Revuu Posted December 16, 2015 Author Posted December 16, 2015 Added it to the post! I got half way through writing, "You breed and love the Brahmin" before I realised what site I was on, and that I should PROBABLY clarify that.
Loveryus Posted December 16, 2015 Posted December 16, 2015 I'd like to add the possibility to build crosses or other terrible things that scare away a lot of attackers. One might have to capture villains and attach them if that was possible.
leatherliz Posted December 16, 2015 Posted December 16, 2015 WTB Dwarf Falloutress. ogod. OH GOD. Sanctuary is going to flood and then the CARP will EAT us ALL. Trashcan McDwarfLenoChin drowns trying to ford the river WITH THE BRIDGE RIGHT THERE. The Prydwen falls from the sky as it is overburdened with tribbles the offspring of Proctor Quinlans cat. All the while Proctor Teagan is sending raiding parties to settlements instead of slaughtering the damn cats for food. Water purifiers are now stills and require a steady supply of Plump Tatos. The Forge is now a settlement location and renamed to Boatmurdered. Settlers go on berserk rampages for no apparent reason without having been replaced by a synth. Deathclaws have been replaced with elephants. May Armok have mercy on our souls. Fun™! For serious though, a booze still settlement item would be nifty.
D_ManXX2 Posted December 17, 2015 Posted December 17, 2015 After you become enemy of the institute there will be settler synth infiltrators. These could cause a major security risk for your settlements, if you don't act quickly.
Revuu Posted December 17, 2015 Author Posted December 17, 2015 After you become enemy of the institute there will be settler synth infiltrators. These could cause a major security risk for your settlements, if you don't act quickly. Oh, hell yes. I wonder, how do you detect them? Do you just hope? Some sort of radiant quest, or find suspicious items in containers around your settlement? "Why is the General looking through underwear draws again?" "AHA! I FOUND YOUR CABLES!"
ralfetas Posted December 17, 2015 Posted December 17, 2015 After you become enemy of the institute there will be settler synth infiltrators. These could cause a major security risk for your settlements, if you don't act quickly. Oh, hell yes. I wonder, how do you detect them? Do you just hope? Some sort of radiant quest, or find suspicious items in containers around your settlement? "Why is the General looking through underwear draws again?" "AHA! I FOUND YOUR CABLES!" This already have, i was impressive the first time i saw, a settler pull a gun and start shooting, everyone shoot back and he died, them i check and sinth components, this happens to me 3 times now. Btw i just check your topic now, and i think you have some amazing points, i believe bethesda will make some dlc with focus on settlements in the future
Revuu Posted December 17, 2015 Author Posted December 17, 2015 This already have, i was impressive the first time i saw, a settler pull a gun and start shooting, everyone shoot back and he died, them i check and sinth components, this happens to me 3 times now. Btw i just check your topic now, and i think you have some amazing points, i believe bethesda will make some dlc with focus on settlements in the future I honestly hope Bethesda work on fixing the blandness of the game first.
Cherubina Posted December 17, 2015 Posted December 17, 2015 I got my own settlement ideas in this thread: http://www.loverslab.com/topic/54639-quest-mod-concept-evolution-war/ (don't read the quest part if you don't want any story spoilers)
ralfetas Posted December 17, 2015 Posted December 17, 2015 This already have, i was impressive the first time i saw, a settler pull a gun and start shooting, everyone shoot back and he died, them i check and sinth components, this happens to me 3 times now. Btw i just check your topic now, and i think you have some amazing points, i believe bethesda will make some dlc with focus on settlements in the future I honestly hope Bethesda work on fixing the blandness of the game first. To be honest i cannot argue about that... my game is smooth, the only bug i got so far was with some doctor that i met in the world, i told her to work for me and she never appear... and i am modding a lot the game, so maybe i am lucky. But i think there is so much room for improvement that i don't believe that bethesda worked for 7 years in this game, and with the same old engine... i have 245 hours in the game now, and i think i already see everything, in skyrim i don't even want to know how much time i played, and every once i found something new, a quest a place something.
Revuu Posted December 17, 2015 Author Posted December 17, 2015 I got my own settlement ideas in this thread: http://www.loverslab.com/topic/54639-quest-mod-concept-evolution-war/ (don't read the quest part if you don't want any story spoilers) Oooh, mind if I grab your points from that and add them to the posts? This thread isn't all my ideas, it's just sticking together ideas where I find them for ease of access (and getting a feeling of what people want). I'm trying to stick to low level mods and tweaks, rather than overhauls, the food system and settler skills being an exceptions. EDIT: TBH, I think it'd make more sense to make entirely new threads for a food and settler skills overhaul system. To Nexus, I guess! It's a shame that LL is almost more active than the actual 'SFW' modding site.
