TheGrimblade Posted March 7, 2016 Share Posted March 7, 2016 (edited) Fallout 4 2.0 (Fallout 42) This is the working thread for the Fallout 4 Overhaul Mod I would like to work toward completing. I would like this to be a mod of similar style to other mods of it's type like Project Nevada for Fallout: New Vegas or The Long War for XCOM: Enemy Unknown. As a lifelong Bethesda fan, I in no way mean to imply that the game was flawed or bad, however, I saw many areas where improvements would be welcome and possible using modding. I am not a highly experienced modder, so I plan to compile my ideas here, and begin working on the simpler tasks while trying to put a team together. I am not currently looking for team members, but when that becomes a priority, I will ask for assistance. Color Coded Completion Status Grey - Idea Phase - Not Started White - Idea Phase - Planning Finalized Yellow - Modding Phase - Started Orange - Modding Phase - In Game Red - Modding Phase - Finished Blue - Bug-Testing Phase Green - Completed The mod, due to it's massive size, has been split into a Core and 6 separate Modules. Below, I briefly describe the goals of each of the modules. Details as to what changes will be made can be seen in the following posts, which expand out to give great detail. Core The Core mod will focus on providing a backbone from which the separate modules can connect and work together. Additionally, the Core will focus on small tweaks, changes, and bug fixes, which help to make the game better without dramatically changing the way it is played. Player Progression Overhaul The Problem: In Fallout 4, one might argue that the player character, even on Survival or Very Hard difficulty can become legitimately overpowered at higher levels. Although there are some very real challenges on these difficulties at lower levels, reaching higher levels with an decent Endurance stat or using Power Armor at all can really reduce this challenge. Additionally, many fans of Fallout found that there was much missing from Fallout 4 in terms of RPGs elements, with the removal of the Skill system from all previous Fallout games, and Reputation, Traits, Implants, and other interesting RPG elements in New Vegas. I did not include Hardcore mode mechanics as it seems Bethesda will be bringing those back in the new Survival Mode update, with some further additions as well. I also found issue with the collectibles in Fallout 4; Being able to simply increase my S.P.E.C.I.A.L. at any time, I felt less urge to hunt down their corresponding Bobbleheads. As for the Skill Bobbleheads; While they were good, and often highly useful, I feel as though they were not useful enough, nor did they offer any new mechanics that made seeking them out a priority. Finally, I feel as though the perks in Fallout 4 range widely in usefulness, with many being too powerful, while others are useless, redundant, or rely on numerical increases rather than gameplay mechanics. The Solution: Level Up Overhaul what happens when the player levels up; S.P.E.C.I.A.L. leveling is now separated from Perk points. Hit points are not automatically gained every level. Derived Attributes such as Carry Weight, Health, and Action Points can be increased at every level in a similar fashion to leveling one of Health, Magicka, or Stamina in Skyrim. Bobbleheads & Collectibles The functionality of bobbleheads is changed to act more like Standing Stones from Skyrim. Skill bobblehead bonuses have been significantly increased, but only 3 can be active at one time. S.P.E.C.I.A.L. bobbleheads impart bonuses when related Skills bobbleheads are activated. Additional collectibles will be added, and notes detailing the locations of collectibles can be found. To be expanded upon later. Modification, Implants, and Cyborgs To be explanded upon later. Perk Overhaul Completely overhauls the Perks in Fallout 4. Each Perk will be modeled in a similar manner to Policy trees in Civilization V or Perk trees in various MMOs, with an opening Perk, two branches of perks, and a Finisher Perk unlocked upon completing the tree, which imparts a significant bonus. To be expanded upon later. Dungeon Overhaul Before delving into this section, a definition may be useful. What is a dungeon in Fallout 4? Well, Fallout 4 doesn't really have dungeons in that it is not a medieval fantasy RPG, but it does have locations in which everything or most things are hostile, and wish simply to kill you. These locations can be defined not only as the interiors of the buildings and places, but also the exterior area directly surrounding the buildings and their various entries. The Problem: Bethesda really stepped up their gunplay in Fallout 4, and they simultaneously made their dungeons better than they have really ever been. Unfortunately, the dungeons were not designed around the enhanced gunplay. There are too many narrow corridors in some dungeons, and too few large open areas in others. There are far too few environmental hazards, traps, or objects to be used against the player or the occasional enemy. Additionally, many of the dungeons are designed to discourage or make stealth frustrating and more time consuming. On the other hand many dungeons are just far too easy. Finally, after you finish a dungeon, you loot it and leave to never return again, with little to no replay value. The Solution: Improved Dungeons Make various changes to increase the quality of most or all vanilla dungeons. Provide new boss enemies with collectible items. Add a variety of new traps and threats. Add new stealth mechanics such as objects to hide in, more hacking options, and the option to destroy or turn off all light sources. Post Dungeon Gameplay Provide additional gameplay post-clearing of a dungeon. Tied closely to the settlement system. To be expanded upon later. Instanced Dungeons Allow the player to return to a cleared dungeon at any time, via usage of the collectible boss items collected at the end of a dungeon. Provides an increased challenge over the original dungeon, and allows players to unlock unique perks by completing tiered difficulty settings. Equipment and Loot Overhaul To be expanded upon later Settlement Overhaul To be expanded upon later Faction Overhaul To be expanded upon later Enemy Overhaul The Problem: After a few hours of playing Fallout 4, it became apparent to me that there was little variety in the enemies you face. This extends to both the visuals and the ways in which the enemies act. After 200 hours of playtime, I began to yearn for a wider variety of enemies, using different tactics depending on the type of the enemy as well as their location in the Commonwealth. Additionally, I wanted to see an increased challenge from many of the enemies, while simultaneously reducing their health so as to reduce the bullet sponge issue at higher difficulty settings. The Solution: Every faction of enemies has been overhauled, with a variety of new enemy types. Individual enemies will no longer scale, but instead, will increase in numbers, will become better equipped, and will add harder enemies into their ranks. Let me know what your guys think. I will add more as I find the time. Edited March 21, 2016 by TheGrimblade Link to comment Share on other sites More sharing options...
