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Playable followers and narrative enrichment


robitussin86

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(Spoilers maybe) I was wondering if it'd be possible to take a page out of GTAV's book and have multiple playable characters. In a Fallout 4 context, this could be a mission where you play as a follower to unlock a quest or settlement.

I really appreciate how an NPC sometimes comes up to Preston and recognizes him, because 1, it SHOWS you his history with the Minutemen, and 2, everyone telling you how much of a darling the Sole Survivor is gets a bit monotonous. Preston SAYS he was at a low point, but I think it might be an effective narrative element to play as Preston, do something cool, and THAT'S what prompts him to tell you how much the Sole Survivor means to him and how much of a low point he was at when they met. Piper SAYS she was once accepted as a voice for the people and that's part of her story, but it would be cool to unlock a mission as the Sole Survivor and then play as Piper that like, gives her redemption n stuff. Or, after reaching max affinity, Hancock has to go back to Goodneighbor and set stuff straight and the Sole Survivor is the follower for a bit. Hancock's a baddass you know and it'd be cool to realize he is the Sole Survivor's equal.

Plus, how about unlock a super mutant settlement as Strong.

No idea if this is possible, but I wanted to share.

Edited by robitussin86
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This is interesting. I imagine it would require stashing the actual NPC somewhere, then making it so any other NPC in radius of the player thinks player is Piper, etc. Then NPCs would greet player with conversations reserved for Piper. The ideal mod would contain all of the companions in one menu, allowing the player to choose different ones for each playthough without downloading a mod for each NPC.

 

At the core, mod would need to return YES whenever the game code asks "Is the person who just arrived Piper?" Then the rest would fall into place, hopefully without breaking quests or scenes.

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