rtrd Posted December 17, 2015 Posted December 17, 2015 - Possibility to create a town. Outsiders are actually visiting the shops and whatnot. Maybe not just a happiness meter but also an attractiveness for outsiders to come visit and earn the town money. Added in Immersion, people actually visiting your shops. But I think towns are outside the scope. I mean, I tend to build towns anyway (Sanctuary), but not ACTUAL towns? Do you just mean it functioning in the world like a town? More the function. I've already seen tones of settlements that been bigger than Diamond City, but they've all been populated by settlers only. Visitors, commerce, and night life. Travelers, roamers, and other settlements would be drawn to the place and want to visit. - Possibility to mark out areas where the settlers build themselves - I'm not a dictator with trust and micro management issues, I'm a part of a collective (but still the boss of course). Not limited to ordinary house building, if you let's say upgrade to a town they can build shops and hotels. I can't imagine the AI being able to handle that. I mean, they can't even walk inside shipping crates to find beds. Also, it's hard enough finding flat spots to fit buildings in a lot of settlements - imagine the bugs! Probably very difficult to make. But wouldn't it be awesome? - Change the way shops can be made. Build a tavern, and make that whole building a tavern. Sadly, placing the large prefabs (like that giant metal one) is SUPER awkward unless it's completely flat terrain. You either end up with massive parts floating in the air, or not able to place it at all. Hmm, I think you misunderstand me. You don't build a prefab named Tavern. You build a house from scratch, or a room in a bigger house for that matter - and when you are done you designate that area to be a tavern, or a restaurant, or a clothing shop. Maybe all you need to do is to mark the floor with a type of zoning called "Bar" for example. I.e, you could just zone an area where nothing is built, assign a settler to that zoned area and that's where people will go to buy drinks (if you've zoned it as "Bar") - if you place chairs in that zone, people will sit in those chars and drink. - Maybe some kind of fear/respect meter. I've built the whole settlement on my own while the others have done jack shit, they got pipeguns and 5 bullets each, I a military grade arsenal, so if I decide to execute a settler for being a dumbass I'm not expecting every single settler to turn on me in a second and without a doubt - even though I've brought them protection and are extremely more powerful. <- You can put that under Immersion. Full commissar? Maybe it'd give a temporary attack / defence buff, but massively lower happiness? Also purges heresy. I don't know, maybe it could become a real advanced system with evil/good fear/respect and so forth when modding FO4 has matured, or circles of friends that have different opinion about you depending on how all react when treating someone in that circle in a certain way while the other settlers doesn't really care. But for now, all I want is the most basic form, which is exactly the opposite to how they react now: Basically to be able to do what ever I want with the settlers without the other settlers caring, including killing them. And the last one is also an immersive one: - Got 5 wood. Think wall. Wall magically appears. Point being building doesn't happen in a nanosecond, you place a wall, or several walls (that will stand there semi-transparent) and then all your none-assigned settlers will start building it, and in x time all the wall will be built. Like in the way things are built in real life. I can sort of see this... except I spend a LOT of time building my base, and a lot of the time things don't look like I expected when I put them down. Or they bug out at the last minute when I click. I don't think it would be beneficial to have to wait for things to build, only to find out the placement was buggy and tear it down again. Yeah, to be honest, I would probably not use it myself, but for the ones that really like immersion I think it would really fit the glove.
Z0mBieP00Nani Posted December 17, 2015 Posted December 17, 2015 Probably already been posted as a suggestion, but I would like to see the area under the stands in Diamond City included as part of the city.
Revuu Posted December 17, 2015 Author Posted December 17, 2015 Updated with some ideas from the Nexus thread, updated my post there too. And now time to work out how to make my 'Food Overhaul' post thingy. Yay! TBH, once Geck comes out, I might actually try modding. Maybe. (Probably not, if the stars align and I get a job).
Cherubina Posted December 18, 2015 Posted December 18, 2015 I got my own settlement ideas in this thread: http://www.loverslab.com/topic/54639-quest-mod-concept-evolution-war/ (don't read the quest part if you don't want any story spoilers) Oooh, mind if I grab your points from that and add them to the posts? This thread isn't all my ideas, it's just sticking together ideas where I find them for ease of access (and getting a feeling of what people want). I'm trying to stick to low level mods and tweaks, rather than overhauls, the food system and settler skills being an exceptions. EDIT: TBH, I think it'd make more sense to make entirely new threads for a food and settler skills overhaul system. To Nexus, I guess! It's a shame that LL is almost more active than the actual 'SFW' modding site. Yeah I don't mind. However I believe an overhaul, turning the settler system into something like Fallout Shelter would be more fun. There's tons of settlements and with new land&quest mods it won't get less settlements. So we'd be better off with an economic simulation adding this "local leader" feeling. The path finding is an absolute nightmare, NPCs don't even find things right in front of them. That just asks for pre-fabbed buildings that have proper pre-fabbed pathfinding. There is still the possibility to include player freedom through adding loads of modifications and upgrades for the buildings. Just my thoughts on that.
alucrad90 Posted December 18, 2015 Posted December 18, 2015 As a coder I think I will say someting ... dull. In my opinion the most improtant thing of the settlement is balanced producing and consuming. Which means cycles 1,energy you have to consume oil/fusion core to produce electricity, Wind generate will be much important since they do not need too much resource. 2,water crops need water, settlers need water, Brahmans need water, bathroom need water and Industry needs water too 3,Industry Yes, industry. To make it better I think it could be some machine/workshop and give settler better weapons/cloths instead of realy made something, or produce large amount of resources like steel/aluminum/wood/plastics/biodiesel
D_ManXX2 Posted December 18, 2015 Posted December 18, 2015 After you become enemy of the institute there will be settler synth infiltrators. These could cause a major security risk for your settlements, if you don't act quickly. Oh, hell yes. I wonder, how do you detect them? Do you just hope? Some sort of radiant quest, or find suspicious items in containers around your settlement? "Why is the General looking through underwear draws again?" "AHA! I FOUND YOUR CABLES!" The way i noticied they where in my settlements is that overall hapiness started to decline even when i met all requirements to keep them happy, so i visited the settlement and one of my turret started to fire on this settler.
