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Fallout 4 Overhaul Mod


TheGrimblade

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Would be nice to see perks, skills & traits separated similar to how they were in previous games.

 

For instance your skill with something determines how easy it is to use, how accurate it is & allows the use of special actions with it.

 

Perks would be game changers like + damage all around or with certain weapons, not being locked out of computers etc...

 

Traits would be limited on creation and be huge game changers with a positive and negative like wild wasteland, four eyes etc..

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I did plan to bring back traits in some fashion, although I think the removal of skills, at least in the form they were in Fallout 3 and New Vegas, was a change for the better.

 

As a long term goal, I would like to see an expanded introduction section of the game. In this section, You would start the game beginning with a short cutscene portraying the player character's wedding, then a shot of the news declaring that war is coming. Then the game begins with you seated at an army recruitment station, filling out paperwork. This paperwork, amongst other things, would allow the player to pick traits. The player would then travel to an army truck, and the scene would shift to a battle, in which several of the game mechanics which were not fully explained (such as hiding in cover) as well as many of the new mechanics, would be explained. No experience will be gained during this section of the game, as it serves primarily as a tutorial section. After this section is completed, the opening cutscene will play, and the game starts as it normally does. Both of these opening scenes would be skippable. This is a far off goal though, and one that may never be reached. I would like to see traits return before this introduction section is implemented, however.

 

As for skills... A numerical skill system lacks depth, and everything that it can achieve can be achieved through other means such as perks. That said, Bethesda has had a number of experiments with the skill system throughout their games, and each had it's strengths and weaknesses. In Oblivion, at ranks 25, 50, 75, and 100 of a skill, a perk was given to the player. This system was a nice middle ground, except that there were too few perks, and they were spaced so far apart that they were not really a concern for the player. In Skyrim, they created Perk trees for each skill, tied to prerequisite perks and skill requirements. This system was nice, however, Fallout 4's Perk system does much of what this system did already. I believe that the Perk chart shows a progression in the skill system they have been implementing on with each new game, although, yes, it is too simple. For this reason, I believe the best way to fix this problem is to overhaul the pre-existing skill bobbleheads, and add further, separate methods for player progression.

 

There are a few other ideas I have for how to amplify the existing system rather than replacing it, which I will expand upon later. One possible method is to add new settlement objects or buildings which allow the player to "train" their skills, and unlock new perks related to skills that they are interested in. Another is a sort of "Achievement" system tied to the completion of certain objectives. This would work in a way similar to Achieve That for Skyrim.

 

I feel that I should stress, if it is not already stressed, that all of this is far off, and that it may never be completed. I really want to get into modding, and I feel an overwhelming desire, or even a need to write out my ideas, but that does not mean that any of this is ready to implement; It might not even be possible. At this time, I just need to get it all written out, and then I can begin to look into building a team to get it done.

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