Saint_Olaf Posted May 23, 2023 Posted May 23, 2023 I was thinking how nice it would be if there was a mod that just turned F04 into a AAF friendly sandbox world with no quests to complete. Turning it essentially into an open world survival type game where you could just wander around and build and explore. Something like Fallout 4-76 But that doesn't remove every Human race npc from the game. Like, just get rid of all the quests and place the NPCs just doing the things they normally do. Random events encounters etc. There is a lot I would try if I had any Idea how to mod lol. Anyone know of anything like this atht would be AAF friendly? 2
katrina.balanchuk Posted May 23, 2023 Posted May 23, 2023 (edited) I agree and would also like a FO4 with main quest removed for it to be more of sandbox. And maybe even a optional check which factions to remove. Not real fond of the institute's presence in the game it always makes me feel watched as a player and the thought of my son Shaun, possibly watching me from the institue, experiencing my erotic mishaps with raiders or supermutants, is just so yuck! Also the BOS seems like it just gets in the way when I play a serious non erotic game (always chose Nate for that since he implicitly comes with the skills for it) and I always seem to wind up wanting to fix the wasteland via the MM. Not having the BOS there w/o having to go to war with them would be nice, since I dont like all this killing of good people ( and the BOS while arrogant and sometimes a bit morally grey is still mostly good people, there is too much killing in this game anyway) From our loverslab erotic adventures perspective, this would help the expereince as well. And scavengers and raiders should not always shoot at you. And I wore the MCG solicitation ring that is suppsoed to make me neutral as an unarmed female and it did nothing at least with raiders. havent tried it with the scavengers yet. That's another faction needlessly hostile to everyone (never mind, an attractive unarmed female in a short dress) Why would they shoot at you.??? Scavengers, just means poor people trying to make a living out in the wasteland. Why do they behave like a death squad? Sorry got a bit off topic here, but yes a sandbox would be nice. Edited May 23, 2023 by katrina.balanchuk 1
Saint_Olaf Posted May 24, 2023 Author Posted May 24, 2023 (edited) Nah its not really off topic its options lol. I can find options for everything but leaving the human npcs in the game. pretty much every thing take them out and leaves Ghouls and monsters. For a more horror type experience. I want a clean slate for the game with all quests removed and all the mobs and NPCs wandering around. True with 4-76 you can manually do it through XEdit. That is a ton of work for each Human NPC in the game plus all the NPCs that mods like Problem of a Survivor or Commonwealth slavers add. Something that has a world abit more like Conan exiles, or Icarus, or any other Base building survival would fit with the AAF much better and allow for a ton of really original mods, situations and yes maybe some custom quests that fit the situation. The base building and defense events for the settlements, plus you could dump all kinds of other mods into the game to customize the experience in a much broader range. I used to do Unreal engine and Quake 2 mods, but that was decades ago. lol I am just not capable of doing mods on modern games. I am far to rusty. Also it may not be possible to prune away the quests completely without really breaking the game. But the quest systems could be replaced with just building, survival, and exploration with an AI routine that has NPCs just going around scavenging and patroling and roaming and such. Most of the that non quest stuff NPCS already do. It could almost be a framework to build off off. If no one gets around to it by the time the next gen updates come out. I might try and get back in the saddle lol. I wonder if just going through and setting almost all of the quests to completed, or in some cases to the appropriate stage would work. Could that be done through batch or creation, or xedit? Someone with better knowledge advise please. Edited May 24, 2023 by Saint_Olaf 1
Saint_Olaf Posted May 24, 2023 Author Posted May 24, 2023 Ideas list for something like this. There could be tons of options with stuff no longer getting in the way of main quests, Deactivate all Main quests. Possible use of radiant quests in a different more interesting way for some kind of daily type activity. Turn all existing towns, outposts, and populated places into NPC ran settlements With their own caravans and trade routes. A barter system maybe with the Caravans where you could Barter between settlements with Npcs NPC faction relations where they will try and work together or against each other for profit and control. Taking over each other settlements. Some configuration options to configure the factions, Whats in the world and how much of it is there. Like you dont want the institute, Ok, Replace them with raiders and pretend they were all killed by raiders, or replace them all with ferals, things went bad and they all died. Or just turn them off and leave them out altogether. Configure enemies which where howmany etc. (Like NPCS travel kind of) Just have the companions hanging around ready to befriend the player if they meet some set goal working with their correct faction. There are probably a ton more Ideas i could think of here. I havent slept in 24 hours. I will try again tomorrow ? 1
