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What if Fallout 4 was GOOD!


WolfmanMODS

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Greetings from Project Phoenix! I had been poking around your mod earlier today, curious as to how you made bullet casings intractable after they had beene ejected from the gun and how ammo selection worked exactly. Seeing how the first phase of Project Phoenix focus on ammunition in general, it would be a great boon if you or one of the other members of Fallout 4 Redefined could tell me how either was achieved via response here or in a personal message. I will happily return the favor should Project Phoenix feature something you would also like to incorporate into Fallout 4 Redefined as mutual cooperation among fellow modders. Hope to hear from you guys soon, and keep up the great work!

 

I will actually be making a video showing how we did all that, and posting the relevant resources needed to make it happen. As indeed more realistic guns with no magic effects is one of the most common points of agreement among those of us who are contemplating reworking FO4 into a game worthy of the franchise title.

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Just as a note, incorporating Sim Settlements as a mandatory part of any overhaul will turn off a large chunk of people who enjoy building their settlements. I strongly recommend against forcing the Sim option in any overhaul, instead recommending that nothing be put in to conflict with it, thus letting the individual user decide to use it or not.
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  • 3 months later...

So happy to have found your post! I've been pondering over how to do a mod that fixes the storyline myself. One thing I think would be good is giving the option to play an extended intro that actually allows the player to develop a relationship with their spouse and Shaun. Maybe have flashbacks of the couple meeting, getting married, Shaun being born, etc. Could even do daydreaming about what Shaun's going to grow up to be like. Biggest challenge would be making compelling prewar environments for the flashbacks. I get that some just want to jump straight into the action, but Fallout 3's intro had a lot more emotional weight to it which then carried over into the rest of the story.

 

Of course, the prewar intro is just one thing that needs fixed. As much as I think the player should develop more of a connection to their spouse and Shaun, I agree with taking away the urgency of finding Shaun. I felt a connection to Dad in Fallout 3 (didn't hurt that it was Liam Neeson), but I didn't feel like there was an issue with my character taking the time to explore the wasteland. In Fallout 4, it's, "Oh crap! My son has been kidnapped! I need to find him ASAP! Oooooooo!!! Settlement building!" The urgent narrative definitely conflicts with the open world gameplay.

 

With all of that said, I believe the plot can still bank off of the search for Shaun in some big ways for those who actually choose to track him down. In the game Heavy Rain, one of the playable characters is a father whose son is kidnapped by a serial killer who then tests how far the father is willing to go to save him. One of the tests requires killing a man in his daughters' bedroom while he pleads for his life. I failed that test. Despite all the deathclaws and whatnot I had to go through in Fallout 4 before finding Shaun, it felt like a cakewalk in comparison to how Heavy Rain challenged me. Fallout 4's search for Shaun could have certainly used some moral dilemmas and genuine sacrifices that could be made. Will the Sole Survivor find their son but lose their humanity?

 

Anyway, I'm currently busy working on making my own game, but perhaps after my project is over we can see about teaming up! :) Completely redoing the story is an ambitious goal, but it's one I'm passionate about, and the depth it can add to Fallout 4 can give it tons of replay value.

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  • 1 month later...

Happy to find your post also. I am not finished with the game as of yet but the thing that keeps coming up for me is the Minutemen quests they become so boring but that actually led me into, " How come when I add defenses it does nothing? Or I build walls it does not stop the raiders? How come settlements can't defend themselves?" Why doesn't the game know what defenses a settlement has and either , one fails on attacking it or actually sets up the attackers to raid the settlement and some of it gets destroyed and you have to rebuild or what not. I am sure if I put a LOT more thought into I could come up with alternatives. That would make the game more interesting to me as you would always have an annoyance at different times in the game. What can I do to help make this a reality?

By the way I found that if I did the minutemen quests just helter skelter they were not so boring.

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what an super outstanding plan,i agree with your evaluation completely,I cant wait to play it!such a large amount of work you have taken on.this will be the best mod I have ever heard of.its so much more story ,like fallout is supposed to be .I miss the immersiveness that the original stories had.your version will make much more sense.thanks

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  • 6 months later...

i'm liking what i've been reading so far, but i've got a question. wouldn't it be a better idea to relegate the nate/nora problem to an npc and make the player just another vault 111 dweller, to restore that "you're whoever you want to be" aspect of older fallouts rather than railroading the player into a "you're a pre-war soldier, married to a lawyer and just had a son" backstory that's forced upon everyone, partially or fully? removing the sole survivor part and making several of vault 111 dwellers survive, making the vault dweller just a guy or a gal with no past but what's up to the player, who wakes up alongside the other few survivors, nate/nora (randomized, or same/opposite sex to player) included.

 

the kellog and shaun problems could be tied to sidequests from them in that case rather than doing the same error bethesda did, forcing a relationship without making the player care about it or the people in it whatsoever. as a twist to a twist, father could end up not actually being shaun, but someone completely unrelated. the whole thing with nate/nora could be his own experiment, or sick amusement. real shaun was harvested for dna to create gen 3s and died in the process.

 

if possible, adding an ability to make a ghoul player could add an another layer of depth to the game. explanation could be that part of the vault suffered structural damage (perhaps during the institute's break in) and radiation began seeping in, contaminating the cryo pods in that room. most of the residents in that compartment died from radiation sickness except 2 or 3 who were ghoulified, you being one of them. then as a ghoul player you could suffer some of that ghoul fear/discrimination yourself, starting from shocked and fearful responses from fellow vault dwellers upon reawakening and have the faction layout changed as a result. it could for example make it very hard, if not impossible to become a part of the brotherhood or institute, but open other routes not as easily available for a human player.

Edited by yarrmateys
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