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Most Wanted Mod's


Niteslash

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I would want to be able to have trophies and a way to show them off:

 

1. Mannequins for Armour/prewar clothing and mannequin heads for hat/helment dislay.

2. Heads mounted on plaques of certain kills for the wall.

3. Hang weapons; Rifes, pistols, Sword and knives on the wall. (to show off the new Hi-Rez mods)

4. Assortment of Display cases working as containers with opening lids.

5. The usual unique items to be found to add to collection, etc.

6. More of the current items made to be able to pick up and carry in your inventory so you take them

back to your home, like traffic cones, small creates, bones/skulls found in the wasteland etc.

 

just some ideas I had.

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I think that if we were to raise the level cap, we would have to obviously decrease the amount of skill points per level. However, i think that this could be used to add in an extremely large quantity of perks. More radiation based perks, more choices between the bloody mess perk, and so on
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I know it doesn't quite fit into the idea of nuclear holocaust, but I think it would be an awesome mod to replace all of the wasteland

landscape models with oasis ones to show a world that is retaken by nature while humans hide in their vaults. Everything but the

plants and dirt could be the same and it would look pretty awesome.

 

Also, mutated birds would be crazy fun to encounter, I mean, you see birds flying around all the time, how come they are the only

animal not changed and they don't want to eat you.

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I'd like to see a mod that changed one of the derelict vaults into one full of friendly descendants of vault dwellers, fighting off raiders and the like, with a quest to help them repel the attacks, re-seal their vault, or kill them all and spilt the loot with the raiders.

 

Or double cross the raiders and take everything from both parties.

 

It's just annoying being attacked every time you walk into a vault... one would think they would be a natural place for people to live in, as they were designed for that purpose, and would be easy to defend.

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I would like to see a mod that allowed you to continue after the main quest, but it doesn't just stop there. I would want to see effects of project purity take effect. Water is pure, and green plants are starting to grow over time. You might need a script extender to do this though.

 

The plants can be imported directly from oblivion, and you can do the adding them over time with scripting, but It is so much work.

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Companion overhaul in terms of damage.

 

Right now, companions are either 'alive' or 'dead'. That's it. If they die, you either reload or they're gone forever. Alternatively, you cheat and make them immortal, so you flat out don't worry about them. Here's my idea.

 

If your companion 'dies', he is rendered unconsious as if essential, but you LOSE 1/10th of a level of experience. That means if your companion is dying every third or fourth encounter, you're not going to level up at all. When the companion 'wakes up', they'll be at one hit point. You will need to stimpack or food them back up to full health. Also replace the 'instant regen' between combats with a slow and steady regen (like solar powered), so they aren't instantly healed between combats.

 

Also, have your companions know when to run. In fallout 2, your companions would have a 'run threshhold', which you could set depending on the companion (Robot you could set to anything, the in your face tribal had a minimum threshhold of 'you're bleeding a lot', myron the scientist had a maximum threshhold of 'your finger hurts', etc). This would keep them alive a bit more. If anything, they at least take cover.

 

Dogmeat would be an exception, but make him a lot weaker. You'd still need to stimpack him up, but you wouldn't lose exp. Shifts his role a bit away from 'go toe to toe with a behemoth' to more 'find some ammo to shoot behemoth with"

 

A health bar for your companions in the HUD would greatly help this.

 

The overall goal is to have companions something you use, yet watch out for. A lot less hitting of the quickload button, a lot more food/stimpack usage, and overall better 'feel' for companions as something other than a one dimensional attack-bot.

 

PS: Can someone set dogmeat where when you tell him to 'find ammo' or 'find chems', he keeps doing that action rather than you having to tell him every time. Having dogmeat and bringing him in to an area with lots of ammo should result in him 'fetching' all of it.

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