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RP mod wishlist


Mudran

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This is just my wishlist/framework for Fallout 4 RP. I will try to learn modding enough to do it, but in the mean time, I will just leave it here for someone else inspiration or hopefully some similar project, or give me some advice how to do it. because right now the whole CK is full of scripted events, everything is RND based, so it feels like almost impossible to change it :sad:.

 

to do list:

remove all random quests except world events and those created faction non marked random quests make fixed connected to fixed location chosen by ranking in that faction in the right RP logic order. with the possibility to do more if I want it after I will do all of them or only few attacks on settlements based on the lack of defense.

 

BoS Faction adds:

3 classes with special abilities (ranked/connected with progression in BoS) to chose from given upon joining - paladins (more technical), knights (warriors), scribes (mages or enchanters)

- it would allow me to do quests the way I have fun with

side quests connected to military theme.

This faction would be some sort of cleric archetype guild... erm without the god substance (protecting people archetype is minutemen, and god worshipers are children of atom, so taken already)

 

 

Minutemen Faction adds:

1. classes would be classic different combat styles, which are already possible to do with perks.

2. main quest containing info about gunners and dealing with them.

this faction would be companion archetype guild.

 

 

Railroad:

technical abilities added upon joining, making it possible to turn off lights, turrets from afar etc.

and camouflage - possible to infiltrate enemy encampments with ability under cover

so classes could be -

electronic maniac, spy, combat class using electronic weapons.

sidequests connected to electronic devices, persuations and thieves like quests.

This faction would be thieves archetype guild - but modern.

 

Settlements -

removed from Minutemen, making them independent farming class, trading class and entertainer class adding to happiness of chosen settlement with ranking to possible leader of settlement

=civil professions archetype

 

Others:

Children of Atom

- mage archetype guild with radiation damage or other damage type as part of their mutated abilities given by their atom god worship.

Edited by Mudran
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LORE:

BOS:

I can see that BoS was altered a bit: https://fallout.gamepedia.com/Brotherhood_of_Steel_hierarchy

I wish I could be scribe in a field though, so reversing of technology could be developed into enchanting sort of or even using of offensive elements with connection to technology. And I liked their hoods in FNV.

Also true is that Paladin/knight are very similar archetypes and hard to combine with crafting technology when originally it was connected to some deity with blessing. So paladin/knight does sound like ranks, but still there could be scribe alternative with ranks and I will have to think about 3rd class. Or maybe I will change it to 2 classes in every faction.

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- Adding those new modded spells to faction vendors. Non vanilla faction doesn't have any dialogues and even if I don't mind zero of quests I would like to have some kind of interaction with them like barter or teaching/selling special skills/spells

 

So after some player asked where are all those quests I checked how many of them is and it turns out that there was more of overhauls/immersion mods, so I started to look at the list more carefully and found some interesting spells and disguises and even hunting, but now I really wish it would be faction NPCs teaching them instead of crafting them in chemistry station and such complicated ways how to obtain them.

Edited by Mudran
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- changing Minutemen to settlers faction - without a shame and pretending that they are someone else.

 

After writing down the possible main quest for Minutemen I realized that it is really more like a secondary main quest of the game = too big for a faction.

On the other hand when I started to imagine how farming/settlers faction would looks like, I realized that it really does fit Minutemen and transformation from pseudo military vanilla version into really with no cover true settlers faction wouldn't be so hard and someone maybe did that with script extender already, so that would be probably the right version. And the reason why it is not really detailed faction is probably that Bethesda added them later. in development.

 

So the enhanced Minutemen main quest would be quite similar but a bit different - around Preston and his story. In this version Quincy would be different - something like - he wasn't Minutemen, but mayor or deputy. He watched the city being betrayed (story like in the Magnificent seven) but he always admired Minutemen, they were always heroes for him, so he decided he will try to restore them.

 

You wouldn't have to be a guard to do settlements successfully - if you manage to gather enough of soldiers.

 

and in the end you wouldn't be general but mayor. I guess for players of Fallout 76 it does sound horrible, but for players of Skyrim? I don't know - it does sound like an alternative for me to play something else than a shooter game/mobile micromanaging.

Edited by Mudran
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- Main quest with institute would have secondary main quest dealing with gunners/raiders (like in Skyrim it was civil war).

 

so Gunners are some sort of mafia. They destroyed Quincy because mayor didn't want to cooperate and do business with them and called Minutemen for help, but it turned out they were corrupted and the rest is the same like vanilla.

In that observatory you are sent for locket, there would be start of secondary main quest. You would search for gunners influence. You could talk with their boss and or kill him and search for some note, or persuade him to give you info. She (Ack-Ack - then all those names would make sense...) would mention Corvega, their boss was following Preston and knows more. You would go there and repeat it. He could have even demand, that he wants that mama mystic and some services, or you could just kill him and everyone around.

Bunker Hill would turn out to be neutral ground, where all the negotiation would be held.

Not all raiders cooperate with Gunners, some of them hate them, so you would be dealing with all the 3 of them - Corvega, Forges and docks.

Not all Railroad agents would be good, some of them would want to cooperate with Gunners, because they are not emotional, more practical.

BoS is strongly against Gunners, but they would need their resources.

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