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world overhaul


sundawn

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trying to get the stuff bugging me quite a lot out there into the wild.

this is just me and my personal feelings about features and the look and feel of fallout4 world.

 

  1. how i feel about the world of F4 in general.

 

Beth is trying to keep up the post apocalypse look and feel from the established in the first fallout games only a few years after the incident. But honestly this does not work for me in a world two centuries after the big bang happened.

Its all very inconsistent skeletons, decay of buildings, rubble, plant life. I'm all in for the looks in post apocalyptic world some decades after, but in two centuries time, the world would look a lot different! Non maintained buildings would have decayed much more (we have real world examples of that!). Skeletons are dust! (already after a few decades, maybe not in sealed off environments like bunkers). Plant life exists, then it should be more dominant, unless plant life was not able to take hold properly, but then it would be more likely to see a more desert style world because of wind erosion.

therefore i would like to see the following changes once the creation kit arrives:

  • changes to the worldcell to give the world a consistent feel
    • remove lots of skeletal remains
    • increase vegetation, attach more vegetation to buildings to increase level of decay
    • some occupied areas should have a cleaner look. (no one leaves 2 centuries old dirt, skeletons, rubble in his living room, shop, store area whatever.
    • make settlement structures removable - dozer mode! nothing bugs me more than the structures present in settlements which can not be altered, removed or anything.
    • integrate cells into the world cell. i hate the break of immersion by loading screens. i can live with underground structures being separate cells. but things like towns and settlements should be the same world space. i cant believe bethesda continues this scheme in fallout 4 after oblivion mods tried to remove it, f3 mods tried to remove it and skyrim mods tried to remove it. this will also open up flight for the world space.
    • integrate DLC cells into the world cell - believe me this will happen! DLC locations will be additional world spaces separated from the main world by loading screens.
  • forgotten past - unbelievable future & present

i feel that a lot of stuff from earlier fallout iterations has been removed.

like a lot of weapons which stem from their real life iterations are no longer included to fit in the weapon crafting system. i would like these to return. on one hand you have virtually no decay in some buildings on the other hand only weapons made from pipes and scrap.

a healthy mix including the modding system from new vegas would be nice. including really unique weapons not craftable in anyway (look wise).

wheels are nowhere to be seen - no one uses carts or anything

electricity, energy and fuel is all over the world. generators, batteries, fuel tanks etc etc. so no one cares to try and pickup the scrap and get it to run ? the world may not be safe and its violent, but that's like the second thing i would imagine anyone would think of after weapons - mobility. instead - everyone is hoofing it! even the brotherhood only cares for flying when driving, riding or any other means of transportation are only one thought away.

all of the original fallout games had transportation via cars in there. including transportation would have made the world so much more believable and feel less cramped. now you walk 30 seconds from one point of interest to another.transportation could have increased the world size by 4 and still maintaining a feel of places to be and places to see.

 

Edited by sundawn
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But settlements are in the world space, and it a bad idea to add towns in the world space because of fps, CTDs, spawns and mods not working.

 

For plants on buildings, you can try mashing them up in nifskope and make them a replacers instead of doing them in the GECK. You can also rise the ground so you can find dirt and add plant life to the rooftops. Like marsh area (where you get the fern.)

 

I also was planning on finding spots ideal to establish more towns, like drumlin diner, some shacks can have towns around them etc.

Edited by Boombro
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regarding the mods not working:

i know mods to the town cellspaces will not work with open cities like they did with skyrim and oblivion - because the way you mod those cells

 

i haven't seen any impact to fps five years ago with open cities and there certainly will be none on PCs (unless you probably run a real crappy one). the only reason for separate world spaces again was the lack of memory on consoles. im guessing the same applies today for f4 with the console focus of it. tbh i believe modders on the pc would be fine with all cells cramped into a single cell.

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I also was planning on finding spots ideal to establish more towns, like drumlin diner, some shacks can have towns around them etc.

There's a cool spot on the rooftops just east of Trinity Tower that would make a fantastic fortress.

 

http://forums.nexusmods.com/index.php?/topic/3851485-workshop-location-east-of-trinity-tower-rooftops/

 

Currently there are some raiders there but a mission to clear it out, or just having the Workshop there unmarked would be great.

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I can easily check if a major quest was using the place. If it just for radiance, I can get rid out of it and test if it safe.

 

But I would prefer using the wasteland and leave the city ruins alone. Since it already rich.

But the City ruins are an untapped market of prime settlement real estate!

 

Them Raiders have the right idea settling there.

 

Those property values are gonna go through the roof like a .50 cal through a Bloatfly.

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Yes, but I want to enrich the swamps, the coast, the woods and everywhere else instead. I want people to wonder around and find a town somewhere instead of stuffing it all in the already great city. Edited by Boombro
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Yes, but I want to enrich the swamps, the coast, the woods and everywhere else instead. I want people to wonder around and find a town somewhere instead of stuffing it all in the already great city.

Would it be at all possible to remove the construction boundaries on Workshops?

Theoretically, you would be able to build anywhere, but only things placed inside the original boundaries of the Settlements would affect their Food/Water/Defense/Happiness etc.

 

Mod like that would completely remove the necessity for "Make this area an Workshop plox!" threads.

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