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Looking for help with creating a new quest mod.


Bauldric

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So I am going to be starting with a few friends my very own quest mod. I've been talking about it for almost 2 years now and I figure it's high time I do so. However there is a lot of stuff I still don't get or easily frustrates me since I can't seem to word the issue properly to master Google. I am mainly looking for someone I can shoot questions to from time to time to help troubleshoot persistent issues that we can't seem to solve. As of the moment I am the only one actually working on programing the mod the other member of the team so far is working on literal script and story plans. We are hoping to get an audio guy on board soon and then all we will need is to find someone to help with textures and in-game scripting and we will be good to start.

 

As well I may need some help trouble shooting lore and writing script, etc. if people are interested in that.

 

A BRIEF IDEA OF WHAT THIS MOD IS:

Overall objective is to create a 3 chapter quest mod (with many smaller parts) that will add 3-6 hours of gameplay and story into Fallout 4 with interesting boss fights and puzzle mechanics. We want to have the first part into beta by April of next year seeing as this is all our first real mod that we plan to publish. I plan to try and personally have a prototype of the map done by the end of next month. We want this to be fun and exciting but also be feasible within the realm of the given lore within the game and within game limitations of course.

 

WHAT WE HAVE DONE:

-A series of sketches for map designs including dungeons, boss encounter rooms, item implementation, loot, and enemy/npc locations, and pacing of story events through said zones.

-Rough prologue and character sheet outlining the 8 key NPCs we plan to have that will be memorable and story drivers.

-Story board and pacing for Act One along with potential loot and rewards for the player upon completion.

-Expectations that this will probably all change as soon as we actually get stuff started and try to put it together.

 

BRIEF STORY IDEA:
Sole Survivor is approached in Diamond City by a hooded figure who gives him a note and an address. The note talks about a revival of a violent communist faction within the Commonwealth and that they have some secret that may be worth trying to fight for. The twist in my eyes is the fact that this will be taking a look at the Russian side of the communist fight from the pre-war era with some interesting story twists to hopefully make it unique and memorable. I also do realize I just literally described the most generic of story outlines I could.

 

OBJECTIVES THAT I AM LOOKING FOR HELP WITH:
My key goals with the mod is to find a way to offer the player the ability to solve issues in multiple ways without it just being dialogue based. One way I've been thinking about it is to let the player kill certain NPCs rather then dealing with them and learning the story from notes instead. Allowing them to take on the faction as if it was a group of raiders instead of a story driven adventure. However I can only really see two options from a gameplay stand point atm. Either the Massacre route where you kill first and find out story after or the infiltration route where you play through the narrative live. I am roughly shooting for 1-2 hours of content regardless of choice in the first chapter and to get a prototype up by January. I do not see however with those two options how to make the massacre path not just end the mod in five minutes (exaggerating of course). I also want to find ways to do puzzles. I felt like puzzles were missing in vanilla FO4. I just seemed to raider blitz my way through everything or just focus on building stuff. That is why I want to make this mod. To bring in something I felt was lacking from all of my playthroughs.

 

Once I get notes back from my companion on the story and character outline I will post more about the story here in the future as well.

Ohh...and the place holder name for the mod is...

The Red-Surgence

 

(If its taken, let me know. That's why it's a place holder)

 

P.S: I think I tried to pitch this idea but in a different way a while back but it never got anywhere. Back then it was about trying to come up with a fun way to get a Soviet Union inspired Power Armor suit. That idea is not shelved for this project. We are trying to, in the immediate future, keep this first chapter down to what we believe we can handle with a small team trying to figure it all out. If we can get some help with stuff or find people to make up for what we are lacking on our team we want to do a lot more. We want this to end (as in when we finish the 3 part series) with the player getting custom permanent perks, unique weapons, unique armor, a fully voice and functional companion (with unique textures and gear), and maybe a new faction of enemies to wander the commonwealth and kill.

 

We are shooting for the stars but also expecting only to just hover off of the ground. What matters to us is getting the story across first.

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