Ekayne Posted April 19, 2016 Share Posted April 19, 2016 (edited) First post was not clear. Revised. Radiant Off-map quests, but a framework kinda like MCM and those type of mods so that anyone can add a map, or a series of maps. my original plan was that it would be only radiant quests, that would be shuffled into a deck and dealt out randomly. so that play-through 1 didn't always get mission X first. and anyone in the community could add cards to the metaphorical deck. a second thought occurred to me, sent me on a tangent and now we're to option 2 and 3. 2- an easy to make (on the modding end) "coordinate tape" could be made and would allow one vertibird to be the passage to any number of mods and their locations. this can include section 3, but is more like one map leading to another in a questlike fashion, or otherwise having the tape correspond to specific maps, that would reset in radiant missions upon coming back, getting rid of the metaphorical "Deck" 3- off map, "small maps" like settlements or bases, that remain static as the player leaves. point 1 might make an X-COM like mod more possible. allowing for shuffled radiant quests that still provide an overarching quest that can run reguardless which mission actually runs first... (Can't make that any more clear. ignore if point isn't made) Edited April 19, 2016 by Ekayne Link to comment Share on other sites More sharing options...
Silentdagger Posted April 19, 2016 Share Posted April 19, 2016 I am a little confused by they way you word this. Are you saying there needs to be a basic framework mod that has multiple different locations off-map that can be used for radiant missions? If so, I am always for more places to explore. It also wouldn't be too hard to make a mod like that. The hardest part would be modding a lore-friendly way to get there, depending on the faction you chose. I, of-course, use the term "hardest" here relatively, as it seems that most people who mod don't know how to work with stuff like that. I don't think I would find it too hard (this, of course, also depends on how in-depth I would want to make it); modeling and texturing though? Count me out. A few noob modders like us could probably pull it off. If you are talking about something else, then you should restate yourself, as I didn't really get a clear picture of what you want. Link to comment Share on other sites More sharing options...
Ekayne Posted April 19, 2016 Author Share Posted April 19, 2016 (edited) Repeats edited primary post Yeah... what you said! haha wow I can't words tonight. yeah! Radiant Off-map quests, but a framework kinda like MCM and those type of mods so that anyone can add a map, or a series of maps. But, I mean as I was writing this I had two thoughts running concurrently. I think that's where I'm having a bit of a critical failure. my original plan was that it would be only radiant quests, that would be shuffled into a deck and dealt out randomly. so that play-through 1 didn't always get mission X first. and anyone in the community could add cards to the metaphorical deck. a second thought occurred to me, sent me on a tangent and now we're to option 2 and 3. 2- an easy to make (on the modding end) "coordinate tape" could be made and would allow one vertibird to be the passage to any number of mods and their locations. this can include section 3, but is more like one map leading to another in a questlike fashion, or otherwise having the tape correspond to specific maps, that would reset in radiant missions upon coming back, getting rid of the metaphorical "Deck" 3- off map, "small maps" like settlements or bases, that remain static as the player leaves. point 1 might make an X-COM like mod more possible. allowing for shuffled radiant quests that still provide an overarching quest that can run reguardless which mission actually runs first... (Can't make that any more clear. ignore if point isn't made) jeez. wow. I was NOT economical with my words the first time through. Edited April 19, 2016 by Ekayne Link to comment Share on other sites More sharing options...
Silentdagger Posted April 19, 2016 Share Posted April 19, 2016 (edited) It couldn't hurt to clarify the OP. It is an interesting idea. I think I like your idea of the "deck" the best, as it would make it feel less like you are just jumping through hoops to get a prize and more like doing a mission (of course that is just how I feel about it). It would also allow more variety in the radiant quests as you only use one of the maps. Of course this makes the time it takes to complete the quest a lot shorter. I like the second idea if you manage to get a bunch of maps (approx. ten) and only use a few (approx. three) per "run"; that way it will seem less like you are recycling maps, even though you are. Of course, that is just how I think it should be done. The idea to "funnel" radiant quests through a framework would be interesting but I don't know how well it would work (I have never done work on radiant quests). I do like the idea, as it would limit the number of times you would "have" to go to the maps and would mitigate any chance of cross-quest bugs! Really, the only part where I see things "messing up" is any time someone adds a new radiant quest using the maps as a framework. Editing common cells/leveled lists is always a hassle with Bethesda's engine as any mod can change something and just start a whole slew of problems. Someone making a mod that uses the framework would have to make sure not to move/look at/touch anything in the framework maps. The best thing they could do to ensure compatibility with other mods (purely on an "editing the cell" level) is to just add new leveled creature/NPC lists that are only enabled if the radiant quest is enabled. This is especially the case as a framework, as many people are intended to use it. If they add their own maps, then nothing would be a problem and it would still be a useful way to get new content out there. Of course, I might be wrong on all accounts but I don't think I am (someone who is more experienced than I, PLEASE correct me if I am wrong). I hate to be a Negative Nancy again, but you also need to get people WANT to use the mod as a framework. Of course, you never really know which way that will go when you start out. As for your number three idea, more bases/settlements are always welcome. Again, I am all for this idea. More maps are always better. Edit: Fixed spelling mistake. Edited April 19, 2016 by Silentdagger Link to comment Share on other sites More sharing options...
Jeffman12 Posted April 19, 2016 Share Posted April 19, 2016 I love the idea. I think another question might be if we could work out a system of procedurally generating some worldspaces for easily duplicated mission types. Link to comment Share on other sites More sharing options...
Ekayne Posted April 19, 2016 Author Share Posted April 19, 2016 I agree that Procedural stuff would be Cool AF! but Like I think a good jumping off point would be the "Deck" idea. considering that if the half the community made just one map we'd have more playtime than the lifetime of Fo4. and no one would have to be too clever with a script. I say that because I am unskilled so far as most modding goes. and when somone says "OH YEAH BROTHER! PROCEDURAL MAPS" I'm like.... "I don't even know where to start with that. and it'd basically take me a lifetime to bang out a mod like that" but if you feel confident enough to put that idea out there, "OH YEAAAAHHH BROTHER!!!" Link to comment Share on other sites More sharing options...
Jeffman12 Posted April 19, 2016 Share Posted April 19, 2016 I feel confident enough to try working my way up to figuring out if it's possible. But I'm somewhere between a major slacker and a crippling perfectionist, so I'm waiting for the CK to come out. Link to comment Share on other sites More sharing options...
Ekayne Posted May 9, 2016 Author Share Posted May 9, 2016 Bumped due to CK release and reasonable amount of Time to get us all talking... Link to comment Share on other sites More sharing options...
yzerman19 Posted May 9, 2016 Share Posted May 9, 2016 I would like to see more of the Glowing Sea expanded on places you can't reach unless you change the INI. Link to comment Share on other sites More sharing options...
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