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Any planned mods?


charwo

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I'm working on a mod to bring back mothership Zeta from FOU3. I mean, you have to wonder what happened after the Lone Wanderer captured it. I'm working on some of the models now, but it's not very motivating without the CK.

The mod would change the ending somewhat, and also offer completely new quests.

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Quests? We can side with them?

Exactly. The beginning of the mod questline would be different depending on which vanilla faction you choose to side with. I think the general idea would be to get your chosen faction to cooperate with the Lone Wanderer's faction, with a small option to blow up the mothership and not do any of the quests.

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Sounds to me like the Fallout series isn't what the OP is looking for in the first place Lol. You basically want to change some of the major dynamics that make the FO4 gameplay what it is. Especially re: the settlement system and RPG aspects.

That said, I'm still working on an outline and logo to wrap things up for posting the Call to Action thread for my Ashes to Ashes Detective Agency mod arc, which will be a major project. DOOMBASED (aka StabCops/DOOM) is helping me on it, just looking for a couple other mod authors to contribute as well as some voice acting and other related roles.

Edited by PhoenixKnight13
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No no no, the Fallout series is for me....I just got major problems with 3&4. I Fallout 4 isn't an RPG but it's playable out of the box, which I would say Fallout 3 was not. It needs some fine tuning. Lots of stupid design decisions, massive ludonarrative dissonance, not an RPG, but not unsalvageable . Plus even though I find settlement building trifling, doesn't mean I think it's a bad idea, I just don't want to do it myself. I think it's an utter OCD waste of time, and a mod to where the settlements build themselves over time like the bases in Suikoden would be a better fit for me.

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Well, you could always just build the essentials all in a row on the ground and say f*#@ it to the creative bits Lol. Would mean more effort fending off raids, but I doubt that would be an issue.

Somehow I doubt a mod could handle building for you, as it would likely require some form of scripting AI, and at the same time have to adhere to navmeshing and so on which is buggy enough just trying to get NPCs to walk on the s#*!, much less build anything... Sounds like too many issues to bother with it. But that's just my inexperienced assumption lol.

Being a diehard fan of the originals, it is kind of odd seeing these called Fallout as the gameplay really has no similarities to the oldschool titles outside of the VATS system... Oh, and the PipBoy... :pinch:
This is more like SIMS meets Minecraft meets Call of Duty with Fallout content pasted on top lol. Not to say that I dislike the new ones obviously, it's just not the same.

For me there are really only 2 major aspects I wish they'd improve; the tactical side of combat (to give more of a challenge and variety to how fights play out), and the quest system (more detective work and variety of solutions rather than 99% kill everything in sight while using a dumbed down follow-the-marker setup). While the former might be out of Bethesda's league (hell, even CoD Black Ops 3 combat doesn't really utilize tactics for s#*! as a major FPS title), making a better quest experience is most certainly doable.

 

Enter in the Ashes to Ashes Detective Agency, adhering to the Fallout & Film Noir genres while adding more depth of story and quest intricacies back into the mix, in addition to some sweet new items and gear mods. :laugh:
With an aim to provide a chain of content supplementing an entire play-through and provide longterm support via quest packs; I hope to see this become a major installment for the FO4 world. The storyline and quest development I've written so far certainly provides enough content, now it's just a matter of seeing what the GECK brings into play and making it a reality. Seeing all the awesome s#*! mod authors have come up with so far gives me faith it'll work out. :cool:

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