seekingthesun Posted May 13, 2016 Share Posted May 13, 2016 I don't know when I'll be able to release it but I'm working on a mod similar to Bounties where you get contracts to kill. I'm going to release it episodically and the first episode is called "Pilot" which is a pun but also foreshadows the first contract : ) Link to comment Share on other sites More sharing options...
radiumskull Posted May 13, 2016 Share Posted May 13, 2016 (edited) My first time out, working on an adventure mod: new Vault, new characters, possibly new items. Will probably take a long-ass time. But I like my ideas, so I'm going for it. Edited May 13, 2016 by radiumskull Link to comment Share on other sites More sharing options...
jsnider193 Posted May 13, 2016 Share Posted May 13, 2016 Just porting mods did in FNV at this point .. bolters and bolt pistols .. although playing with some other weapons to see what like in the game. Link to comment Share on other sites More sharing options...
WolfmanMODS Posted May 14, 2016 Share Posted May 14, 2016 I'm planning on making a weapons overhaul mod that gets rid of all the magical weapons effects, because quite frankly I can't stand to play the game anymore, now that the "shiny" phase is over. As I keep wondering where the heck is the Vault that the wizards, who enchant legendary weapons, is located in the wasteland. I mean how else do you explain all these weapons with abilities that can utterly defy the laws of physics, and of course have the alchemy needed to turn lead into high explosives! Because after all, Fallout is supposed to be in a Mad-Scientific game setting of a world, not a magical/enchanted one such as Skyrim, so for Bethesda to have so many "magical" weapons effects, likely to dumb the game down for console players, utterly kills the fun of the game for a science geek like myself. Link to comment Share on other sites More sharing options...
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