TheGrimblade Posted March 21, 2016 Author Share Posted March 21, 2016 Core The Core mod will focus on providing a backbone from which the separate modules can connect and work together. Additionally, the Core will focus on small tweaks, changes, and bug fixes, which help to make the game better without dramatically changing the way it is played. Tweaks 1. Allow every key to be bound for a press action and a holding action separately. A. This would mean that you would be able to separate bash and grenade from the same key. B. You could assign grab to holding the activate button, or separate it. C. You could set pressing the sneak button to toggle sneak, while pressing and holding would automatically sneak and walk. 2. Give an option to prevent accidentally using furniture or other objects with long, inescapable animations. A. One way to do this is to give a simple pop-up menu when using furniture. B. Another is to make it so that the normal activate key does not activate furniture, and instead, a new button must be assigned for activating furniture. 3. Allow key re-bindings for various menus. A. Settlement Mode B. Terminals C. Notes D. Inventory (Trading) E. Inventory (Pip-Boy) F. Barter G. Character Creation H. Dialogue I. V.A.T.S. 4. Add some form of Mod Configuration Menu, or integrate mod options into the Options menu. 5. Add an option for a bullet time feature, to be activated by a button press in V.A.T.S. A. On activation, Bullet Time will consume a significant portion of A.P., and will drain as bullet time continues. Pressing the V.A.T.S. key will end Bullet Time. B. If the player uses the Player Progression Overhaul, there will be perks related to Bullet Time, and in fact, it will only be available after unlocking one of these perks. 6. Add an option for a V.A.T.S. bash feature, to be activated by a button press. A. Adds a button that can be activated any time during V.A.T.S. that will use a large amount of A.P., but will delay the current V.A.T.S. action to bash, before continuing. B. This cannot be done if selected actions use all of the available action points. C. Again, if the player uses the Player Progression Overhaul, there will be Perks related to this new feature. 7. Add a new Miscellaneous style quest to the Pip-Boy titled "Tracking" A. The "Tracking" quest keeps track of the locations of all of your companions and active quest related NPCs. 8. Adds a fourth type of resistance: Explosive Resistance. Does not affect any player armors unless Equipment Overhaul is active. 9. When in cover, provide an auditory indication as well as a H.U.D. indication. A. Allow both of these options to be turned on or off. 10. Additional goals will be added with time. Bug Fixes W.I.P. Link to comment Share on other sites More sharing options...
TheGrimblade Posted March 21, 2016 Author Share Posted March 21, 2016 Player Progression Overhaul The Problem: In Fallout 4, one might argue that the player character, even on Survival or Very Hard difficulty can become legitimately overpowered at higher levels. Although there are some very real challenges on these difficulties at lower levels, reaching higher levels with an decent Endurance stat or using Power Armor at all can really reduce this challenge. Additionally, many fans of Fallout found that there was much missing from Fallout 4 in terms of RPGs elements, with the removal of the Skill system from all previous Fallout games, and Reputation, Traits, Implants, and other interesting RPG elements in New Vegas. I did not include Hardcore mode mechanics as it seems Bethesda will be bringing those back in the new Survival Mode update, with some further additions as well. I also found issue with the collectibles in Fallout 4; Being able to simply increase my S.P.E.C.I.A.L. at any time, I felt less urge to hunt down their corresponding Bobbleheads. As for the Skill Bobbleheads; While they were good, and often highly useful, I feel as though they were not useful enough, nor did they offer any new mechanics that made seeking them out a priority. Finally, I feel as though the perks in Fallout 4 range widely in usefulness, with many being too powerful, while others are useless, redundant, or rely on numerical increases rather than gameplay mechanics. The Solution: Level Up This section of the Character Player Progression Overhaul will likely be one of the most difficult parts of the overhaul to implement. It may not even be possible, and if it is, it will likely require a lot of clever manipulations that are not necessarily my area of expertise. 1. When you level up, you do not automatically receive an increase in Hit Points. 2. You can no longer choose to increase your S.P.E.C.I.A.L. stats through the use of a perk. 3. Instead of the original system, at each level, you will receive 2 "Conditioning Points" and 1 Perk Point: A. S.P.E.C.I.A.L. still ranges from 1 to 10, but instead of spending a Perk to increase S.P.E.C.I.A.L., you must spend 3 Conditioning Points. a. Conditioning for each S.P.E.C.I.A.L. will be stored as a separate value or hidden perk, and ideally, will be displayed as a second set of star ranks below the S.P.E.C.I.A.L. stat's rank itself. b. Once you have spent 3 ranks of Conditioning into a S.P.E.C.I.A.L. stat, the stat will update, and the current Conditioning Rank will reset. c. Additionally, although the S.P.E.C.I.A.L. still cap at 10, you will be able to continue spending Conditioning Points after a S.P.E.C.I.A.L. stat reaches 10, and will cap at 10 Conditioning Ranks. B. Each spent Conditioning Point also grants an increase in a Derived Attribute of the corresponding S.P.E.C.I.A.L. Attribute: a. Strength increases Carry Weight by 5 per point. b. Perception increases V.A.T.S. accuracy by +2%. c. Endurance increases Hit Points by 5. d. Charisma makes Speech and Barter better by +2%/+2%. e. Intelligence makes XP gain 1% faster. f. Agility increase Action Points by 3. g. Luck increase Critical Refill and Critical Damage by +2%/+2%. In the spoiler below, I have created tables to show the values for derived attributes as a function of S.P.E.C.I.A.L. and Conditioning. The images are not appearing correctly, so for now, here are links: http://imgur.com/xo4SPVj http://imgur.com/xBexW2Z Bobbleheads & Collectibles 1. S.P.E.C.I.A.L. bobbleheads in addition to their +1 bonuses to their corresponding stat, will now also give a "Synergy" bonus. More on this below. 2. "Skill" Bobbleheads have been altered so that you must activate them at a Bobblehead Stand, to be indicated by a glowing effect. You can only activate 3 skill bobbleheads at one time. 3. To make up for this change, the bonuses given have been greatly increased, and Synergy bonuses have been added for players with certain combinations of bobbleheads. A. Synergy occurs when 2 or 3 activated skill bobbleheads are governed by a particular S.P.E.C.I.A.L. stat. a. In the special case of Luck, synergy occurs when there are no more than 1 skill bobbleheads chosen which are governed by a S.P.E.C.I.A.L. stat. C. In order for there to be balance across the first 6 SPECIAL (S.P.E.C.I.A.) there would need to be 18 skill bobbleheads, with 3 Skills under each S.P.E.C.I.A.L. In Fallout 3 and New Vegas, there were only 13 skills, and the skills removed from previous games would not fit as well into Fallout 4's setting. By taking Fallout 3's 13 and adding New Vegas' Survival, we have 14, so we still need 4 new skill bobbleheads. a. Strength, in Fallout 3 and New Vegas governed only Melee Weapons; In Fallout 1 and 2, it also governed Unarmed. I propose Strength will govern Melee Weapons, Unarmed, and a new Smithing bobblehead. b. Perception can govern Explosives, Energy Weapons, and Lockpick. c. Endurance adds a new problem as we have removed Unarmed from it, leaving it with Big Guns. I propose that we add a Survival bobblehead and a new "Athlete" bobblehead. d. Charisma governs Speech and Barter, and I propose we add a new "Leadership" bobblehead. e. Intelligence governs Medicine, Repair, and Science. f. Agility governs Small Guns and Sneak. I propose we add a new "Acrobat" bobblehead. D. The effects of all of the bobbleheads are summarized below: S.P.E.C.I.A.L. bobbleheads Strength - +3 Strength Conditioning, +2 Synergy: Bashing will significantly stagger enemies, +3 Synergy: Bashing will knock enemies down. Perception - +3 Perception Conditioning, +2 Synergy: While Hidden, V.A.T.S. hit chance is significantly increased, +3 Synergy: Any enemies targeted in V.A.T.S. will be marked by a red outline, and further hits in V.A.T.S. will