary materials in the settlement's stock, leave the area for a bit, and BOOM! When we get back we have 10 settlers wearing Buttressed Raider Chest Pieces. That would be much less tedious than having to get 10 Raider Chest Pieces and the materials to make them Buttressed, go through the entire list of armor that the player has on them and in the settlement to locate each of the 10 we've got and make each Raider Chest Piece Buttressed, then having to walk up to every single settler one at a time, access their inventory, put the Buttressed Raider Chest Pieces in each of their inventories and then having them equip it. Edited November 20, 2016 by immortalfrieza Link to comment Share on other sites More sharing options...
DontThink1 Posted November 20, 2016 Share Posted November 20, 2016 I'm getting super frustrated over Fallout 4's looting system because of how shitty it is. 1 We need to be able to just tag JUNK, NOT the components it contains! (Aluminum Can instead of Aluminum) 2 We should be able to view the Junk's WEIGHT, VALUE per weight, and COMPONENTS included in the junk item! (Example: Viewing Aluminum Can = [Aluminum 2][W: 0.1][V/W: 10]) (PS: I know DEF_UI has the component part of it down, but I don't want all of it's BS features as well.) 3 You should be able to take the clip out of looted weapons WITHOUT picking them up (For those who don't know what I mean, if you kill a raider and there's ten .38 rounds on the body, you pick up their Pipe Pistol and you get another twenty rounds). These are all really basic things that should of already been in the game, but they're not, so I'm asking anyone reading if you know of a mod(s), or can make a mod that does what I stated above, I'll EXTREMELY appreciate it. Link to comment Share on other sites More sharing options...
EsotericMonk Posted November 21, 2016 Share Posted November 21, 2016 Most things are already covered for me, but what I need to get back into the game is a mod that has your settlers actually fix and rebuild settlements. Let's say you provide them with a blueprint and after so many game months the settlement is up and running (with functionality growing as it's being built). You could have pre-set templates like "Trading Town," "Outpost," "Military Complex," etc. It's such a pain in the ass to be the only person in the whole Commonwealth who can build new s#*!. Link to comment Share on other sites More sharing options...
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