thefinalconflict Posted November 4, 2008 Share Posted November 4, 2008 Containers in abandoned houses can be called your own and will not respawn. The goods contained in abandoned houses has x% of being stolen over x time. Containers in player owned house (megaton/tenpenny etc) will not respawn and no one will ever steal your stuff. A NPC owned house will become fallged as a user-owned-house if the NPC is killed by the player, that's how it is in the Wastelands. Link to comment Share on other sites More sharing options...
Guest Posted November 5, 2008 Share Posted November 5, 2008 Containers in abandoned houses can be called your own and will not respawn. The goods contained in abandoned houses has x% of being stolen over x time. Containers in player owned house (megaton/tenpenny etc) will not respawn and no one will ever steal your stuff. Theres really no point to mods like that until encounters during fast-travel are implemented. Theres absolutely no reason not to just go to megaton and store all your poo there. If it was a long way away and traveling was dangerous, however... Link to comment Share on other sites More sharing options...
1337mojo Posted November 5, 2008 Share Posted November 5, 2008 I'd make a zombie mod more ghouls EVERY WHERE!!! Link to comment Share on other sites More sharing options...
mikekearn Posted November 5, 2008 Share Posted November 5, 2008 I've been giving thought to what would amount to a pretty big quest. There is lots of talk about adding new songs to the radio, or new stations entirely, but where are they being broadcast from? Hence my idea: a whole new station, and a quest to help the guy running get it broadcasting at full power so you can hear tunes all over the game. Ideas include having the station in a currently empty place, and you find the guy who has a crazy idea in his head that listening to music will mellow out the world and he asks for your help in collecting items he needs to get the station running properly. Fetch quests could ensue, with rewards of caps, and of course the eventual reward of a new station with lots of era-appropriate music. I'd like to have the quest, voice acting, and then the guy being a radio host by the end, so it would take a while, but I think something like this could really enhance just about any game. More quests are always good, right? Link to comment Share on other sites More sharing options...
Guest Posted November 5, 2008 Share Posted November 5, 2008 I've been giving thought to what would amount to a pretty big quest. There is lots of talk about adding new songs to the radio, or new stations entirely, but where are they being broadcast from? Hence my idea: a whole new station, and a quest to help the guy running get it broadcasting at full power so you can hear tunes all over the game. Ideas include having the station in a currently empty place, and you find the guy who has a crazy idea in his head that listening to music will mellow out the world and he asks for your help in collecting items he needs to get the station running properly. Fetch quests could ensue, with rewards of caps, and of course the eventual reward of a new station with lots of era-appropriate music. I'd like to have the quest, voice acting, and then the guy being a radio host by the end, so it would take a while, but I think something like this could really enhance just about any game. More quests are always good, right? -edit- This is ReillysRanger BTW I accidentally logged in with a different ID lol I'm thinking of something similar with my tinkering mod. I want to add about 10-15 more schematics to the game and a quest NPC to get them. However, I need a construction set to be able to do it. Previous to this I was working on, and almost finished with a mod for oblivion that added a vampire hunting guild, books, items, and a 8 part quest with voice acting when my computer got a virus and I had to reformat. God...that really sucked. However an important aspect to that mod that I plan to incorporate into my tinkering/schematics quests is utilizing previously exiting structures/places for quest locations. There's a lot of unused land in the game, especially in Oblivion, that could be used instead of creating new structures that might conflict/overlap with other mods. Some of my ideas right now include a "mad inventor" NPC rewarding you with schematics for crazy but useful items such as: Tin Can / Pork n Beans grenadesMini Nuke landmines (stay far away when it goes off....really far away :D ) ...I don't want to spoil the rest, but they are pretty funny and useful. Aside from that I really need to make it so that you can repair unique items with similar regular items. And if a similar item doesn't exist, for example, Abraham Lincoln's Repeater, I'll add ways to break down components to repair them. It's ridiculous to have a cool quest reward that you have to pay someone with a 15 repair skill to repair for you...I mean seriously what's with that? Also, no more weightless ammunition and bottle caps. But I really need a fully functional SDK to do all this with. Link to comment Share on other sites More sharing options...
midtown123 Posted December 7, 2008 Share Posted December 7, 2008 I totally want a mod which would make owned beds sleepable, but still illegal, like that mod someone mentioned earlier. I also want an animal friend perk three; can talk to animals and have them as companions (like dogmeat). Link to comment Share on other sites More sharing options...
Kabolte Posted December 8, 2008 Share Posted December 8, 2008 I'm going to make a biological/chemical warfare mod. Much like the poisons in Oblivion mixed with rads in this game. You'll go on a quest for parts to build a workstation(you'll need things like test tubes and an fev machine). You'll be able to create your own virus and it will be affected by how you treat it, aka forced evolution :biggrin: .Once you get the workstation, you'll create the virus, then, with parts and a schematic, you'll combine a gun and the virus along with the parts(I.V., syringe, scrap metal, etc.). The strength of the virus depends on the condition of the gun as well as the virus itself. You repair the gun with more of the virus, so basically, you can say the condition is the amount of the virus left to use. It's going to be a lot of work, especially since I don't have any experience modding in oblivion. Link to comment Share on other sites More sharing options...
Type2 Posted December 8, 2008 Share Posted December 8, 2008 if i new how to mod and model and texture and rule i would make a massive map and drivable vehicles. also there would be raiders that chase after you like in Mad Max 2... yep so give me like 20 years to make it... Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 8, 2008 Share Posted December 8, 2008 Once the G.E.C.K. is out I will start work on my Big quest in a (mostly) abandoned chemical processing facility. Link to comment Share on other sites More sharing options...
DDigit Posted December 11, 2008 Share Posted December 11, 2008 First, Real raids, then the rest of the Living Wastelands Mod :) Link to comment Share on other sites More sharing options...
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