be significantly more likely to hit. Endurance - +3 Endurance Conditioning, +2 Synergy: When your health falls below 10%, health will regenerate quickly back to that amount, +3 Synergy: Once per day, health will automatically refill when it goes below 10%. Charisma - +3 Charisma Conditioning, +2 Synergy: All Settlements produce 10% more of every resource, +3 Synergy: All companions do +20% damage and gain +15% to all damage resistances. Intelligence - +3 Intelligence Conditioning, +2 Synergy: All crafting requires one less item, +3 Synergy: Obtain remaining HP as bonus experience after every combat ends. Agility - +3 Agility Conditioning, +2 Synergy: Sneak, walk, run, and sprint 5% faster; jump 5% higher. +3 Synergy: Gain a free rank of Moving Target. If Moving Target is maxed, gives 1 rank further (Rank 4) granting invulnerability for the first second of sprinting. Luck - +3 Luck Conditioning, Luck Synergy: Grants 1 rank of Richochet. If Richochet is maxed, gives 1 rank further (Rank 4) with a further increased chance. Skill bobbleheads Strength Governed: Melee Weapons - +25% damage/ +50% critical damage with melee weapons. Unarmed - +25% damage/ +50% critical damage with unarmed weapons. Smithing - While active, all weapons that you have modified deal +10% damage, and all armor that you have modified gives +10% damage resistance, energy resistance, and radiation resistance. Perception Governed: Explosives - +40% Explosives damage. Increased chance to cripple with explosives. Energy Weapons - +25% damage/ +50% critical damage with energy weapons. Lockpick - Easier Lockpicking; Picking a lock will cause distant enemies to lose sight of you. Endurance Governed: Big Guns - +25% damage/ +50% critical damage with heavy weapons. Survival - Food and drink items give enhanced bonuses. +10% damage when Well Rested. Athlete - Walk, sneak, run, and sprint 10% faster. Jump 10% higher. Sprinting costs 25% less Action Points. Charisma Governed: Barter - +15% better prices. Tracking added for wandering merchants. Speech - +15% easier speech challenges. NPCs with active speech challenges will be highlighted in blue. Leadership - Settlement defense items all give +2 defense. Settlers and Companions do 15% more damage. Intelligence Governed: Medicine - +15% effectiveness for all Chems. Repair - Receive better yields for settlement scrapping. Fusion cores last 10% longer. Double Production speed if Settlement Overhaul is on. Science - +1 Hack attempt. Spend less on settlement building. Doubles Research speed if Settlement Overhaul is on. Agility Governed: Small Guns - +25% damage, +50% critical damage with ballistic weapons. Sneak - +25% harder to detect/+25% easier pickpocket. Acrobat - Jump 20% higher. +50 to all damage resistances while sprinting, jumping, or falling. 4. Collectible listings will be made available in game. a. At Hubris Comics, a terminal can be found detailing pre-war delivery locations of Grognak the Barbarian and The Unstoppables. b. At Diamond City, a note may be found detailing locations that Wasteland Survival Guides were sent to. c. At Bunker Hill, a ledger can be found detailing locations that Tales of a Junktown Jerky Vendor were sent to. d. At Fort Hagan, a letter can be found detailing the correspondences of gun enthusiasts and their locations, showing where Guns & Bullets can be found. e. A note detailing rumors of Hot Rodder magazine location can be found at the Atom Cats Garage. f. La Coiffe locations can be found in a note next to a female skeleton in Fallon's Department Store. g. Live and Love locations can be found in a note inside of a briefcase in Goodneighbor. h. A terminal entry at Med-Tek research details correspondences between research surgeons and the locations of the publications of Massachussetts Surgical Journal. i. Delivery locations for Picket Fences can be found in a note on the body of a pre-war mailman at Sanctuary Hills. j. RobCo Fun locations can be found in a terminal entry at the Robotics Disposal Ground. k. Taboo Tattoos locations are found on a note that randomly spawns on raiders. l. Tesla Science locations are detailed in a terminal entry at ArcJet Systems. m. Total Hack locations can be found in a notebook next to Tinker Tom in the Railroad HQ. n. Tumblers Today locations can be found in a note in a bank vault at the Lexington Bank. o. U.S. Covert Operations Manual locations can be found in a terminal at Ticonderoga. p. A note will be added to Vault 81 for a vault dweller who wants to collect bobbleheads, and has collected a note leading to two possible locations for a bobblehead. i. One location will be a dud, while the other will have a bobblehead. Each bobblehead location will have a similar note of people trying to find them. 5. Several options will be available at launch for different locations of collectibles, to effectively randomize their locations. The notes and terminal entries detailing their locations will be updated to fit this. 5. In addition to the collectibles mentioned here, a large variety of collectibles will be added by other sections of this mod. a. Player Progression Overhaul adds collectible bio-technology. See Modification, Implants, and Cyborgs below. b. Dungeon Overhaul adds collectible items to boss enemies for various dungeons. c. Settlement Overhaul adds new Books and Manuals to be collected, as well as a huge number of unlockable settlement objects. d. Faction Overhaul adds new collectibles for completion of particular objectives. 6. Collectibles that become redundant or are pointless will be removed or re-purposed. a. One particular issue of Wasteland Survival Guide adds a map marker for Diamond City; This will be re-purposed. Modification, Implants, and Cyborgs W.I.P. Perk Overhaul W.I.P. Strength Strength 1 Strength 2 Strength 3 Strength 4 Strength 5 Strength 6 Strength 7 Strength 8 Strength 9 Strength 10 Perception Perception 1 Perception 2 Perception 3 Awareness 1.) Opener - Reveals enemy level, damage resistance, energy resistance, radiation resistance, and poison resistance. 2A.) Scan - Activated within V.A.T.S. Spend Action Points to reveal enemy's equipment. 2B.) Mark - Activated within V.A.T.S. Spend Action Points to highlight enemy. Attacks in V.A.T.S. against this opponent are 20% more accurate (max 95%) 3.) Finisher - Scan and Mark are activated for free upon use of a Critical Hit. Perception 4 Perception 5 Perception 6 Perception 7 Perception 8 Perception 9 Perception 10 Endurance Endurance 1 Endurance 2 Endurance 3 Endurance 4 Endurance 5 Endurance 6 Endurance 7 Endurance 8 Endurance 9 Endurance 10 Charisma Charisma 1 Charisma 2 Charisma 3 Charisma 4 Charisma 5 Charisma 6 Charisma 7 Charisma 8 Charisma 9 Charisma 10 Intelligence Intelligence 1 Intelligence 2 Intelligence 3 Intelligence 4 Intelligence 5 (With Settlement Overhaul) Mechanic 1.) Opener - Earn 10% more production elements 2A.) Transform production elements into advanced production elements, or reverse the process. 2B.) Earn 20% more production elements 3B.) Earn 30% more production elements 4.) Finisher - Earn 50% more production elements. The locations of all General Atomics Reference Guides are marked by a Miscellaneous quest. (Without Settlement Overhaul) Scrapper Unchanged: 1.) You can salvage uncommon components like screws, aluminum, and copper when scrapping weapons and armor. 2.) You can salvage rare components like circuitry, nuclear material, and fiber-optics when scrapping weapons and armor. Items with favorite components are highlighted. Intelligence 6 (With Settlement Overhaul) Science! 1.) Opener - Earn 10% more research credits 2A.) Transform research credits into advanced research credits, or reverse the process. 2B.) Earn 20% more research credits 3B.) Earn 30% more research credits 4.) Finisher - Earn 50% more research credits. The locations of all Big Books of Science are marked by a Miscellaneous quest. Settlement construction is no longer affected by Science!, but instead is unlocked through research. (Without Settlement Overhaul) Science! Unchanged: 1.) You gain access to base level and Rank 1 high-tech mods. 2.) You gain access to Rank 2 high-tech mods. 3.) You gain access to Rank 3 high-tech mods. 4.) You gain access to Rank 4 high-tech mods. Intelligence 7 Intelligence 8 Intelligence 9 Intelligence 10 Agility Agility 1 Agility 2 Agility 3 Agility 4 Agility 5 Agility 6 Agility 7 Agility 8 Agility 9 Agility 10 Luck Luck 1 Luck 2 Luck 3 Luck 4 Luck 5 Luck 6 Luck 7 Luck 8 Luck 9 Luck 10 Link to comment Share on other sites More sharing options...
