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Now that the Construction Set Is Confirmed...


Jared2500

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I don't think I have the ability, because I'm an utter failure, but I'd like to make a Mexican Poncho. . Actually probably Clint Eastwood's entire outfit/look from The Good the Bad and the Ugly. I really want to look like him. I think a lot of "Western" things could fit into the atmosphere of the game

I know it's doable. I just don't know anybody who will. :confused:

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I'm surprised no one has brought this up yet (at least I didn't see

anyone talking about this).

 

I was thinking about doing a car/motorcycle mod and doing it

like they did in fallout 2. You have to quest (a long quest I hope)

for the parts. I was thinking about being able to choose between

a car or a motorcycle. Each will have different perks like how much

they can carry or how fast they are and what not.

What do you think? :thumbsup: or :down:

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Eliminate magic clothes. Appropriate for TES, never for Fallout.

 

Eliminate shoulder-mounted nuclear launchers. Given that all of humanity's misery is based on getting nuked, just holding one of these things should make you as popular as a terrorist lighting his shoe on an airplane, and just as deserving of getting torn apart by desperately angry mobs. The Fat Man is not realistic, not based on retro-futuristic sci-fi, not compatible with Fallout, and criminally callous to the Japanese who actually did get hit with one. I'd keep the micro-nukes as collectible artifacts, but no way to detonate them.

 

Drugs! Longer lasting, more useful, but with more serious drawbacks. Choosing to chem for the performance boost should be a hard decision with hard consequences; you can also choose to maintain a dependency for fewer performance setbacks, but the constant need to find a supply and pay for it. It should be an RP choice as much as a gameplay choice, not taken casually like magic potions.

 

Separation of karma and reputation. If your karma can change regardless of anyone witnessing your actions, then how is it that people can perceive your karma? Public image certainly trumps private conduct, esp with Three Dog reporting all your good deeds and knowing none of your thefts, murders, betrayals or other crimes. The faction system is still intact, so why wouldn't the reputation there determine reaction? Karma is just for personal score-keeping, until you pick a perk based on it, then you're pretty much wearing it like a badge; until then, no one can ever really know what your karma is.

 

Gangs! The idea that all generic raiders are one big faction is just implausible and apathetic design. They should have distinct organizations and ways of getting respect and reputation from them. So you killed Eulogy? For every 1 who's pissed about that, there's another who's been waiting for an opportunity to grab power, and 10 who will stand by and watch. Honor among thieves, maybe. Honor among marauders and slavers? Not hardly.

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Eliminate magic clothes. Appropriate for TES, never for Fallout.

 

I think some could be lessened, but some armor should give you extra bonuses. The stealth recon armor mod with the addition of a minor stealthboy "invis-field" effect when crouching while wearing certain recon armor. Combat armor reducing agility, power armor increasing strength, etc. I think anything that cannot be supported by a scientific reason should be removed. Items like the sheriff duster that give small guns bonuses for instance are crazy, but power armor is designed to give big physical benefits to the wearer.

 

 

Separation of karma and reputation. If your karma can change regardless of anyone witnessing your actions, then how is it that people can perceive your karma? Public image certainly trumps private conduct, esp with Three Dog reporting all your good deeds and knowing none of your thefts, murders, betrayals or other crimes. The faction system is still intact, so why wouldn't the reputation there determine reaction? Karma is just for personal score-keeping, until you pick a perk based on it, then you're pretty much wearing it like a badge; until then, no one can ever really know what your karma is.

 

I agree with this, i would also like to have reputation not impacted if you steal or commit a crime without being seen. Karma should of course be added or removed regardless of witnesses, but reputation is how the community sees you.

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I am going to make a Vault City, like in previous Fallout. Add a few quests, make a player owned house, and add in special vault equipment that you only can get from Vault City. Maybe make it so that Raiders are constantly attacking the city. Iono, I haven't worked out all of the details yet.
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Eliminate shoulder-mounted nuclear launchers. Given that all of humanity's misery is based on getting nuked, just holding one of these things should make you as popular as a terrorist lighting his shoe on an airplane, and just as deserving of getting torn apart by desperately angry mobs. The Fat Man is not realistic, not based on retro-futuristic sci-fi, not compatible with Fallout, and criminally callous to the Japanese who actually did get hit with one. I'd keep the micro-nukes as collectible artifacts, but no way to detonate them.

 

Nobody is forced to use the Fat Man or the Nukes. The simple answer to this is to not pick them up. Walla! No redundant mod is needed.

 

 

Gangs! The idea that all generic raiders are one big faction is just implausible and apathetic design. They should have distinct organizations and ways of getting respect and reputation from them. So you killed Eulogy? For every 1 who's pissed about that, there's another who's been waiting for an opportunity to grab power, and 10 who will stand by and watch. Honor among thieves, maybe. Honor among marauders and slavers? Not hardly.

 

I've always wondered why we couldn't build true faction with certain groups. It's a system not taken advantage of. You should also be able to join factions, and rise up in the ranks. With limitations of course. Going around joining every faction and rising to leadership is just silly.

 

I often wondered why I never saw a Talon Company fighting a Regulator? They seem to be opposite sides of the spectrum, to some extent.

 

 

I pretty much like your other ideas, as well.

 

 

 

I want to make a random scripted event where a vertibird will randomly drop off Enclave special forces to attack you

 

 

What... this already happens. If you run to certain areas, a Vertibird will land and drop off some Enclave soldiers and a Deathclaw.

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First mod that I'll be making will be a port of my Evanore Island mod (it'll still fit within FO3 style though) using the same basic concept that I've used in that mod. Allowing the player to help build a town, let them aid in the prosperity of the town, and such things like that.
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I've never seen the magic clothing as "magic". I rather perceive it as having some sort of devices attached to it. Toolbelts with clothes giving +REP, measuring devices etc. with clothes giving +SCI etc. Therefore I wouldn't use a mod that removes that. Sure, I'd like such stuff not being attached to clothing itself like that but it is as it is right now. *shrugs*

If it was a mod that managed to make toolbelts (REP) or high-tech stethoscope (MED) or "current measuring device" (SCI) additional apparel that could be worn together with your clothing, then I'd use it.

 

 

-Zalmoxis.

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