DocClox Posted December 18, 2015 Posted December 18, 2015 I keep thinking syringer turrets with paralytic/knockout loads. And some specialist robots to go and retrieve the targets the turrets take out. Anyone who remembers the Chain Beasts from Oblivion will understand where I'm coming from here. Then we'd need slave kennels to house the captives while they were instructed in their duties as slaves of the New Commonwealth Republic. (Hey, catchy initials, those. I might keep them )
Sinister Posted December 18, 2015 Posted December 18, 2015 This already have, i was impressive the first time i saw, a settler pull a gun and start shooting, everyone shoot back and he died, them i check and sinth components, this happens to me 3 times now. Btw i just check your topic now, and i think you have some amazing points, i believe bethesda will make some dlc with focus on settlements in the future I honestly hope Bethesda work on fixing the blandness of the game first. To be honest i cannot argue about that... my game is smooth, the only bug i got so far was with some doctor that i met in the world, i told her to work for me and she never appear... and i am modding a lot the game, so maybe i am lucky. But i think there is so much room for improvement that i don't believe that bethesda worked for 7 years in this game, and with the same old engine... i have 245 hours in the game now, and i think i already see everything, in skyrim i don't even want to know how much time i played, and every once i found something new, a quest a place something. I'm at 300+ hrs, 2nd play through and I'm still finding new stuff.
Revuu Posted December 18, 2015 Author Posted December 18, 2015 WTB Dwarf Falloutress. ogod. OH GOD. Sanctuary is going to flood and then the CARP will EAT us ALL. Trashcan McDwarfLenoChin drowns trying to ford the river WITH THE BRIDGE RIGHT THERE. The Prydwen falls from the sky as it is overburdened with tribbles the offspring of Proctor Quinlans cat. All the while Proctor Teagan is sending raiding parties to settlements instead of slaughtering the damn cats for food. Water purifiers are now stills and require a steady supply of Plump Tatos. The Forge is now a settlement location and renamed to Boatmurdered. Settlers go on berserk rampages for no apparent reason without having been replaced by a synth. Deathclaws have been replaced with elephants. May Armok have mercy on our souls. Fun™! For serious though, a booze still settlement item would be nifty. There's tons of settlements and with new land&quest mods it won't get less settlements.I believe an overhaul, turning the settler system into something like Fallout Shelter would be more fun. So we'd be better off with an economic simulation adding this "local leader" feeling. Well, that's given me an idea for a Settler Skills Overhaul Mod name... Vaultmurdered
fappy45454 Posted December 19, 2015 Posted December 19, 2015 a way to train settlers to use power armor when on guard duty and hop out when their not on guard heck maybe if you have max level blacksmith perk you can train them to repair it
LeFlemard Posted December 19, 2015 Posted December 19, 2015 a way to train settlers to use power armor when on guard duty and hop out when their not on guard heck maybe if you have max level blacksmith perk you can train them to repair it They already do that when you multiple armor in one settlement, Annoying thing is they just leave it anywhere after that...
Revuu Posted December 19, 2015 Author Posted December 19, 2015 a way to train settlers to use power armor when on guard duty and hop out when their not on guard heck maybe if you have max level blacksmith perk you can train them to repair it They already do that when you multiple armor in one settlement, Annoying thing is they just leave it anywhere after that... That might not be too hard to fix? Or maybe it would. Idea: Settlers are forced out of power armor after combat. The armor is then teleported back to wherever it was before, or the nearest empty power armor crafting station. Cons: If you're there at the time it happens, it'll look pretty damn weird.
windu190 Posted December 19, 2015 Posted December 19, 2015 I want to be able to build those Protectron chambers. Push a button and a protectron comes out to protect your settlement. Even more interesting now that we have multiple versions of Protectrons. Frankly I'm amazed there is no in-game feature to add robots to your settlement defense force.
Zenevolution Posted December 20, 2015 Posted December 20, 2015 I hope to see a mod where when you "store in workshop" any item from any settlement it can be placed back down through any other connected settlement. A mod like that would make me so happy... I could just tear all that stuff down from the Castle and drop it down on my island with no worries!
LeFlemard Posted December 20, 2015 Posted December 20, 2015 I hope to see a mod where when you "store in workshop" any item from any settlement it can be placed back down through any other connected settlement. A mod like that would make me so happy... I could just tear all that stuff down from the Castle and drop it down on my island with no worries! Already doable if you link your settlements together, need to have a perk for that tho (tis in charisme tree)
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