TheGrimblade Posted March 21, 2016 Author Share Posted March 21, 2016 Dungeon Overhaul Before delving into this section, a definition may be useful. What is a dungeon in Fallout 4? Well, Fallout 4 doesn't really have dungeons in that it is not a medieval fantasy RPG, but it does have locations in which everything or most things are hostile, and wish simply to kill you. These locations can be defined not only as the interiors of the buildings and places, but also the exterior area directly surrounding the buildings and their various entries. The Problem: Bethesda really stepped up their gunplay in Fallout 4, and they simultaneously made their dungeons better than they have really ever been. Unfortunately, the dungeons were not designed around the enhanced gunplay. There are too many narrow corridors in some dungeons, and too few large open areas in others. There are far too few environmental hazards, traps, or objects to be used against the player or the occasional enemy. Additionally, many of the dungeons are designed to discourage or make stealth frustrating and more time consuming. On the other hand many dungeons are just far too easy. Finally, after you finish a dungeon, you loot it and leave to never return again, with little to no replay value. The Solution: Improved Dungeons 1. Light switches will be added to every room, and circuit breakers will be added to most dungeons, often in more than one place. A. Lights can be turned on or off from a light switch. a. Light switches may rarely be guarded. B. All lights and electronic equipment in a region of a dungeon can be turned on or off from a circuit breaker. a. Circuit breakers will often be guarded with heavy resistance. b. Terminals and smaller turrets will be unaffected as they run off small fission batteries. c. Override switches can be activated remotely to reactivate electricity, in some dungeons. 2. All ambient interior lighting will be removed, in favor of an increased number of individual light sources. A. New models will be created for various types of lights. a. Each new type of light, whether it is large or small, will still be able to be shot to deactivate it. b. Due to the heavy performance cost of this feature, a lite version will be made available, in which, a single, larger, light source will be placed in each room, which will be deactivated by shooting the main light or turning it off. B. New sources of light through holes and cracks in walls will be used to amplify the lighting further. C. This will focus on altering the lighting of dungeons, and will not change the lighting in friendly interiors like the faction headquarters or friendly vaults. 3. Various traps and environmental hazards will be added. A. Certain lights will contain highly volatile gases, and will explode when shot or damaged. B. Loose wiring will sometimes be found in walls which will occasionally arc out and deal energy damage. a. Shooting a light may cause loose wiring to begin arcing near the light switch. b. Switching a light or breaker off will stop loose wiring hazards, but turning them back on will reactivate them. C. Similarly, high voltage wiring may be found arcing, although this does lethal or significant amounts of damage, forcing the player to cut the source of electricity. D. Pools of liquid may be found near ruined holding tanks. a. Flammable liquids can be lit by gunfire, explosives, fire, or energy weapons, and do fire damage. b. Explosive liquids can be lit by gunfire, explosives, fire, or energy weapons, and do light explosive damage. c. Caustic liquids do acid damage to anything that is unfortunate enough to walk through it. d. Spilled water is, by itself harmless, but nearby arcing electricity can make it deadly. E. Alarms will be added which are activated by enemies at a wall or terminal, similarly to a light switch. a. Nearby enemies will not stop searching for you until the alarm is shut off. b. The alarm will eventually shut off on it's own, but it takes much longer than it normally would for enemies to stop searching. F. Loose bricks or foundations can be damaged to cause rubble to fall from above or to create a pitfall. G. Mines will be placed more often, and in more dangerous places. 4. A multitude of new security options will be available at terminals. A. Turrets can be set as allied, enemy, or berserk (attacking everything). Additionally, they can be set to auto-fire mode, which cause them to fire continuously in a straight line. a. Hostile turrets now run out of ammo, eventually. B. Spinklers can sometimes be turned on, creating pools of water and removing fires. C. Alarms can sometimes be turned on or off. a. Alarms can sometimes be set off in a remote area, effectively distracting enemies. D. Doors can be locked, unlocked, or put into lockdown (locks door and sets off alarm). a. When a door is placed into lockdown, it is often accompanied by berserk turrets on one or both sides of the door. E. Ventilation options may be available to fill or remove various gases from a room. a. Poison gas effects living creatures, and does damage over time. b. Explosive gas fills a room, and explodes when bullets or explosives interact with it. c. Rustic gas effects living and robotic creatures, causing poison damage to living creatures, and dealing crippling damage to robotic enemies. d. Neurotoxins effect living creatures, causing them to berserk, while doing damage over time. F. Robots can be given further instructions from terminals. a. A robot may be set to allied, enemy, or berserk. b. A robot may be given orders to patrol or guard, with various options for locations inside the dungeon. c. A robot may be ordered to travel to a settlement to become a settler. d. A robot may have it's software updated at a terminal. i. Depending on whether you have the prerequisite perks, you can increase the damage or accuracy of any robot at a terminal. ii. A robot can be ordered to loot a dungeon and place items in a various locations. 