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FO4 Pseudo Unmarked Quest idea. Minor creation requirements, high in-game work requirments.


maledwarfwarrior

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I was thinking about how to re-claw institute lasers without just increasing the base damage, and it turned into a long unmarked quest to build energy weapons better than what anyone has made before, requiring a lot of work/resources to be done and getting fairly deep into the main quest.
Step 1: The Institute's perfect killing machines (that shall not be names for fear of spoilers) can spawn with their institute weapons having one set of initially uncraftable mods. Made from high end materials, these turn the institute laser into a potent weapon.
Lore Justification: Most institute lasers are cheap wal-mart grade guns that are built with quantity over quality in mind. *redacted* are built to be the best killing machines ever made, so they get versions built with the best materials the wastes have to offer.
Step 2: After removing these mods from an institute laser via workbench, a new crafting recipe appears in a sciency workbench with science 2. Sacrifice the mods and a lot of raw material to create a new consumable. Use to gain a new perk that allows you to craft improved versions of many energy weapon mods, but not quite as good as the mods from the *redacted*'s weapon.
Justification: Science 2 is 3 below maximum science, so it is required for inferior versions
Step 3: Add a "Institute Energy Manual" at a workbench with the previously mentioned perk, science 3, and lots of rare materials, synth components, and institute lasers. Use to gain rank 2 of the new perk. A potential alternative acquiring method is to have it spawn in the institute. grants access to institute-grade energy weapon mods. These would offer exceptional power at very high resource costs.
Step 4: A project at a workbench to create a consumable adding rank 3 of the perk, requiring having science 4, piles of rare/expensive raw materials, alien blaster, the cryolater, Kremvh's Tooth, any and all rare items with sufficiently exotic science/magic properties from across the wastes. Doesn't consume legendaries, but it does consume everything else. Might require a vague guide as to what legendaries are needed to see the recipe, crafting it for 1 wood in the place of paper seems reasonable. Grants access to "X-COM" mods, that are above and beyond what any energy weapon mod in the game has to offer. After all the work involved, you've earned it.
The good parts of this idea is that most of it is tweaking numbers on existing mods which is a lot easier than most mods, making it easier than most "ambitious" mods, and creates an unmarked quest that you will spend most of the game to complete. It also fits the story of Fallout 4 quite well, as you are not just reclaiming what the wasteland once had, but are building a new future upon the ashes of the old.
I just had the brainstorm in my head and wanted to get it written down before I forgot.

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