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[CONCEPT] S.O.C.K.S+ Settler Overhaul, Characters, Kids, Skills +


Athanasa

How would you prefer this mod?  

24 members have voted

  1. 1. Would you prefer this idea to be one giant mod, or would you prefer it broken down into a few smaller mods so you can pick and choose what you want?

    • One large mod
      7
    • A collection of smaller mods
      4
    • Somewhere between - a large mod where you can chose what to install.
      13


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I don't know exactly how to do all of this either, but I am willing to learn. We need someone that knows how to make fomods. Getting started is key. We may have enough to get the ball rolling right now. However, some stuff may need to wait for the CK to come out, but we have enough ideas for, I believe, a start.

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I found a thingy on the thingy with the--

 

There was a FOMOD tool in FO4's mod section on Nexus. I'm currently sitting on a chair in-game waiting for my carrots to grow.

 

 

Well, that's something learned. My industrial water purifier dropped 30 purified water into my Settlement storage between 7:47pm and 8:48pm game time. I wonder if that's tied to when I built it?

 

Super Important Interesting: I waited for 24 hours, none of my carrots arrived in storage. HOWEVER! My food production is less than my settlers. Does that mean they ate it? I shall put some carrots in the storage to see if any go anywhere in the next 24 hours.

 

Answer: No carrots were consumed.

 

Test 2: Carrot production at 5. Settler count at 4. Sleep 24 hours.

RESULT: I HAVE TWO CARROTS!

False alarm. I accidentally scrapped a carrot. Producing more carrots than I have settlers does not seem to deposit them in storage.

Edited by Athanasa
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One of many things that upsets me about this game, after a while, the radiant, if you want to call them that, missions you have to do over and over and over, and over... really ticks me off. I don't want to have to go to a settlement and rescue some poor settler who got themselves kidnapped, or help a settlement out because some raiders are demanding food, or some settler stubbed their little toe, and needs it kissed. The raiding, etc. is old news. I want the minutemen to respond to calls I can't get to.

I think you're on to something there, and it could simplify some previously mentioned mechanics. Here is my take on this proposal:

 

In an effort to make Guard Posts actually worth something without having to rebuild their models into something completely different, add a few new hidden variables into them. Namely, those Settlers assigned to Guard Posts would be classified as actual Minutemen. In addition to their small defense bonus (already in the game) each Minuteman employed at a settlement would reduce the probability of having external missions popping up - those annoying "we're scared of ghouls living a mile away even though we've got fifty rocket launcher turrets here" nonsense that seems to happen constantly. Just as settlement defense would reduce the chance of hostiles attacking the settlement, employing Minutemen via Guard Posts would reduce the chances of the settlement needing to sent you, personally, out to deal with all their trivial random missions.

 

For example: You have four guard posts with four settlers assigned, so that gives you 4 Minuteman points. The game calls up the code for seeing if you get a random peon mission for that week; let's say it's 50%. The mod injects itself at the end of that formula and say "Hang on - says here they've got 4 minuteman points, so we're going to knock 10% per point from that (-40% total) which brings us down to only 10%. If a probability is reduced to zero or less then you never have to deal with those missions again... at least at that settlement.

 

As you can see, this probably wouldn't be that hard to implement. It requires no new models, textures, or even orders. The only thing the modder would have to do is create a hidden variable that tracks assigned Guard Posts, adding a point for each one that is manned, then locate the game code for creating random missions and create a new function within that code that reduces the probability/frequency based on that new variable.

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For example: You have four guard posts with four settlers assigned, so that gives you 4 Minuteman points. The game calls up the code for seeing if you get a random peon mission for that week; let's say it's 50%. The mod injects itself at the end of that formula and say "Hang on - says here they've got 4 minuteman points, so we're going to knock 10% per point from that (-40% total) which brings us down to only 10%. If a probability is reduced to zero or less then you never have to deal with those missions again... at least at that settlement.

As you can see, this probably wouldn't be that hard to implement. It requires no new models, textures, or even orders. The only thing the modder would have to do is create a hidden variable that tracks assigned Guard Posts, adding a point for each one that is manned, then locate the game code for creating random missions and create a new function within that code that reduces the probability/frequency based on that new variable.

Oooh, nice. I like. Sounds like there might be various mods for raiders. I'd maybe still miss the raider assaults? But I hate the randomness...

 

Solution: Taunt the raiders. Some sort of activate-able radio or something - I don't know - which makes the raiders hate you and attack your base. So you can watch them get mown into pulp.

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Per the vote -- I'd prefer only one ESP file. Not sure how hard that makes building and distributing the mod, but based on the huge number of ESPs that some of the more core mods are generating (Crafting Workstations is six or seven, I think!!), I'll run out of my 255 limit long before I have all the cool stuff, much less before I tire of the game myself...was still playing FO3/NV and Skyrim up until FO4 came out.

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