5. Add large containers for the player to hide in. A. Hiding inside these objects will function like any other furniture, except that it provides a large boost to stealth. a. All actions aside from looking around or leaving the container are not accessible while in a container. B. Large lockers, cupboards, broom closets, and similar objects can be hidden in by any players. a. Smaller containers like crates, barrels, and ventilation shafts require perks to be usable or for the option to even appear. C. While inside the container, third person camera shows the outside of container, and is limited to a certain range. D. While inside the container, first person camera is limited to mostly blackness, with slits to look out of. 6. Many dungeons will be altered to fit various methods of entry. A. Boston and Commonwealth sewers, railroads, and cave systems will be expanded to run underneath most logical locations. a. Sewer grates, subway exits, or cave exits will let out around the entrance to various locations. b. When it makes sense, these exits will go directly into a location. B. Windows will become viable entryways into various locations, typically placing the player in hidden locations. C. Ladders and fallen telephone poles will be added to give the player access to rooftop entryways. D. A player with the proper perks will be able to stand outside a door, and will hear sound effects indicating whether an enemy is near to an entrance before opening a door. 7. Some dungeons may be completely redesigned, externally and internally, in order to fit the desired changes, although it would be preferable to leave most things as they are. A. There should be an increased emphasis on large open rooms with crosswalks and fallen pillars to walk across. B. Support columns should be more common, and should be large enough to provide cover. C. Narrow hallways should be widened, with more clutter to hide behind. D. Smaller, even more narrow passageways, janitorial pathways, and access tunnels should also be added, although they should rarely be used for combat, and instead focus on moving around quickly. 8. Each dungeon will now have a definite boss encounter. A. These boss encounters will have better equipment, better stats, and will have often "mutate" a. These boss mutations will be similar to what a Legendary enemy does, but with different effects; upon reaching a particular health marker, will "mutate" to heal, gain better stats, or change tactics. b. Some bosses will mutate multiple times, although they may have a moderate or small amount of overall health. B. Each boss will be named and will often have some unique equipment on them. C. Most, or all bosses will have some environmental effects designed in the dungeon to be used against them. D. Bosses will drop unique collectible items which can be displayed on various new Settlement items. a. Raider bosses drop unique bottles of alcohol (misc. item, not aid) which can be displayed on the "Top Shelf" object. b. Children of Atom bosses drop unique painted mini-nukes (misc. item, not ammo), which can be displayed on the "Shrine of Atom" object. c. Gunner bosses drop unique valuable objects, which can be displayed on the "Wealth of Nations" object. d. Super Mutant bosses drop unique bone charms, which can be displayed on the "Totem of Death" object. e. Ghoul bosses drop unique trophy heads, which can be displayed on the "Trophy Wall" object. f. Mirelurk bosses drop unique claws, which can be displayed on the "Fisherman's Pride" object. g. Other bosses drop various unique items, to be displayed on the "Wanderer's Mantle" object. E. Unique collectibles will also incur a small bonus perk, giving bonus damage to that type of enemy. Post Dungeon Gameplay 1. Once a dungeon has been completed, and the boss has been killed, it will not respawn enemies. It will not be "cleared" until any unique items are gone, however. 2. The player can send certain settlers to cleared locations to "clean up" a location. A. This does not gather the items that the player can gather. It removes miscellaneous clutter and items that cannot otherwise be removed. a. This process cannot be reversed. b. The process takes 3 days in-game, and the dungeon will remain unchanged during this time. B. Once a location has been cleaned, a workshop will be set up outside to allow the player to build a new settlement. C. The interior of the dungeons will still be accessible after the cleaning is completed, although it will not be considered part of the settlement outside. Instanced Dungeons 1. The trophies found on boss enemies can be activated to transport the player to an "instanced" version of the dungeon. A. An instance is a dungeon placed in a separate "worldspace". B. Essentially, the player will transport to a new external worldspace outside the dungeon corresponding to the trophy, with very little generated outside of the required area for the dungeon. a. The outside world will be wiped away, dreamlike, or closed off by invisible or physical barriers. b. The exterior of the dungeon may be dramatically altered from it's original design, in order to fit into an enclosed worldspace. c. The interior of the dungeon will be similar in nature to the original. 2. Upon selecting a trophy, the player will be asked to select between Bronze, Silver, and Gold Instances. A. In order to attempt Silver, you must first finish Bronze, and in order to attempt Gold, you must first complete Silver. B. Bronze will be very close, if not exactly like the original dungeon, at least in design. It will be slightly more difficult, however. C. Silver will be significantly different from Bronze, and will also be much more difficult. D. Gold will be different, to the point of being wacky. It will also be a legitimate challenge to succeed at. 3. Upon completion of each challenge, the perk given for collecting the trophy will be increased in rank, providing better bonuses at each rank. 4. When the player enters the worldspace, they will often awaken in a Pulowski Preservation Chamber, or inside of a small room. A. The player will not have their equipment or items, but will instead be equipped with specific items. B. Ideally, the player's stats and perks can also be altered so as to ensure a very specific challenge is being given. 5. The player character will be restored to it's former status after the instance ends. A. All equipment from before starting the instance will be returned and re-equiped. Ideally, favorites will not be altered. B. Health, Action Points, Limb Damage, and Radiation will be retained from prior to entering the instance. C. Experience earned inside of the instance will be returned upon exiting. 6. An option will be added to activate these instances via a special bed or a simulation pod which can be added to the settlement mode, rather than through collectible trophies. Link to comment Share on other sites More sharing options...
