DoomMunky2000 Posted December 20, 2008 Share Posted December 20, 2008 I would LOVE to see a blank map that filled in as you explored. Link to comment Share on other sites More sharing options...
williamcash Posted December 20, 2008 Share Posted December 20, 2008 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 themback to your home, like traffic cones, small creates, bones/skulls found in the wasteland etc. just some ideas I had. Link to comment Share on other sites More sharing options...
Misguider Posted December 20, 2008 Share Posted December 20, 2008 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 Link to comment Share on other sites More sharing options...
NaboeN Posted December 21, 2008 Share Posted December 21, 2008 My list:1. An old Russian VSSK 12.7mm semi-automatic silenced sniper rifle2. A manly M4, for ONCE! I miss the M4 somewhere in a game3. The airport Manya was talking about4. A bit more action with Nova Link to comment Share on other sites More sharing options...
Guest Posted December 21, 2008 Share Posted December 21, 2008 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 wastelandlandscape models with oasis ones to show a world that is retaken by nature while humans hide in their vaults. Everything but theplants 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 onlyanimal not changed and they don't want to eat you. Link to comment Share on other sites More sharing options...
funkysandwich Posted December 22, 2008 Share Posted December 22, 2008 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. Link to comment Share on other sites More sharing options...
KingBart Posted December 22, 2008 Share Posted December 22, 2008 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. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 22, 2008 Share Posted December 22, 2008 @ KingBart A script expander would not be necessary. Anything from Oblivion can't be ported to fallout, it is illegal to release something from a different game. Link to comment Share on other sites More sharing options...
Kabolte Posted December 22, 2008 Share Posted December 22, 2008 What I always wonder is, why not release a step by step guide to porting models to fallout 3 with your mod if you use oblivion models in it. That way, only people that have oblivion will be able to use a mod that uses content from oblivion. Link to comment Share on other sites More sharing options...
securitywyrm Posted December 22, 2008 Share Posted December 22, 2008 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. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.