Zaatch Posted February 5, 2016 Share Posted February 5, 2016 I really like the character, the old Shaun and the synth kid too. What grinds my gear is this: In Skyrim you could roleplay as whoever you wanted, same in New Vegas and in Fallout 3. But then Fallout 4 comes and basically forces you to find your son. A LOT of dialogues involves your quest to find your son, which makes it hard to pretend the main quest isn't there, specially when the main quest is CONNECTED to ALL the factions questlines, which is a huge immersion problem for me (a problem even worse than a certain minute men sending me to settlements that need my help). Sure, in Fallout 3 you had to look for your father but it wasn't really an emergency, you just needed some answer and doing side quests, exploring and everything else made sense. It wasn't like your father's life was at stake, like it is in Fallout 4. I don't know if you guys agree with me or think I'm just being obnoxious, but I would really like a mod to get rid of the dialogues involving Shaun being your son. I'm not sure if a mod like this is possible or wanted by the community, but what do you guys think: would you like to invent your character's background instead of using the pre-war mom/dad? Could you modders do something of the sort? Do the rest of community support my idea? Thanks for reading, comment what you think of that. Link to comment Share on other sites More sharing options...
scrivener07 Posted February 5, 2016 Share Posted February 5, 2016 Yes its a good idea. This would fold nicely into an alternative start mod. For Skyrim the LAL mod did this for the Helgen/Dragonborn dialogues. Link to comment Share on other sites More sharing options...
TeamBacon Posted February 5, 2016 Share Posted February 5, 2016 It will be very much possible with the release of the creation kit. Just takes a bit of creativity and good ol' fashion hard work. I like the vanilla story, but I am also a fan of having more stories now that I have already played that story. So I am all for a good quality alternate start. I would volunteer to help out a qualified modder make such a project. I would as well make my own project compatible with such an alternate start. I however have other goals and just simply don't see an alternate start being part of my plans anytime in the near future. As far as the urgency of saving Shaun, I respectfully find what you said to lack critical thinking and to be far off the mark. There is absolutely nothing that hints that there is any immediate danger threatening Shaun. There is only a combination of not knowing and evidence that shows his captors are taking good care of him as you progress. A logical main character who just woke up in a world they know nothing about having no allies would be ridiculous to just run in gung ho to fight the Institute by themselves. The main character wouldn't even know where to start, more or less have the power to take them on single handedly. This isn't a Marvel movie where the main character happens to have super powers and can just run in there and fight off their enemy and save the day. The narrative is one of a character waking up in strange new world. They then have to find their place in that new world, gather supplies, gather skills, network with allies, and build up to the point where they actually have a reasonable chance at stopping this enemy. If they ignored networking with people such as the Minutemen and ran in to fight the Institute, that would be as good as suicide. You have to find allies to fight along side you, unless you just so happen to be from Krypton or something. Link to comment Share on other sites More sharing options...
Zaatch Posted February 5, 2016 Author Share Posted February 5, 2016 It will be very much possible with the release of the creation kit. Just takes a bit of creativity and good ol' fashion hard work. I like the vanilla story, but I am also a fan of having more stories now that I have already played that story. So I am all for a good quality alternate start. I would volunteer to help out a qualified modder make such a project. I would as well make my own project compatible with such an alternate start. I however have other goals and just simply don't see an alternate start being part of my plans anytime in the near future. As far as the urgency of saving Shaun, I respectfully find what you said to lack critical thinking and to be far off the mark. There is absolutely nothing that hints that there is any immediate danger threatening Shaun. There is only a combination of not knowing and evidence that shows his captors are taking good care of him as you progress. A logical main character who just woke up in a world they know nothing about having no allies would be ridiculous to just run in gung ho to fight the Institute by themselves. The main character wouldn't even know where to start, more or less have the power to take them on single handedly. This isn't a Marvel movie where the main character happens to have super powers and can just run in there and fight off their enemy and save the day. The narrative is one of a character waking up in strange new world. They then have to find their place in that new world, gather supplies, gather skills, network with allies, and build up to the point where they actually have a reasonable chance at stopping this enemy. If they ignored networking with people such as the Minutemen and ran in to fight the Institute, that would be as good as suicide. You have to find allies to fight along side you, unless you just so happen to be from Krypton or something. I agree with most things you said, and I was immersed the first time I played the game, gathering allies and supplies to find my son. But for a more playthroughs I'd like to have a different goal than "finding my missing son", like starting your own trading empire, building shelter to help wastelanders, become a powerful general. Maybe more quest mods will help with that, giving more stuff to do after you find Shaun. I don't know, I just feel like the narrative fits more a linear game than an open world sandbox like Fallout or the Elder Scrolls Series. Link to comment Share on other sites More sharing options...
Boombro Posted February 5, 2016 Share Posted February 5, 2016 It doable and wanted. The only problem is the factions, the only solution I can think of is providing the player other lesser factions to join instead for gameplay, Like atom cats. I really don't fallout 4 is tiding the player that much, I mean the first fallout did have a time limit. Link to comment Share on other sites More sharing options...