TheGrimblade Posted March 21, 2016 Author Share Posted March 21, 2016 Equipment and Loot Overhaul W.I.P.One thing that really drove me insane in Fallout 4, given the amount of upgrades and customization available, was that some armors, weapons, and indeed consumable items were objectively better than others. Additionally, once you had your base set of armor and weapons, unless you hoarded everything, there was rarely, if ever, any point in looting many if the items an enemy dropped. Finally, even with the huge variety of crafting items, there hardly ever seems to be a need to gather junk. I would like to at least partially address these issues:1. Fallout 4 addresses armor by splitting it into combat armor, leather armor, metal armor, raider armor, and synth armor. Of these types of armor, combat armor tends to be better by almost all metrics, with Heavy Synth Armor being the only case which is better in comparison. Additionally, you rarely see metal armor at all, and synth armor only appears on synths while combat armor appears primarily on Gunners. A. Rename Raider Armor to Scrap Armor, and make it available for all normal wasteland humanoids. Additionally, equip certain ghouls with this scrap armor. This should objectively be the worst armor. Scrap Armor should be upgrade-able to either Leather Armor or Metal Armor (Iron) at an armor workbench.B. Rename Synth Armor to Polymer Armor, and make it available for mercenaries, Gunners, and certain other enemies that make sense. C. Separate Metal armor into Iron, Steel, and Lead armor, with Steel being objectively better than Iron, though Iron can be upgraded to Steel at an armor workbench, while Lead gives radiation resistance.D. When you kill animals, you will have a chance to find a skin on their body. Various skins can be used to alter your leather armor into a variety of different types and styles, with varying stats and bonuses. Additionally, killing legendary animals will yield legendary skins, which, when used in your leather armors, will give bonuses, such as making you friendly to that type of animal.E. Add Ceramic Armor, which would be similar to what you might see a police officer, SWAT member, or real world military using.F. Add Padded Armor, which would essentially be American Football gear, which is better than base Leather, but cannot use skins.G. Reduce the effectiveness of Combat Armor toward energy weapons, while giving it bonus resistance to explosives.2. The armor pieces you can wear are limited to the chest pieces, two arm pieces, two leg pieces, and sometimes, a fitting helmet. I would like to propose a system to split that up further, without cluttering the inventory. I am not sure that this is possible, but it would be nice.A. At the workbench, gain the ability to break down arm pieces into four separate pieces: Upper Arm, Bracer, Glove, Pauldron. Each of the separate pieces can be modified with different effects, although, they must be recombined back into a full arm piece to be worn. If someone know a way to add an unlimited number of clothing items, that could allow you to individually equip them, although I think I would limit NPCs to wearing only combined armors.B. Similarly, I would split legs into upper legs, lower legs, and boots.C. As for the Chest Piece, I would split that between Breastplate, Plackard, and Cod Piece (because why not?). The Cod Piece would also cover the section of armor that seems to be missing in so many cases...D. The head is already split into several pieces with masks, glasses, and helmets. I would additionally add a slot for neck armor, and allow for the four pieces to be combined into one head piece.E. Finally, I would like to be able to combine all of the different armors into a single armor item.F. In order to deal with Legendary armor, there are a few ways we could handle it. First we could simply disallow breaking down legendary weapons, which makes sense from a balance standpoint. Second, we could make it so that when an armor is split, the effect is retained on one specific piece of the armor. Third we could give an item like the "legendary chip" in teaLz's Legendary Modification mod that can only be applied to the combined armor piece.3. By default (this would be optional), I would like for NPC armor to be combined into a single "armor" item, rather than chest, left leg, right leg, left arm, left arm.A. As a general rule, I rarely loot enemy armor unless I am looting absolutely everything; If I am looting everything, it would be nice to unclutter my inventory by condensing armor into a single item.B. By default, this will not apply to Legendary armor, and several armors sets would be created in the CK to go alongside the various Legendary pieces, with the respective pieces missing. You would instead see the legendary armor item and the combined armor for what was left on their body.4. Balance the armor types.5. Balance the gun types.6. Overhaul chem addiction effects and chem effects.7. Overhaul food and drink consumption effects.8. Send settlers to gather the loot from a completed dungeon, rather than doing so yourself. Link to comment Share on other sites More sharing options...
TheGrimblade Posted March 21, 2016 Author Share Posted March 21, 2016 Settlement Overhaul W.I.P. 1. Add simulation pods to simulate attacks on a settlement in similar fashion to Better Dungeons, above. 2. Combined and Expanded Settlement Vendors A. The first and most important goal of this section of the Overhaul would be to provide a system for accessing a variety of different stores from one object or menu. As an example of what I mean, I ask you to look at games which use Vending Machines or Save Points to access a menu listing different stores. You may have seen this used in JRPGs in particular. You could then decide, from a menu, which store to open, and trade from there. a. Why is this important? Mods. Mods add new armors or weapons to the game that you otherwise may have to console command into your inventory, or else build it. Sometimes, the modded items are placed in the world, but often, they are placed in easy to reach places, there for ease of access. If, however, equipment mods were to use a combined storefront mod as their baseline, modders could then add their new items to a store named after the mod creator. If a particularly prolific mod author were to design 20 different armors and weapons, they could simply update their items into one combined file, to be available for a simple download, and users could simply choose not to use items if they did not wish to do so. For entry level players to the modding community, this provides an easy solution to many issues with load order, .esp limits, and stability issues. Of course, a modder would want to receive recognition when they create a new mod, as their new files could appear on the front page or at the top list of files within a particular timeframe, whereas an older file may be less likely to resurface. A modder could do one of several things to ensure they would receive recognition for individual mods: i. Release each new mod as a separate mod, but include a file for both the standalone mod and the complete package on each mod's page. ii. Release each new mod as a separate mod, but include a link to a page with the complete package, which will be updated with each release. iii. If this becomes a widely used idea, modders could petition Nexus to update the mod page layout to have a button similar to the download with NMM button to directly download the complete package of the modder's item mods. This is unlikely, but not a bad idea looking forward. b. Doesn't this completely break lore? Well, yes. But so do many of the costumes out there. Additionally, the way this is implemented can be done in such a way as to not break lore and immersion. I will describe what these different methods are below, when I address the new Market building. c. How will this work, or can it even work at all? I am not certain on the details for how exactly this will work. I am fairly certain, given my limited understanding of the way Fallout 4's engine works, that this should be possible, although it may take so strange methods to do so. From a player UI perspective, consider the Settlement menu. When a modder wishes to add new items to a section of the workshop menu, they can do so without replacing existing items. What remains to be seen, however, is whether modders can create new sections or folders, if you will, within this menu. If you could do that, you could organize new items by the mods they come from. It can also be seen that these mods do not necessarily conflict with each other, when placing new items into these menus. I am hoping that, given this functionality in the settlement menu, one of two things can be done with regards to a combined storefront: i. Create a new set of menus which will allow users to select stores from a list which will not interfere with each other. This needs to be a process simple enough for modders to want to go about the trouble to make it work. ii. Curate a list of mods to be supported by the master file for the proposed overhaul mod. This is not ideal, as greatly reduces the time until mods are updated into the master file. Additionally, it would become a nightmare to handle all of the mods. B. The second goal of this section is to combine some of the features of various settlement items into single items. This is aimed at reducing the number of clutter objects which might serve a utility purpose, but make a settlement look generally quit bad. a. I have seen, through several of the new crafting mods, a scourge of dozens of different types of workbenches, with the purpose of providing a station for producing items specific to one mod. I would like to seek a combined interface from which a player could utilize all or many of these workbenches from a single object, while simultaneously... will continue later. Getting tired, and typing gibberish. 