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Brotherhood Overhaul (Conceptual Stage)


Vaernus

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I love this mod

 

Brotherhood Overhaul

Mod Updated: 12/29/2015

Design Document Updated: 1/3/2016

 

Design Document (anyone can comment):

https://docs.google.com/document/d/1XD36S5yhUpp9p1o4UyYLp1JSd1OyMUpS3eqdZZTPA5s/edit?usp=sharing

 

Production/Team Document (anyone can view):

https://docs.google.com/spreadsheets/d/1ubQEa5hGgtGedksc5AtWIoG4zGjw_W659v_RIN8GrSE/edit?usp=sharing

 

Foreword:

So after playing the game, I came to the conclusion that the Brotherhood (and frankly all factions) can have a lot more defined for them both during and after the main quest. Considering I have gone the Brotherhood route twice, I wanted to focus on overhauling their faction first, while providing benefits for anyone playing as the other factions. The results are the Brotherhood Overhaul.

 

Brotherhood Overhaul will revamp the Brotherhood Of Steel to provide more functionality for their faction both during and after their main quest is complete. These adjustments will also provide additional gameplay when making them your enemy. Obviously this will contain spoilers if you have not completed the Brotherhood storyline (and if you haven't, shame on you because the Institute, Railroad, and Minutemen have nothing on the BOS). Most likely there will be spoilers in the thread as well, so you've been warned!

 

I've already made progress below but I don't feel its made enough progress before uploading to Nexus as I really want to create most of the functionality in an alpha state before its ready. It will need GECK before that is possible unless scripting can be cracked early. However, if everyone feels the following is enough to try out, I will consider it. Still chipping away at what can be done with FO4Edit and Nifskope.

 

Currently Implemented:

  • Since vertibirds were gained from the Enclave in Adams Air Force base, they should be firing gatling lasers on the front, have missile launchers, and the bomb rack for mini nukes. The side minigun would be the same, but even with a redesign, why would they lose weaponry? Gatling lasers added to front in place of the two miniguns. Have also properly updated the vertibirds so they play the gatling laser sounds. However they seem to only fire off the gatling laser shots every second, so a WIP. Still figuring out the missile launchers and bomb racks.
  • Vertibirds die way too much. These are large vehicles that should not be taken down by pistols. You'd need a missile launcher, mini nuke, or heavy machine gun to damage these suckers in any capacity. Fixed that for you by increasing the strength of any vertibird found, and giving better health to pilots (who seemed to easily die).
  • Pilots were not wearing their proper bomber jackets due to having two suits. Fixed that.
  • They took over Adams Air Force base, arguably finding the T60 armor suits they wear, but they should have fully working Enclave armor suits available. It was confusing that in Fallout 3, nobody is wearing a few of the higher quality Advanced Power Armor (X01) suits from Fallout 2, and the new mark 2 suits are inferior to T51 (with Hellfire matching T51 in usefulness). Add the ability for high ranking BOS members (Elder, Sentinel, Star Paladin, Paladin Commander) to be wearing BOS-based X01 suits instead of T60 with proper look and rank paint jobs (and give the player the ability to use said paint jobs). Shoutout to Hocter for his fantastic paintjob textures for X01 (if you don't like Brotherhood Overhaul, definitely try out these textures for your X01 suit at http://www.nexusmods.com/fallout4/mods/796/?).
  • Why can the player only use Knight, Paladin, and Sentinel paint jobs? Unlocked Initiate, Standard, Knight Sergeant, Knight Captain, and Officer paint jobs for T60.
  • BOS combat helmets have the light on the top but it does not function. Partially fixed that, though it needs a lot more work to fully resolve. At least the light is sort of at the right area, but its a hack until I can rip apart the Combat Helmet and set it up similarly to the Mining Helmet. Looks like it still needs some more work to get the headlamp modding portion working properly.
  • Adjusted various BOS location encounter zones to max level of 99. Made them all non-reset. Created a nice situation where the ghouls attacked Boston Airport. Will pair nicely when all the main BOS areas are beefed up.
Patch Included:
  • Armorsmith Extended - All I'm using currently. Ensures the combat helmets still work properly with the changes in Armorsmith Extended while still allowing the mounted light to function and be modded.
Planned Features:
  • Proper initiation into the Brotherhood upon arriving on the Prydwen.
  • Multiple new vertibird features including: vertibirds aren't made of paper and utilize the weaponry seen in Fallout 3, you can pilot a vertibird, you can call in vertibirds for an attack run or to drop off a squad of BoS troops, and vertibird support at various portions of the main quest where applicable.
  • X-01 suits with proper paint jobs worn by high ranking members (and you can use the paintjobs).
  • All T-60 BoS paintjobs unlocked for use by player.
  • Companions disguised while wearing full power armor suit to alleviate Danse hostility.
  • New voiced Paladin companion that does not come with the Danse baggage and coordinates nearly all new functionality (unless we somehow can get the voice actors for the BoS key players to do this, or find folks that can match their voices).
  • Headlamps on combat helmet work properly.
  • New combat system that dynamically defines a threat level for hostile locations, and uses these threat levels to attack nearby settlements intelligently.
  • Various BoS holdings can be attacked and lost such as the Prydwen, Boston Airport, Cambridge Police Station, and Fort Strong (which actually has BoS members there now as mentioned by Maxson).
  • These locations are also workshop-compatible to tweak their defenses and attach them to trade routes which provides various benefits. Boston Airport encompasses entire area now.
  • Various locations can be taken over by the BoS including defining a new HQ in military bases or vaults.
  • More BoS missions including assaults, salvage operations, and defending attacks from combat system. Coordinated via the new Paladin NPC, with the player either being assigned these, or directly coordinating the moves as Sentinel.
  • The Yangtze can be taken over providing a new avenue for assaulting someone with tactical nukes (with the signals behind sold by Teagan), and the beginnings of the BoS Navy.
  • Settlements fully support the BoS operations and have various tweaks like a proper UI, sponsorship for new settlers into the BoS, resources being utilized by the entire BoS, and active/passive benefits to nearby BoS operations based on how well each settlement/forward base is functioning.
  • New actions in settlements allowing settlers/BoS members to actively create objects for you.
  • New Liberty Prime patrol going through the super mutant infested areas of Boston. Every red-blooded American should support this patrol to wipe out the red menace!
  • New post-MQ scenario with the Minutemen that can involve either turning them into a BoS militia, wiping out The Castle, or a total war between both sides that could result in the destruction of the Prydwen.
  • Potential for both Railroad and Institute endings of the BoS playing out throughout the MQ, with the ability for the player to counter them.
  • Danse cut mission *may* get plugged back in if it does not completely break the MQ and there's enough voiced assets to accomplish it.
  • Central mission framework to allow additional missions to be added to any faction (with the Brotherhood being the guinea for now). Mod authors can hook into the module (which will be a separate master), design out their quest mod however they like (if you want to setup a new worldspace, and work with the Brotherhood, you could have them be able to fly you out to/from it and incorporate vertibird features into your mod), and then determine what sort of effects the mod should accomplish for that and other factions when completed (increased rewards, hostile relations, new HQ/base/salvage opportunities, new NPCs, new weapons/armor added to troops, etc). If possible, our voice actors will also add the appropriate voice acting to the NPCs directly in the overhaul handling the missions based on your direction.
Credits:Pairs Nicely With:If anyone wants to join the team building this, or has any input on accomplishing many of these goals now or in the future (or simply wants to critique the goals on here), feel free to reach out to me or respond on here. Chances are some of these features can be knocked out via FO4Edit pre-CK, and I'm just overlooking where I can accomplish them.

 

Ad Victoriam!

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Hyper-realistic top tier concept art for a super secret mission we're developing.

 

 

 

 

 

http://i.imgur.com/Uyk76mY.png

 

http://i.imgur.com/vaxsCux.png

 

http://i.imgur.com/pTTvsUf.png

 

http://i.imgur.com/w6rG39c.png

 

 

 

 

I am available to hire for concept art.

 

 

Please caption these images with what you think is going on.

Edited by Athanasa
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If you can figure out what these concept pieces are, then we will name one of the new NPCs after you. Apparently Ath said my guess is brutally wrong, so I lost some design privileges.

 

1) A lonely geologist sitting near a volcano.

2) A microscopic view of a paramecium.

3) A child sitting on a swing in Winter.

4) Angry Maxson looking down at me after beating the game, while a UFO flies overhead.

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My only assumption for this storyline is that we will be taking some really crazy psychotropic drugs, think up a wondrous mission including volcanoes, paramecium, and a child on a swing, only to wake up later to an angry Maxson........while beating abducted by aliens? Seems legit.

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