TeamBacon Posted February 5, 2016 Share Posted February 5, 2016 I agree with most things you said, and I was immersed the first time I played the game, gathering allies and supplies to find my son. But for a more playthroughs I'd like to have a different goal than "finding my missing son", like starting your own trading empire, building shelter to help wastelanders, become a powerful general. Maybe more quest mods will help with that, giving more stuff to do after you find Shaun. I don't know, I just feel like the narrative fits more a linear game than an open world sandbox like Fallout or the Elder Scrolls Series. I personally am part of the minority of Bethesda fans and think that 1 quality playthrough is better than many playthroughs that let the 'least common denominator' mild out the story they are trying to tell. But I am personally a big fan of games like Mass Effect. I like the choices Bethesda made, but I am also all for carving my own story into the game. That is why Bethesda is kind enough to give us the blank canvas of modding, so we can tell our own stories. As far as making an alternative start story, I would want to see what other major quest modders are doing so I could make it feel a bit cohesive. But as of right now I would go somewhere along the lines of a character that is in a small tribe outside of the Commonwealth. The time spent in the tribe would be sort of the tutorial for the game and the features, then you get sent off to the Commonwealth on a pilgrimage to solve some sort of problem or bring back some kind of tribute. I think giving the player an option of when they leave the village would allow them to control the age their player is during the game. I would also use the male/female variants as two separate characters as a way to recycle the voice acting. If you chose to be male, the female main character would be a companion and vise versa. But like I said, I would want to know what the big quest mods are before trying to write a story. Link to comment Share on other sites More sharing options...
Zaatch Posted February 5, 2016 Author Share Posted February 5, 2016 I agree with most things you said, and I was immersed the first time I played the game, gathering allies and supplies to find my son. But for a more playthroughs I'd like to have a different goal than "finding my missing son", like starting your own trading empire, building shelter to help wastelanders, become a powerful general. Maybe more quest mods will help with that, giving more stuff to do after you find Shaun. I don't know, I just feel like the narrative fits more a linear game than an open world sandbox like Fallout or the Elder Scrolls Series. I personally am part of the minority of Bethesda fans and think that 1 quality playthrough is better than many playthroughs that let the 'least common denominator' mild out the story they are trying to tell. But I am personally a big fan of games like Mass Effect. I like the choices Bethesda made, but I am also all for carving my own story into the game. That is why Bethesda is kind enough to give us the blank canvas of modding, so we can tell our own stories. As far as making an alternative start story, I would want to see what other major quest modders are doing so I could make it feel a bit cohesive. But as of right now I would go somewhere along the lines of a character that is in a small tribe outside of the Commonwealth. The time spent in the tribe would be sort of the tutorial for the game and the features, then you get sent off to the Commonwealth on a pilgrimage to solve some sort of problem or bring back some kind of tribute. I think giving the player an option of when they leave the village would allow them to control the age their player is during the game. I would also use the male/female variants as two separate characters as a way to recycle the voice acting. If you chose to be male, the female main character would be a companion and vise versa. But like I said, I would want to know what the big quest mods are before trying to write a story. I like your tribe idea, and also the companion wife/husband one. The first time I played the game I spent a ton of time making both characters and thinking "maybe she will be a companion after the apocalypse" but then she got shot. Link to comment Share on other sites More sharing options...
Boombro Posted February 5, 2016 Share Posted February 5, 2016 The tribe idea is really cool. It would be cute to have your hubby or wife tag along. Link to comment Share on other sites More sharing options...
gabrieldragonking Posted February 6, 2016 Share Posted February 6, 2016 (edited) the only way i see how to do it: you download the mod that lets you kill kid http://www.nexusmods.com/fallout4/mods/197/? you club is ass (joke) Edited February 6, 2016 by gabrieldragonking Link to comment Share on other sites More sharing options...
TeamBacon Posted February 6, 2016 Share Posted February 6, 2016 I agree with most things you said, and I was immersed the first time I played the game, gathering allies and supplies to find my son. But for a more playthroughs I'd like to have a different goal than "finding my missing son", like starting your own trading empire, building shelter to help wastelanders, become a powerful general. Maybe more quest mods will help with that, giving more stuff to do after you find Shaun. I don't know, I just feel like the narrative fits more a linear game than an open world sandbox like Fallout or the Elder Scrolls Series. I personally am part of the minority of Bethesda fans and think that 1 quality playthrough is better than many playthroughs that let the 'least common denominator' mild out the story they are trying to tell. But I am personally a big fan of games like Mass Effect. I like the choices Bethesda made, but I am also all for carving my own story into the game. That is why Bethesda is kind enough to give us the blank canvas of modding, so we can tell our own stories. As far as making an alternative start story, I would want to see what other major quest modders are doing so I could make it feel a bit cohesive. But as of right now I would go somewhere along the lines of a character that is in a small tribe outside of the Commonwealth. The time spent in the tribe would be sort of the tutorial for the game and the features, then you get sent off to the Commonwealth on a pilgrimage to solve some sort of problem or bring back some kind of tribute. I think giving the player an option of when they leave the village would allow them to control the age their player is during the game. I would also use the male/female variants as two separate characters as a way to recycle the voice acting. If you chose to be male, the female main character would be a companion and vise versa. But like I said, I would want to know what the big quest mods are before trying to write a story. I like your tribe idea, and also the companion wife/husband one. The first time I played the game I spent a ton of time making both characters and thinking "maybe she will be a companion after the apocalypse" but then she got shot. I never ever, ever, ever said wife/husband. No... Just no... It would be cool with the vanilla game actually, I would make him/her an actual 'General' of the Minutemen character, because I don't want to be the freaken General anymore. But if I was going to do an alternate start with a tribe, they would NOT be married. Alternate starts are about freedom. Link to comment Share on other sites More sharing options...
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