katrina.balanchuk Posted May 24, 2023 Posted May 24, 2023 (edited) 4 hours ago, Saint_Olaf said: Ideas list for something like this. There could be tons of options with stuff no longer getting in the way of main quests, Deactivate all Main quests. Possible use of radiant quests in a different more interesting way for some kind of daily type activity. Turn all existing towns, outposts, and populated places into NPC ran settlements With their own caravans and trade routes. A barter system maybe with the Caravans where you could Barter between settlements with Npcs NPC faction relations where they will try and work together or against each other for profit and control. Taking over each other settlements. Some configuration options to configure the factions, Whats in the world and how much of it is there. Like you dont want the institute, Ok, Replace them with raiders and pretend they were all killed by raiders, or replace them all with ferals, things went bad and they all died. Or just turn them off and leave them out altogether. Configure enemies which where howmany etc. (Like NPCS travel kind of) Just have the companions hanging around ready to befriend the player if they meet some set goal working with their correct faction. There are probably a ton more Ideas i could think of here. I havent slept in 24 hours. I will try again tomorrow ? And maybe a bit of a world where one large town is all slavers, one large town is all mostly traders/farmers, one large town is all black/white/asian etc (one large town of each), one town is all super mutants, one town is all reptile people (https://www.nexusmods.com/fallout4/mods/70978) so on and so on. Edited May 24, 2023 by katrina.balanchuk 2
VenomousOuroboros Posted May 26, 2023 Posted May 26, 2023 (edited) Most of what you guys have discussed is what I managed to accomplish with a (delicate) arrangement of various Zombie mods. Between Black Summer and Zombie Walkers, I've been able to create the circumstances in which Ferals can kill anyone and everyone, and every dead NPC reanimates as another Feral. The Raiders, Gunners, Triggermen, BOS, et. al. have their little strongholds, and SKK Combat Stalkers gives them a little more mobility. I use Sanity Framework to give myself a little bit of a sense of direction and purpose (tracking down all the notes) while also having some negative consequences of my success in surviving. Ultimately, the enclosed locations (DC, Goodneighbor) are safe for trading... until Kyle gets killed for drawing down on his brother, and then *pop*, another Zombie! The guards handle him well enough. I make plenty use of AAF, AAF-Violate, and RSE: CSA Abductions to create a spicier risk:reward ratio when wiping out Raider outposts. It's also so damn cool when your captors realize they're not the only inhabitants of their particular dungeon. Suddenly, the zombies might make you question whether to exploit their attack or seek protection from your sadistic guardians. Of course, the "safe places" aren't so safe. This world favors the ruthless and manipulative sorts. That's why, as per the Sex Harassment MCM, there are simply no decent folk populating these settlements. You'll get approached. A lot. And you will be stressed. But, that's the trade-off for going to the Market. A good deal there is a deal too good to be true. If you happen to find yourself with empty pockets and no way to defend yourself, then you'd better get used to a seedy lifestyle with Hardship. Maybe you'll make enough scratch to get a gun, get some ammo, and wade through hordes of the Undead to take down your former captors and get back your old possessions (in time!). Or maybe the life of a streetwalker swallows you up, compromises your already fragile psyche, and leaves you simply... stuck. It's a bad end, but it's not the worst end. Admittedly, I do away with Bound In Public, since none of those scenes can play out in the VERY UNSAFE open world. As long as you don't bother playing the core missions, the Essential and Protected NPCs will (most likely) get zombified sooner or later, and the world just stays... nasty. I play with one overarching objective: Clear out, Fortify, and Interconnect every single Settlement in the Commonwealth. Edit: Don't forget about Commonwealth Captives. This gives just a little extra boost to populating your settlements, so you're not fending off the Undead World all by yourself. Although... how much do you trust your fellow Settlers to not Harass you? Edited May 26, 2023 by VenomousOuroboros 1
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