3. Gain Settlement Perks for number of settlements, for specific settlement connections, and for specific settlement happiness amounts. Research and Production Any of you who have played strategy games are likely already familiar with the ideas of research and production. For the uninitiated, in many games, mostly strategy games, you have methods for developing research, usually by hiring scientists or assigning citizens to the task. As a result of this research, you discover new bonuses, technology, or objects that can be built. Production is similar in that you typically assign workers to build something, or to work on a specific project. Both of these mechanics tend to work on a timer, where a new research objective or a new production is completed on a fairly regular basis. As the game progresses, you need more or better workers or you will have to wait longer for the fruits of this labor. So, how can this work in Fallout 4? 1. Add textbooks and reference guides to the wasteland, as a new type of collectibles. A. Big Book of Science will relate to Research. B. General Atomics Reference Guide will relate to Production. C. The functions of these books will be discussed further below. 2. Collecting your first book will unlock corresponding workshop items. A. The first Big Book of Science will unlock the Research Station and the Laboratory items in settlements. B. The first General Atomics Reference Guide will unlock the Production Workstation and the Workshop items in settlements. 3. You then assign a settler to the Research Station or Production Workstation and they become a Scientist or an Engineer. A. Scientists produce "research credits", while Engineers produce "production elements". 4. The Laboratory and Workshop allow you spend research credits and production elements, respectively. A. When you first approach a laboratory or workshop, the list of projects for each will be limited. Upon completion of projects, hidden Perks will be given to the player, which will unlock additional projects as well as the bonuses of the projects. B. Some projects will cost more than others to complete, but the rewards will be greater. A particular project may have no actual results, instead branching out to unlock a great number of new projects. C. Certain projects will begin to produce "Advanced" versions of the research credits and production elements. a. Additionally, at a certain point, a new project will open to allow the player to convert between advanced and normal values at a 1:5 ratio. b. With the Character Progression Overhaul, this conversion is unlocked by Rank 2A of Scrapper (for production elements) and 2A of Science! (for research credits). 5. Projects will appear at some point during both progression lines that will require these Advanced credits and elements. A. One of the key projects will be to build a Research Facility (Advanced Research Facility) and a Factory (Advanced Production Workstation) a. Once these projects are complete these objects can be found under the Prefab section in Settlement mode. Both buildings will have 3 interactive objects inside which require settlers to be assigned to them: i. The Research Facility will have two Research Stations built in, and one new Experimentation Chamber. ii. The Factory will have two Production Workshops and one new Assembly Line. B. The Experimentation Chamber will randomly produce any number of useful, highly experimental items that cannot normally be found. C. The Assembly Line can produce an assigned item en masse, at a significantly reduced per unit cost to building them individually, but it takes time to complete. D. Additional Advanced Projects might include Institute teleporter partsor other fitting items. E. Any number of robot related projects could be quite fitting with the upcoming Automatron DLC. 6. Additional uses of books and manuals 1. Each book can be converted to a large number of research credits or production elements and an "Annotated" version of the book for display purposes. 2. Gathering certain numbers of books will unlock new research paths. 3. Certain books will give perks. 7. Potential Replacement for "Utility" Perks 1. With the Production Workstation, Armorer, Blacksmith, Gun Nut, and Scrapper can be split into different projects. 2. With the Research Station, the same applies for Science! 3. Similar arguments can be made for Demolitions Expert and Chemist, and even so for Robotics Expert, Nuclear Physicist, Hacker, V.A.N.S., and Awareness. 4. This would significantly change the Intelligence tree and it's underlying perks, although replacements are not inconceivable. 8. Specific Details for projects (biggest section last) - Will add to section as further ideas surface. 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TheGrimblade Posted March 21, 2016 Author Share Posted March 21, 2016 (edited) Faction Overhaul W.I.P. Freeway ExpansionSo, earlier today, I was exploring Lexington when I decided I would climb up onto the freeway overpass and explore the areas along these roads. What I found was that there were a total of 4 locations containing any kind of items for the player to interact with. Each of these locations contained a few sparse containers, and one contained a few dead raiders and a lift down to the ground, further east from the city itself. All of the highways broke off into pieces and became impassable after a while. Even so, these bridges were designed so as to look populated with items. There are cars, junk walls, wooden bridges, street cones, ground rubble, and a number of other items used in order to decorate what is otherwise a mostly useless area. As it stands, they can function as a way to move through regions of the map without alerting most enemies, but you have to know beforehand where the bridges will actually have ramps down to the ground level, or you have to be able to judge where you will need to jump off. From an exploration standpoint, they don't offer much as there are too few ways to get up onto them. If you have a jetpack, you can potentially fly up to the bridges in some places, but the heights vary so much that it would be impractical to attempt. You could however use a jetpack to jump from one side of a gap in the bridge to another, but this comes with a risk of falling, and once you fall... good luck getting back up. The only real use for these freeways is for a very patient sniper player. I look at the freeway system running through the Commonwealth as a missed opportunity; I feel as though it could have been used for much more than just decoration. I have several ideas for how this issue can be fixed, and I think it would be interesting to tie these ideas to the factions in the game: 1. Increase the number of lifts granting access to these freeways.2. At night, Railroad Runners will be seen running along the top of the Freeways, traveling through the wasteland to various locations.a. An increased number of Railroad signs will be posted, with several new safe zones marked. Escaping synths and Railroad agents may sometimes be found at these places.b. A number of dead drop locations will be hidden along these freeways.i. Some will contain caps, ammo, and other useful loot, in large quantities.ii. Others will contain notes or orders which will point the PC toward various Quests, locations of interest, or hidden treasures.3. In order to bring the Commonwealth together, the Minutemen seek out a way to traverse the Commonwealth quickly. The freeway is one such method.a. After completing the main quest, siding with the Minutemen, the PC will be given a quest to secure the freeways of the commonwealth.i. During this quest, the PC will be asked to travel to various locations throughout The Commonwealth and secure highway entrances.ii. The player will have to fight off the original owners of various locations, including Raiders, Gunners, and Super Mutants.iii. Additionally The player may run into hostile Brotherhood of Steel or Institute remnants. b. Once the freeways have been secured, the player will be given access to a number of new Settlement locations along the freeways.c. Three days after the completion of the quest to secure the freeways, word travels out that a group has used explosives to wreck one of the major freeway intersections.i. The PC is given a quest to hunt down those responsible.ii. Upon completion of the quest, a new settlement crops up in the wreckage of the interchange. This settlement will grow into a settlement on the scale of the major vanilla cities like Diamond City, Goodneighbor, and Bunker Hill. One week after the quest completion, the PC will be asked to oversee renevations, and given access to the settlement workshop to alter the new city.iii. This new settlement will act as a hub city for Minutemen patrols and trade caravans traveling along the freeways, and will be a large settlement as a result.4. In the event that the PC sides with The Institute or The Brotherhood of Steel when asked to make a choice during the main quest, the PC will be unable to seek out these expansions.a. If the player sides with the Institute, Railroad operations on the freeways will diminish or stop completely.b. If the player sides with the Railroad, the PC may still make the expansions, but they will have to meet the initial Minutemen requirements to complete the main quest (Number of settlements controlled, retaking The Castle, etc.). Minutemen1. Train settlers as Commonwealth Minutemen2. Send Minutemen on missions outside the Commonwealth3. Set up Minutemen patrol routes similar to setting up provisioners.4. Join Minutemen Patrols for instanced patrols. Brotherhood1. Train soldiers to form your own squad.2. Send squad to various locations outside of the Commonwealth to attain technology or perform reconnaissance.3. Take control of the commonwealth settlements for the Brotherhood, without losing ability to build in settlements.4. Join your squad for instanced strikes on particular locations of interest. Institute1. Replace settlers with synths for caps and settlement productivity boosts.2. Kidnap then delve into the memories of specific named settlers.3. Develop various technologies to boost settlement productivity.4. Join Coursers on instanced stealth missions to retrieve high profile targets. Railroad1. Indicate settlements as Railroad Safehouses, and see traffic to and from Safehouses at night.2. Sabotage Institute operations.3. Gain Perks from gathered intelligence.4. Travel out on instanced runner missions, where you simply move from point A to B without dying. Edited March 24, 2016 by TheGrimblade Link to comment Share on other sites More sharing options...
TheGrimblade Posted March 21, 2016 Author Share Posted March 21, 2016 Enemy Overhaul The Problem: After a few hours of playing Fallout 4, it became apparent to me that there was little variety in the enemies you face. This extends to both the visuals and the ways in which the enemies act. After 200 hours of playtime, I began to yearn for a wider variety of enemies, using different tactics depending on the type of the enemy as well as their location in the Commonwealth. Additionally, I wanted to see an increased challenge from many of the enemies, while simultaneously reducing their health so as to reduce the bullet sponge issue at higher difficulty settings. The Solution: Feral Ghouls 1. Types A. Feral Ghoul a. Basic ghoul, unarmored, does little radiation damage, weak in terms of health and damage, to the point of being not much more than a nuisance. b. These normal Ferals will spawn in large quantities, and if possible, will use swarm tactics. The general idea is that they may do 1/3 the normal damage, at 1/5 the normal health, but there are 5 for every 1 in the normal game. B. Ghoul Screecher a. By appearances, a bloated, frail looking ghoul that wobbles around slowly. It is exceptionally weak, however, it will yell out for help upon detecting you, causing any nearby ghouls to become alerted. C. Reaver a. An elite ghoul, wearing armor from before it turned feral. Has a higher damage output, more health, and various damage resistances. b. The Reaver tends to be more tactical than other ghouls, sticking back behind ghoul swarms, and attacking from hidden places. D. Vile Ghoul a. A rancorous, bloated ghoul. While very slow in movement, and unable to deal out high amounts of damage, a vile ghoul has a fairly large amount of health. b. If you are attacked by a Vile Ghoul, you have an extremely high chance to gain a disease. c. Upon dying, vile ghouls will explode into a pool of acid, dealing damage into anything that is caught in the blast or steps in the pool. E. Glowing Ghoul a. A highly irradiated ghoul that can heal other ghouls with radiation. Your standard Fallout 4 Glowing One. b. In addition to it's previous abilities, glowing ghouls have a higher chance of spreading disease. F. Stalker a. A smaller ghoul, with greatly increased speed. It has very little health, and does minimal damage. b. Rather than attacking outright, Stalkers prefer to run away and alert other ghouls of your presence. c. Stalkers also like to focus on using a single decisive attack. If given enough time, a Stalker will use a lunge attack that will deal massive damage, but requires several seconds to "charge" as the animation will be prolonged. G. Glowing One a. A Glowing One stands out amongst the other ghouls as a boss type enemy. These ghouls are slightly larger in stature than other ghouls. b. Glowing Ones feature all of the special abilities of the above ghouls, and tend to have some amount of armor. c. Glowing Ones, in addition to healing other ghouls with a blast of radiation, can instead absorb the radiation of nearby creatures to significantly heal itself. 2. Variants A. In general, ghouls can be a very boring type of enemy to look at. There is little variety in the design of these enemies, so I would like to address that. B. Coastal ghouls should feature barnacles and sea urchins. C. Swamp ghouls should have moss or mold growing on them. D. Boston ghouls should be shown wearing ruined baseball uniforms. E. Wasteland ghouls should occasionally be shown wearing tattered wasteland gear. Raiders 1. Types A. Raider a. A typical raider, seen wearing light scrap armor, with light assault rifles and grenades. B. Junkie a. A raider hyped up on Jet; He is significantly faster than other raiders and uses pistols, SMGs, and other light weapons. C. Psycho a. A raider hyped up on Buffout and Psycho; He has more health than the average raider, and prefers to use melee weapons and shotguns. b. He has the special "Rush" ability, where he becomes temporarily invulnerable as he runs in to attack. D. Scrapper a. A raider decked out in scrap Power Armor. He wields heavy assault weapons and uses the special "scrap grenade" which is a more powerful variant of the frag grenade. E. Dealer a. A relatively weak raider, wearing more expensive leather armor and any range of pistols. b. He has the ability to heal other raiders as well as to trigger "Rush" in other raiders, including those who normally would not be able to do so. c. The dealer will have a significant number of chems on his person. F. Slaver a. A heavily armored raider who controls two slaves via bomb collars. b. If the slaves reach you, they will explode. These are slaves who have been defeated and simply wish to die. c. If you manage to kill the slaver without the slaves dying, they will no longer be hostile, and will instead hide until combat ends. On the corpse of the slaver, you can find one time use keys to release the slave collars. G. Ringleader a. A boss raider; He typically wields the best equipment available to the raider group. b. Has the "Rush" ability, and will mutate 3 times before dying. The first mutation will increase his speed on a Jet rush, The second mutation will increase his damage on a pyscho rush. the third mutation will increase his health and damage resistance on a Med-X and Buffout rush. c. The Ringleader will have a significant number of chems on his person. 2. Variants A. Raiders look the same everywhere you go. I figured that after Rage, Bethesda would pick up after Id and give some variety and character to different raider bands; I would like to see similar variety. B. I would like to see Raiders renamed based on different gangs, and extended terminal and note histories. C. Add gang flags and graffiti to raider bases and various places of interest to a group of raiders. D. Give raiders facial tattoos, crazy hair, and unique armor styles from place to place. Super Mutants W.I.P. 1. Types A. Super Mutant B. Malformed Mutant a. A live failed FEV experiment. These mutants considered freaks to even the Supermutants are kept locked in cages. b. These monstrocities are hostile to absolutely everything, including mutants, although they are docile while locked away. C. Mutant Brute D. Mutant Enforcer E. Mutant Chieftan F. Mutant Suicider G. Mutant Driver H. Mutant Hound I. Suicide Hound J. Centaur K. Alpha Centaur L. Beta Centaur M. Gamma Centaur N. Centaur Omega O. Mutant Overlord P. Mutant Behemoth 2. Variants Mirelurks W.I.P. 1. Types 2. Variants Gunners W.I.P. 1. Types 2. Variants Institute W.I.P. 1. Types 2. Variants Brotherhood of Steel W.I.P. 1. Types 2. Variants Minutemen W.I.P. 1. Types 2. Variants Railroad W.I.P. 1. Types 2. Variants Children of Atom W.I.P. 1. Types 2. Variants Animals W.I.P. 1. Types 2. Variants Insects W.I.P. 1. Types 2. Variants Abominations W.I.P. 1. Types 2. Variants Link to comment Share on other sites More sharing options...
TheGrimblade Posted March 21, 2016 Author Share Posted March 21, 2016 Reserved Link to comment Share on other sites More sharing options...
Iamkiing Posted March 22, 2016 Share Posted March 22, 2016 This is awesome ideas so far i'd love to throw something into the mix and other to help with clutering and custome npcs and weapsons Link to comment Share on other sites More sharing options...
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